I’ve got perhaps an unusual one - 99% of the time I play games with the music turned off. I just find it much more immersive and I enjoy, for example, not knowing that combat is about to start because the music’s just changed.
There are plenty of games where you can’t turn the music off. I’m not a fan of that, but I get it. The devs want you to play their game in a certain way, and turning the music off isn’t part of that. No complaints.
But then there are games which allow you to turn the music off, but all the rest of the sound has been made under the assumption that the music will be playing. The music often covers up a litany of jankiness like background sound effects not looping well. And sometimes the atmosphere sounds (say the drone of an engine in a spaceship) are also controlled by the music slider.
So, if you’re going to give the option to turn the music off, make sure that the game still sounds good without the music.
I’m a muted game player as well. Music is the first thing I turn down to negligible, followed environmental sounds. If I can’t control those, buhbye all sounds.
In the murder hobo games, I don’t really need to listen to that anyways.
There are others but this is one I just can’t believe is a thing. It’s so fucking simple to fix. Just start the volume on the lower end and if it’s too quiet I can raise the volume or just give me a volume slider first thing on initial load before any sound is played and let me find the right levels with a test sound before playing any menu music or something.
This and full white dev/publisher logo screens. I have a pretty large HDR monitor and whenever I boot up a Bandai Namco game I’ll flashback myself if I don’t look away in time.
Isn’t this what the volume on your sound system is supposed to do? Master volume in a game should be pretty much maxed out by default and the volume on whatever you use to output the sound should be set so loud isn’t blowing your ears out.
Unless you are actually complaining about sound levels of stuff that shouldn’t be loud (like menu clicking or background music) but that’s relative sound levels of different categories in the game, not the master volume.
Nah, I get what they are saying; games are just unusually loud. I can have my sound system’s volume when streaming YouTube or something on my PS5 set to a decent level but when I switch to a game I have to cut the volume in half if I haven’t messed with the settings yet.
Yeah basically this. My system volume is exactly where it needs to be for anything else I’m doing. Videos, music, voice calls, etc. I shouldn’t have to basically mute my system to not go deaf when I launch a game for the first time.
Launching a new game shouldn’t shake the house. I shudder to think how loud it would be if my system volume was above 30%. I made the mistake of having a headset on when launching a new game, and the headset learned to fly.
A couple games are still loud even after setting game volume to less than 10%… They get the full mute treatment, I no longer care of they have the most amazing soundtrack, I value my ability to hear.
Reminds me of the first time I booted up Elden Ring. The title screen started up and I heard some music, but it was so quiet. I turned up the volume and then a second later thought I almost blew out the speakers on my headset.
Most games are better about this now, but subtitles, difficulty options, and the ability to turn off flashing lights are critical to the point I can’t play for long, sometimes at all without them.
Thank you for saying difficulty as an accessibility feature. So many people think difficulty is something inherent to a game’s design but completely miss the fact that difficulty is subjective.
Every game should have difficulty options. No exceptions.
I completely disagree. Difficulty is not an accessibility option. It’s a cheap way out of fixing more complex problems, but ultimately easier difficulty just means that you won’t have to interact with the game as much to get through it. No problem if the parrying lacks clear indications when you can just take the very weak hits from the enemies instead of learning the parry system.
But for most games, it doesn’t really impact anyone if you add a difficulty slider, so game developers just do that instead of dealing with accessibility issues in their core systems.
And then there’s the souls games. These games would become objectively worse by adding a difficulty option. When overcoming impossible odds is the core principle of the game, then adding a slider to make the odds mildly inconvenient instead of impossible will actively jeopardize that very principle!
In fact there are countless stories of people with severe disabilities who found new hope in clawing through the souls games. They let go of their learned helplessness precisely because they realized that what their playing is hard and failing over and over again is an important part of the process.
That being said, the souls games do deserve some criticism in some aspects regarding accessibility. There’s a lot in the UI and feedback department that could be done to improve accessibility without having a negative impact on the game itself.
And as a last point, there are plenty of ways in which you can tweak several difficulty aspects of the souls games. Mavic is way easier than heavy strength builds which is way easier than dex builds. So, if you just want to go sight seeing, then why not use cheats and magic?
Yes agree.
I cant get into elden ring because I'm not learning anything when i die.
