gamedeveloper.com

echo64, do games w Report: Fall Guys dev Mediatonic "decimated" by Epic layoffs

It’s cool how you can be providing the labor for a company and then that company gets bought by another company and the shareholders who don’t actually make the thing get rich and then you get fired because the other company has a bad year even though the thing you labored for is incredibly successful.

Squizzy,

Tangentially, I haven’t played in ages but they should have made it local coop so we can have fun on the courses without having to play through the same few opening courses and deal with lobbies.

thanevim,

Yeah, them deciding that no stage is sacred and not allow for any offline or private play was extremely frustrating and made it so that I just lost the ability to give a shit at all about the game

knightry,

Custom lobbies (i.e. the exact feature you’re asking for) were launched in December 2020, in beta mode, then March 2021 to everyone. So the feature you wanted has been there for over 2.5 years.

It’s always fascinating to me to see highly rated comments that are pretty out of touch with the actual subject matter.

DawnOfRiku,

To me it just shows that they made the change far too late for anyone to even notice. It’s not reasonable to be a subject matter expert in every game one’s ever played.

Squizzy,

Exactly this, I see this a lot in the Joe Rogan…“I bet you haven’t watched all his shows, so how can you say you don’t like him” you should’nt need to know everything in detail to form an opinion

knightry,

deleted_by_author

  • Loading...
  • Squizzy,

    Doubling down on what exactly? Man why are you so weird accusing me of editing comments and “doubling down” when all I’m doing is no changing my view based on an irrelevant reply from you.

    And I compared the argument that “you can’t have a view on something without having an intimate and indepth knowledge of topic” especially when that view is whether or not you take part in the piece of media.

    Squizzy,

    How does a custom lobby relate to local coop? And how does it help in getting to play selected courses?

    knightry,

    deleted_by_author

  • Loading...
  • Squizzy,

    Check the edit log I didn’t change anything you odd ball

    surely_not_a_bot, do games w Slay the Spire devs followed through on abandoning Unity

    Good for them. Respect++.

    The_Vampire,

    @surely_not_a_bot will remember that

    Fizz, do games w Epic Games to update Unreal Engine pricing for devs not making games
    @Fizz@lemmy.nz avatar

    But… photoshop is very expensive

    panja,

    I mean I hate Adobe as much as the next guy but photoshop is like $10/month

    Virkkunen,
    @Virkkunen@kbin.social avatar

    Affinity Photo is $60 once and you own it forever, with free updates. It's pretty much the only actually good Photoshop replacement.

    HidingCat,

    They need to do a LR replacement, then I'll just switch to Affinity.

    ClockworkOtter,

    Darktable is an excellent replacement

    HidingCat,

    I'll try it again, but several years ago when I tried it I didn't find it as good.

    ClockworkOtter,

    There have been a few changes, but it is mostly the same I think.

    Out of interest, what wasn’t as good?

    HidingCat,

    Workflow just wasn't as good, it didn't have a lot of the little features (search was definitely not as nice to use), and as a Nikon shooter back then, it never nailed the Nikon colours the way I wanted without very heavy post-processing, which was time I didn't want to spend.

    dave,
    @dave@feddit.uk avatar

    Free minor updates. And if you buy it a month before a major version update, you get nothing. Ask me how I know :/.

    SaltySalamander,
    @SaltySalamander@kbin.social avatar

    🏴‍☠️

    baked_tea,

    Photopea is free and in browser as well

    Buddahriffic,

    Being a browser app is not a plus imo. I’ll take a snappy native app over easy portability every day.

    Vordus,

    GIMP is free and also doubles as a way to express just how much I hate myself!

    panja,

    Yep I use and love affinity photo. It works well for my needs.

    mihnt,
    @mihnt@lemmy.world avatar

    It’s $21 USD from what I can see. That’s only photoshop. Help the poor souls who need more than that.

    HidingCat,

    Photography plan should still be US$10 for both PS and LR.

    mihnt, (edited )
    @mihnt@lemmy.world avatar

    Oh, bundles. This is just cable TV/phone plans in another form.

    Edit: Don’t downvote who I responded to. They are correct. Not their fault Adobe is crap.

    HidingCat,

    Eh, would you prefer that to be US$20 each instead? Why are you ideologically opposed to something when there are benefits?

    mihnt,
    @mihnt@lemmy.world avatar

    I’d rather not pay a subscription in the first place.

    I’ll never be a fan of sub bundles that it’s obvious that it’s all about maximum profit for the company. Why is the only bundle PS and LR? (Besides the 3d modeling crap.) Or using everything in the cloud. Why is there no “your choice bundle”? What if I just need Premiere and Acrobat? Or any other combination for that matter.

    HidingCat,

    Because it's aimed at photographers who raised a huge stink in the first place (I was one of them).

    You don't have to use it in the cloud too, all my camera photos are sitting in my drives, none of them have been uploaded to Adobe's servers.

    PS and LR at this price is cheaper than the perpetual licenses if I upgraded every other cycle, so it's been cheaper for me. Of course there's still cheaper alternatives for PS now (Affinity Photo is really good), but since I still use LR a lot and the cost is bearable, I stay on it.

    icedterminal, (edited )

    That’s not what I see.

    screenshot of Adobe photography plan

    mihnt,
    @mihnt@lemmy.world avatar

    I think that they are saying it’s $10 per software. Just worded it poorly.

    HidingCat,

    No, it's still US$10 for me for both. I wonder if it's a regional thing, or Adobe are being sneaky bastards and hiding the cheaper version of the plan somewhere.

    icedterminal,

    It’s 100% regional. After you mentioned it, I dug this up:

    theverge.com/…/adobe-creative-cloud-lightroom-pho…

    It will eventually come to everyone.

    HidingCat,

    Seriously, using a 4 year old article to justify your stance?

    icedterminal,

    Lol. I just searched it man. No need to get all defensive. It’s not an argument. Instead of replying twice, you can also edit. But I don’t see that plan at all on mobile. It seems like an intentional design choice. There is no “look harder” when it simply doesn’t exist.

    HidingCat,
    mihnt,
    @mihnt@lemmy.world avatar
    HidingCat,

    Ah, I see, you're on "All", on the left tab. Hit the "Photo" and you should see it. They're really hiding the cheaper option now!

    Prismo,
    @Prismo@lemmy.world avatar

    Yeh, I use 4 applications from Adobe in very limited amounts. I wish they did a pay as you use subscription! If you use them all every day it’s cheap, but I maybe use them about 10-15 hours per month at the most.

    mihnt,
    @mihnt@lemmy.world avatar

    There aren’t alternatives to what you use? I couldn’t justify that personally.

    Prismo,
    @Prismo@lemmy.world avatar

    Traditional I would be working on a freelance basis with companies and teams that would only use adobe, and wanted files in those formats. Though as I’m doing more and more of work just for myself the alternatives are getting more tempting.

    CrypticFawn,
    @CrypticFawn@lemmy.dbzer0.com avatar

    I have the $10 plan.

    TwilightVulpine,

    Americans will talk of $10 a month like it’s chump change. It’s more expensive than my water bill.

    Now add every other tool that decides to take the same approach.

    Wahots,
    @Wahots@pawb.social avatar

    $10 is also more expensive than my water bill in the US*. I purposely have as few subscriptions as possible.

    *other utility bills are higher though, like sewer capacity, which is $17/mo.

    panja,

    If you’re using photoshop in a business or hobby capacity, $10/month is a fairly good deal.

    I personally use Affinity Photo but I’m not going to pretend that it has feature parity with photoshop.

    TwilightVulpine,

    Paying forever is not a better deal than paying the price of a few months of use and then having it for years. Maybe a business can justify that, but for a hobby? No way.

    panja,

    Maybe a business can justify that, but for a hobby? No way.

    Hobbyists CAN and DO get the $10/mo plan. It’s cheaper than most streaming services and if it’s a part of your workflow (as a hobby photographer, for example) then $10/month for a constantly updated software is a good deal.

    Like if you don’t value photoshop at $10/month that’s okay but A LOT of people do.

    Paying forever is not a better deal

    I just ran into the not forever issue when I had to re-buy Affinity photo to get the newest version.

