I wouldn’t call EA anywhere close to the worst company in the world.
Serious contenders based on their overall effect on humanity would be Monsanto, RTX, Aramco, UnitedHealth and Nestlé.
It’s from PC Gamer, so I think it’s safe to say they mean worst gaming company in the world. They could have said that though.
Even limited to gaming, EA, Ubisoft, and Activision have always been pretty much tied for it. Now Activision is part of Microsoft, and I think with both Activision and Bethesda and the shit the latter has caused lately, I think we can bump Ubisoft out. And I think when Copilot gaming rolls out, whatever they’re calling that, they’ll be worse than EA was before. The problem with EA isn’t so much what they were before though, it’s what they’ll be under SA leadership.
Gaming by megacorps has never been good for gamers, and it’s going to get worse. And yet people keep supporting them.
It’s an AI assistant in your game that will help you, tell you where to go and whatnot by using Copilot to help by analysing your game.
Doesn’t sound too bad, I mean who cares if they see what you’re playing or how (bad) you’re playing? It’s just weird. Like the generations after mine used GameFAQs, or asked on Reddit, or watched YouTube videos. My generation read Nintendo Power, and shared tips on the playground or at school, whether we read it in a magazine or discovered it on our own. There were 1-900 numbers you could call, but no one I know called them. Maybe the rich kids did? I was forbidden from doing so (by my parents) and I never did. But that was actually another option. Like, Nintendo operated one. I think some of the third-party gaming magazines may have, as well. You could also write in, and maybe they’d publish your letter and a response, but that would take months.
The only way I can see this shit working is like a search engine that do AI summarizing. They can’t trained Copilot to “learn” about the newest game. This shit looks more like marketing bullshit than anything, any AI that can search the internet will do just fine.
I think some of the third-party gaming magazines may have, as well. You could also write in, and maybe they’d publish your letter and a response, but that would take months.
LOL, I had some of these magazines but at the time internet was already a thing, sounds painful to wait months for a response on how to beat X game.
That’s my thought as well, that it will just source IGN and other sites and scrape the data.
Also, people calling EA the worst company in the world seem to forget that EA published the Mass Effect trilogy. I just noticed that yesterday, their copyright is at the bottom but the EA logo isn’t shown when it (the Mass Effect Legendary Trilogy remaster) boots up. Just the Mass Effect-themed Bioware animation.
EA also published the Rockband games, trying to save the rhythm gaming industry from Activision, which tried to kill it after the developer (Harmonix) left. They got Neversoft (of Tony Hawk games fame) to repackage Guitar Hero 2 with more songs and limp along after it, but once Rockband came out and they added vocals and drums, Guitar Hero was basically done… so Activision flooded the market with slop. I’m not saying EA did anything heroic, they just gave the rhythm game developer a platform to publish on. I don’t think Rockband was ever profitable, but they all damn sure tried. Rockband 3 is also one of the reasons you have mods on console at all. It was part of the pilot program for Microsoft’s XNA, which brought user content to Xbox users. Games too, but most sucked. The real kicker was that anybody could put songs in Rockband, and some indie bands converted their entire catalogue. PC game modding had been a thing long before, but console users getting fan-made content in a game was simply not a thing before then. Even today, people make custom songs for the modded Rockband 3 Deluxe (which requires a modded console, adds a bunch of quality of life features) or computer ports like YARG (Yet Another Rhythm Game).
When I was a kid, EA published a paint program, Deluxe Paint, on the Amiga. Not really gaming related, but it was an awesome paint program and did stuff you still don’t see in drawing/paint programs in 2025, paid or free (DPaint was paid; my father bought it on floppy disk in a cardboard sleeve with a manual and everything).
So yeah. Way worse companies out there. But I’m not gonna excuse the shit EA got into. I do think Microsoft is worse, between Copilot stuff, Activision, and Bethesda.
well avellone claims obsidian was so poorly managed even if they got the bonus it wouldnt have helped the devs at all, most likely going directly to the obsidian execs pockets (same execs who denied more time on the game)
je sawyer blames himself for not focusing on playtesting and bug fixing until way way way too late in development
so im not sure why todd would feel guilty about it at all. obsidian still got paid in full and the fans got a great game out of the ordeal (after they fixed the bugs at launch)
Oh yeah I’m aware of that. It’s just that foundational game mechanics are still broken to this day lol. Like the game never really reached a polished state, without mods.
The headline is omitting a vital part of the article, namely the “one ingredient”. You have to read the artivke to finish the title, which can be a definition of clickbait.
For me, it didn’t trigger my clickbait alarm. Yes there’s a hook there but I’m already interested in Kowloon City, Minecraft and 3D design so I was happy to read it.
Maybe if the title had put “: people”, at the end then it would have been completely above board, but it’s still a far cry from something like “The New Minecraft Map That Recreates a A Demolished 90’s Era Enclave Has One Super Important Thing Missing!”, followed by pages of ads.