The odd time i get a dodge, or, parry or combo to work right, i can't repeat; so i'm obviously not picking up the right cue or the timing. Maybe it's steamdeck controller lag or something.
Or maybe i'm just too old - i spend half an hour here or there.
I just can't do 5-15 hour long playing sessions anymore which might be what it takes to learn this stuff.
I'm not sure they should change it to make cues more obvious though - there are just some games I'm going to be shite at.
I don't want it to be Moonstone on the amiga, turned into dull as shit within a few hours.
I disagree with the idea that every game should have a difficulty option. If the difficulty is there just for the sake of challenge, then difficulty options should be there because in that case it’s not all that different than setting self-imposed rules for additional difficulty. But when difficulty serves a bigger purpose I can absolutely understand keeping a standardized experience.
For example in ARC raiders the ARC are so dangerous that they’ve pushed people underground and going topside is this risky endeavor. But if the ARC were pushovers you get this narrative dissonance where the enemy is supposed to be so dangerous that humans can’t thrive but when you fight them they die instantly so why can’t humans thrive? ARC also pose as a balancing act to the game because if the ARC weren’t dangerous the game would just be PVP with looting. You have to take ARC seriously even if you know how to deal with them because of how easily the script can be flipped on you. ARC raiders obviously doesn’t really have difficulty options because of its multiplayer nature but it does show that difficulty can have a narrative impact and difficulty can impact how you approach the game. If the game was easier it would arguably end up as a worse experience.
And difficulty can also be used to make you feel a certain way. This is why I’ve argued against Dark Souls needing difficulty options (and to be clear, I’m talking about ONLY Dark Souls 1). There’s a reason some people call Dark Souls a cathartic experience, because that’s what the game is going for. Lordran is a world in despair. The end of an era is coming and the world has been plunged into decay. The denizens of Lordran have fallen into despair, given up and hollowed. And Dark Souls wants you to feel that. Dark Souls wants you to feel the despair and find the will to continue despite that despair, lest you become one of the hollowed people of Lordran. The game is challenging specifically to make you feel like you’re being treated unfairly, like you’re against impossible odds, like you’re supposed to fail, like there’s no point playing and just give up and never play again. Because when you eventually overcome that unfair and impossible scenario you’ve failed a dozen times all the emotional tension gets released and you achieve catharsis. If you don’t feel the failure you can’t feel the catharsis thus by making the game easier the game loses a part of what it is.
Dark Souls is not just a game, Dark Souls is a piece of art. We give other art the respect to be their own thing. People accept Kafka novels are hard to read. People accept The Downward Spiral is hard to listen. People accept Requiem for a dream is hard to watch. But when Dark Souls is hard to play we complain? I say let art be art. If we want to treat games as art then every game can’t have difficulty options. Some games can, will and do use difficulty in a way that elevates their artistic vision. In my eyes denying games the tool of difficulty is to deny that games can be art.
And not everything is for everyone. Do you think (former) drug addicts would be comfortable watching Requiem for a dream? Would you argue the movie needs a cut that is suitable for addicts?
How is that a strawman? It’s literally my point translated to the movie medium. If it’s okay to demand easier options for games that deliberately use difficulty for artistic purposes why wouldn’t it be okay to make similar demands in other mediums?
If you have a specific trigger you may want to research the movie ahead of time for content. Resources like does the dog die help. Depending on your exact needs you may be able to use other tactics like watching with a friend.
With games this is different in a couple big ways.
Difficulty is tuneable after the fact. The developer had to make choices about the numbers and implementing them in a way they can be scaled isn’t necessarily more work. Lazy scale the number difficulties are still more accessible than single difficulty.
Games are often too long to reasonably ask a friend to help you re-edit it by dealing with a specific mechanic every time. It’s also likely that a friend may not enjoy waiting around for their time to shine.
With movies, there are still accessibility things that people do rightly complain about, like the sound mixing. Whispery actors mixed purely for movie theaters is an accessibility problem, even if it’s not typically framed that way.
If you have a specific trigger you may want to research the movie ahead of time for content. Resources like does the dog die help. Depending on your exact needs you may be able to use other tactics like watching with a friend.
And if people don’t want a challenging game they can research beforehand and decide not to play it. Or they can get a friend to help or they can find mods for the game or they can watch a playthrough. But with games instead of working around the vision (like you’ve suggested with movies) we decide that developers should compromise their vision.
