pcgamer.com

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!”

LostWanderer, (edited ) do games w Nexus Mods' new owners promise they won't monetise the site to death as users panic at the whiff of venture capital

Ah, so basically Nexus Mods is dead to me now. Whenever venture capital is injected to anything, it’s a bad sign. Ugh, great these particular Capitalists are from the crypto community…

They’ve been souring a lot of potentially cool projects with blockchain/web3 nonsense, like Playtron, for example. Lutris is now dead in the water and hasn’t been updated for months now; the former dev is working on Playtron. There is a huge issue log that doesn’t seem to be addressed at the moment.

catloaf,

Read the article. They are.

LostWanderer,

I did, and my worries were confirmed! I haven’t updated my comment.

wetbeardhairs, do gaming w Minecraft is rolling out its first glow up in years tomorrow

Sounds like the bedrock-only part is just a visual update. If you’re on Java you already have access to shaders.

But still - fuck MS for making bedrock a totally separate game so they could avoid giving alpha buyers free in app purchases.

MentalEdge,
@MentalEdge@sopuli.xyz avatar

I for one am happy they didn’t twist the original game into the bullshit that bedrock edition has become.

RandomVideos,

But they gave all bedrock players who bought it from minecraft.net java edition for free and are now selling both games

Also, bedrock edition was created years before microsoft bought mojang

The in-app purchases are obviously bad and mojang tried making bedrock edition the “official” version, but there were reasons other than money that the 2 versions were separated

arifinhiding, do games w 'No gay, no pay': The RuneScape community is absolutely mauling Jagex's new CEO over his decision to cancel new Pride Month events

Pride month celebrations were my go-to events in secret. My family doesn’t really understand the niche appeal of the game, and state religious agents can’t really “disguise themselves” ingame. But if Jagex is veering right, they might (like twitter) sell my information to security agencies the same way the Sauds/Turks did to Twitter a few years ago.

At least I get to wear my pride cape 24/7 until my membership runs out. In hindsight, It was a bad idea to assume that shooting stars/maple forestry/w301 hate chats were “isolated incidents”. They’re clearly part of an ongoing trend that has the CEO’s approval. Oh well, there’s always a countdown to good things. I should enjoy it while it lasts.

outhouseperilous,

Not everything has to be shit at all times. We could make a world where good things are, like, normal.

amino,

consider private servers. idk if they’re less reactionary though because I haven’t tried them

Croquette, do games w Helldivers 2 and Palworld devs wish players understood that 'easy' additions and updates are sometimes really hard: 'That's half a year's work. That takes six months'

I wish my clients would understand that, and my code is a lot simpler than a video game.

funkless_eck,

I built an API connector for work (I’m a hobbyist, not a pro) to download what is the most common cargo transported by trucking companies from the DoT database. Everyone complained because they had to enter the company names correctly into a CSV as it wouldn’t accept typos or do fuzzy matching, nor could it automatically determine which was the head office of a company, only return a list of all of the offices.

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

People are reading the headline and assuming they’re talking about older single-purchase games, but the article is actually referring to mostly MTX-driven games that get continuous updates.

And the data further shows, in Newzoo’s own words, that these 908 million “PC players are heavily skewed towards older, live service games.”

Remember that even things like Rocket League are about a decade old at this point, and games like LoL, Dota 2 and CS:GO are even older

etchinghillside, do games w Diablo 1 and 2 devs secure $4.5 million for a new ARPG: 'We're going back to what made those early Diablo games feel so awesome but taking them in some cool, fresh directions'

Hellgate London 2

nesc,

I can only dream. 😿

DarkThoughts,
nesc,

Literally no one asked for what they are trying to push, lol. Oh yes give me more of those cloud servers, and battle passes! 🥴

DarkThoughts,

What? How do you think multiplayer games work. lol

nesc,

Tell me how they work, if you are trying to insinuate that mentioned things are required somehow, I won’t laugh.