We’re just used to it by now, but the title is phrased in a way to make you curious what the author meant by “what’s important in 3D level design”. I wouldn’t call this clickbait, but it’s definitely written in a way that intentionally omits the central conclusion. A better article title would say “Its lack of residents show how important this is for 3D level design”.
I read the article. It appears to deliver on the promise of the headline pretty completely. What is promised is a little bit too nuanced and complex to be neatly encapsulated in the headline any other way. The headline also isn’t sensationalized or misrepresentative of the content. And, honestly, the reason I think most people are clicking is for the Kowloon part, not the level design part. Are you just upset because it sounds a little bit like a LinkedIn status in its construction?
I’d orefer a title to summarize the article so that I know whether it’s worth my time investment to actually read it at all. Now, I’m put if by the blayant cliff hanger at the end of the title.
It’s a very good summary of the article. The things the author reconsidered were pretty nuanced, and trying to describe them in a headline without making the headline even longer than it is.
Would you have liked this better?
“This Minecraft map that recreates Kowloon Walled City, one of history’s most notorious slums, made me realize that 3D level design isn’t just about the complexity or the environmental challenge, but about the internal lives of the people who live there and the way that the game implies a greater reality that exists beyond the confines of the camera’s field of view”
“This, it should be stated, was not the objective of Sluda’s build. But it nonetheless made me think about what I deem important in virtual architecture and level design more broadly. My favourite games are always those that give me a complex, natty 3D space to unpick, like Dishonored 2’s Stilton Manor, Hitman’s Sapienza, and Thief: Deadly Shadows’ Shalebridge Cradle. But playing Sluda’s map made me realise these levels are more than just environmentally challenging sequences of rooms and corridors. They say something about the people who lived in those spaces, exuding their virtual history from their grimy walls, spooky attics, and beautifully recreated gelato shops.”
Yeah, but…
Minecraft will never achieve the writer’s design requirement; immersive sim level design philosophy is where he is aiming, where highly environmental detail for storytelling and possibly some competent AI, both hostile and friendly, to support the immersion.
MC is just a block-by-block construction, competent with building form, and it offers some simple decoration, and no more; I can’t see how it is a fair comparison.
No, Minecraft cannot deliver that kind of experience.
Go check out the video of The Golem city in Mankind Divided if you want to know what the writer is seeking, which is also inspired by Kowloon Walled City.
Secondly, the interior details of Kowloon Walled City have always been pretty sparse on the internet, Sluda has to imagine all of them, that is not the objective of the build.
Assuming the content is merely controversial and not objectionable (i.e. exploitative), it seems there may be room for an art-centric game store front.
Ironically, I’m betting it’s nowhere near as exploitative as the monetization practices of virtually every AAA release these days.
People commonly have a choice not to drive a car in the first place.
Though cultural pressures, as well as some specific areas being genuinely hard to reach, pushes many people towards it anyway. But if you have a choice, choose public.
Yeah, North America and US specifically is one of these hard to reach places
Also, 12 minutes drive is a biking distance - if you have any semblance of bike infrastructure, that is. Surprisingly though, even American cities have that sometimes.
My 15 minute car commute would take over an hour with a bicycle, lead me over multiple busy and dangerous country roads, has three mountains with over 20% elevation that I have to pass, and would be incredibly unsafe in the winter even with studded tires.
Don’t get me wrong, I actually do take my bicycle when I’m not in a hurry and the weather is right. But it’s a huge time sink and doesn’t absolve my of my dependency on a car.
The same commute takes 2 hours with public transport btw so that’s even worse
Because there exists only one place in the world and that is called US of A? 🙄
Saudi Arabia is still the biggest oil exporter in the world (as of 2024). If you drive an internal combustion car anywhere, chances are high that you paid the Sheiks at least some money for doing so.
The Covenant might be religious fanatics but they’re actually capable of working with other religious fanatics, in mutual cooperation.
MAGAs are more like Species 8472, utterly hostile to anything that doesn’t conform to their very narrow and ill informed worldview, even to the point of being hostile to potential allies, thus alienating them.
A casual look down the MobyGames lists on New Vegas and Outer Worlds 2 still shows a lot of overlap, so probably. It would be weird to invite people who didn’t work on New Vegas to see the realization of a thing they didn’t work on.
Josh Sawyer, Chris Avellone, and John Gonzalez were responsible for disproportionate amounts of New Vegas’s overall design, world building, and writing.
Gonzalez seems to have done a disproportionate amount of the writing.
Of those 3, only Sawyer is on Outer Worlds 2, as the Studio Design Director, a relative demotion from being Project Lead in New Vegas.
Of those Sawyer specifically names… we still have himself, Jesse Farrel, and Jeff Hugses, on the Outer Worlds 2 team.
John Gonzalez, Chris Avellone, Eric Fenstermaker, Akil Hooper, Rob Lee, Charles Staples, Travis Stout, Steph Newland, Mat MacLean, and George Ziets, are all absent.
So basically, almost everyone is gone other than Josh Sawyer and two area designers/writers, who I am guessing wrote the stories and dialogue specific to the areas they designed (for New Vegas).
