pcgamer.com

PonyOfWar, (edited ) do gaming w Bethesda says most of Starfield's 1000+ planets are dull on purpose

Absolutely makes sense for most planets to be rather barren. What I found a bit disappointing so far - keeping in mind I started yesterday and I’m only a few hours in - is how mostly when you land on a planet there is a key point of interest (an outpost, a mining facility, a city etc) at a landing site and then immediately a whole lot of randomly generated nothing around it. No roads or paths, NPCs, houses etc. I haven’t really been to a place where I got that Skyrim feeling of going out into the wilderness and finding interesting things. I hope that later on there are at least a few areas with more substantial exploration. Still enjoying the game though.

li10,

It could really benefit from some sort of vehicle as well.

I land on a planet, sprint 300m to the first point of interest, 900m to the next, 700m to the next etc. and most of it is just sprinting through nothing…

Feels like it’s just wasting my time, as there is literally nothing in between. I think a little hover bike would be a great addition to the game.

KoboldCoterie,
@KoboldCoterie@pawb.social avatar

I haven’t played Starfield, but that sounds like No Man’s Sky when it first released. A few points of interest per planet, nothing else of note to do there, and the entire planet just became a rather boring trip from point A to point B to point C and nothing more.

PonyOfWar,

It’s similar, though the the actual points of interest are way more fleshed out than in NMS and sometimes have unique quests etc.

Deconceptualist,

You’re saying that doesn’t describe the current state of No Man’s Sky? The only notable buildings I’ve found are the same 3 tiny cookie-cutter outposts dotted randomly all across most planets. Oh sorry, 4 now if you count the camps from the Interceptor update and happen to be on a dissonant planet.

I feel like it wouldn’t take much effort to do better so that’s sad if Starfield hasn’t.

NuPNuA,

The difference being that was NMS whole loop at launch. Exploring barren and mostly empty planets is just side content to a lot of directed story and side missions here.

HangingFruit,
@HangingFruit@czech-lemmy.eu avatar

that would be perfect, maybe a vehicle with scanner and some mining tool so you could analyse and collect few minerals along the way. would be great QOL improvement.

li10,

imo the entire game needs a once over to add in a ton of QOL improvements.

ursakhiin,

I will say, finding a vehicle and not being able to drive it was a bit disappointing. But otherwise, I just wish there were more resources on the barren worlds.

AndrasKrigare,

Absolutely makes sense for most planets to be rather barren.

This idea is something I’ve heard a lot about Starfield and is why I don’t think I’ll pick it up, at least until a big sale. To me, it seems like they made a fair number of design decisions around what “makes sense” rather than what’s fun.

PonyOfWar,

When it comes to the barren planets, it just adds a bit of immersion IMO. Nobody is forcing you to visit those rocks, and you probably won’t ever land on most of them, but it’s cool that you can. So to me, it’s not something that has a negative effect on my enjoyment of the game.

Makes sense to wait for a sale though. Mods and updates will no doubt vastly improve the game. Personally, I just play it on gamepass.

CMLVI,
@CMLVI@kbin.social avatar

I'm the same way. Even just going from the "lore" most planets aren't going to have colorful interesting cities in it with unique locations and things to do. A lot of the rocks are going to be desolate with nothing on it, because they should be. When you find something of interest in the desolate void of space, it's gonna be interesting. Every planet having the same formulaic procedurally shaped bar, merchant, and a fetch quest would have people foaming at the mouth about how Bethesda replaced their specific crafted environments with shitty generated ones with no soul.

colournoun,

Ah, I see you’ve played No Man’s Sky, too!

CMLVI,
@CMLVI@kbin.social avatar

I actually have never even downloaded it! Heard good things post-release, but it never really drew me in.

saigot,

I haven’t played it yet (A second play through of BG3 sounds more appealing right now), but in general for an singleplayer RPG I would prefer a small full setting to an empty large one. If the environment has almost nothing of interest in it, then I’m going to just be glued to the objective marker, which while not a deal breaker, definitely hurts the experience. In a more curated environment I would ignore the objective marker and go off in a random direction. This means my experience is more unique and gives a proper sense of exploration which can make the game feel bigger even though it is technically smaller.

NuPNuA, (edited )

Yout have to factor in the life sim-element of Bethesda RPGs too. You can theoretically become a mining magnate in Starfield using those planets and resource extraction outposts. That content is there for those kind of players. If you just want to do the directed side content, then as you say, you’d just follow the markets and not need to interact with it. Your exploration will be in the “dungeons” looking about for lore and loot.

NuPNuA,

Yeah, it’s all part of the freedom the game offers for what you want to do. If you want to be a cargo hauler you’ll rarely see a barren planet as you’re delivering to settlements. If you want to be a bounty hunter, you may see them once or twice when a bounty has holed up there, but if you want to be a space prospector, you will need to spend more time exploring and locating resources to set up extraction plants for.all valid methods of interacting with the universe with different needs for the barren planets.

raccoona_nongrata,
@raccoona_nongrata@beehaw.org avatar

deleted_by_author

  • Loading...
  • Talaraine,
    @Talaraine@kbin.social avatar

    I just figured they put it there for some modder to let people build their own bases.