    Wooki,

    Gimp

    This is the way

    tsz,

    It’s not. It’s miserable to actually use. It’s miserable to manage in a production setting. It’s just not acceptable unless you’re working for yourself.

    Wooki,

    “oh no I have to learn something new 😭😭😭😭”

    It’s easy, real easy in a production setting. Different is not hard.

    Publishing to other formats and opening more formats are an absolute strength!

    errer,

    Yeah…no. It’s objectively worse in many ways. Student on a budget? Hobbyist? Gimp will get the job done…but then again so will Pixlr 99% of the time. It’s gotta get a whole lot better before production houses seriously consider switching.

    Lemminary,

    I’d also like to add Photopea to the list. Gimp has plenty of competition that have pulled themselves up in a shorter amount of time.

    lloram239,

    Gimp was competition for Photoshop some 25 years ago. Photoshop has improved a lot since those days, Gimp hasn’t. Gimp isn’t even the best graphics app in the Free Software space anymore.

    Wooki, (edited )

    I have used gimp over the past about 15 years, photoshop & Corel suite past 10 & 4 years ago as well. Gimp is not photoshop anyone who has used it, understands that it’s a different product and frankly it does not matter. It’s very capable where it matters and the net result is it costs nothing. No rent charging for nice but not necessary features for myself.

    tsz,

    Bud you’re flat out wrong here.

    Khrux,

    I’d recommend Photopea for casual use that’s not miserable to use. It’s in browser only and is basically a photoshop clone with slightly less features, but it’s amazingly close to Photoshop when I need it to be, even with things like using a pen or a really specific option menu.

    It does generate it’s revenue via banner ads but I’ve never seen them with my adblock, if I’m needing to quickly whip something up and utilise my Photoshop familiarity, it’s my go to.

    tsz,

    Do whatever you want on your own time 🙂

    sfgifz,

    I use Photopea too for basic editing, but it certainly wouldn’t be good in a professional environment.

    baatliwala,

    I would rather stab myself in the eyeballs than use GIMP. It’s never the way and never will be.

    Chailles,
    @Chailles@lemmy.world avatar

    It could be worse. They could have looked towards Autodesk for inspiration.

    meatand2veg,

    They did, tim epic just said in the article they looked to service like Photoshop and Maya

    DosDude, do games w Baldur's Gate 3's success is not about setting a new "standard"
    @DosDude@retrolemmy.com avatar

    It’s not about the type of game. The new standard should be about releasing a finished game. Not a buggy mess with day one patches.

    LilDestructiveSheep,
    @LilDestructiveSheep@lemmy.world avatar

    Sad that we went to unfinished games by moneydevouring publishers and all its errors that come along with that (overworked staff, bad salaries every here and there).

    When did we leave the path that finished games should be released around the clock?

    CileTheSane,
    @CileTheSane@lemmy.ca avatar

    When people kept pre-ordering and purchasing unfinished games. If it wasn’t profitable they wouldn’t do it.

    ThePenitentOne,

    Basically, capitalism can be traced back as the reason for most decisions corporations make. Although the fact people will complain and do it anyway is something else.

    Pifpafpouf,

    What’s the problem with day-one patches? I’d much rather have a game with a day-one patch than a game that needs a patch 1 year after its release

    Game + day-one patch is essentially the initial state of the game

    DosDude,
    @DosDude@retrolemmy.com avatar

    Day one patch means they released an unfinished game. They haven’t done enough testing before physical production. Also fucks over the people with a slow connection.

    A patch 1 year after release is fine. Some people found a rare bug which can be fixed. If the game gets patches 1 year or longer after release tells me the developers have love for their game and/or community for fixing it long after they had any obligation to.

    Pifpafpouf,

    A day-one patch is the day of the release, so it counts as included in the release in my books.

    It doesn’t mean « they haven’t done enough testing before physical production », it means they took advantage of the inevitable several weeks or months between start of physical printing and release.

    And of course a patch 1 year after release is fine. What I’m saying is that I prefer a broken game that is fixed on release day over a broken game that is fixed 1 year later.

    bert,

    Why do you prefer broken games at all though? Wouldn’t you prefer a finished game at release?

    BeardedGingerWonder,

    Except that’s not what happened in the old days, I’ve been getting PC game patches for as long as I’ve been gaming, upwards of 30 years. You’re not going to get every bug. Console games just didn’t get patched, if it was a buggy PoS it remained a buggy PoS.

    sugar_in_your_tea, (edited )

    What about a working game instead? They could just delay the launch until they’ve finished what would’ve gone into a day 1 patch before going gold.

    If they did that, they could:

    • start working on an expansion
    • give the dev team vacation time as a celebration for going gold
    • start work on the next game
    • do a bunch of play testing to reduce the need for patches a year after launch (i.e. catch more bugs)

    In other words, a studio shouldn’t go gold until their TODO list for launch day is done. That should be the standard, and it seems to be what BG3 did.

    Pifpafpouf,

    BG3 had a day-one patch, and is at its 6th hotfix now. Does it make it a broken game?

    With the scale of modern AAA games it is inevitable, if a studio had to wait until every bug in a game the size of Starfield was fixed to release it, it would simply never release. You have to decide at some point that the game is in a releasable state, and at this moment you start printing discs, then you keep working on it and fixing bugs and that constitues the day-one patch. And don’t worry about the expansion, they started working on it long before the release.

    sugar_in_your_tea, (edited )

    Having a day one patch doesn’t make a game broken, but it is a symptom of a bad internal process. Here are the patch notes for BG3 Day 1 (not sure if 100% accurate, but this is the best source I could find). To me, that doesn’t sound like anything game breaking.

    I’m not saying BG3 is the gold standard for AAA game releases, I’m merely saying it’s what we should expect for an average AAA release with some being a little better and some being a little worse.

    I’m not saying every bug needs to be fixed. Even older games before SW patches were a thing had a ton of bugs. I’m just saying, the game should play well even if users never patch the game. This is really important for game preservation, so you should always be able to take the game disk and install it offline and play through the whole game and have a great experience. That’s not the standard many AAA studios hold themselves to.

    Chailles,
    @Chailles@lemmy.world avatar

    Look at this way, you’ve got everything you needed to fix complete. The game is uploaded the the storefront database. It’s now a week before release. There will always be bugs to fix and no game will ever be completely bugfree (especially not games at this scale). At some point you have to release the game, so why not just release what you’ve been working on since when the game launches?

    sugar_in_your_tea, (edited )

    I’m not saying the game needs to be perfect, but it should be a great experience beginning to end without applying any patches. As in, I should be able to take the game disk and install it without any Internet connection and play through the game with only minor bugs here and there.

    This is really important for game preservation (the patch servers will eventually go offline), yet many AAA games are almost unplayable without day one patches.

    I’m a huge fan of software updates for games, but those updates should merely improve an already great experience, not be the method to fix a broken game. A broken game should never leave QA.

    0xc0ba17, (edited )

    As usual, people have no idea of the complexity of software. Games are extra complex. Games that are meant to run on an infinite variety of hardware combinations are worse. And it’s not any game, it’s an expansive RPG with hundreds of hours of gameplay and paths.

    It’s impossible to ship this kind of product bug-free, and it’s quite probable that it will never truly be bug-free. A day-1 patch is obviously expected, and bugfixes in the following weeks mean that devs are closely monitoring how it goes, and are still working full-time on it. That’s commendable.

    Swedneck,
    @Swedneck@discuss.tchncs.de avatar

    my only problem with them is that they can tend to be a bunch of extra data to download, rather that including it in the first download

    NuPNuA,

    Day one patch is fine. It’s just an odd remnant of buying physically as the discs have to be pressed and shipped several months ahead of launch while the Devs carry on working. Digital owners just download the latest build on launch.

    If there’s a patch and the game is still full of issues, thats another story.

    DosDude,
    @DosDude@retrolemmy.com avatar

    So pressing unfinished games on disks is fine for you? They should release a finished game. What if the console shop or server goes offline? How can you play it then? For preservation, day one patches are a nightmare.

    I’m glad to see the trend of releasing more games for pc beside their console counterpart rising. It makes preservation easier.

    hedgehog,

    Pressing unfinished games is a trade-off and a lesser evil than instead choosing to distribute games digital only. One alternative would be to delay all launches until multiple months after the game is considered “ready,” but that would likely impact revenue streams in a way that the people making those decisions would never agree to. It would also upset the 80% of the market who buy games digitally - why should their release be delayed?

