I heard from a former CA member the official Isolation VR port was personally scrapped by Ridley Scott because he didn’t want players taken from his personal VR project/game, The Martian. 🙄
Playing Subnautica after the first playthrough isn’t nearly as scary, but still so much fun. I’d suggest playing it first on normal flatscreen, and then playing it a 2nd time in VR.
Edit: make sure to grab the vr fix mods off nexus mods if playing in vr. There is one to fix audio and one to fix controls. These are basically mandatory for a good experience.
Reporting from Bloomberg indicated that Nintendo had apparently anticipated an amount of tariff-related chaos. In February, Nintendo had been building “a stockpile of millions of consoles” from Vietnam, where two-thirds of assembled consoles are now being earmarked for shipments to the US. Any Nintendo consoles assembled in China, meanwhile, would face an import tariff that—at time of writing—has risen to 245%.
Seems like they’re using the tried and true method to avoid the tariffs but I do wonder how long this will actually last then.
I’m not from us but I’m holding off buying since the first tease. That little thingy that pop out from the switch and goes onside the controller looks worrisomely flimsy. It breaks and is no more docked mode anymore. Hell probably no more charging.
I’m not sure what you’re talking about. Are you talking about the Joycons? The ones from the switch 1 are less flimsy than they look Photo of the Joycons sitting on a table
Also, these are not required for docked mode (if you have another controller, of course. You need a way of controlling the console), not required for charging and you can buy new ones if you lose or break the ones that come with the console.
No no I mean in the console the black thingy that reminds a micro sd card. Is rarely shown in pics. That thing looks like it will break any day really 1000012036
I’ve heard “it’s made of metal” but still I do not think it’s a good design. You have magetic clamps it should align enough for a contact surface thingy. Edit: seems to be called pogo pin.
At least for me, we had 2/4 joycons develop stick drift and we had to replace the sticks with magnetic ones. It was expensive, but worth it. But ill be honest, for the price, im not looking to get the Switch 2 this time around.
bethesda taught us a very important lesson a while ago - if your game isn’t good, then the modders won’t bother. Skyrim despite its flaws is a good game, and has mods to show for it, Starfield despite its budget is pretty bad, and after the initial hype most ambitious mod projects were cancelled.
because of that i don’t think there’s any neferious plot behind the game makers celebrating their modding community, and the modding community certainly isn’t getting forced to work without pay - they’re passionate about the game and want to make something of their own within it, and honestly that builds a good portfolio for future use too
Defending amateurism in amateur fields is reasonable. Especially when amateurism is a legal defense of the practice such as modding. Professional mods without official license are copyright violations.
This is similar to fanfic communities. The amateurism of the field gives it part of its charm and community, and it also makes it easier for people to come in, develop these skills, and move into creating and selling original works if they’d like to move in that direction.
Copyleft “fanfics” are what we call the entire SCP universe. CC-BY-SA is just like the GPL. Notice it’s not CC-BY-SA-NC (NonCommercial). Labor, even if it’s “mods” or “fanfics” is still labor. What, suddenly your work grew in value because it was based off of a different license agreement? The hard work didn’t change, yet it suddenly legitimately grew in value?
If i ever made a game, im making sure everything is released cc by sa and a FLOSS software license for the source code. Because fuck the mentality that says your work isn’t valuable simply because I didn’t give you a license to “my stuff”
Labor is labor, and copyleft is great. Hell copyright has massive issues. But also if youre going to participate in amateur labor where it would be illegal to profit, something wonderful and fulfilling for many people, then you don’t get mad when you don’t get paid. If you decide you’d like to make it something you get compensated for you can file the serial numbers off as has become a common practice for fanfic writers who achieve a certain level of popularity.
But also, the exchange of money changes the nature of labor. Labor done out of love and a desire to create and act and give to one’s community is deeply human and quite satisfying and it’s why amateur communities develop culture of amateurism. And it’s why many people who don’t want to do these things for a living choose to do them for a hobby
I don’t either. But if they’re joining an intramural league, I oppose it. Because its a league defined by amateurism in which nobody’s really seeking to profit.
When we talk NCAA or Olympics then I think that as people are starting to profit off of it the athletes should profit. Though I ask why we’re endorsing the everyone profit model rather than the “college sports teams should more resemble high school ones and we create a minor league instead” model.
Lets go to a form of labor I’ve done: open mic nights. Comedians should be able to make money off their craft, but open mic nights shouldn’t pay because that creates conditions that ruin the point. It’s a space where anyone can go up, try their hand, and with minimal judgment perform. You being good is a nice surprise to the audience, unlike when you’re being paid where they have reason to expect it. It’s a different environment, one more focused on the human desire to create and perform and share it and on the development of skills to a level that they can be sold.
That’s what amateurism is about. It’s about keeping it low key, keeping the expectations reasonable, and keeping the vibe of “people are selling their stuff here” out. It’s the same reason that as a former nudes poster who has dated nudes sellers I’ve wanted to keep those communities separated.