Difficulty is tuneable after the fact. The developer had to make choices about the numbers and implementing them in a way they can be scaled isn’t necessarily more work. Lazy scale the number difficulties are still more accessible than single difficulty.
I think you’re mixing up difficulty for the sake of difficulty with difficulty for the purpose of something else. You can tune difficulty for the sake of difficulty and I don’t an issue there. I don’t think you can tune difficulty that’s designed to evoke a specific feeling or guide the player in a specific way. Take the Asylum demon from Dark Souls. It’s supposed to be near-impossible to beat the first time you see it because the game is telling you to do something different. If you turn the difficulty down and it becomes beatable then you’re actually skipping the rest of the tutorial the game designed for you. And of course environmental difficulties are even harder to tune. You can make Sens Fortress deal less damage but if you can’t avoid the traps you’re still going to end up knocked off and have to start again.
Difficulty is much harder to research. It’s relatively easy to find if there’s depictions of drug use in a movie.
It’s much harder to tell how hard or easy a game is. I’m reasonably experienced with games, and every time I start one I still waffle over difficulty.
Dark souls often has both its difficulty and the importance of its difficulty to the experience overblown. You can still have encounters like Asylum Demon and Sen’s Fortress alongside difficulty settings.
The art of gaming is in its storytelling, not it’s arbitrary mechanics that gate access to that story experience
What kind of storytelling? Because if we’re talking about just the story it might as well be a movie or a book. It needs to have interactivity and that interactivity needs to support the story. So if the story is about hardship how can the player feel that when nothing is hard? To come back to the ARC example. How would it make sense that ARC have pushed humans underground when you as the player don’t fear ARC?
It doesn’t have to make sense. Gameplay mechanics and the in game world and story are two different things.
Again, difficulty is subjective. What is “hard” for one is easy for another. So let the player decide how hard they want their experience of the story to be.
It doesn’t have to make sense. Gameplay mechanics and the in game world and story are two different things.
Why are you even playing games if it doesn’t have to make sense? Clearly you care about the story but don’t care whether the gameplay supports the story? So if the gameplay adds nothing to the story why not just watch a youtube playthrough instead of playing it yourself?
Again, difficulty is subjective. What is “hard” for one is easy for another. So let the player decide how hard they want their experience of the story to be.
Difficulty is subjective but it has to be consistent if you’re trying to use difficulty to evoke an emotion. Imagine there’s a game that wants you to feel like you’ve overcome a serious challenge. How can the game do that when on the first sight of challenge you turn it into easy mode and skip the process of making you feel that way?
Because I enjoy playing games and experiencing the story they have to tell? How is that hard to understand?
You can enjoy playing the game AND enjoy the story they have to tell, I also enjoy games that don’t have a story but have fun gameplay, but the two do not have to be tied at the hip and they shouldn’t.
You seem to fail at understanding what “difficulty is subjective” means. Who are you to determine what is a “serious challenge” for the player? Everyone is different. What is a serious challenge to overcome for one is a cakewalk for another, unless the player has the ability to adjust the difficulty to their liking and capabilities.
Who fucking cares if someone puts it down to easy? If that is the challenge they are comfortable with then let them have that option. Fuck off with that elitist bullshit.
Because I enjoy playing games and experiencing the story they have to tell? How is that hard to understand?
But you don’t care when the gameplay enhances or detracts from the story? You’re okay getting shot 1000 times and nothing happening but that one bullet during the cutscene is all that it takes?
You can enjoy playing the game AND enjoy the story they have to tell, I also enjoy games that don’t have a story but have fun gameplay, but the two do not have to be tied at the hip and they shouldn’t.
I absolutely enjoy games that have no story to tell. I agree that gameplay and story don’t need to be joined by the hip. But I think you shouldn’t chainsaw them apart if they are joined by the hip.
You seem to fail at understanding what “difficulty is subjective” means. Who are you to determine what is a “serious challenge” for the player?
I completely understand that difficulty is subjective. I am not the one who determines what is a serious challenge. The game developers are the ones who decide that. Who are you to tell game developers how they should make their game?
Everyone is different. What is a serious challenge to overcome for one is a cakewalk for another, unless the player has the ability to adjust the difficulty to their liking and capabilities.