    Would you prefer for physical releases to not be available until 3-6 months after the digital release (and more frequently, for there to be no physical release at all)?

    pfrost,

    Even if you press finished game, you still find tons of issues to fix before the release. It should be treated as bonus polishing time though, not time to finish the game.

    pory, (edited )
    @pory@lemmy.world avatar

    BG3 has plenty of bugs, some of them game breaking. Look at the litany of fixes they delivered in each patch. It’s not about that. It’s about releasing a game that isn’t a “service”, and just a purely high quality game - tactical combat that works well, characters with good writing, a solid plot hook, a distinct graphical style, phenomenal voice acting and mocap (which matter more for this genre than they would in, say, a third person shooter).

    tomi000,

    Every game has bugs, that is not really what a ‘finished game’ is about. Its more about consistently working features, delivering what you promised and working on fixing things you know arent working correctly.

    Plastic_Ramses, do games w Slay the Spire devs followed through on abandoning Unity

    I’ve got to imagine Epic is pretty pissed at Unity right now. Both had a pretty sweet gig “competing” against each other.

    But since Unity’s brain-dead maneuver, we suddenly have a foss alternative to both, and they might actually have to innovate now.

    aksdb,

    As much as I like to shit on Epic, but UE 5.x is pretty much innovative with each minor release. Watching the release videos of what the engine can do in realtime is always impressive. They are used as realtime backgrounds for movie sets.

    some_designer_dude,

    Unreal 5 is… unreal.

    ManniSturgis,

    I think it’s funny you try to show how good the game engine is by saying it’s used in movies. Like sure it’s impressive, but graphics don’t make a game. Give me one good game with simple graphics built in Godot, rather than 100 fancy locking $80 micro-transaction infested always online games.

    CosmoNova,

    Your argument has nothing to do with UE5‘s or Godot‘s strengths and weaknesses. You could literally flip it and it would make just as much (or little) sense: Give me one good asset library game in UE5, rather than 100 custom asset containing $80 micro-transaction infested always online Godot games. See? The argument doesn‘t actually say much about the engines, just about monetization which you can handle completely independently from the software. If your project makes a million or less, UE5 is free to use for anyone. That makes it pretty good for tiny indie devs and hobbyists actually.

    aksdb,

    Do you mix game development with engine? Of course an engine doesn’t make an innovative game by itself. An engine is - hence the name - only the means to an end to help develop a game. Innovative games are all over the place in regards to the engines they use; from in-house/custom to products like unity, unreal, etc.

    That you have the impression that engines like UE and Unity are “less innovative” by judging released games just shows how many games are developed using these engines - especially Unity. It’s so damn easy to build games with it, that many people do, even when they only build something simple. And that’s fine … it means that more people can channel their creativity into game development, even when it doesn’t yield anything ground breaking.

    It also shows, though, that developers can focus more on the game development and have to deal less with engine development and now even asset creation, since these engines also bring asset catalogs. So it’s really quite a good time to dive into game development, which fosters creativity and in the end there will also be innovative games among them.

    WarlordSdocy,

    Yes but at the same time Unreal doesn’t really compete with Unity at all when it comes to 2D games. Unreal is primarily meant for 3D games and maybe you could make a 2D one work in it but Unity has a lot more resources for 2D games. That’s why games like this switched to Godot instead of Unreal cause Unreal wasn’t really an option. I could be wrong but when Ive made some projects in Unreal it didn’t really seem to have any options for 2D games like Unity has.

    FiniteBanjo,

    It’s got all of the functionality you need but nothing in UE is “boilerplate” for 2D, meaning they don’t have the functions built for you to use out of the box. Godot has all the boilerplate for a complete novice to use after a few tutorials videos. Haven’t used Unity for maybe a decade so idk about them.

    dojan,
    @dojan@lemmy.world avatar

    Unity’s modus operandi is to develop a feature halfway and then deprecate it and replace it with something that’s not yet released. Such a mess of a product.

    echodot,

    Sounds like Microsoft should buy them.

    FiniteBanjo,

    They also spend valuable resources hounding developers into paying them, citing made up sales estimates.

    pycorax,

    Considering Epic is funding Godot iirc, I’m sure they’re more than happy with their competitor shooting themselves in the foot.

    dtrain,

    No mention of Epic in Godot’s transparency report.

    pycorax,

    Oh, seems like it was a one time thing then. Apparently they got a grant in 2020 and that was it.

    echodot,

    Unity wasn’t innovating but I think it’s unfair to say that epic were not.

    Part of the problem is that Unity don’t actually use their own engine.

    Wootz, do games w Epic Games to update Unreal Engine pricing for devs not making games

    Not at all surprised.

    This bit got me: Evidently, all of Epic Games’ business had been “heavily funded by Fortnite” in the last six years, and different parts of the company became “disconnected” from their revenue streams.

    …Did you not see this coming? Have you really not had a plan for when Fortnite started to lose momentum? I get that having a product blow up will leaf to a period of manic spending because your cash flow suddenly feels infinite, but come on. You’re not a small player in this, Epic. You’ve been around since the 90s. You know better than to mindlessly ride the wave of a success.

    Of course the Fortnite money was going to run out. That’s why you invested so heavily in UE5, right?.. Right?

    Vordus,

    But wootz! Don’t you see! Fortnite was making inroads into the metaverse, and we all know that whoever cracks the metaverse concept is going to reap infinite profits right? Because that’s certainly not a weird dystopian sci-fi pipe dream or anything! It was going to be all smooth sailing straight into forever profits!

    Aceticon,

    Surelly there are infinite virtual profits to be had in virtual universes!

    sfgifz,

    Few understand.

    Radicaldog,

    At least they got a touch closer than most, hosting virtual concerts etc. Just… No-one I know went to one.

    Chailles,
    @Chailles@lemmy.world avatar

    Not to mention the amount of money they literally burn through EGS. If I remember correctly, the plan was that it wouldn’t be profitable for another 3/4 years (by 2027).

    moody,

    They started shilling for Shell to extend that income a little bit more as well.

    hansl,

    Unironically, no. They really thought Fortnite was going to be the new Minecraft and compete with Netflix/Disney for time and attention.

    hollywoodreporter.com/…/fortnite-ceo-isnt-worried…

    spezz,

    Fucking idiots. I swear, i dont know why we place CEOs and richer folks, in general, on a pedestal so much. Minecraft has longevity because its basically digital legos. Fortnite is a FPS with buildable aspects.FPSes come and go with the winds.

    papel,

    People have this tendency to associate wealth with knowledge, or business savvy. For many companies, it’s just a matter of “creative accounting” coupled with a psychopath CEO and lucking out. Epic lucked out with Fortnite Battle Royale, don’t forget their original “save world” was a total flop as a paid product

    pory,
    @pory@lemmy.world avatar

    Their plan for when Fortnite stopped pulling in money was for their Epic Games Store (that they propped up by paying devs lump sums just to not launch their games on Steam) to actually make Steam levels of money because surely exclusives and freebies will make people spend money on their store. Turns out there’s a lot of people that will never spend a dime on EGS, either because they won’t install it or only use it for the free games.

    So all that Fortnite money they used to pay devs to not release their games on Steam ended up being a failed investment, and they’ve had to change their incentives from “we’ll give you a huge lump sum that’s about equal to what you’d have made with a successful Steam launch” to “well we’ll give you a better revenue split if you launch exclusively on our store that guarantees you get 10% of sales volume compared to Steam”. Turns out 60% of 1m sales is better than 80% of 100k sales.

    lonewalk, do gaming w Unity introducing new fee attached to game installs

    Godspeed Godot, fuck every single tech company enshittifying the whole sector to hell.

    TwilightVulpine,

    Godot's only issue is the lack of console support, but that's because they can't get the licenses as an open source project.

    520,

    They support dual licensing for this very reason.

    Lojcs,

    How does that help if there’s no engine support?

    520, (edited )

    It essentially allows for special closed source builds. These closed source builds can have the engine support for consoles and still be in keeping with Sony/Microsoft/Nintendo's licenses.