    Pseu,
    @Pseu@kbin.social avatar

    A place can have a barren atmosphere and aesthtic while also having content to find, even if that content is more sparse or minimal, suited to that lonely environment

    That's exactly what they've done.

    A "barren" planet still has stuff. In the 5 minutes or so that I did random exploration I found a colonist hut that was razed by pirates with a hidden chest with like 3k credits, and a random vendor who was going a little nuts for being alone so long. Nothing incredible, but enough to make the place not feel dead on a random frozen moon.

    BigBananaDealer,
    @BigBananaDealer@lemm.ee avatar

    i found a random trader with their alien dog

    Erk,

    I wouldn’t shape any of your decision to playor not play on this particular detail. It really has little to no impact on the game whatsoever. There are a lot of really interesting worlds to explore, it’s really not worth the amount of discussion lately.

    Not saying this means “this is the game for you”. Just that this one facet shouldn’t enter into your assessment at all, in my opinion.

    sylverstream, do gaming w Bethesda says most of Starfield's 1000+ planets are dull on purpose because 'when the astronauts went to the moon, there was nothing there' but 'they certainly weren't bored'

    I really don’t understand all the negative comments. It feels like a very fun game and I can’t wait to play it again.

    TauriWarrior,

    If your enjoying it then don’t worry about the negative comments. Unlike some other space games you dont do much travel yourself, you fast travel everywhere which means seeing the same non-skippable cutscenes again and again, i fast travel to the system, then fast travel to the planet, then fast travel to the surface; then if i want to go elsewhere on the planet i have to fast travel back to orbit then back down to the planet. Its “fast travel:the video game” Given that similar games have managed to let you fly your ship from space down and around the planet for years now I dont why you cant in this, im constantly pulled out of playing for a loading screen

    OrnluWolfjarl, (edited )

    You can’t because the engine is bad, and they need a lot of loading screens to connect the small-sized playable areas. Other Bethesda titles pull the same trick, but you don’t realize it, because there’s no loading screen. Instead it’s doors that handle that (which is quick because rooms are small) and pre-loading of neighbouring grids when you are outdoors (which is why sometimes you’ll see creatures popping out of thin air, or walking out from behind walls/trees/rocks to hide the popping.

    Bethesda always advertises their “new engine”, but really it’s exactly the same engine they’ve been using since Morrowind, with minor logic improvements and updates to the graphical assets. It’s to the point where a lot of bugs have ancestry trees.

    sederx,

    im sick of this excuse. since its not one. nobody is forcing them to use that engine

    Dreyns,

    The will of the dev is not the will of the producer.

    sederx,

    then change it? or just cope hearing your game is not very good

    Dreyns, (edited )

    Oh yeah things were that simple, just change it ! Man who would have thought ! Hey we need your help on other issue what can we do about the economic crisis, world hunger or civils wars ?

    Dubious_Fart,

    Bethesda always advertises their “new engine”, but really it’s exactly the same engine they’ve been using since Morrowind, with minor logic improvements and updates to the graphical assets. It’s to the point where a lot of bugs have ancestry trees.

    Yep. Call it Gamebryo, Call it Creation Engine, Call it what the fuck ever.

    Its still NetImmerse.

    They can keep slapping fresh makeup on it, and keep wraping new ducttape around it when the old stuff wears out and fails, but it’ll always be the same engine, regardless of the name changes.

    They dont want to invest in making a whole new engine (which, given Bethesda, would be just as bad or worse than what they use now), and they don’t seem to want to license anyone elses engine. Which is weird, cause subsidiary studios don’t seem to have the same issue… Like, Ghostwire Tokyo is built on Unreal Engine 4.

    DangerDubhain,

    Not arguing with the crux of your argument here, but most fast traveling I’ve done is way more direct than that. New planet, sure there’s a few stages, but anywhere you’ve been before you can pretty much fast travel to directly from anywhere.

    TauriWarrior, (edited )

    How often are you just hopping between places you’ve already been?

    As to the people saying you can fast travel back to cities, last time (which was about 5 mins ago) i went to go back to New Atlantis i had to faat travel to the system first before i could even select the city, but other times ive been able to directly select the landing spot and fast travel there from another system so I dunno.

    I just went and did stuff in Sol, i fast travelled to the system, fast travelled to the city, ran to the bar close to the landing pad, ran back to the ship, fast travelled to orbit, fast travelled to Venus, killed 3 ships, interacted with satellite, fast travelled to staryard, fought a decent amount of people which was good, fast travelled to Neptune, short fight, board, kill 3 or 4 peeps, fast travel to lodge. Then fast travel to mining planet system, fast travel to planet, talk, fast travel to different system, fast travel to planet run to ship, no bad guys just a quick convo, then fast travel back to ship, fast travel to orbit, and now fast travel to different planet.

    Also fuel auto refills after every jump just seems to mean more fast travelling if you need to go further

    If your enjoying it then im happy for you not trying to detract, just sharing my experience, i just wish they pushed what could be done more

    100,

    I think if there’s a patrol scanning your cargo you have to hit the system before landing, otherwise you’d fast travel your way past contraband scans. I’m having a lot of fun in the game, I agree there’s too much fast traveling though.