Which further proves my point that the developers should have fixed difficulty when they use difficulty to guide the player or evoke a feeling. How can they do that when they need to make it work for everyone?
Who fucking cares if someone puts it down to easy? If that is the challenge they are comfortable with then let them have that option. Fuck off with that elitist bullshit.
I’m sorry a game was too difficult for you and you got your feelings hurt and now are trying to turn the entire world around your hurt feelings instead of accepting that you are the one with the problem, not everyone else. Was that elitist enough for you? Fuck you for calling me elitist when you can’t even understand the point I’m making.
I completely understand that difficulty is subjective. I am not the one who determines what is a serious challenge. The game developers are the ones who decide that. Who are you to tell game developers how they should make their game?
Thanks for confirming that you absolutely do not understand it one iota. It is not the developer that determines it. It is the player because, again WHAT IS DIFFICULT FOR ONE IS EASY FOR ANOTHER. You’re the one playing, not the developer. Is it challenging FOR YOU, or is it not? Thus you, the player, determine what a “serious challenge” is or isn’t.
Which further proves my point that the developers should have fixed difficulty when they use difficulty to guide the player or evoke a feeling. How can they do that when they need to make it work for everyone?
No, it disproves your point because the experience is different for every individual. A fixed difficulty just ensure that some players will have a cakewalk while for others it will be impossible due to things like disability preventing them from having the physical capabilities of surpassing the arbitrarily set difficulty settings.
The point is that they SHOULDN’T DO THAT BECAUSE IT IS LAZY STORYTELLING AND ARBITRARY RESTRICTIVE FOR PLAYERS WITH DISABILITIES.
Jesus you’re a brick fucking wall. It’s pointless to attempt having a conversation with you. I understand your point. I fully disagree and think your point is elitist and arbitrarily restrictive to players with disabilities, like myself.
Somehow you understand my point perfectly well but can’t address a single point I’ve made. We’re not discussing my arguments here, we’re discussing the bullshit you threw in my way to duck away from my argument. How about you actually address what I originally said if you’re so god damn certain you know what I’m talking about? I’ll spell my points out for you and then you can knock them down.
Argument one. It creates a ludonarrative consistency in games where the world is supposed to be harsh and unforgiving.
Argument two. It can be used to evoke a certain feeling in people.
And I want actual arguments and not this “I don’t care about those things so those arguments are irrelevant” bullshit you used before to cop out making an actual argument.
Jesus Christ you’re one stubborn fucking mule. Conversing with you is pointless. You fail to understand the point about disability being an accessibility feature.
Congratulations on still missing the fucking point.
None of your points fucking matter if the player doesn’t have the accessibility available in order to be able to play the game in the first fucking place.
Thus, difficulty as an accessibility feature.
God you elitist assholes are all the fucking same.
No, you didn’t. I’m truly sorry you lack the reading comprehension to understand this. Continue thinking you did though because trying to argue with an elitist is as useful as arguing with a brick wall.
Yep, you keep talking out of your ass and ducking at every criticism. No wonder you demand easy mode for everything, you can’t stand the slightest amount of pushback.
You are failing to see that people with some sort of disability are already against impossible odds, not only in the game but in life. They already know that feeling you talk about, why not let them partake in this piece of art? It will still be a challenge.
If your worry is that normies would exploit this and not “earn” their victory, it also does not affect your experience of the game at all. Just like nobody is going to force you to do a SL1 run - that’s a choice-, why not have that the other way arround? :)
You are failing to see that people with some sort of disability are already against impossible odds, not only in the game but in life. They already know that feeling you talk about, why not let them partake in this piece of art? It will still be a challenge.
That is just opening up a whole other can of worms. Would you argue sim racing games should cater to people with disabilities? Should puzzle games cater to people who don’t have the capacity to solve puzzles?
If your worry is that normies would exploit this and not “earn” their victory, it also does not affect your experience of the game at all. Just like nobody is going to force you to do a SL1 run - that’s a choice-, why not have that the other way arround? :)
I love how you instantly assume the kind of person I am. Yeah, it would be my choice to do a SL1 run, the game isn’t designed around doing SL1 runs. The game is designed around evoking a specific emotion that requires people to be challenged enough to feel like they’re overcoming a challenge. How do you feel like you’ve overcome a challenge when you just turn off the challenge when it gets too tough?