DarkThoughts,

Cloud based gaming servers are simply flexible game servers that have multiple international locations with dynamic load distributions instead of old fixed location game servers. There's literally nothing wrong with that over the old and less flexible method because this gives you servers that are closer to your personal location, which means less ping, and them being able to scale means it is less likely of them just crapping themselves under heavier load, because they can scale up dynamically when needed.

mox, do games w Steam's new disclaimer reminds everyone that you don't actually own your games, GOG moves in for the killshot: Its offline installers 'cannot be taken away from you'

All online storefronts doing business in California will soon be forbidden by law to lie to customers with words like “buy” when they really mean “license”. GOG is no exception.

…calmatters.org/…/ca_202320240ab2426

blind3rdeye,

My understanding is that GOG is an exception to this. Here is a quote that I got from an Ars Technica article

California’s AB2426 law, signed by Gov. Gavin Newsom Sept. 26, excludes subscription-only services, free games, and digital goods that offer “permanent offline download to an external storage source to be used without a connection to the internet.” Otherwise, sellers of digital goods cannot use the terms “buy, purchase,” or related terms that would “confer an unrestricted ownership interest in the digital good.” And they must explain, conspicuously, in plain language, that “the digital good is a license” and link to terms and conditions.

Since GOG does offer permanent offline installers that can be used without an internet connection, GOG’s sales are exempt from this new law.

asexualchangeling,

deleted_by_author

  • Loading...
  • blind3rdeye,

    And it is a license. I’m just responding to the comment about the law.

    ModernRisk, do games w 'Melts our frozen-solid hearts': Frostpunk 2 devs celebrate 350,000 copies sold—covering the production and marketing costs

    Never heard of Frostpunk, how’s the game?

    TammyTobacco,

    It’s a tedious city builder, if you like that kind of thing.

    MudMan,

    It is the exact opposite of that. Easily the best paced strategy game in years. This thing moves. It flows. If Anno had somehow managed to channel the narrative of Snowpiercer and the compulsive clicky crunch of Clash of Clans it would be this.

    It's really, really good.

    Now if you'll excuse me, I've promised mutually exclusive things to a bunch of council members and I have to somehow navigate a multi-party system without being forced to use the elderly for food.

    Carighan,
    @Carighan@lemmy.world avatar

    If Anno had somehow managed to channel the narrative of Snowpiercer and the compulsive clicky crunch of Clash of Clans it would be this.

    Depending on how you read it, that explains why FP1 did not have the staying power nor depth nor draw of Anno. 😛 Still enjoyed playing through it once, but as far as best-paced goes, I don’t think the granted-much-newer Against The Storm can be beat in that regard, successfully managing to remove the rote nature of most long-tail city building from the genre - even FP1 sadly has that, more on account of how shallow its underlying systems are though, not that the campaign is done too long.

    Now if you’ll excuse me, I’ve promised mutually exclusive things to a bunch of council members and I have to somehow navigate a multi-party system without being forced to use the elderly for food.

    This is kinda what I mean, actually. FP1 sells its narrative and atmosphere and story super well, even if once you try the waters, it becomes painfully obvious stuff like that is just a story-cover draped over a very rudementary core. These decisions are trivial in their nature and effect even as they sell themselves as being sweeping. The core directional decision sounds gruesome, but never truly amounts to much mechanically, so it peels off pretty quickly, too.
    Either way it’s just about maxing your tree depth so you essentially “beat” the game as people no longer become unhappy, and then optimize grid layout a bit (not even much) to survive the ending.

    Don’t get me wrong though, FP1 was fun to play. In hindsight it’s a mediocre city builder polished to an absolute gleam, which makes it “good”. I would not say it’s more than that, tbh, but then again it kinda doesn’t have to be, either.

    MudMan,

    Right now I'd say on that continuum it's probably FP2>Against the Storm>FP1, but I need to play more FP2 to know for sure.

    I mean, I will give you that Frostpunk does trade off some procedural complexity for the ability to give you narrative scenarios, but that's not a bad thing. I am waaaay past needing every game to be an evergreen forever thing these days.

    That said, if anybody is just hearing about Against the Storm now, they should go play Against the Storm. Against the Storm is also good.

    Maggoty,

    Oh that’s been my new favorite tactic. I said you’d get research and a vote. I didn’t say it would be enacted or that we would build that…

    MudMan,

    I need to spend more time with it, but there is an unexpected level of nuance to that, isn't there? You can drag your feet a LOT, and you can promise a choice on the next law to be enacted or to research a technology without comitting to it actually being deployed. Accurately conveying democracy in a game is pretty much impossible, but I do like how well they let you play the policy delay game.

