Minecraft seems like the obvious choice for kids who liked Roblox. Terraria is another. If they can only play on a server that one of them hosts, then no need to worry about outside users.
Good on you and the other parents for getting that shit out of there, kids don’t need addiction machines trying to pressure them into spending money.
According to r/VPNTorrents, Proton and AirVPN are the only recommended VPNs since they are the only well-established privacy-respecting ones left that still have port-forwarding. New ones are popping up with promise, like Azire and a couple others, but time will tell. As for Proton, I decided against it because of its limited port forwarding and lack of IPv6 compatibility and settled on AirVPN But Proton has genuinely great products if you're interested in the full suite. AirVPN, in my opinion, is just the last great VPN. Open-source & fully featured client, run by activists, anonymous accounts, crypto purchasing, IPv6 compatibility, full port forwarding, great support, Tor integration, the list goes on.
They're super transparent with whatever they have going on with them. They had one probe within the last couple years but they don't keep logs so I'm not sure anything bad for the users is possible, and what VPN hasn't been asked for it's information lol
The issue is that authorities were able to retrieve the private key off the server. Yes, Windscribe adjusted afterwards but, it puts their security practices into major question. If you read their response to the situation it was a ton of side stepping the issue, trying to put blame on other VPNs, or trying to act like a government getting access to one of their private keys was not a big deal.
Windscribe is fine, back when they were shit-tier I grabbed a lifetime pro subscription for $30. For the common user, who just wants to download their very legal Linux ISOs on qbit its a good VPN. I just think Windscribe gets a pass on its history more so then a lot of other VPNs.
You might want to add the proper context that the servers were siezed by authorities (so not stolen) and they were very transparent about the fact that it was a legacy system. They also followed with a plan to rectify, including third part audits. Every organization makes mistakes, it’s how they respond that matters.
If you’re looking for a VPN provider that hasn’t had issues ever in their history, good luck. You’ll just end up with the ones who lie and cover up incidents.
“If you’re looking for a VPN provider that hasn’t had issues ever in their history, good luck. You’ll just end up with the ones who lie and cover up incidents.”
This is the type of ignorant statement makes it hard to take you seriously. First of all its not true, and if you really believed it, why waste time stanning for Windscribe? What’s your pitch? “They all suck so go with this one”
Sure, trustworthy VPNs are few and far between but they do exist. On the no port-forwarding side you have Mullvad, and IVPN and other newer ones that seem promising for now. On the port-forwarding side you have Proton and AirVPN with other newer ones that have some promise.
Even OVPN, who now has dubious ownership, has a far better track-record then Windscribe.
Second, you’re absolutely right. Steam did a great job with the whole Steam Deck Verified thing. It ensures that the game “just works”, which is someone that can’t always be said of PC games. It makes sense, given the near uniform hardware of the Deck, of course, but it’s still important for reaching the console and/or casual gamer markets.
And let’s face it, the Deck is just convenient as hell. It’s the mobile gaming solution I’ve wanted for decades.
…but I totally get what he means. Some people just aren’t excited about fiddling with settings, hardware, software or otherwise. It’s just a pain. Even myself, I’ve noticed I’ve lost most of my appetite for twiddling with drivers and such so I get it. When I play a game, I want to play the game, not set up the game, tweak the game, etc.
This has always been one of the key advantages of consoles over PC gaming. You can go to Gamestop, buy the game, plug it into your console, and then play. Or at least you used to.
Consoles have gotten more fiddly over the years, and the Steam Deck meets them halfway. If you are okay with online game stores, managing storage space for your games, you are already good to go with your Steam Deck. If you want to, you can tweak your settings for more battery life or performance, or venture outside the Steam Deck Verified games.
Eh, it’s not always great, Baldurs Gate 3 is “Varifed”, but it took some fiddling with the settings to get it toba stable 30 with decent lod on my deck.
On the whole, achievements encourage players to do stuff that isn’t fun. Sometimes they’re funny or encourage good gameplay, but too often they’re just busywork, mindless random drops, or insane investments in time/skill.