    Cr4yfish,
    @Cr4yfish@lemmy.world avatar

    You can actually fast travel directly to cities, even when you’re in a different system.

    hypelightfly,

    Yes, you can. There are several levels of fast travel and you can use it how you prefer.

    Xiaz,

    taking the other side of the argument, planetary landings in E:D are just loading screens at 10x the length. Travelling to a planet at .3 C is neat the first time but then you look at trade routes as “how long do I sit paying attention in case of an interdiction?” StarCitizen falls into the same trap. QD is neat but then it takes you 5 minutes and a fuel stop to go from one side of a system to another. Its mundane trudging for reality rather than getting the boring monotony out of the way of the player.

    Just because the tech exists doesn’t mean it makes for compelling gameplay.

    Obi,
    @Obi@sopuli.xyz avatar

    I can agree with this but I do wish it involved fewer loading screens and clicking through each time. If you’re gonna skip the “realism” to make it more convenient then make it actually convenient.

    With that said despite that and the fact I’d love to fly the ship over the planets manually, I’m really liking it so far (2h in).

    Erk,

    Yeah I can’t really disagree with people’s assessment of how much travel-by-loading-screen there can be, but like… while it’s there, I just mostly haven’t noticed it. Thirty hours in now and I find I’m mixing up fast travelling wide distances with “manually” travelling by launching into orbit and jumping place to place fairly regularly, I don’t think I’d even have thought to criticize it without coming here.

    I like how immersive travel can be in a game like NMS, but it’s not like it’s all that exciting or fun to pull into the atmosphere for the 500th time and maneuver to your landing pad, or spend longer than a loading screen amount of time to boost out of atmosphere to hit the jump button. We’re exchanging one form of slightly tedious load for a different one.

    Xiaz,

    The best answer I have to minimizing the interaction is setting routes from your mission list. On PC this cuts down to L > click mission > R > hold X.

    It is still 4 discrete inputs, which sucks, but it is substantially better than navigating by the star map which is how my brain defaulted to fast travel for most of my first play through.

    jsdz, (edited )

    There are all kinds of possibilities, and for one example of a video game system for travelling among the stars that gives you a sense of actually going somewhere without getting too dull I’d point to EVE. You can go anywhere, but there are distant and dangerous places that take actual effort to get to. It lets you get some kind of sense of the distances involved. Having made that comparison it’s hard to avoid noticing that the space combat (even against NPCs) and ship outfitting are quite good too compared to how it looks in Starfield. Planetary interaction was pretty tedious when I played it, but EVE is mostly really good at the space stuff.

    Another example would be good old Star Control II, another of my favourite space games. Another one that managed to make space feel big. You had to carefully manage fuel and resources, and if you wanted to go all the way across the map you’d have a long and interesting journey during which many things would happen. Combat and navigation were primitive compared to what people expect today, but still it made it feel like you were exploring a vast space, not just a big catalogue of planets.

    As for Starfield, I don’t know whether it does that or not since I haven’t played it yet; I’d sort of like to find out before I spend $ on it.

    Xiaz,

    you cant really compare gate-to-gate traversal to the other primary space games though. unless you are in a capital ship, generally you have a warp around 3-5 so even Niarja (minus dock workers) only takes a few seconds to cross. If we just focus on hub routes, I don’t recall the exact number, but Amarr to Jita/Dodi is between 25-60 jumps depending on your risk tolerance. That is 25 discrete load screens, with a Leopard and no 0 tick gate camps thats still around 10-20 minutes of just loading. EVE is an exceptionally bad example to pull and why I excluded it.

    If you want something like Star Control then running the bubble in E:D is your best option, just never install a fuel scoop.

    jsdz,

    What I want is just something where travel takes enough time and effort that interesting problems can arise during the course of it that aren’t just generic random encounters. Something where different parts of space have local character, something like geography rather than a flat isotropic void where distance is meaningless. In each case the technology used for moving about is entirely fictional, so I don’t see a reason not to make it interesting. I was just pointing out examples of that being done, not advocating for either of them being the one true way to do it.

    Xiaz,

    transit in EVE isn’t really anything to write home about though. Target, align, warp, jump, target, align, warp, jump.

    Gate camps are player based RNG with a difficulty slider. Do you take the shorter run thru Niarja or do you add an extra 30 jumps for relative safety barring CODE affiliates.

    if what you want is a completely bespoke experience where a system has only explicit experiences then you immediately lose out on the design intent behind Starfield and the storyline within is immediately hollowed out and meaningless.

    besides, its a video game. everything is a generic random encounter rolled on a table hidden from the player. if you want a better experience, Starfinder is there.

    jsdz,

    I used to make a living hauling valuable stuff from the outer edge of low-sec in to Jita and such places. Sure it got to be pretty much routine after a while. Well, most of the time. But then it’s always possible in that game to go off and do something else instead. The experience of exploring it all for the first time though, having not yet gathered the knowledge and resources to do it in anything like safety or comfort, was fantastic. If you could just teleport instantly from one place to anywhere without significant cost it wouldn’t even be a game. I’m not saying that the mechanics of transportation should dominate every game like they do EVE, but having at least some of that sort of thing seems like a good idea in a game that’s supposed to be about exploring a space of any kind. I disable fast travel in Skyrim too. It makes things too quick and convenient.