    TwilightVulpine,

    I didn't know that. How do the developers get access to these builds? Are they sold? Or do they need to build it themselves?

    520, (edited )

    So, basically the console manufacturer gives you the SDK, integration code, etc after you sign their NDAs. After that, you can either use what they gave you to port it yourself to that console, or you can pay someone else for their build.

    https://docs.godotengine.org/en/3.2/tutorials/platform/consoles.html

    taanegl,

    This, right here.

    Hey EU. How about lowering that barrier to entry by pumping a couple of million Euro’s into cold-room reverse engineering the API’s and developing an open source alternative that can be distributed freely.

    We’ll invite Sony lawyers, Microsoft lawyers, watch them cope and seethe as their framework is made more open…

    …aaaand then realising that a lot more people will take the shot to pay for actual licensing. Go figure.

    teawrecks, (edited )

    You’re still going to need them to sign your binary for the console to recognize it as legit.

    Circumventing the official path worked back in the 80s and 90s, but modern consoles and their SDKs were designed with those lessons in mind.

    520, (edited )

    It's still valuable information for those that would seek to load homebrew (unsigned code) onto their systems.

    Console security is one of those things where every additional barrier helps. The goal isn't to outright prevent homebrew or piracy but to limit the scope of breaches and delay them as much as possible. Even modern consoles like the Switch and PS5 are not immune

    teawrecks,

    It would be great if there was a guaranteed way to homebrew your consoles, but yeah security and stability is the real thing we benefit from. I don’t think anyone would advocate for more hackers in console multiplayer games, and I don’t want a homebrew game I’m running to crash or brick my system because of their fly-by-night hardware usage.

    520, (edited )

    So, I didn't bring up Xbox earlier, because Microsoft has an official way to run homebrew on Xbox consoles.

    All modern Xboxes have access to something called developer mode. This allows people to put whatever code they like on it, but removes the ability to play retail games. The change isn't permanent, however, and switching between the modes is perfectly safe.

    This is a big part of the reason why Xbox 1 never had piracy; pirates couldn't piggyback on the back of homebrewers, who simply opted to use developer mode instead of cracking the console.

    teawrecks,

    Interesting, I didn’t realize this. I assumed a dev kit was always required for that behavior, and that’s why Nintendo offering a cheap switch dev kit was such a big deal. TIL

    ProdigalFrog,

    The Godot developers created a new business entity that will facilitate porting games to closed platforms.

    atocci,

    I was going to say, I know Cassette Beasts released on Switch and it uses the Godot engine, so there's no way it doesn't support consoles.

    sandriver,

    Also, Sonic Colors on Switch used Godot code in violation of the license, whoops.

    insomniac_lemon,

    I am not sure this is something other engines even offered at this level, but my issue is bindings support.

    3.X had (3rd-party) production-ready bindings, even for niche languages.

    4.X, with hopes of improving support for compiled languages, has a new bindings system meaning that all bindings need to be redone as a new effort. This happened with the language that I'm interested in, the group that made the production-ready 3.X bindings abdicated the crown and there have been splintered efforts by individuals to work on 4.X bindings.

    So it (3.X vs 4.X) is language vs engine features. When/if 4.X bindings do come out, it is not known how similar they will be so (aside from non-Godot-specific code) that will likely add complication to it as well.


    I don't really care about consoles (needing to jump through hoops to develop for it is one reason) so a different potential issue would web export limitations. Both for different languages and for visual quality (AA). Those were issues in the past, though I'm not actually sure where they're at now (the 4.1 docs do say you can't have C# web exports in 4.X).

    Dark_Arc,
    @Dark_Arc@social.packetloss.gg avatar

    I’m all for Godot getting better; that said, has Epic, Open3D, or Crytek made similar moves?

    (I know Crytek isn’t much of a player currently, but as someone who’s been following them closer in recent years, it really seems like they got their house back in order)

    jackoid,

    I think epic made their engine more appealing by waiving some Epic Games Store charges for Unreal games. And had a no fee until 1m earnings thing. Not this kind of shit.

    Sanctus, do games w Report: Bungie CEO blames layoffs on waning interest in Destiny 2
    @Sanctus@lemmy.world avatar

    Games as a Service are exhausting. We’ve been keeping up with this shit for a decade. Its tiring. I don’t play games with seasons anymore.

    dinckelman,

    You don’t like standing in circles, and throwing energy orbs at things, for 22 seasons in a row?

    Sanctus,
    @Sanctus@lemmy.world avatar

    Bungie really had a thing for making us touch as many balls as possible.

    funkless_eck,

    hey now we also have to go between three different telephones the size of washing machines all 20 meters apart in a world where you can communicate across the entire solar system instantly with no delay.

    SLGC,

    Don’t forget shooting at crystals and not using the weapon you want.

    Renacles,

    They are still doing that?

    acosmichippo,
    @acosmichippo@lemmy.world avatar

    exactly. I gave MMOs a try, I gave looter shooters a try, and eventually I figured out GAAS is just not for me. single player offline only games please and thank you.

    ridethisbike,

    First time I’m hearing the phrase “games as a service.” What does that mean??

    Sanctus,
    @Sanctus@lemmy.world avatar

    To put it simply, season passes.

    cttttt,

    The more established term is a live service game: A game where development continues far beyond release with a trickle of content to keep players playing (and paying).

    holiday, do games w Baldur's Gate 3's success is not about setting a new "standard"

    I think I read another user said “they treated the time I have to spend on video games with respect.”

    And that line has stuck with me.

    So while I don’t expect anything close to BG3’s scale or polish but every few years, I do expect not to buy a game and have the game hold its hand out for cash.

    Aurenkin,

    Games respecting my time is something that I’ve definitely come to value a lot more. Quantity for quantities sake, inane things like overly restrictive save points or busywork for people who don’t pay to skip… I just can’t really be bothered with it.

    NuPNuA,

    Save points stopped being an issue when game suspension/quick resume became standard. I’ve left my Series X mid game before, powered it off at the wall and gone away for a week, the game loaded back exactly to the point I left it still.

    Aurenkin,

    Yeah I love suspend/resume on my steam deck. I definitely don’t think it’s stopped being an issue for me though, sometimes I want to turn the device off or if I’m playing on PC I want to quit the game and do something else or just turn it off.

    It’s just frustrating because saving the game is not a technical problem and hasn’t been for decades, it’s a design choice and I shouldn’t need to lean on a technical solution to get around it. Maybe I’m just stubborn though

    Swedneck,
    @Swedneck@discuss.tchncs.de avatar

    saves are also important for archiving and sharing game states, maybe i want to preserve this specific game state so i can relive it for the rest of my life? or i want to download a save from someone else to experience something specific they found or made

    Aurenkin,

    Yeah and also, sometimes (very rarely of course) I actually die ingame and need to load. I don’t want to waste a bunch of time when that happens.

    Tar_alcaran,

    That is SUCH an amazing way to put it. No grinding, no waiting for timers to run out, no traveling back and forth to savepoint, no insanely hard challenges or unlocks. Just experiencing it, and (for the most part) even failing forward.

    orbitz,

    Just scores of empty containers to check. I know they can’t all have something but respecting my time would include minimizing having so many empty containers. That’s about my only complaint so far though in that regard so it’s not that bad or anything either.

    SHOW_ME_YOUR_ASSHOLE,

    So many empty containers but yet I still have a compulsive need to check each and every one.

    I may be a loot goblin but my party has about 1300 spare camp supplies in Act 1 on tactician mode so I’ve got that going for me which is good.

    holiday,

    Hold left alt and the containers worth looting will be highlighted.

    SHOW_ME_YOUR_ASSHOLE,

    Lol my pinky gets tired holding down the alt key all the time. I need a mod that permanently enables those highlights and I need it to highlight everything including plates, cups, bottles, etc. Because I’m gonna take it all!

    pory, (edited )
    @pory@lemmy.world avatar

    The standard argument here is that you’re not supposed to look in every container for loot. However yep everyone I’ve seen play this game including myself is an absolute loot goblin. What if this rotten fruit basket has a +2 greatsword or boots of elvenkind!