Achievements (for me, at least) are just a reason to spend more time with a game that I enjoy. In most cases, I have trouble enjoying a game if I don’t have goals to work towards (either game-imposed or self-imposed). If I finish the main part of the game, and am not tired of it yet, achievements give me goals that I can follow if I want to keep playing.
Definitely agree that there’s too many games that have achievements that are just in no way worth the time and aren’t even fun as an auxiliary goal, though. The best ones are the ones that get you to do things you otherwise wouldn’t (e.g. playing a non-standard playthrough of the game). The lazy ones (‘Kill X enemies, Earn Y dollars’) are just busywork or earned ‘automatically’ while doing other things and add nothing.
Trophies can be very fun when they incentivize the player to interact with the game in ways that you normally don’t do during a regular play through.
Most games have trophies designed by some corporate drone and consist of a handful of trophies giving for completing the storyline and the rest for token actions that you’ll inevitably do while playing. They fucking suck!
Ratchet and Clank did it right back in the day before trophies with their Skill Point system. Little fun challenges that you wouldn’t normally do. Gave you points to unlock some skins and cheats.
Is that really so much to ask for… yeah I already know the answer.
Most games have trophies designed by some corporate drone and consist of a handful of trophies giving for completing the storyline and the rest for token actions that you’ll inevitably do while playing.
Those are basically just publicly accessible analytics for how far people typically get in a game.
After someone on Lemmy recommended Dwarf Eats Mountain (it’s okay), I checked out the idle game genre for the first time.
On one extreme, Magic Archery was completed in under an hour and all seven achievements were earned during normal gameplay.
But most other idle games, ho boy. They tend to have several hundred achievements, many of which would take literal weeks if not months to achieve, and often require resetting the game back to the start dozens of times due to prestige mechanics that are necessary for late-game progression.
Action games, for the most part, have well-thought achievements, TBH. If designed well, they can nudge you towards the intended way to play the game and by the time you’re done, you will have mastered the gameplay or got really close.
In Hi-Fi Rush, for example, some achievements encourage you to parry, parry counter, air juggle… etc.
Too many people seem too focused on getting 100%/Platinum though, and I feel like that’s almost always going to end up in a kind of exploration grind, or just having achievements for playing the game.
The best achievements imo is when you do something random and get an achievement for it, then youll be able to see how many other players managed the same.
I enjoyed the Tokyo Drift achievement in Sea of Thieves. I was running from a larger ship and naturally thought of going full steer around a rock and dropping anchor. It worked! We lived.
I want to see puzzles that are implemented using the physics engine. And I don’t mean “toss the axe in the proper arc to trigger the gate” physics. I mean “stack the bricks on one end of the seesaw to balance it long enough to make the jump to the next platform”. Or “use the blue barrels’ buoyancy to raise the platform out of the water”.
Yesss and more destruction physics. I miss watching cars crumple and get torn apart like in the burnout games. There was a really old ww2 dogfighting game where the plane wings could get sawn off and you’d see this smoking plane spiralling into the ground while the wing flew off in the opposite direction before the plane exploded on the ground.
Check out Wreckfest. It’s mostly basically rallycross with plenty of damage. The physics is better than in Burnout, afaik. The sequel game was just recently either released or announced.
I think those were mind blowing when I first played hl2, just because real time physics and destruction was novel, but now I think they grind the pacing to a halt. I think they just don’t work in an action shooter IMO.
My opinion is the exact opposite. Narrative games, even action shooters, need to have high action and low action parts in balance. If high action segments are excessive, it can lead to combat fatigue. If low action parts are excessive, the player gets bored and the pacing dies.
Half-Life 2 E1, the “Low Lives” chapter, has probably the most stressful combat in the game because the player has to balance so many things. Shooting the zombies attacking Gordon versus helping Alyx fight. Helping Alyx versus keeping the flashlight charged. Firearms versus explosive props. All of that in oppressive darkness. Combat fatigue sets in. The short puzzle segments, even as simple as crawling through a vent to flip a switch, are opportunities to take a breath, absorb the environment, and prepare for the next segment – especially at the end of that particular chapter, when the player escapes the zombies and has a chance to wind down.