    Xiaz,

    Well, guess what? You can walk to the starport, open the door to your ship, walk into the cockpit, sit down, launch into space, target your next system navpoint, power up your grav driv, and jump to the next system. You won’t be on a planet, you will be in space. Will you find a trader? System security fighting pirates? A bounty hunter wanting to cash in on you? An old lady that wants you to come over for tea? Dunno. But you aren’t fast traveling. Genuinely the crux of your complaint has been “i dont know how it works but its bad and I dont like it”

    jsdz,

    As for Starfield, I don’t know whether it does that or not since I haven’t played it yet; I’d sort of like to find out

    Anyway, thanks, I guess that question is more or less answered.

    HipHoboHarold,

    I haven’t had a chance to play it yet. Moving and still have to get through BG3. But I’m actually excited for it. Like I see posts over and over and over and over and over and over about the the fact that it’s not NMS. Sure, kind of disappointing. And I will agree that if you keep running into the same exact structures over and over, maybe they could have done something different. Have some sort of procedurally generated structures.

    But that seems to mostly be it. Every review I’ve watched talks pretty positively about the other aspects. It’s got some bugs, which is to he expected, and apperantly the melee combat isn’t clunky and awkward. But those seem to be the biggest complaints outside of not being able to land.

    So I’m gonna do what I’ve seen a lot of people said to do. I’m gonna go into the Bethesda game and play it largely like it’s a Bethesda game. Gonna go through the main story, the different factions, do some side quests, etc.

    It’s not No Man’s Sky. Cool. Call of Duty isn’t Escape From Tarkov. I have played both of those and loved them both for completely different reasons, and I don’t expect them both to be the same. If anything I got bored of No Man’s Sky after a bit. Partially because I’m just not into the base building, and itnfelt like that was the main thing to do outside of explore. Little to no stories. Last I heard we still don’t have the faction system they talked about when the game was first launching. Starfield has things going for it over NMS.

    thanks_shakey_snake,

    For me, the criticism is more directed toward the PR and hype. There’s still lots to like about the game, it’s just frustrating how they spin it.

    I’m glad you’re enjoying it!

    Afrazzle,

    I think people had their expectations too high. People are expecting it to be as good as skyrim was for 2011 but in 2023, but I went in expecting it to be as good as (vanilla) skyrim is now and so far that’s what I feel like I got.

    sylverstream,

    Yeah, I had no expectations and I like it. I always get disappointed when I have high expectations.

    Tbh I’m mainly disappointed in the graphics of the surroundings.

    Madzielle, do games w Young men are 'playing videogames all day' instead of getting jobs because they can mooch off of free healthcare, claims congressman

    What free healthcare?

    Young men have to jump through the most hoops to get state level health insurance.

    Tattorack, do games w Apex Legends writer gets laid off 24 hours after the character she wrote is revealed, because that's what the games industry in 2025 looks like
    @Tattorack@lemmy.world avatar

    My question is when workers in game studios start to make unions. It’s a massive industry and the people actually making the games are constantly fucked over.

    kattfisk,

    Many years ago. But as you said, it’s a big industry, and the US is not an easy place to unionize in.

    buddascrayon,

    and the US is not an easy place to unionize in.

    Moreso now than ever before.

    Bytemeister,

    The best time to plant a tree was 20 years ago. The second best time to plant a tree is right now.

    But I don’t think that advice includes people staring at a fast approaching wildfire…

    Initiateofthevoid,

    Now can be both the second-best-time to plant a tree and the first-best-time to grab a bucket of water!

    Remember everyone, the forest is on fire and there’s not many places to run. The fires of climate change affects the entire world, and this administration and the wealthy that back them will gleefully pour fuel on the flames and let your house burn.

    You can stand around begging for rain, asking why the landlord didn’t fix the sprinklers or why he never checked the fire extinguishers or why he’s hiding under his desk clutching the cash register for dear life…

    Or you can grab a bucket.

    SabinStargem,

    Funny thing about wildfires: the ashes allow a new generation of flora to take root. It will suck for us, but the children of tomorrow might have unions, vacations, and universal healthcare by default.

    I can dream of a future, even if it won’t be mine to enjoy.

    FordBeeblebrox,

    That’s how I feel when I watch Star Trek. I won’t be alive to see the Phoenix warp into space but I’m hopeful future generations get there.

    Tattorack,
    @Tattorack@lemmy.world avatar

    Yes, but there are also European developers. Such as Ubisoft, which previously had major issues with harassment, and probably still does. If they have a union, it certainly isn’t a powerful one.

    kattfisk,

    The French trade union Solidaires Informatique has pursued both criminal and civil charges. Not sure how much that accomplished, but at the very least a bunch of assholes were fired or resigned, so they weren’t completely ineffective.

    3dmvr,

    in my head its because its an industry where going solo is viable and if they arent working at a company thats their goal so they have full contol over the vision and make all the money and one day they want to exert the same creative control over others and get overtime/overwork out of them

    ICastFist,
    @ICastFist@programming.dev avatar

    The irony is that becoming a solo dev is rarely feasible and even more rarely leads to a product that pays up more than just working elsewhere.