    I think there’s a mod that adds a button you can click to “loot the room” - characters make perception rolls and “find” anything of value and put the items into their inventories. Haven’t tried it but might be your jam.

    orbitz, (edited )

    I completely agree with your comment. It’s a bit of a slowdown from play when you search everything but at the same time if playing tabletop you’d have people trying random things that don’t light up for interaction of a video game. In the end it’s only a slight slowdown anyways and does add to immersion so it’s not terrible but more a time waster is all.

    I haven’t looked at mods yet, I like to do a first playthrough vanilla usually but I completely forgot they were a thing here, so thanks for the reminder.

    henfredemars, do gaming w Families of Uvalde victims sue Activision, say Call of Duty is 'the most prolific and effective marketer of assault weapons in the United States'

    I understand the frustration, but I can’t help but feel that their anger is misdirected. Do we really think video games are promoting violence?

    […] playing the game led the teenager to research and then later purchase the gun hours after his 18th birthday.

    I’m getting a sense that there are other steps that could have been taken to prevent this tragedy aside from this video game that features guns.

    angrymouse,

    It’s just a lawyer using the families to try some money and prestigious.

    mister_monster,

    Replace “videogames” with “guns” to understand the 2A argument.

    henfredemars,

    I’m not sure I understand. When was the last time a video game was used to go on a killing spree?

    The same argument can be used in one context and be wrong, yet used in another context and be right.

    The object in the argument matters. For example, the argument that punishment reduces undesirable behavior. This could be true in criminal justice, but it’s absolutely not true when applied to early child development. It just teaches them to be scared of you if the child isn’t old enough to understand.

    There might be an association between guns and violence. Is that even true for video games?

    mister_monster,

    That’s not the argument though. The argument is “videogames don’t cause this problem” which is true in both cases.

    VoterFrog,

    Guns may not cause the mental health issues that make people turn violent, but they do allow violent people to become mass murderers. Video games do neither.

    teawrecks,

    That’s like saying, replace “video games” with “cars and alcohol” to understand the MADD argument.

    mister_monster,

    How so?

    teawrecks,

    Sorry, you can’t propose an analogy and expect others to think about it for themselves, but then when presented with a nearly identical analogy, expect others to spend time explaining it to you.

    mister_monster, (edited )

    Oh I can’t ask how it’s identical?

    “Drinking and driving doesn’t kill people, people kill people” oh wait, that’s senseless and they’re not identical… Maybe you responded with this instead of answering my question because you know that.

    “Cars and alcohol don’t kill people people kill people” yeah that’s why it’s drinking and driving that’s illegal, not cars and/or alcohol. But you thought of that already and realized your mistake, which is why you’re dodging.

    Try harder, it’ll do you some good.

    teawrecks,

    No no, keep going, you’re so right. It sounds like you agree that demonstrating competency before being granted a driver’s license is useful? And you agree that revoking these licenses when they have demonstrated that they are a risk to public safety is also working out for us?

    octopus_ink,

    They voted back in all the same leadership at an election not long after. Having made that decision, I find this to be less surprising than it might have been.

    henfredemars,

    I remember reading about that. All I could conclude is that the voters must approve in some sense of those actions. In which case, I’m afraid your peers have spoken and clearly indicate that it’s not a priority. It’s a shame.

    onlinepersona, (edited )

    What about all the movies with guns? It’s much more normal to see a movie about someone getting shot or otherwise killed than see even a titty, much less any genitalia. I’d argue that many more people watch media than play games, if that’s the logic they’re going for.

    Their frustration is completely misdirected also because it’s friggin’ Texas! What do you need to get a gun in that state? A pulse?

    Edit: the dude was 18, how did he even get a gun? You need to be at least 21 to have one. How did he even get an semi-automatic weapon? The fuck?

    Anti Commercial-AI license

    HelixDab2,

    You need to be 21 to purchase a handgun from a dealer.

    This was not a handgun.

    onlinepersona,

    Question still stands: how the fuck did he get a semi-automatic gun if he wasn’t even able to get a handgun?

    Anti Commercial-AI license

    HelixDab2,

    Where are you from, exactly?

    There’s no classes of licenses like that in the US. If you are 18 and meet the minimal legal requirements, you can buy a long gun of any type in most states. (Some states are trying to move that age to 21.) That means a single shot, break action, lever action, bolt action, pump, or yes, semi-automatic. Once you hit 21, you can buy handguns. Again: that includes break action, revolvers, and normal semi-automatics.

    The only real restriction in all of this is machine guns; to get those, you need to come up with the $20,000+ that a legal one will cost, and file a transfer application with the BATF, pay a $250 fee, and wait to see if your application is approved or denied. There are some states that prevent individual ownership of machine guns entirely.

    Railing5132,

    I hear what you’re saying, but how many hours are logged by some swimming in images of fps games? I’d argue, from my interaction with teens, that there are far more hours logged than passively watching any media. But that’s not the point anyway.

    Our American society is swimming with a gun obsession. Whether it’s via video games, movies, social media, politicians, the NRA, “2nd ammendment cities” (wtf), and too many more avenues to think of. Games are just one vector of marketing guns to a maleable population. The core of this suit is that a manufacturer was pushing their models within the game in collusion with Activision. I believe advertising guns to a kids demographic is prohibited. I’d search it, but I’m lazy and the AI results would be wrong anyway.

    helenslunch,
    @helenslunch@feddit.nl avatar

    I’m getting a sense that there are other steps that could have been taken to prevent this tragedy aside from this video game that features guns.

    Do you ever get the sense that it’s possible for more than 1 thing to contribute to an event?

    henfredemars,

    Certainly. Hence, steps. Although, video games is probably not where I would begin if we wish to take this problem seriously. It should be part of a complete plan to address violence involving guns.

    CharlesReed,

    People have always blamed video games for violence, even all the way back to Columbine. This isn't a new argument.

    henfredemars,

    Those arguments were weak then and they are no better now after years of research trying to test whether video games cause violent behavior. I don’t think there’s a need to revisit the same argument — unless of course new information or context that changes things has been found.

    CharlesReed,

    Oh, I'm not disagreeing at all. Even with all the evidence that video games aren't the problem, it's a convenient scapegoat to point a finger at while ignoring those who actually need to be held accountable.

    dev_null,

    Do we really think video games are promoting violence?

    No, that’s not their argument. They are saying the gun manufacturer advertised their real life gun in the video game. They don’t have an issue with video game violence, they have an issue with advertising weapons to children.

    CaptObvious, do games w Unity is reviewing its product portfolio and says layoffs are "likely"

    This reads like a statement from a vulture capitalist who plans to break up the company and sell the parts to make a quick buck. One would think they would focus on building trust, not giving yet more devs reasons to use a different engine.

    Arkarian, do games w Tim Sweeney says Epic Games Store is open to devs using generative AI

    As always, when Steam does one thing, Epic does the opposite.

    But still, Steam doesn’t forbid all AI content. It requires developers to have rights over the content on which it was trained, which seems logical.

    wahming,

    And impractical, because that effectively eliminates all popular models I believe

    TheDarkKnight,

    Man this is one legal mess we’re going to have to iron out as a society. I see both sides, obviously a creator doesn’t want their work to be utilized in a way they don’t approve…on the other hand we severely limit ourselves on AI development if we don’t use the collective work of society as a whole. And policing may be a LOT harder than people realize…taking that too far while it protects authors and creatives may ultimately mean falling behind in this area to competitive countries.

    For games, at least it kind of makes sense to want to use a model that doesn’t have things trained from libraries or television/movies. You don’t want to be talking to an NPC in a Star Wars game that keeps referencing Harry Potter as an example lol…might be a little immersion breaking haha.

    But also, AI usage could bring development a step forward. Indie devs may be able to produce AAA quality experiences on their normal budget, or conversely hobbyist may be able to create Indie-level games.

    I see AI bringing us potentially marrying a lot of silos of entertainment in the future. We may move beyond movies, TV shows, gaming into more collective “experiences” that combine the best aspects of all of these mediums.

    Idk what the answer is but it’s going to be interesting to see how it plays out.

    Even_Adder,

    Can you explain how that seems logical? It makes it impossible for anyone but the mega-rich to use. AAA developers alone will be able to reap the benefits of generative AI and outcompete indie devs who can’t afford models that meet these ridiculous restrictions.