At the same time, puzzles, by their slower nature, are excellent for delivering narrative and player training, and to let the player absorb the atmosphere. Alyx’s first encounter with the stalkers in “Undue Alarm” wouldn’t have had the same emotional impact if the player could just pop them in the head and move on.
In contrast, most of “Highway 17” is just a prolonged vehicle-based puzzle. By the time the player reaches the large railway bridge, they might be sick of driving. I know I was. It’s a relief to finally engage in some platforming and long-range combat while traversing the bridge.
So what are the narrative values of my two examples? The cinderblock seesaw in “Route Kanal” is just player training. A show, don’t tell method to let the player know that physics puzzles will be a factor. It’s also a short break after the on-foot chase, before the encounter with the hunter chopper. In “Water Hazard”, the contraptions serve a larger narrative purpose: they’re the tools of the rebels’ refugee evacuation effort. The player utilizes them like one of the refugees would have.
The best bits of the Half-Life games are the more slow parts. Just taking in the environmental storytelling, solving simple puzzles, etc. Helps to make the more action sequences feel more impactful and intense.
When I was replaying ‘HL2’ around ten years ago, I ran around the whole map looking for where I can get outside of the plot course, especially in the slower parts of the levels. This culminated in me driving the hoverboat up a three-meter-high wooden platform, falling from that platform myself, and not being able to climb up again to get the boat. After which I had to run from the attack helicopter on foot, and swim by myself later on that level.
I use about the same approach in the original ‘Deus Ex’, which I’ve been replaying recently: investigating every nook and cranny, being 100% stealthy, trying to go where the game shouldn’t allow me to be. I actually found an exit from a scripted part of a level where only one path is normally possible — though there was nothing to do outside of that part. The game also gives experience points for getting into some remote or secret places.
It’s rare, but there’s a few indie games where I did not wait for a sale, even knowing I wouldn’t play it for a while, because I wanted to be supportive to devs that made something I wanted.
I’ve even come across games, like If On A Winter’s Night, Four Travelers, that is free, but it’s such a great game, that I just had to buy the supporter pack :) (I even waited a bit for it to go off sale :) )
Moonring is another free game who had to add a $5 megadungeon DLC after being harassed by fans for months to give them a way to support the game monetarily
This thread has some bangers. Thanks for sharing!!!
I really like this “supporter DLC” model. And it legitimately warms my heart to see a lot of people saying they go out of their way to support indies this way.
I read the book’s wiki page, but it doesn’t seem to, besides the title. The game does have a narrative frame of strangers meeting at a masquerade ball on an odd train going through a winter landscape, but most of the game is the self-contained stories of 3 of these travellers, it doesn’t directly talk to the player.
I wasn’t expecting this post to bring out this kind of animosity in people. Jesus fuckin’ christ.
Video games are not a public service, there is no such thing as a 100% universally enjoyed video game for a reason. It’s ok that there are different types of video games, folks, be them too hard or too easy for your tastes, it’s kind of stupid to throw these kinds of stones about it.
I mean, is every book supposed to be palatable to everyone? Are we all supposed to feel the exact same way about every piece of art? This is like being mad that Guardians of The Galaxy involved sci-fi and super heroes and wasn’t a WWII documentary because that’s what you’d have preferred to watch.
Some books are written in smaller text than others. Some people have difficulties reading small text. Some people argue the enjoyment of such books is based on the small text. Others disagree and want to be able to experience the book with larger text.
Some texts are too esoteric or hard to understand. Some people argue that the enjoyment of such books is based on the obscure meaning of said books. Others are stupid and should get better at reading comprehension. Git gud, shitter.
Access to color blind mode, input changing, or speciallty is the magnifying glass/fony size change. Dumbing the text down to be more easily understood would be easy mode, dumbass.
Well said, nobody fucks about a book being written too complicated, they just roast readers who don’t understand it while they themself pretend that they understand, after reading interpretations.
Same with games that are hard in my opinion.