Not everything is for everyone, of course. But I argue that everything, any game genre should be accesible for anyone who wants to try, and like with anything else, people will filter themselves out if it’s not for them.
I love soulslikes, I love the struggle. but I also happen to be intimately familiar with disability, and I know that disabilities and people with disabilities are all different. A blanket accesibility solution like difficulty opions would just level the barrier of entry for some people with a disability. That’s what I’m arguing should exist. So more people get to experience this piece of art. ¯_ (ツ)_/¯ that’s just my take.
Also, I’m not assuming you to be any kind of person, it’s just the most used argument against difficulty options I’ve seen.
Not everything is for everyone, of course. But I argue that everything, any game genre should be accesible for anyone who wants to try, and like with anything else, people will filter themselves out if it’s not for them.
I don’t think difficulty is on the same level of accessibility as say being able to turn off epilepsy inducing lights. Difficulty is more of a soft accessibility option because people can learn to overcome difficulty. It’s very rare to have difficulty that is simply impossible not to overcome. I get the people with disabilities angle but I also think they should be treated like people and as people I’d like them to experience art as it is. When it comes to something like Dark Souls, where the difficulty and hardship is so intertwined with the story, world and the metaphors about life itself, I think the piece of art would become less if the difficulty was reduced. I want people to experience Dark Souls like I did because it literally changed my life. I let the difficulty beat me so down that I changed as a person and I know that if I had had the option to turn on easy mode I would’ve 100% turned it on and rob myself from the chance to grow as a person. This is why I’m so adamant that difficulty options are not for every game because sometimes you can find something profound only after you’ve been pushed out of your comfort zone.
Right. So explain with real world examples of how higher difficulty actually prevents people with disability from playing a game. Make me understand because so far you’ve done nothing but say general statements and dismiss me.
Granular difficulty options also help. Things like being able to make the parry timings easier or harder than that rest of the difficulty.
If your difficulty presets are turning a bunch of levers at once, letting folks make their own can be very helpful.
There’s also things that aren’t often considered difficulty, but that can definitely make a game harder for some folks.
With Witcher 3 the only way I was able to play it successfully was modding it to be able to ignore a bunch of mechanics I found tedious. Things like ignoring carry weight, turning off item durability, lengthening potion duration, having items scale to my level, and hoovering up loot. Inventory management is often exhausting for me.
It’s not an easy fix this can break a game’s economy, and I think I had separate mods to reduce the impact of that.
In a similar vein, games that have sounds for everything. I have to play with sounds off in games I enjoy, and some sounds are used to foreshadow dangers that I end up unaware of because I can’t deal with the sound of crickets or bees or a random humming that are always present. (Shout out to Satisfactory for the incredibly granular sound control, overwhelming at first, but once it was set up it is great.)
Remapping keys. I have function (and not always voluntary) but no feeling in part of my left hand, and an essential tremor that appears randomly. I need to disable some keys because I will find my character suddenly crouching/running/attacking or whatever at really inconvenient times, and with some games the controls are so touchy that I can’t aim or move in a straight line.
Not colorblind, but some games have some very headache inducing colour choices, I have sympathy for those who can’t see colour A font on Colour B background.
I completelly understand that if you take a mission where you kill a merchant, you loose the option to purchace from them or miss their questline etc. Its a story point where your acts changed the world.
But if you miss some unique loot item from dungeon you can go trough only once, because, it was too well hidden or it was behind some convoluted puzzle that you missed, im pissed.
Trails in the Sky has some interesting logic behind this where the gameplay serves the story.
You’ll do some quests for people who actually end up being evil later in the plot. There’s also party members who temporarily join you while they have time off from their other job - then as the story progresses, their “lunch break is over” and they go back to their life. So, if you try to save content for later, it won’t be there anymore.
Those little things end up putting more focus on what is accessible at a given moment, so a level 60 player isn’t going back to the starting area to wrap up quests he doesn’t care about for completion.
Especially when there is some kind of “open every treasure chest” type of achievement, with one or two things locked out. So if you miss them in your initial playthrough, you’re completely locked out of that achievement until you replay it from the beginning.