    CIWS-30,

    It'll prevent indie artists from having their work plagiarized over and over without payment from indie "devs" who honestly shouldn't have the right to exist as "developers" if they can't afford to actually hire artists and such.

    It'd be one thing if they made an agreement to get assets from artists for cheap or for free as a favor, but just plain putting them all out of business permanently by letting a machine steal their work forever is another thing entirely.

    Even_Adder, (edited )

    I disagree, for several reasons. First off, you’you’re trying to paint developers who use generative AI plagiarizing other’s work without supporting that claim with any evidence. Then you go on to further and start insulting indie developers by insinuating they’re not real devs and have no right to exist. These personal attacks conveniently don’t address any merits or drawbacks of using generative AI. You should judge them based on their products, not budget or resources.

    You end it all off by arguing a slippery slope of catastrophic consequences without evidence or reasoning for this can even happen. Not only that, but you predict that using generative AI to create content will “put them all out of business permanently by letting a machine steal their work forever”(without a shred of evidence as to how this is even stealing). Without you realizing it, this rule could turn Steam into a corpo-only playground by giving them exclusive use of the most powerful cutting edge tools that can save thousands of staff hours, saving only them wads of cash but also giving them a leg up on learning how to use these tools to enhance their work, discover new forms of expression, or to challenge the boundaries of art.

    Your comment is elitist and doesn’t reflect the reality or generative AI in game development, and misunderstands our rights to give IP holders more power over creatives than they deserve. I suggest you do some more research and open your mind to the possibilities of generative AI, instead of dismissing it as a threat or a cheat. AI training and use isn’t only for mega-corporations. We can already train our own open source models, so we shouldn’t let people put up barriers that will keep out all but the ultra-wealthy.

    I recommend reading this article by Kit Walsh, who’s a senior staff attorney at the EFF, a digital rights group, who recently won a historic case: border guards now need a warrant to search your phone. I’d like to hear your thoughts.

    TwilightVulpine,

    Reading it again in context, your response is at best completely misunderstanding what is being said.

    They are not “insulting indie developers by insinuating they’re not real devs and have no right to exist.”. They are saying that developers who rely on AI models should compensate the artists whose works trained that model. The model itself can only exist through processing artists’ copyrighted works.

    As much as you talk of defending the little guy from corporate dominance, it doesn’t seem like you are considering the position of game artists, or any other small artists.

    Just as that article does, frankly. Not only it seems entirely unconcerned with the realities of artists in a world where AI can replace them, its defense of scraping as “analytical” doesn’t seem very sound when the entire purpose is to create derivative works. Lets not forget that law exists, ideally, to protect people. Any argument that alteration to the law would make it worse tends to treat AI as equivalent to human, which it is not and it shouldn’t be treated as such.

    Even_Adder,

    They are not “insulting indie developers by insinuating they’re not real devs and have no right to exist.”. They are saying that developers who rely on AI models should compensate the artists whose works trained that model. The model itself can only exist through processing artists’ copyrighted works.

    This is what I meant.

    Just as that article does, frankly. Not only it seems entirely unconcerned with the realities of artists in a world where AI can replace them, its defense of scraping as “analytical” doesn’t seem very sound when the entire purpose is to create derivative works. Lets not forget that law exists, ideally, to protect people. Any argument that alteration to the law would make it worse tends to treat AI as equivalent to human, which it is not and it shouldn’t be treated as such.

    Derivative works doesn’t mean what you think it does. You should read the article again because I don’t think you took it all in. These are tools made by humans for humans to use. Restricting these models is restricting the rights of the people that use and train them. Mega-corporations will have their own models, no matter the price. What we say and do here will only affect our ability to catch up and stay competitive. And no one is trying to treat AI as equivalent to humans. Humans using machines have always been the copyright holders of any qualifying work they create. AI works are human works. AI can’t be authors or hold copyright.

    TwilightVulpine,

    No, our legal definitions simply haven’t been made with a consideration towards advances in technology. It is made for a world that has printing presses and photocopiers, not for one where people can and do selectively feed one artists’ works into AI without their permission to generate works that are non-identical but clearly intended to be equivalent to that artist’s work. There is no other way to call that but derivative.

    But while the overall result is more ambiguous as more works are used for training and the prompt doesn’t rely on one particular artist, it’s much in the same way that a large enough tragedy is a statistic. It’s fueled by massive amounts of copyright infringement. The humans who prepared these tools in this way didn’t have the right to do it as they did.

    That said, this insistence that the only way to be competitive with corporations using AIs is to use AI is questionable. You said your previous comment responded to me but it didn’t actually. Why is it that AI would make it or break ot for indie developers that can make do without the massive production teams and expensive tools that AAA studios have? Why is this what would drive them out when all the other advantages AAA studios have didn’t? I find it very unlikely that the personal craftsmanship in indie works will cease to be appealing.

    Besides, AI could be ethically trained by using works in the Public Domain and Creative Commons. So it’s not even like the only options are being complicit to ripping off artists or being cut off from this tool.

    Even_Adder,

    I think you’re replying to me in two different comments. Let’s try to consolidate this.

    TwilightVulpine, (edited )

    True. I just responded to the other one but if you want to continue, we can do it here.

    TwilightVulpine,

    Indie games have been able to compete just fine without generative AI, even though in average AAA games already are much more grandiose productions.

    Even_Adder,

    See my latest comment. Part of it addresses what you said.

    TwilightVulpine,

    Your comment doesn’t address what I said in any way whatsoever. Especially as far as respecting indie developers go.

    To restate it, indie developers already manage to find success even though AAA studios already have a massive advantage in production. If they don’t have access to generative AI, that’s only going to keep things as they already are.

    Keep in mind, above everything else, what draws people towards indie games is the developers’ vision. While AAA studios can resort to have hyper-realistc, intricately rendered graphics, orchestral music and hundreds of thousands of lines of text, indie games still manage to find their appeal through simple visuals, more personal music and writing. The personal touch and daring vision gives them an appeal that most corporate productions fail to capture. Frankly, your insinuation that access to AI is going to make it or break it for them, that if not for that they are all but doomed to be replaced by corporate AI driven works, doesn’t seem to value the work that they already do.

    Even_Adder,

    Big developers don’t have to just increase the scope of their games, they could just as easily make many small teams that can each work on their own smaller games. You appear to have a very narrow view of what generative AI can do for game development. You assume it isn’t good for creating the types of things that makes indie games appealing, rather you can only create cold corporate schlock with it. It can also help with simple visuals, personal music, and writing (this link is possibly NSFW). You can also create with it procedural content, landscapes, dungeons, quests, and characters in your style.

    Generative AI can help indie developers save time and money, increase their scope and variety, and give them the time to experiment with new ideas and genres. They can also reach a wider audience, by helping with content in different languages and cultures. They could also help collaborate with other developers, artists, and players, by sharing and remixing content.

    I think you’re missing the point of generative AI. You are ignoring the fact that generative AI isn’t a monolithic entity, but a diverse, evolving field of research and practice.

    TwilightVulpine,

    Big developers don’t have to just increase the scope of their games, they could just as easily make many small teams that can each work on their own smaller games.

    There was never anything stopping them from doing that without AI. They don’t do it because their executives and investors want the large Return on Investment that they can only get with big blockbusters. They don’t care to take over the indie scene because it’s often focused on titles that are niche and risky.

    Even if you are correct about the capabilities of AI, and to be clear I do believe you are mostly correct, it’s an overstatement to talk of it as if it will replace all other disciplines. It’s almost like saying there is no more purpose for drawing now that we have photography, and nobody can thrive if not for photography. Even if AI is widely adopted there will still be plenty of space for works made without it.

    Really, I’m not entirely opposed to AI but the mindset here is definitely one I cannot gel with, one that making more, larger, faster art is more worthwhile than making it yourself. Even if AI could make whole characters and settings in someone’s style, the people working on it often want to make it themselves. An AI can’t condense all your inspirations and personality and the meaning you would put into a work for you. AI does not even truly understand what it does, it’s only providing a statistics-based output. Even the best, most complex, most truly intelligent AI imaginable is not replacement for an artist, because it isn’t that artist.

    Ultimately AI still seems to serve better to expansive games that need to be filled with a lot of content than small works of passion.