    That immediately makes people point to success stories, like Stardew Valley. Dunno about others, but I don’t have a family + girlfriend to sustain me for 4+ years, nor am I blinded by the dream possibility of reaching millions of sales when so many games struggle to reach 10k sales.

    Initiateofthevoid,

    They are!

    Recent and huge progress on that front. It’s an industry wide union, and apparently even recently laid-off workers can join.

    drunkpostdisaster,

    It will be used to justify raises AAA prices even more. Not that i care but it will be interesting to see.

    BoulevardBlvd, do gaming w Discord confirms it's moving toward 'becoming a public company' as it hires a former Activision executive as its new CEO

    How the fuck are blizzard execs still getting fucking jobs?!?!! Jesus Christ people, could you find a worse person to run the company?

    LucidNightmare,

    Probably the point, honestly. If they lose money from it, at least they made it worse for the cattle who stuck with it!

    dangling_cat,

    Because he “has experience managing a public company” and in his portfolio only focuses on cherry-picked KPIs and no mention of any negatives at all.

    I hate that our society encourages failing up and instead of punishment because of poor management skills and decisions, they do mass layoffs and give themselves fat bonuses because of “cost savings”.

    Frankly, if a company fails, they will ruin other companies; it’s never their fault because of “complicated reasons”.

    SculptusPoe, do games w PC gamers spend 92% of their time on older games, oh and there are apparently 908 million of us now
    @SculptusPoe@lemmy.world avatar

    I have hundreds of games on steam.

    I mostly play minecraft.

    tonytins,
    @tonytins@pawb.social avatar

    My games library is so huge, and I suffer from choice paralysis all the time.

    gonzo-rand19,

    You might get some use out of this Steam randomizer, I've used it before when I can't pick what to play. You can apply filters too.

    tonytins,
    @tonytins@pawb.social avatar

    ⭐w⭐ Thanks!

    purrtastic,

    Terraria. Every time I fire up the deck to buy a new game, a few days later I am back to Terraria.

    tal, (edited )
    @tal@lemmy.today avatar

    I like the game (as well as the similar https://store.steampowered.com/app/211820/Starbound/) but every time I play it, I wish that it had more ability to create stuff that does things. Like, more Noita-style interactions with the world or Factorio-style automation. The stuff you can make is mostly static.

    C45513,

    This 100%. I looooove Noita and any deep systems-driven games where players explore, discover, and create content for years.

    One of my favourite things is the sudden discovery that a game is much bigger and more open-ended than I thought. Especially when it happens dozens of hours in.

    Cocodapuf,

    I’ve been playing a lot of terraria with my son recently, it’s been a lot of fun going back to it. Coincidentally, I just saw the trailer for Noita for the first time last night, and thought “woah, that looks cool as hell…”

    dovahking,

    Have you looked at mods? I’m sure I saw an auomation mod for Terraria a while back.

    Same might be true for starbound. But I don’t know much about its mods.

    SculptusPoe,
    @SculptusPoe@lemmy.world avatar

    I die too fast in Noita to get too deep into it… I liked what I played of it though. Something about Starbound made it feel like Temu Terraria… I can’t put my finger on why it feels so … fake? Like physics or the way the player model moves and interacts with blocks is off or something. Maybe it is just too close to Terraria and the many hours I spent in Terraria makes anything close feel off.

    SculptusPoe,
    @SculptusPoe@lemmy.world avatar

    I suppose in a few months, after this current round of Minecraft, I’ll be pulled into Terraria again. I had a pretty good head of steam on the way to finishing my 2 year old run of BG3 when I made the mistake of opening Minecraft… Terraria is about the only thing that could rival minecraft in addictive qualities for me. It has the added benefit that I can talk my wife into playing Terraria but she won’t touch minecraft.

    CarbonBasedNPU,

    There’s a group working on a terraria mod pack with all of the big mods with custom integrations. It’s very cool.

    Agent_Karyo, do games w Against the Storm looks charming and cosy, but it's actually the best and most fiendish city builder I've played in years
    @Agent_Karyo@lemmy.world avatar

    This is a great game. They’ve managed to pull off a roguelike citybuilder; a genre combination that one would think would not work. Great visuals and atmosphere too.

    Jaderick,

    I played it when it came out and it was great. I loved the campaign setup. I need to get back into it with that new DLC

    Starayo,

    I didn’t think I would like it because I like colony sims and city builders where I’m just playing the same map for extended periods, but I gave it a try on game pass and ended up playing hundreds of hours. It’s something special.

    Agent_Karyo,
    @Agent_Karyo@lemmy.world avatar

    It really is special. I initially tried it out because I liked the aesthetic and the map setup/setting; small fantasy colony surrounded by impenetrable forest in a post-apocalyptic world. I was really skeptical about the roguelike x citybuilder hybrid as I like long city-builder sessions with huge maps and elaborate city designs, but they pulled it off perfectly.

    I have 100+ hours. I did stop playing after the one of the early access builds made some changes that undermined by core strategy, but that’s a personal thing. Really need to try out the DLC and start from scratch.

    Mad_Punda,

    Same!!