    Maggoty,

    Yeah, I’m really loving having only semi control.

    unexposedhazard,

    Very pretty if i might add

    Shiggles,

    Tedious: too long, slow, or dull; tiresome or monotonous

    I think what you were going for was challenging and/or punishing. The first game explicitly has ends to each city type, and I certainly wouldn’t describe watching the city steam a man alive to get the people to tolerate you putting sawdust in their food “dull”

    MrPoopbutt,

    Frostpunk 1 is great. It is stressful and difficult and a well designed survival puzzle.

    Haven’t played raft, but I can’t recommend 1 enough.

    DudeDudenson,

    Even if you just want to chill you can easily use cheat engine to give you infinite resources and it’s still challenging and captivating believe it or not. I played through all the campaigns that way and enjoyed them all. People really need to give a shot to cheating in single player games they’re iffy about, sometimes it can create the experience you’re actually looking for

    SneakyLemming,

    Completely agree. I played through a few times and lost each time, but wanted to see the ending of the game so I turned on cheats for extra resources and still found it difficult, but overall I was able to beat the game and enjoyed it! Especially when life is busy, I see no issue with the occasional “cheating” in single player games to get the experience you want!

    jaycifer,

    It’s a “survival city builder,” so it’s easier to lose than most. It has some serious style and in the first game has some tough decisions between doing what’s humane or doing what benefits you mechanically. As an example, for dealing with the dead you can create a cemetery where the dead can be remembered, reducing the malus to the hope of your people when someone dies. Alternatively you can create a snow pit out in the cold to preserve the bodies for organ harvesting, healing the sick faster and preventing some deaths but reducing hope overall.

    I’m biased because I’ve played the first game for over 200 hours, but if it’s on sale definitely give it a try if you think the art looks cool or like city builders. It’s best played in winter when it’s already cold outside. I first played it during the polar vortex a few years back and it was awesome feeling the cold creep into my room as I tried to keep the cold from taking my people.

    I’ve also played two playthroughs of Frostpunk 2 the last week and it feels like a larger scale escalation of the first game. If you play the first game enough you learn build orders and what to research first which can become rigid, the sequel feels a lot more fluid in deciding what to build toward next. A law or building has a smaller impact overall but there are enough of them that it feels like building a house of cards that you hope can weather the literal storms that hit you.

    Galapagon,

    The new one is more focused on the district level though right? IE you’re not building around the generator, just where to build new generators, mines, etc?

    jaycifer,

    Yes, instead of building individual houses and mines for a few hundred people, you build districts for thousands of people. Instead of heat levels per district, there are five “bad things” that have levels, food, sickness, cold, squalor, and crime. If you don’t produce enough of something like heat from coal/oil the cold level will start to rise to different levels depending on the percentage of the need met (if you make 1/4 the heat demanded, it gets really high). Each level affects other problems, so high levels of cold leads to higher sickness, high levels of sickness reduce the number of available workers, which makes it harder to keep housing districts running, which you need to keep enough shelter or else cold levels rise more.

    There are also multiple ways to solve the issues this causes. If you can’t find or exploit a new source of heat yet, you could build hospitals in housing districts to counteract the increase in sickness and keep that level low, preventing sickness, or you could pass a law like family apprenticeship that increases the percentage of your population that can be used as workers (kids helping their parents) so you can afford more people being sick. You could also shut down some material or food production to save heat demand or workers, but then you need to have big enough stockpiles to survive the deficit, or you might be dealing with hunger from food shortages (which increases sickness by the way) or crime from material goods shortages.

    And the worse things get, the blacker the edges of the screen get as tensions rise, trust falls, and your own hope outside the game wavers, which get’s really intense. But that only makes it all the sweeter when that one district, building, or law you needed finishes and you see that beautiful word while hovering over the problem killing you; “diminishing.”

    I think I went on a bit of a tangent there, but I have really been enjoying my time with the game so far. The one issue I have is the game chugs right now. On an RTX 2080S I have the resolution down to 1080p and framerates still hover around 40. Maybe it’s my CPU, but by the end of my last game building one mega metropolis even the music was skipping repeatedly as the game tried to keep up. I do really hope they make it run better going forward.