John Gonzalez was probably the most invovled in actually writing the most important parts of New Vegas, he doesn’t appear to be on the Outer Worlds 2 team.
I don’t think Sawyer was “demoted”. I think he’s just on other projects. Pentiment’s entire development probably fit within Outer Worlds 2’s timeline. I don’t think Bethesda said, “invite everyone who worked on New Vegas” expecting there to be no change in staff in 15 years, but there are still plenty of people from that old project there.
As basically a design lead, as opposed to total project lead.
Yeah, sure, he could have requested that himself.
It still basically is a demotion, its less responsibilities, not in charge of the whole project.
In fairness, he’s getting pretty old, I don’t blame him.
But the main point here is… its pretty much just Sawyer, out of names people might actually know, who’s the only one from New Vegas, who is on the Outer Worlds 2 team.
He’s on Outer Worlds 2 as “Studio Design Director”, as in duties that apply to the entire studio, a studio that works on multiple projects at any given time. He was game director on Pentiment while Outer Worlds 2 was being built. I’m sure he did plenty of actual work on Outer Worlds 2 the same way that my boss helps solve problems I’m having, even though they’re also working with other teams on other projects. He probably also got started on his next main project right after Pentiment wrapped, all while helping out on Avowed, Outer Worlds 2, and Grounded 2.
its pretty much just Sawyer, out of names people might actually know
I knew very few of these people’s names before looking at the credits just now, but I’m not sure what that has to do with anything. There are names on there that you probably didn’t know that worked on both projects.
I… just went to went to Moby and actually ctrl+f searched for the names that Sawyer specifically mentions in his the reddit thread that I linked to.
And I at least already knew Sawyer, Avellone, and Gonzalez, because I’m a pretty big fan of New Vegas.
I’m quite familiar with Sawyer, because…
… Sawyer famously released his own mod for New Vegas, which is basically ‘Hardcore Mode ++’, literally his originally intended design that was not able to be fully stuck to in the main developement cycle of the game.
Other people have since taken his mod further and expanded on it, but you can still find the original though, up on NexusMods.
You could go to Moby games and start using Ctrl+F for the names found on the other Moby games page. That’s what I did. I found like 7 or 8 in common before I stopped. That’s enough on its own for a fun reunion on the set of the TV adaptation of the thing you built 15 years ago.
Based solely off the trailer I can see how a big American storefront would err on the side of caution here. There is very little to gain from carrying a game decidedly built with controversy in mind, but a lot to loose.
With the publicity around it and sales still possible through alternative stores maybe things will turn out alright for the developer in the end. “Banned” media is always in demand, after all.
Unless it unexpectedly sells gangbusters, the dev says they’re likely to shut down as not having the massive steam audience to sell to won’t net them enough to continue. And people are stupidly loyal to valve for some reason.
That's because Valve is privately owned and this has largely resisted the enshittification that largely plagues public companies and private equity frims.
I mean, he released the communication he’s received. It’s not super clear. And the things he thinks it was isn’t even in the current version of the game
If they had to scratch their heads trying to figure out what parts of the game needed to change to not include allusions to that, then they have bigger problems than not releasing on Steam.
They’d be as well carrying on. Its in a pretty unique position as being a game that people are talking about before its even finished, which is pretty uncommon for most titles, and can be “the game they tried to ban” which did wonders for Manhunt, GTA and Postal.
Valve is pretty upfront about being a business first and foremost. Their customers are loyal because they consistently provide high value at reasonable prices, even though they are in a dominating position in the market. They’ve taken unpopular decisions in the past, but never any that seriously alienated a meaningful chunk of their customer base.
Like for instance, when epic came out with their exclusive access titles being a part of their business plan, valve could have responded with their own exclusive access system and had a good chance of killing off epic and others in the process. Instead they just ignored it and people like me continued using them and didn’t even consider epic even when their anticompetitive actions switched to ones that would have benefitted me (free games), because I could see the shithole they wanted to bring gaming to if their platform achieved dominance.
No place for challenging art in video games. Books and movies have been pushing boundaries for millennia, but this new medium is way too effective at affecting people
The distinction may seem like nitpicking but no, CSAM is a legally defined term of depictions of actual children being sexually abused.
This game does not feature any such content. Not just because there are no depictions of real children, but also because the fictional children depicted aren’t subjected to sexual abuse.
Valve’s language cites “sexual conduct” which in this case reportedly (I didn’t watch it myself) has been stretched to include nudity that is non-sexual in nature.
I get why Valve would err on the side of caution, but that TOS decision is no basis to turn around and make the legally relevant claim that the game features actual CSAM.
As like 3000 other comments here have explained, Valve has a zero tolerance policy for what they consider CSAM, meaning they will not reconsider. Which is their prerogative.
I’m on the fence about the topic, but you’ve gotta be dense to believe CSAM has nothing to do here. The accusation is one of CSAM, so the argument is whether the scene is CSAM or not.
In a perfect world the question would be simple, but in the reality we live in, you have to consider if the art will be misused - and that’s assuming the artist is honest about their intentions in the first place.
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