    Even_Adder,

    There was never anything stopping them from doing that without AI. They don’t do it because their executives and investors want the large Return on Investment that they can only get with big blockbusters. They don’t care to take over the indie scene because it’s often focused on titles that are niche and risky.

    There’s a possibility the profit margins could just get that juicy. You could have a skeleton crew work on a game for a shorter amount of time and get it out there making money.

    Really, I’m not entirely opposed to AI but the mindset here is definitely one I cannot gel with, one that making more, larger, faster art is more worthwhile than making it yourself. Even if AI could make whole characters and settings in someone’s style, the people working on it often want to make it themselves. An AI can’t condense all your inspirations and personality and the meaning you would put into a work for you. AI does not even truly understand what it does, it’s only providing a statistics-based output. Even the best, most complex, most truly intelligent AI imaginable is not replacement for an artist, because it isn’t that artist.

    AI can’t create anything itself, it’s a tool to help artists create explore, expedite, and improve. An AI can’t condense all of your inspirations and personality and meaning in the same way a drawing tablet can’t. It’s all in how you use it. You can infuse it with your learned experiences at training, guidance, inference, and post-processing to make it more closely adhere to your statistics.

    Ultimately AI still seems to serve better to expansive games that need to be filled with a lot of content than small works of passion.

    We’ve been talking about indie game devs this whole time, but we haven’t even touched on amateur games devs. For small scale, I think this is where we’ll see the biggest impact. People with fewer or no skills might get the helping hand they need to fill the gaps in their knowledge and get started.

    TwilightVulpine,

    There’s a possibility the profit margins could just get that juicy. You could have a skeleton crew work on a game for a shorter amount of time and get it out there making money.

    This is pure speculation, and a very iffy one at that. Large game companies keep betting on larger and larger projects, distancing themselves from niche genres. It’s a huge leap to go from “maybe they will try to make smaller games with AI”, which is already speculation, to “indie devs won’t be able to survive if they don’t use AI too”.

    An AI can’t condense all of your inspirations and personality and meaning in the same way a drawing tablet can’t. It’s all in how you use it.

    The tablet can be a neutral medium, an AI is trying to condense the outwardly obvious stylistic choices of countless other artists, without an understanding of the underlying ideas that guided them, while you are trying to wrestle something somewhat close to your vision out of it. I suppose that’s like being a director, but it inherently means the result less personal. What decided the shapes and colors? What decided the wording and tone? Who can say.

    People with fewer or no skills might get the helping hand they need to fill the gaps in their knowledge and get started.

    I’d say today there are easy enough tools that getting started is fairly easy, but there’s some merit to that. Still… that bumps with the uncomfortable possibility that if AI is widely adopted, there will be less game developer and artist jobs available. Sure, more people could get their start, but could they actually get any further than that?

    Even_Adder,

    This is pure speculation, and a very iffy one at that. Large game companies keep betting on larger and larger projects, distancing themselves from niche genres. It’s a huge leap to go from “maybe they will try to make smaller games with AI”, which is already speculation, to “indie devs won’t be able to survive if they don’t use AI too”.

    Square Enix, one of the biggest game publishers in the world, has several divisions that make gacha games for mobile platforms. These games are very profitable, and almost every one of them is developed in house. These games don’t compete with or replace their AAA games, and they keep on making them, so it must be good enough. It’s almost a requirement for there to be a mobile game of the latest Square-Enix game.

    The tablet can be a neutral medium, an AI is trying to condense the outwardly obvious stylistic choices of countless other artists, without an understanding of the underlying ideas that guided them, while you are trying to wrestle something somewhat close to your vision out of it. I suppose that’s like being a director, but it inherently means the result less personal. What decided the shapes and colors? What decided the wording and tone? Who can say.

    Don’t underestimate what you can do with fine-tuning. There’s more to guidance than just text prompts.

    I’d say today there are easy enough tools that getting started is fairly easy, but there’s some merit to that. Still… that bumps with the uncomfortable possibility that if AI is widely adopted, there will be less game developer and artist jobs available. Sure, more people could get their start, but could they actually get any further than that?

    That I can’t say, but I hate that this tool with boundless potential to revolutionize the way we communicate, inspire, create, and connect with each other out of the gate has people attacking it with saws trying to get it to fit into the curtain rod shaped box of capitalism. It’s a sorry state. Maybe more people will follow cottage creators with a vision they find appealing, like on OnlyFans and Patreon? We’re social creatures, we like having shared experiences in that way. Hell, maybe collaborative projects like SCP in the future.

    TwilightVulpine,

    Square Enix, one of the biggest game publishers in the world, has several divisions that make gacha games for mobile platforms.

    Did you know that mobile freemium games already surpassed console games in revenue? Sure they may be cheaper to produce, but they are not niche or low in Return of Investment, much the opposite. This does not even vaguely correlate with a total indie market takeover.

    Don’t underestimate what you can do with fine-tuning. There’s more to guidance than just text prompts.

    However many examples you may pick, it still doesn’t make the tech able to make works exactly as the user envisions, and it isn’t based on their own internalized inspirations and personality the same way. If anything, using established popular characters and styles as an example indicates that you aren’t quite grasping what I’m getting at, about the unique characteristics that each artist puts in their work, sometimes even unwittingly. I don’t doubt that AI could perfectly make infinite Mickeys. This isn’t about making more Mickeys. So to speak, it’s about making less Mickeys and more of something entirely new.

    That I can’t say, but I hate that this tool with boundless potential to revolutionize the way we communicate, inspire, create, and connect with each other out of the gate has people attacking it with saws trying to get it to fit into the curtain rod shaped box of capitalism. It’s a sorry state.

    I’m not usually this radical, but putting it bluntly, either AI or Capitalism has to go. If not like this, I wouldn’t see any issue with this easier way to get some form of guided aid for artistic expression, leaving aside its limitations and the matter of scraping for a moment. Both of them together, we’ll see artists and game developers driven out of their industries, not to mention all the other artistic, customer service and intelectual jobs that will soon be replaced to optimize profits for executives and investors. None of this would be a concern if everyone could just work on their passion projects and have a guaranteed livelihood, but that’s not how it works as it is.

    More crowdfunding as a solution? On whose wages? Making it that way is already a rare luck, before any larger issues. But what if everyone used AI? Well, that wouldn’t really make the potential customers any more numerous. It would, however, make the number of artists and developers needed less numerous. So, how do they make a living then? What good is it if an artist has to take some sweatshop job to survive because AI is now making works in their style for free?

    But I admit that the AI genie probably can’t be put back in the bottle, now that it’s already so widespread with no legal repercussion. But it’s a battle that will get much uglier, and resentment is the least that we will have to worry about. No wonder, because it’s going to suck for a lot of people.

    Even_Adder,

    Did you know that mobile freemium games already surpassed console games in revenue? Sure they may be cheaper to produce, but they are not niche or low in Return of Investment, much the opposite. This does not even vaguely correlate with a total indie market takeover.

    You’re moving the goalposts here, your original comment asserted that large companies only bet on larger and larger games, and when you have this many mobile games out at once, a lot of them are going to be pretty niche. Currently, gacha is the go-to for small development for large companies, it’s not out of the realm of possibility for lower costs to lead to more traditional games to me.

    However many examples you may pick, it still doesn’t make the tech able to make works exactly as the user envisions, and it isn’t based on their own internalized inspirations and personality the same way. If anything, using established popular characters and styles as an example indicates that you aren’t quite grasping what I’m getting at, about the unique characteristics that each artist puts in their work, sometimes even unwittingly. I don’t doubt that AI could perfectly make infinite Mickeys. This isn’t about making more Mickeys. So to speak, it’s about making less Mickeys and more of something entirely new. If you tell me what you want to see, I can probably find it.

    I’m not sure what you believe generative tools are supposed to do. This is just one tool in a chest of many, it isn’t going to pop out fully finished work. You need to work with what you make. It also isn’t a requirement to use established characters, I picked things with distinctive characteristics, the characters are just a touchstone for people to evaluate how well those characteristics are transferred. This can work just as well for anyone, I’ve seen people fine tune with just nine images.