    Katana314,

    I’ll admit, I’ve kept no interest in the game or its sequel because the concept just sounds depressing. Similar to Dark Souls’ plot; “Life sucks, you accomplish nothing more than survival, and innocent people die anyway.”

    2pt_perversion,

    For some reason I always thought it was an fps that takes place on trains…I’ll check it out now because I like city builders.

    jaycifer,

    Maybe some mental mixup with Snowpiercer, which does take place on a train surrounded by snow?

    2pt_perversion,

    Yeah that’s probably it. I haven’t seen Snowpiercer and was mixing the two up.

    Nuke_the_whales,

    It’s currently free on psplus so I wanna try it. I’m always iffy on those games cause just learning the mechanics can take so long and I just wanna play already

    Xanis,

    What this post doesn’t tell you, dear reader, is how Frostpunk will kick you in the dick repeatedly and you’ll learn to like it. It is a fascinating and difficult game, and not one to take lightly if you struggle separating digital game characters from real life empathy.

    CitizenKong,

    It’s relentlessly bleak and cruel but fun and entertaining at the same time (at least the first one).

    It’s also really not all that hard once you figure out what’s most important to grow the city.

    Chee_Koala,

    I thought it was one of the most intense city builders I ever played. I love the genre, and I love this style. Pretty difficult as well.

    LostWanderer, do games w Blizzard's World of Warcraft team has unionized

    Amazing, I love seeing the ripple of Bethesda’s own ‘Wall-to-Wall’ union and other studios making the effort is taking shape in other places in game development. Corpo scum needs to be forced to play nice, unions are so useful in the pursuit of that goal.

    CosmoNova, do games w Stellaris gets a DLC about AI that features AI-created voices, director insists it's 'ethical' and 'we're pretty good at exploring dystopian sci-fi and don't want to end up there ourselves'

    I get that record sessions are a huge hassle and simply paying VAs per AI-generated voice line is easier for everyone, but it somehow makes Paradox look a little careless to me.

    Stories like these also set a precident. This is what voice ‘acting’ will be like for a moment before it becomes effectively eliminated because voice libraries will become diverse enough quickly and there will be no need for a single more voice actor to be included. It seems like VAs are basically forced to sell their voice to AI companies quickly to at least make a quick buck before they never get a job again.

    There’s probably no stopping it, but that made this read all the more frustrating to me.

    NuXCOM_90Percent, (edited )

    This is what (modern) voice acting has always been.

    Actually read a few interviews with professional VAs or watch their streams if they do that. Two VAs actually interacting with each other and reacting is almost unheard of outside of very specific productions (and mostly are done as a stunt for some BTS footage). They read a dozen different takes of every line and go through like five different scripts worth of dialogue. And then they do “efforts” that are just general grunts and emoting that are used for the moment to moment gameplay and to pad out a scene that had heavy rewrites. It is why so many professional VAs can stream “their” games… because they genuinely have no idea what is going to happen.

    Paying to train a limited use model off of a specific VA (or even a group of VAs) is the “logical” extension of that. And, arguably, it is a “good” one (with some MASSIVE caveats). Everyone lost their god damned mind over that FPS that came out last year where the announcer was (allegedly?) a model trained off of a VA. But it also meant that you could have stuff you would never have had otherwise. Nolan North isn’t going to get a paycheck to sit in a booth all day commenting on random matches. But a model that can read out a team’s name and string together different reactions? That is actually really cool and WAY better than the traditional sports game approach of “The Champion! just went through… A Table!”*

    Like almost everything AI? The key is to focus on creators’ rights and control what can and can’t be used as training data. Because the genie is out of the bottle and ain’t going back in. But if we can protect the rights of what goes into training data? Then people are still paid for their effort/creation.

    Do I think this was done “ethically”? I don’t know. But with everything Paradox has done in the past few years? I assume “not in the slightest”. But the concept is sound and one that we need to standardize sooner than later.

    Of course, we also need UBI so that people’s lives aren’t tied to their jobs but that is a bigger mess.