    Dark_Arc,
    @Dark_Arc@social.packetloss.gg avatar

    I’m in like the opposite camp… But I’ve never been able to get past the initial learning curve of the game. Something has never clicked with this one for me

    fishbone,

    It also runs quite well and looks great on medium and low settings. I can run it on high on my 2060 quite easily, but I don’t feel like I need to cause the artstyle works so well.

    Might not be a big deal for others, but I love when games look good while taking very little computer resources.

    Godort, do games w After being honored at The Game Awards for helping laid-off devs, Amir Satvat says he's received 'countless' hateful messages

    Man, that fucking sucks. The work this dude is doing is worth respect.

    Fogle, do gaming w Sony backs down on demand that Helldivers 2 players log into a PSN account

    It didn’t even take them the whole weekend. Good.

    OsaErisXero,

    It's Monday in Japan, it took precisely the whole weekend.

    Fogle,

    Fair enough I guess

    Flyberius, do gaming w An AI company has been generating porn with gamers' idle GPU time in exchange for Fortnite skins and Roblox gift cards
    @Flyberius@hexbear.net avatar

    I remember when GPUs were used to fold proteins…

    Snowyday,

    I wore an onion on my belt

    SturgiesYrFase,
    @SturgiesYrFase@lemmy.ml avatar

    As was the fashion at the time

    Voroxpete, do games w Peter Molyneux is ready to disappoint us again with his latest game, a blockchain-based business sim

    Only this motherfucker could make a blockchain based product in 2023 and think he’s still ahead of the curve (and not, y’know, turning up to buy tickets on the Titanic after it hit the iceberg).

    zik,

    It’s probably been in development since 2009 when it was cutting edge.

    jkmooney, do games w The recent criticism of Linus Tech Tips, explained
    @jkmooney@kbin.social avatar

    I'm not really that familiar with LTT. I did subscribe to his channel, mainly because I was bemused by him borking his PC by rushing an install of Pop_OS and Steam. ("yes, do as I say", if you recall). Reading the PC Gamer article, it appears he did the same, "just drive on without thinking it through" approach to this prototype cooler. I haven't watched a lot of his videos and anyone can make a mistake but, there is an expectation that a "tech expert" show a bit of diligence. Plus, if he's showcasing a vendor, he should make sure they have every chance to shine.
    .
    .....this guy is starting to look like a poser now....

    HellAwaits,

    …this guy is starting to look like a poser now…

    Not starting, always has been

    Pxtl, (edited )
    @Pxtl@lemmy.ca avatar

    imho, what’s happened at LTT has a few separate root causes:

    1. A focus on extremely high output that means poor-quality work and poor working environment.
    2. Extreme unprofessionalism that works okay when you’re a handful of guys who are close friends and all personally invested in the mission, but not when you’re a big company with communication problems across the various working groups. This is normal growing pains when a company moves from “nimble start-up” into “big production”, but Linus has been handling it really badly, and seems like a big part of the problem. Stepping back from the CEO role was a good first step but he’s obviously still de-facto running the company.

    I can’t call Linus a poser since he and his team quite apparently know a massive amount about PC hardware, but the above factors mean they’re going to make near-constant screw-ups, and now they’re seeing real comeuppance from that.

    edit: I just read the rest of the allegations on Xitter and holy shit this is worse than I thought. She really buried the lede. It’s still “unprofessionalism” but a level of unprofessionalism that totally crosses the line far beyond normal growing pains. Flubbing workplace sexual harassment is a serious leadership fuckup.

    imPastaSyndrome, do games w The recent criticism of Linus Tech Tips, explained

    Geez what a bunch of assholes

    Carighan,
    @Carighan@lemmy.world avatar

    Well yeah, LTT has long gone fully corporate. This was a problem years ago already, it was just always weird seeing so many flock to their channel when it was clearly a rote production like a 15 years ongoing weekly crime drama, not an actual tech channel.

    Their production value is often stellar, don’t get me wrong. But that’s it. That’s all they have. It’s all about optimizing the production to maximize ad revenue.

    ydieb, (edited )

    Imo, any large company, even if started hardcore by linus and luke (and co), will always in the end be mostly created by all the employees.

    The ownership of any large company should imo always be gradually moved over to the people who work there.

    Worker coops are not a silver bullet and will always be corruptible in any way any other democracy can, but at least it has the possibility to be proper, in contrast to strict founder / investor ownership where you are at their mercy.

    Voyajer,
    @Voyajer@lemmy.world avatar

    LMG becoming an ESOP would be an interesting development if implemented properly.

    exu,

    If they just focused on the drama and fun stuff there would be no issue imo. The weirder videos are sometimes fun to kill time, but it’s clear they’re making a lot of mistakes (look at any server video by them).
    Trying to provide accurate and in-depth reviews really isn’t their strong suit.

    Evolushan,

    I fully agree. But that’s the thing, if you don’t consider LTT as a tech channel anymore, like GN or whatever, it’s fine. I now consider LTT as pure entertainment, I will never go to them to actually buy a PC or a tech product. For that I go to forums, I watch multiple reviews, etc. And if the production value is all they have, I’ll just watch it like a show with actors that are - well - acting.

    I’m not trying to defend LTT, what they did was shite and I feel that they should be held accountable. But let’s compare apples with apples, LTT isn’t a tech channel anymore.