    I’m not usually this radical, but putting it bluntly, either AI or Capitalism has to go. If not like this, I wouldn’t see any issue with this easier way to get some form of guided aid for artistic expression, leaving aside its limitations and the matter of scraping for a moment. Both of them together, we’ll see artists and game developers driven out of their industries, not to mention all the other artistic, customer service and intelectual jobs that will soon be replaced to optimize profits for executives and investors. None of this would be a concern if everyone could just work on their passion projects and have a guaranteed livelihood, but that’s not how it works as it is.

    Preach, I nominate we get of capitalism.

    TwilightVulpine,

    Would be nice if there was any headway in that sense but it seems we just get more and more reasons why society can’t keep going like this, but it keeps going like this.

    You’re moving the goalposts here, your original comment asserted that large companies only bet on larger and larger games, and when you have this many mobile games out at once, a lot of them are going to be pretty niche. Currently, gacha is the go-to for small development for large companies, it’s not out of the realm of possibility for lower costs to lead to more traditional games to me.

    I did not move goalposts one inch. You are thinking of mobile games as “small games” when in fact they are more profitable than console games. I specifically contrasted “niche” to “blockbuster”. Candy Crush may be simple but it’s one of the the most profitable game of all time, it is not niche. Even something like Final Fantasy Dissidia Opera Omnia surpassed 100 million dollars in revenue, which would be a huge fortune for the average, mildly sustainable indie. If you look at them solely in terms of how costly they are to develop you are missing the point.

    They are not going to be making, say, psychological surreal point-and-click adventure games because it’s not so easy to shove microtransactions out the wazoo and get hundred million dollars from them. You see them making a lot of live services with endless progression, multiplayer and arcade-style games where it’s easy to monetize.

    Even_Adder, (edited )

    I never meant small in terms of profits, I only ever meant in terms of development resources, that’s what generative AI will impact. The most humble games can become huge hits, see: Stardew Valley. With a better cost proposition, we might just see those psychological surreal point-and-click adventure games.

    Also do mind that Final Fantasy XV: Pocket Edition isn’t a gacha, it’s a scaled down port of the game of the same name that’s divided into ten chapters; the first one’s free, but the other nine will cost you. Meanwhile, Final Fantasy VII: Ever Crisis, a free-to-play port of Final Fantasy VII too will be episodic, but it will have a gacha for weapons and costumes.

    TwilightVulpine,

    Well I did mean small in terms of profits, because that’s what directs the investment of big companies. So, yeah, I don’t think so. Farming Sims weren’t even seen as a money maker until Stardew Valley became a hit. Sure they can chase trends, but even if it was cheaper it’s pretty unlikely that they’d bother investing in genres they can’t see big returns in. Even with AI, it’s not like they can put “psychological surreal point-and-click adventure game” on a prompt and get a finished product that easy, they will still need to invest in developers for it, nevermind all the marketing that big companies do for their releases. It’s more likely they’d release yet another gacha.

    Even your examples of it being done different are still the highest profile releases from that company, not some quirky novel idea. They were betting big on FFXV when they released that, and they are doing this for FFVII these times.

    The AAA companies are too risk-averse to take out the indie scene, they would rather insist on trends until they stagnate.

    Even_Adder,

    I was never arguing that it would be effortless, but easier. I also feel like the marketing budgets are kind of beside the point here of development costs, but hey, generative AI might help with that too.

    Even your examples of it being done different are still the highest profile releases from that company, not some quirky novel idea. They were betting big on FFXV when they released that, and they are doing this for FFVII these times.

    I don’t know, they also released Diofield Chronicle, Triangle Tactics, and Octopath Traveler were smaller budget games with no pre-existing IP that were also pretty experimental. What they make may not be your “psychological surreal point-and-click adventure game”, but it might be something just as adventurous.

    TwilightVulpine,

    Eh, a couple new RPG IPs from a company known for making RPGs is hardly such daring venture. If anything, they used to make more of those around the PS1 era. AI may make game development easier, but it won’t make such a drastic branching out likely.

    Even_Adder,

    Some people consider releasing new RPG IPs pitching your money right in the trash. That’s pretty adventurous to me. Even if it doesn’t cause a drastic branching out, more companies dipping their toes might make quite the ripple.

    TwilightVulpine,

    Can you imagine if SquareEnix of all things couldn’t pitch a single brand new RPG IP? If this is what counts as adventurous, I’m not worried for indie studios at all.

    Even_Adder,

    It’s wild, but these days this is adventurous, even for Sqaure-Enix. The trend with their AAA games has been not turn based RPG for more than a decade. More big companies might decide to release more modest size games that play to their heritage and strengths.

    TwilightVulpine,

    I wonder if there are AI models based on Public Domain, and how would that fare under their rule.

    Arkarian,

    Yeah, I was wondering that too. AFAIK not right now, but probably is just a matter of time.

    puttybrain,

    There’s one model but it’s not the greatest quality at the moment, not to undermine that it’s an amazing project

    huggingface.co/Mitsua/mitsua-diffusion-one

    ryathal,

    It really just requires a single step of indirection. Instead of indie dev using AI directly, they pay Joe’s Asset Shack for their assets which may or may not be generated.

    gamer,

    If you train on AI generated art, you get bad results.

    KingThrillgore, do gaming w Families of Uvalde victims sue Activision, say Call of Duty is 'the most prolific and effective marketer of assault weapons in the United States'
    @KingThrillgore@lemmy.ml avatar

    “No way to prevent this,” says only country where it happens every fucking day

    saltesc,

    Yes, but at least it’s well regulated and for militia purposes-…oh, wait, that part of the constitution is for TP.

    Infernal_pizza, do games w Epic Games to update Unreal Engine pricing for devs not making games
    @Infernal_pizza@lemmy.world avatar

    Unity gave them a fantastic opportunity here, they now have an excuse to raise their prices as well and still look like the good guy by doing it somewhat reasonably

    dinckelman,

    Difference is that Unity was generally favorable, until the recent blunders, while Epic has generally been disliked for quite a long time now, because of Tim acting like a complete cunt to a lot of people on the industry, including the consumers for his own products

    JoMiran,
    @JoMiran@lemmy.ml avatar

    The article states that Epic intends to keep the game dev pricing unchanged. Free up front, then 5% after the first million dollars in sales.

    Sethayy,

    For now yeah, its a lot easier to pull this shit incrimentally

    JoMiran,
    @JoMiran@lemmy.ml avatar

    I’m pretty sure Unity showed, quite clearly, that a bait and switch is a bad idea. Plus, Unreal is going after big titles. You don’t fuck with companies that make big titles.

    Zanshi,

    Unity was too greedy at once. It tried to make devs pay retroactively. Unreal just needs to not do that and can still be greedy. Who’s to say they won’t do incremental pay increases over a few years to make devs more accustomed to price increases?

    inclementimmigrant, do games w Baldur's Gate 3's success is not about setting a new "standard"

    I mean it should and they didn’t set a new standard, they just brought back a old standard of having a developer and publisher actually giving a fuck about making a good, complete game.

    vasametropolis, (edited )

    This is the perspective that is totally forgotten and missed by most engaging in the discussion. Not to diminish Larian’s achievement, but they literally busted out the old playbook. Credit where it’s due, but BG3 shouldn’t be controversial - it should be the standard because that’s what the standard used to be.

    Sylvartas, (edited )

    That’s what the standard used to be, because it used to be much cheaper to satisfy. For indies, if you try to do a quarter of what Larian achieved there in production value, and your game doesn’t sell, your studio is dead. For AAA, you’ll have to fight execs/management endlessly trying to shoehorn microtransactions and/or dlc to “justify” the costs.

    I’d love it to be the new standard, but this only happened because Larian is basically a huge indie imo. Which unfortunately is an anomaly.

  • Wszystkie
  • Subskrybowane
  • Moderowane
  • Ulubione
  • esport
  • muzyka
  • Pozytywnie
  • giereczkowo
  • Blogi
  • sport
  • Spoleczenstwo
  • rowery
  • krakow
  • tech
  • niusy
  • lieratura
  • Cyfryzacja
  • kino
  • LGBTQIAP
  • opowiadania
  • slask
  • Psychologia
  • motoryzacja
  • turystyka
  • MiddleEast
  • fediversum
  • zebynieucieklo
  • test1
  • Archiwum
  • FromSilesiaToPolesia
  • NomadOffgrid
  • m0biTech
  • Wszystkie magazyny