And there is a big difference between hard because designed hard, and hard because lazy programmed (stupid hitboxes, glitchy behaviour etc). But same goes for books: a book I would have written would not be hard to understand because it is designed like this, but because I am a confused neurodivergent/ADHS/autism who knows what guy writing my stuff all over the place with dump punctuation.
Games, like movies, are easily consumed but difficult to create. As a result, everyone and their grandma can critique them and publish on the Internet which only further self-selects for the highly opinionated to do so.
But not all opinions are equal. You can be well studied in your field and generally intelligent, but if you don’t have a relevant background in the humanities and the sciences, you can have complex reasoning but without having the depth, the breadth, and the relevance in the analysis.
Case in point the first replier. The analogy is fine and the deductive reasoning is self-consistent, but they didn’t show the relevance to game design. (Ie. Why must the author make the text size bigger for people who can’t enjoy smaller text, and why must the same apply to games.)
That’s why gamers seem to be notorious for having takes that miss the trees for the forest.
(I am aware that I’m very much at risk of committing this very error with my post.)
I’m not trying to disagreeing with you. But that’s the thing, being “good” at a game isn’t among the most important qualifications for insightful analysis which is why gamers tend to make poor takes.
The important qualifications are experience with analysis and formal knowledge in the arts, humanities, and some of the sciences. The YouTuber Noah Caldwell-Gervais is a good example. The guy sucks ass at twitch mechanics (ie. playing games) but he’s extremely well-read and has extensive knowledge on many domains so he makes insightful analysis.
Miyazaki doesn’t even play his own games and probably sucks just as much ass at twitch mechanics but he’s able to consistently direct amazing games because of his extensive knowledge and experience apart from playing well.
I tried Dark Souls, got my ass kicked, tried again, got my ass kicked again, went “huh, guess it’s not for me” and moved on with my life. I truly don’t get this mentality where people think they’re entitled to play a game that was clearly not designed for them.
Welcome to the club! I did the same thing with a meat slicer about 20 years ago. My thumb was flat at the tip of the nail for a long time, but it’s grown back since then.
Turn based games are great for one handed, because you can take your time hitting the buttons. Maybe slay the spire, Inscryption or balatro if you haven’t tried those yet.
I second this is hurt my thumb real bad a few years back. Lot of the old Final fantasy games are great. I ended up most of the way the original VII on the PSX. Lot of the new ones are quick action. Chron Trigger and Earthbound are also good ones as well on the SNES
I did the same! Unrelated to my thumb, but I played through Final Fantasy 4-6 and had a blast. I started 7, but I might be the only person on the planet that doesn’t enjoy it.
Yes! It depends on which Switch games, of course Switch emulation is a slippery slope of diving into drivers, settings and builds. But a lot of games run well!!
Even more surprising was WiiU (since that emulator is quite recent on the scene!), and PS3! WipEout HD: Fury was fun to play!
Little edit: I’ve actually got an article on Eden emulator coming up soon, I interviewed two of the devs, and I’m writing things up now. So if you’re interested in the ‘main’ Switch emulator being built and maintained, then keep an eye out for when I post it! You can just bookmark my author link here and when it’s up, it’ll appear there
the bigger wall with switch emulation on android is that mobile companies are terrible at writing gpu drivers when compared to conventional desktop/laptop graphics vendors. its why for example the older snapdragon gen 2/3 outperform their newer snapdragon elite counterparts in emulation.
theres significantly more setup time on mobile because some of the jank doesnt “just work”
The Snapdragon 865 is the undisputed winner of all for the Switch, even now after so much time has passed. Time will change that, and the community is what drives changes, but it’s definitely a unique scene!
If the SD865 is the undisputed champ does that mean that the Lite version is actually the best for Switch Emulation since that’s the one that ships with SD865?
While it’s outdated, its the divers that make it the better option for Switch emulation! But, with time will come drivers which make the newer upgrades work as well, like 8gen2. Right now, it’s the community support that keeps the 865 being the most stable and the one I’d recommend the most (with Turnip) for Switch emu!
But as for everything else? It’s a weigh up for what is most important to you!
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