    Belazor,

    This is how I feel about LTT too. There should never be one single location you go to for all your review needs - even if it had every single product in existence in for review.

    I’ll look at LTT videos to see people doing dumb shit with tens of thousands of Britannian Monies worth of tech, sometimes there’s some genuinely good “hey, this exists” (see: PowerToys which gave me Spotlight on Windows), and sometimes it triggers a “hey I could use X, I’ll do my own research and collation of reviews”.

    If they can get their Labs up and running and their tests being transparent enough that they can be peer reviewed, then Labs will be a tool in the toolbox, not the toolbox itself.

    BarneyPiccolo, do games w Young men are 'playing videogames all day' instead of getting jobs because they can mooch off of free healthcare, claims congressman

    I’m not concerned about some young videogamer getting free healthcare. I’m more concerned with the DOGE GOBLIN getting BILLIONS in government contracts to build rockets that blow up spectacularly, wasting a billion dollars with every explosion, just so he can quip “Just a scratch.”

    That’s a billion dollar scratch that could have made a huge difference in thousands of lives.

    I’m not worried about American citizens getting health care, I’m worried about Foreign Sociopathic Oligarchs getting BILLIONS in government contracts, paid for by taxes on the working class, while calling those same workers/taxpayers “parasites.”

    UnderpantsWeevil,
    @UnderpantsWeevil@lemmy.world avatar

    That’s a billion dollar scratch that could have made a huge difference in thousands of lives.

    Okay, sure. But consider that they didn’t earn those billions of dollars by sucking up to the right assortment of Wall Street financiers, rich family members, and ego-driven Presidential nominees.

    RedFrank24, do games w The 'Stop Killing Games' initiative is close to its final deadline, and after that, its leader is understandably done: 'Either the frog hops out of the pot, or it's dead'

    Every time I see the argument that “Oooh no you can’t release server code, there’s proprietary code there!”, I question my software development skills.

    You mean to tell me when you have licensed code, you don’t wrap it with your own interfaces? I was always under the impression that it was best practice to never rely on one single concrete implementation of your interface, hence the Dependency Inversion Principle.

    If you have a proprietary library you use for determining the positioning of players on a map, you wouldn’t be directly instantiating BinglyBooCharacterPositionWhatsit, you’d be using ICharacterPositioner and then using BinglyBooCharacterPositionWhatsit as the implementation of that interface, surely?

    vala,

    Idk if most software developers know this is what they should be doing and ignore it completely or if they just don’t know.

    There are so, so many reasons to do this.

    But I don’t think this really happens very often in the real world because it’s not the shortest line from A to B.

    flop_leash_973,

    In my experience working with devs at game studios (i’m a sysadmin/infra engineer type by trade), it is rarely them that is so against open sourcing code, or giving fans of the game the tools needed to keep it going on their own once the devs move on. Most of the devs I have dealt with would like nothing more than to see the thing they created live on and be enjoyed by people, even if they are not personally getting paid for it 10 years down the line.

    It is nearly always the executives looking to make sure no one manages to enjoy something the people that work for them created without the c-suite getting paid for it first that is the road block.

    eupraxia, (edited )

    I crunched like hell in my mid 20s on a live service game that I enjoyed playing, was well loved and consistently played by a few fans, and had a few unique ideas in its niche. I gave up a lot of life for that game to see the light of day, under extremely tight timelines and wavering support from a flakey publisher.

    It lasted less than a year in release because of a few mistakes in early access and it inhabited a saturated market that seems near impossible to penetrate now. The console ports that caused the worst months of the crunch never even saw a release.

    Me and the rest of the devs would love to just play the game again, but the game’s kinda just rotting somewhere in storage of a publisher that long ago tried to pivot toward NFT/metaverse bullshit, to predictable results. Outside of a few early playtest builds a few people have (and definitely aren’t supposed to) we have basically no way of playing it ourselves, much less letting others play it. We couldn’t even get much approved to show in a portfolio once the studio closed and the assets went to the publisher. It makes me really sad and I’m no longer in game dev / tech at large professionally for that reason. This story is not unique, this is pretty much just how the industry works and devs near-universally feel screwed over by it.

    ipkpjersi,

    Devs geting screwed over by management (not even just game devs but all devs) is a tale older than time, sadly.

    NuXCOM_90Percent,

    Understand that significant percentages of any game are made under crunch conditions. And there is no real “okay, let’s go back and reduce our technical debt” for the majority of games.

    So all those best software practices go out the window when you have slept in your cube for the past four nights and your well rested boss is screaming at you wondering why the cape physics still look so shit.

    But also… how does that change anything? “Here is our end of life offline mode. We reference these packages you will never have access to and that have no open source equivalent because they are so specific to the proprietary way this auth system works”?

    catloaf,

    Most devs are shit at their jobs.

    Not that this is exclusive to devs. Most people in general are shit at their jobs.

    Justdaveisfine,

    I’m not a smart nor good developer so maybe I’m looking at this wrong, but if you’re a game Dev and you’re using Unreal Engine or Unity, aren’t you already bound to whatever license they have?