    *: Also, if you don’t think those aren’t already stitched and blended together with most of the same tech then I have a bridge to sell you


    I’ll also add on that there are very good reasons to pay for models based on VAs. Brendan Fraser infamously permanently-ish hurt his vocal cords because of the performance that were expected of him in his prime. Same with a lot of VAs (I think David Hayter is one?) who basically need to smoke a pack a day when they are “in character” to get the right gravely voice. And while Stephanie Beatriz played it smart and made sure her “Rosa” voice was something she could maintain, a lot of actors and actresses basically can’t be the character they are famous for because it is killing them.


    And pulling a solution out of my ass that is surely missing important aspects of the industry?

    if I just want Nolan North or Felicia Day to voice a character then I buy the use of their model from their agency and am charged based on how much dialogue they have in a given game. If I want to use them as a character going forward (so what ANet tried with Felicia before they realized she was too expensive and decided to give Zojja permanent brain damage so she wouldn’t ever have dialogue again)? I can pay by line at a much cheaper rate.

    But if I want Nolan North to do a voice that isn’t just Drake? Then I am paying him to train a new model and it gets a lot more expensive. And I can pay more to “own” that training data with the same caveats regarding future use. The main idea being that I want to make sure my Nolan North performance doesn’t end up in a competitor’s game next week.

    CosmicCleric, (edited ) do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra
    @CosmicCleric@lemmy.world avatar

    Fellow gamers, if you don’t push back against this nonsense now, you will be living with this treatment as customers for a long time, if not forever.

    https://creativecommons.org/licenses/by-nc-sa/4.0/legalcode.en

    fckreddit,

    This. People paying hundreds for a skin in CS and hundred for a new game mode that they might not even get into are the reason things we get games like Suicide Squad.

    Fredol,

    I’ve been seeing this for a while, why do you put a cc notice on your comments?

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

    I’ve been seeing this for a while, why do you put a cc notice on your comments?

    This comment by me explains why.

    https://creativecommons.org/licenses/by-nc-sa/4.0/legalcode.en

    Dudewitbow, do games w Fans of Pokémon-inspired MMO Temtem are arguing with the developer about what MMO means after Crema CEO says it's 'not feasible' to keep adding content forever

    the small detail is forgotten that those MMOs have a subscription model or are free but with pay-to-win practices. They are sustainable in that way."

    horizontal progression mmos like ESO or GW2 that arent subs arent either of those.

    Aurix,

    You could call ESO pay-to-win to fit this definition, because there is new content added as subscription or paid. There will be new gear sets offering effectively an advantage for many builds and some new skills.

    Dudewitbow,

    in horizontal progression, changes in things are typically sidegrades in progress, as you trade off one thing for another, compared to having a higher level equipment with higher stats in a vertically progressed MMO. New builds can be created via patches, but they aren’t necessarily straight upgrades from the existing ones.

    lorty,
    @lorty@lemmy.ml avatar

    GW2 has a huge cash shop of cosmetics, to the point you can barely get any by just playing.

    Dudewitbow,

    if that’s your definition of “winning” then you have a different way of playing mmos.The most expensive cosmetics in the game are ridiculously low drop rate infusions that surpass the cost of virtually anything in the shop directly.

    nanoUFO, do games w Blizzard bans 250,000 Overwatch 2 cheaters, says its AI that analyses voice chat is warning naughty players and can often 'correct negative behaviour immediately'
    @nanoUFO@sh.itjust.works avatar

    I remember when community servers existed and these problems were almost non existent without spying.

    InEnduringGrowStrong,
    @InEnduringGrowStrong@sh.itjust.works avatar

    Dedicated servers ran by the community with a server browser to find games/servers.
    Really the golden age of multiplayer.

    Found a nice server that runs well, chill and well moderated? add it to your favorites.
    No lobbies, well… technically the whole server was the lobby, kinda.
    No progression unlocks bullshit.
    No ranking. No waiting on matchmaking. Just play.
    No AI spying on every thing you say or do.
    Maybe a “SIR this is a Christian server, so swearing will not be tolerated” or other warning of some kind now and then, even on games like Counterstrike.

    Eventually, you’d get to know people, kinda like how you might start recognizing names here on lemmy.
    You’d make friends, rivals, etc.
    I miss those times.