So yeah, it kills the vibes and for us supporters of amateurism we know we’re losing out on highly skilled people’s contributions to our communities when we say we’d rather them not engage in commercial works in those realms. Thats OK.
And I’d like to add that I do purchase art from former amateurs when they move into professional realms. Tamsyn Muir is my favorite author and her writing drips of her fanfic history. But her fanfic is for her and under a name idk if shes even released, and I wouldn’t buy it if she were to sell it wholecloth, because that kills the vibes.
I don't get ballooning mod teams. I mean, at that point why not ship a standalone game? Last time this happened it was called The Witcher and I hear that did alright.
A friend of mine had a similar thought. He was sitting down to do some work on an open source game, and then was like “Wait. What am I doing?” and he made his own game from scratch. ( This one: store.steampowered.com/app/1271280/Rift_Wizard/ - It’s good, but kind of too hard for my brain )
It helped that he a had a lot of xp in game development. I imagine some of the boring, difficult, stuff doesn’t have as many people readily available. There’s a lot of “Why does the game crash if I push the up arrow key when I’m in my inventory, sometimes?” stuff you have to worry about when you’re doing the whole thing.
Part of me is so pulled by games with customizable characters and good magic systems, but roguelike… oof. But it calls to my childhood self. Maybe I’ll watch a playthrough to try to see if it’s for me.
Props to your friend for making and finishing a game at all, let alone the reviews said one lots of people enjoy!
Modding something that already exists is way easier than making a game, and when it comes to huge mod teams most people contribute in small ways in their free time. People also come and go to the modding scene whenever they feel like it as opposed to actually requiring to work in a timely manner.
Yeah, well, that's why game engines are a thing. I didn't pick The Witcher at random, that was built on top of Neverwinter Nights tech.
Maybe I'm too stuck in the 90s, but I never quite got the point of doing all those total conversions for Quake games when you could just as well use the exact same tools by licensing the engine and just ship the thing as a game.
Well, no, I'm lying. The point of those total conversions was very often that people wanted to use a bunch of licensed characters they didn't own, which I guess is the point here as well, so maybe I've answered my own question.
Pre-existing models/art is something that is a huge work effort. Not to be undervalued. If one can get those for free, it can be the reason some game exists.
Take Auto Chess for example. I can imagine programming that DOTA 2 mod was an effort one or few programmers did as a hobby at first. If they would have had to either pay or network with artists to create the art and other people to do marketing, it would have been a lot more than a hobby.
"One or few programmers" is the key part of that, though. I'm not saying every modder should get into game development out of the gate. Modding is a great way to dip your toes into gamedev without having to do all the teambuilding and groundwork of putting together every piece of a game.
But some mods get so big they do have a full-on dev team. Nothing wrong with spending some time getting proof of concept that the team can do the job, but if you're spending years with a full team completely overhauling a game... I mean, get paid, man. You're doing a whole ass job at that point.
I’ve never heard that this started as a mod. Last I knew, even Witcher 1 was a licensed product even at the initial development. It’s been a couple years since I watched the CDProjekt documentary though.
It didn't, technically, but it WAS originally build on the Neverwinter Nights toolset/engine. A licenced version, then modified. Which is sort of my point. Why mod if you have a big group of devs and you're working at speed? Just pay to license the toolset you're using and ship a game.
Because Larian wouldn’t let them do that. It’s extremely rare for companies to legitimize and officially adopt a fanmade mod as a real product. Larian isn’t licensing the BG3 engine as a game toolkit so there’s no legal avenue for fans to do this.
They would need to make it a new IP with different tech and new assets, which is much much harder than what they’re doing now.
Well, I don't know that Larian is the problem. They don't own the D&D or the BG license and they´re moving on from both, apparently. That said, I don't know how willing they are to license their engine. I'm guessing not particularly, since they haven't done it so far, to my knowledge.
Yeah, definitely not Larian, they’ve always been pretty open to players and other devs alike. And if they really do end up moving on, I cannot wait to see what they do next. Maybe a new Divinity game that’s as in-depth as BG3?
They do eventually that’s how we got most of our legendary studios and genres, but modding is low risk and cuts a lot faff. It also gives you a massive boost in publicity without spending on marketing.
Again, people seem to be reading this as saying "don't mod, develop full games". Not what it says. I'm saying "if your mod is bloating so much you have a full team of developers working at speed it may be worth considering making a standalone game instead".
In some cases you only get there a long while into working on a mod and it's worth releasing that, getting some visibility and then moving on to standalone stuff instead, but mods that could have been a full-on release are relatively frequent, and I don't like it when artists get paid in exposure by speculatively making games for someone else.
Yeah I agree sorry if it came across as comtrarian I just live the idea that game dev is going back to the 80s90s with non published games outpacing AAA. Be great to see a proper studio come out of this. Hopefully there’s some dedicated full timers in those numbers.
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