    I believe if you’re following say Unreal’s structure, you’re using their server/client netcode, and while you can release whatever you’ve made you can’t use or share any of Epic’s code. That would still require users to agree to Epic’s EULA to get the full engine to compile your server setup.

    Add in server handling for VoIP, audio middleware like FMOD, proprietary stuff like Xbox/PS crossplay, Steam’s SDK, etc and I feel like that’s a tangled web.

    I’m also very tired and am probably not fully registering here.

    RedFrank24,

    I’ve never worked with Unreal’s server setup, but I imagine it doesn’t absolutely require to use their code, right? You can still make an Unreal game on the client and use something else for your server, meaning there must be some sort of common interface between them.

    The point is yes, there is going to be code you can’t legally release, libraries you can’t use, but you can release what code you can, and then leave the interfaces for code you can’t, leaving hobbyist devs to pick up the slack. You can even make servers from scratch that way, as with stuff like AzerothCore, where all of the code was figured out from scratch based on packets from client to server and studying hex code for hours. Technically AzerothCore was just building on top of MaNGOS but that was created using packets.

    Even if you strip out the code you can’t legally release, that’s a hell of a boost to development that you wouldn’t otherwise get.

    Justdaveisfine, (edited )

    Taking a cursory glance through the solutions that already exist for this (which are largely standalone MMO style servers):

    You lose out on many network troubleshooting tools unreal has built-in, as well as some of Unreal’s play-in-editor testing tools. Its also common to add roughly 1.25-2x netcode development time as you’re going to be coding things in on the Unreal client side as well as the server side.

    I can see why this is feasible but rare to see in the wild. I think anything you pitch to an exec with a note that it may add 6 months to a year of extra development time (and QA time) is going to cause people to start swinging.

    Edit: This comes off as negative and I don’t mean it to be - A lot of companies do their own Unreal engine tweaks and I could see if a company built it up, they could have something solid and easily reworkable for future projects.

    RedFrank24,

    Ideally though, if this became law, you would be accounting for the fact you might have to swap out the server implementation into your initial development of the game.

    Also, some of those tools you might not need for production client code. Yes it’s gonna be a pain in the arse to develop server code without those tools, but not necessarily impossible. You could release server code with those tools stripped out, or able to be configured to work with those tools if someone else has the license for them.

    In essence, you could modify the client to include configuration points that can point to specific servers, and then release documentation to say “Hey, this is what tool was originally used, these are the kinds of packets the client is sending (and whether they are expecting a response), and these are the kinds of packets the server is sending to the clients”. You then leave the actual server development to whoever wants to build one. That is, effectively, how private MMO servers are made, but regardless of the type of game, you’re still sending UDP packets to a server and receiving UDP packets from the server. You just need to know the purpose of those packets.

    Justdaveisfine,

    Well its only been a few days, but I’ve been trying to dive into this and I’ve hit roadblock after roadblock. I think setting this up as well as the tools is well beyond my skill level.

    Depending on what the law actually ends up being and how it actually effects me, the shorter road would be to move away from doing multiplayer games.

    Though my games are considerably smaller than anything else mentioned in these threads, so I don’t think anyone will really mind haha.

    theneverfox,
    @theneverfox@pawb.social avatar

    Abstraction is a trade off. You don’t want to build interface layers between everything… It’s a pain in the ass, and if there’s a 1-1 relationship between parts of a system then you’re basically putting in a minimum cost to modify that area in any way. So if you do it, it’ll probably be once you’ve locked down the design pretty well

    Game development is pretty different than normal development too. You have a lot of one off and lose ends based on creative decisions… You aren’t building up on top of your system, you’re building out

    And frankly, it leads to a mix of mind blowingly good code and a lot of terrible code

    So no, I don’t think it’s that easy. I think it’s also a bullshit argument, and they should release the “proprietary” code when they finish supporting the game, or put in the time to make the interfaces

    thesmokingman,

    I don’t follow this argument. In this context, proprietary code is work product that has value to its owner. Often large swathes of said work product is reused across games so the theory is that releasing the work product means your competitors can make your work product. I do not understand how wrapping someone else’s work product in your own work product doesn’t require them to first release their work product.

    Note I don’t necessarily buy the company mindset on proprietary code; I explained here because I don’t understand where you’re coming from.

    RedFrank24,

    I mean if you are required to release a server dev kit, or at least make best efforts to release one, you can release what code you have and go “Here are the interfaces, but I can’t legally release this code because I don’t own it, so someone else is going to have to create an alternative”.

    It’s about making it easier for other devs to make up for the gaps, rather than going “Nope! Proprietary code, can’t do anything!”

  • Wszystkie
  • Subskrybowane
  • Moderowane
  • Ulubione
  • test1
  • krakow
  • FromSilesiaToPolesia
  • muzyka
  • Blogi
  • NomadOffgrid
  • rowery
  • esport
  • Technologia
  • fediversum
  • ERP
  • shophiajons
  • informasi
  • retro
  • Travel
  • Spoleczenstwo
  • gurgaonproperty
  • Psychologia
  • Gaming
  • slask
  • nauka
  • sport
  • niusy
  • antywykop
  • lieratura
  • motoryzacja
  • giereczkowo
  • warnersteve
  • Wszystkie magazyny