    I got into Titanfall 2 pretty late (like last month) and waiting 10 minutes to even get into a lobby is just annoying.
    As opposed to joining a server and playing non stop on there.

    It’s even less costs to the publisher than to host and scale on their own because the community is running your servers.
    But then they can’t pull the plug to force people on a new release.
    They can’t spy on as much shit.
    They can’t sell as much private data.
    It’s probably easier to sell microtransactions this way too.

    In a way… gaming was decentralized. I miss it.

    Bluescluestoothpaste,

    Yeah but there were admins spying what you did and banning you. Quite frankly i have much greater trust in AI admins than human admins. Not that some human admins aren’t great, but why risk it? Same as self driven cars, as soon as they’re ready im ready to never drive again.

    Vampiric_Luma,
    @Vampiric_Luma@lemmy.ca avatar

    What is stopping AI from showing bias here? The humans tailor the AI, so there will inherently always be that risk without transparency.

    Bluescluestoothpaste,

    Oh sure there’s definitely bias in AI, same as selfdriving cars. They make mistakes, but make far fewer than humans.

    Vampiric_Luma,
    @Vampiric_Luma@lemmy.ca avatar

    Sure, but the mistakes aren’t the main issue, it’s that AI is just a tool that by extention can be abused by the humans in control. You have no idea what rules they give it and what false positives result from it.

    My primary concern here is that it’s Blizzard, whom love to gargle honey for China and is all for banning players that speak against them, is in charge of this AI.

    Blizzard’s previously talked about using AI to verify reports of disruptive voice chat, which is now running in most regions, though not globally. The developer says it has seen this technology “correct negative behavior immediately, with many players improving their disruptive behavior after their first warning.”

    Great, they can auto-ban players like Ng Wai Chung, I guess. For whatever they subjectively deem ‘harmful’. There’s also the looming idea that a friend can wander in my room, say something dumb, and now I’m closer to a ban because of an unrelated choice I made outside the game.

    And we definitely trust Blizard to be good with all the audio data they get to harvest. That won’t be abused later, right?

    Bluescluestoothpaste,

    I mean that’s a general argument against technology. Yes, more technology means more ruthlessly efficient abuse, but ultimately you think technology is better in the long run or not. Either way it is inevitable. Maybe in the EU they will ban those abuses, in China they won’t, and US will find some weird compromise between the two.

    nanoUFO,
    @nanoUFO@sh.itjust.works avatar

    You trust a billion dollar company with no morals with your data? Isn’t that the whole point we are on this site? Community servers are like lemmy instances.

    Bluescluestoothpaste, (edited )

    Sure, and they can have AI moderators in lemmy instances. Whatever problems are concerning about corporate AI admins also apply to corporate human admins.

    Kolanaki,
    !deleted6508 avatar

    They already have your data without the AI. Most games have had wide rangeing telemetry sent to the dev for over a decade now. This includes the text chat logs.

    nanoUFO,
    @nanoUFO@sh.itjust.works avatar

    Yeah now they have everyones open mic too.

    n3er0o,
    @n3er0o@lemmy.ml avatar

    Unrelated to the topic, but wasn’t Titanfall 2 plagued by this one hacker that basically filled every lobby with bots to make the servers crash? I think I very recently heard about them resolving the issue and the player count surpassed the numbers at launch even.

    Mechaguana,
    @Mechaguana@programming.dev avatar

    I dont understand, wouldnt it be just a mod spying on you instead?

    Die4Ever,
    @Die4Ever@programming.dev avatar

    Just like the Fediverse actually

    Kolanaki,
    !deleted6508 avatar

    Active moderation isn’t spying but using an AI is? The only reason those self-hosted community servers didn’t have problems was because they (usually) had active admins to see bad behavior and take action. This is merely automating that so a real human being doesn’t have to be there watching.

    nanoUFO,
    @nanoUFO@sh.itjust.works avatar

    This is automating something based on blizzard rules not community rules. What if people want even stricter rules or looser or none at all or completely different rules? Also how many times have billion dollar companies been caught selling customers private info? Too many to count.

    regbin_,

    There were no SBMM, no thanks.

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