Valve applying a bit of regulation (the right way) and still making piles of money, weird how that works.
I’ve been saying for years that if we want healthy economies, compare to human health. When the factors keeping growth at a controlled rate are disrupted, you end up with cancer.
Rant is related although covering hardware manufacturing rather than software:
Commodore manufactured in the USA and Europe some of the best-selling personal computers ever under lack of regulation. When the market became dominated by IBM-compatibles and Macintoshes, Commodore folded and left Superfund sites all over. (Superfund is basically EPA disaster declaration allowing for taxpayer funds release for large-scale cleanup operations.) Privatize the profits and socialize the losses. (lack of regulation led to the wrong way)
I strongly recommend going to this government website and checking out the superfund sites located in your area. If you live anywhere east of the Mississippi, your chances of living near or not far from an illegal dumping site are really high.
I almost wish I hadn’t looked; knew my area had paper mills and wood processing, they’ve been dredging the waterways for PCBs (chlorinated organics) for decades.
I work with electronics and have heard from multiple older gentleman that when they were young, they saw old high-voltage transformers from power poles being replaced which would be leaking off the backs of the trucks until empty or even purposely tipped into the storm drains. Why is healthcare so expensive? 🤔
No apologies for being politics-adjacent in the Gaming community, billionaires aren’t keeping their hands out of anything either. Keep rewarding Valve and the good companies and shitting on the bad ones!
That’s pretty cool and I am actually a little excited to try and learn it just for fun. I did very little unity before and godot sounds very interesting
SteamDeck verified means it works with all SteamDeck and OS features right? That means the actual playable games is way higher since its just Arch based.
But the “playable” rating does not require full steamdeck support, it just means the game runs. A “verified” rating means a game is a fully seamless experience on the deck.
“We at HP believe that our products are just that: our products. Not yours. Let us maintain our products for you with features such as: mandatory subscriptions, and firmware updates that remove features and user freedom – simplifying and streamlining your experience.”
We absolutely do not need another investor-brained corpo games publisher on the scene, especially not one trying to buy up old IP. Buying status symbol brand names is a huge red flag.
Sold to consumers as “immersion” but likely makes money on the back end from advertising.
I also imagine it creates a game preservation issue if there was some sort of disagreement or failure to extend contract. I believe that’s what happened with music licenses so I’m imagining it may be similar with in game advertising?
Full disclosure this is mostly speculation, I’m not entirely sure how all of it truly works.
Yup. I don’t play the sports games anymore but I have friends that have mentioned ads for things that are time of year based at least. Shoulda had them fuck with their consoles date to see if that was locally controlled or not lol
If you read the article, it’s targeting things like “ads you must watch to progress” and “rewards for watching ads”. So literally targeting the very worst of the mobile game ad industry.
Season 3 was pretty bad, everyone was so shiny! 4 is good so far. Art style is back and improved + the gameplay is way better (combat!)
I think they somehow added part of the style to the previous games too, if you wanted to replay them anyway 👀
And you’re right about Wolf, if it were a tv show I’d never hit skip on the intro. Hopefully season 2 is still happening?
Edit: on the art -
“Graphic Black” art style brings Season 4’s enhanced visual style to all previous seasons. Also includes full dynamic lighting to episodes that previously did not receive this upgrade.
Walking Dead season 3 was weird because Clementine went from being a sweet and timid kid to being a shoot first ask question later, fuck everybody kind of person. She’s very hostile to the player character in 3. You don’t see any transformation as to why her personality changed so much. I kind of get it, she’s growing up into a teenager in a post apocalyptic zombie infested world. But then you start the 4th game and she’s much closer to who she was in the first 2 games. It’s hard to imagine anything she did in the 3rd game as being canon
The Walking Dead: The Telltale Definitive Series
There’s a lot of hours here, it has the 4 Seasons, 400 Days (a dlc), and The Walking Dead: Michonne. Seasons 1, 2, and 4 are great, give this a shot if you haven’t yet! I’m replaying it and it still stands up.
The Wolf Among Us
urban fantasy, nice and grim
The Expanse: A Telltale Series
Tales of Monkey Island: Complete Season
Batman - The Telltale Series
Batman: The Enemy Within - The Telltale Series
Didn’t play the bottom 4, so not sure on the quality. Tales From the Borderlands is currently free with prime, too! Worth a playthrough
I’ve played Tales of Monkey Island. If you’ve played Telltale’s version of Sam and Max, it’s pretty much the same kind of take. Probably suffers quite a bit from the episodic format, and puzzles are a bit straightforward compared to classic monkey island games. Fans of the series mostly consider it a huge letdown.
Can’t say anything about the more serious parts of the Telltale catalogue, I’ve never played those, but for having played this, the 3 Sam & Max seasons and Back to the Future, there was certainly a Telltale formula that started annoying me after a while. They went less and less subtle about crafting their dialogues so they all lead to the same answer, they clearly wrote their stories with an objective to reuse character models and assets, and they still used that in-house engine that looked and controlled terribly, barely improved through the years.
Their story based games feel higher budget, the controls start out serviceable but get better.
I think Wolf is the best controlling of the games I’ve played, but I might change my mind after Season 4. S4 is definitely the best looking so far
Thanks for the info! Monkey Island might be fun for a rainy day, never played the originals
You should definitely check out the original Monkey Island games when you have a chance! 1 and 2 got well done remasters, and 3 onward don’t really need any remastering.
I’m not a game dev, so I am asking naively this: why is networking code for games not standardized?
It’s crazy to me that so many companies develop their own netcode instead of pooling resources to create a library once and for all for netcode.
It is a non-trivial thing to develop, so everyone would gain from having a framework and library ready to use that works well and can be implemented into any game.
In the end, the information exchange is done between the client and the server and the application layer can have any packets it needs.
There are just a ton of ways to skin that cat. You can do things like object replication, where the server is authoritative and sends updates states to every player, but even then, you might want to have something like aiming in a 3D game done locally so that it feels responsive and then update it with the server’s understanding of what’s possible just in case things get out of whack. In the fighting game space, there’s rollback, where each player has a complete up to date simulation of what the game is doing, and they only send inputs back and forth; then if something is out of date, it resimulates the last couple of frames, invisibly, until it’s done catching up, all within the span of 1 frame. However, this approach tends to be less graceful when it comes to people coming and going, because you need to synchronize the game state before you start sharing information back and forth. The network infrastructure for something like Dark Souls, where you’re dynamically pulling in players, messages, and recordings of players’ ghosts, will be different still. I don’t think there’s a one-size-fits-all solution, but the most common ones do tend to be available in one-size-fits-most.
There are prebuilt solutions in some common engines, and companies like Multiplay that will help with development and hosting, but ultimately it depends on the specific needs of each game.
What works well for one project might be overkill for another, so studios have to spend a lot of time figuring out their needs and building something bespoke for it.
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