Skyrim has a collectible item that is found in a main story area that is only accessible once. Its a very early mission and in one of the last thief’s guild quests they will tell you to get that item. That might be 200h after you did that main quest …
I hadn’t had any games like this for a while until stalker 2. at the end I just wanted to be able to chill in the zone, hunt mutants and find artifacts but nah game over.
I’m choosing now between Framework laptop and System76 laptop. Both seems great, but System76 laptop seems to have a better quality judging by the looks of it?
I went with a Framework 16 and upped it to 48gb ram with the graphics extension. That thing is a powerhouse. I didn’t get it for gaming, but for design work. Still, it can play anything out now on the highest settings and is fully modular so I’m planning to be buried with this thing.
ETA: I also went the Linux route and don’t have any regrets.
I had a FW16 for about a year. I got fed up with the poor fit and finish, and utterly unreliable USB-A expansion modules.
System76 sure ain’t perfect either, at least my pangolin 15 leaves a lot to be desired between the shit trackpad, awful battery drain during suspend, and extremely limited BIOS config options. But it’s put together way better than a Framework 16 is
That’s not the point of this thread. It’s people who only play AAA titles complaining that “gaming is dead” because AAA games are all annual recycled bullshit, despite this being the best time ever for indie/niche/mid-size games.
Currently enjoying emberward. I really liked dungeon defenders and I played hundreds of hours of that. Kingdom rush. There’s a more mobile-like game islet defender or something. Gemcraft? I didn’t like bloons or plants vs zombies… Oh well, those are the ones I liked and if you have any recommendations glad to hear em.
Gemcraft is pretty crazy. Once you learn that combining gems in different order change how they upgrade. Had to use a small program to optimize that. It is so much fun but forever since I played so… I would suck now.
I have BG3 and I’ve played through a handful of times…I can’t bring myself to finish. I keep going back. I recently bought Divinity. I’ll add the rest to my list. =)
Yeah! 1000%. That sounds like a blast. Now I have motivation to work on a computer that can handle it. A lot of my little sim games aren’t very taxing. BG3 makes it overheat.
You can undervolt and TDP limit CPUs and GPUs to get that!
On GPUs, you can often get 90% of the FPS for like 60% of the power consumption, since AMD/Nvidia push clocks so hard. Download MSI afterburner, run its “OC curve” utility for an easy but optimal and safe undervolt, and then cap the max power at like 75% of whatever it normally is. Or cap the max clocks, which is what I usually do.
Unhide the “Processor Performance Boost Mode”, and set it to enabled or disabled (instead of the default aggressive).
Let me emphasize that this is safe, and not an overclock.
Basically all modern CPUs and GPUs overclock themselves, boosting higher and higher until they operate at like 80C+ steady state. It’s kinda stupid. Hence, all these tweaks do is get them to stop boosting so hard, so they run at efficient clocks that don’t overheat your machine.
Cool! reply/PM or whatever if you have questions, possibly multiple times since Lemmy sometimes misses notifications, heh.
And I don’t mean to shoot down the possibility of new parts! This is just a good workaround for overheating, far beyond what FPS limiting will net you. And it’s honestly a good thing to do on any hardware you may have, as it saves power and extends its life.
Yeah for sure. This is a new thing for me to learn. If it can extend the life of this computer I can use it for work/experiment with alternative operating systems xD. And be able to use it again for gaming? Win/win.
*I do feel like I play BG3 wrong and that’s why I can’t finish it. I’ve never formed a single relationship with any of the party members XD
Yeah, relationships were weird on my one run. I think I accidentally turned Will down after accidentally pursuing him, and never got the door to any of the others?
Divinity shows you why Wizards of the Coast went with Larian. At the time I played it popped as a game that had a lot of developer love, after seeing a lot of decline within the industry.
Oh, x_x…well…that would be another reason. Sure. Or accidentally going left instead of right and losing the optimal route with the power-ups. Or my eyes played a trick and the ghost is gonna eat me and now I’m running and they’re all chasing me!
Can I get one last ghost before the power-up runs out? Oh no I have one more corner because I messed up…why does the music sound like a heart attack?
I considered odyssey, but then I realized it would break all my mods, because they aren’t through steam, and I have multiple weeks spent getting those appx 750 mods working properly. Not worth it when a lot of the mods I like most have been shelved with the major changes. I’d need an entirely new setup.
with my five mods i think im … only scratching the surface. i beat it once on biotech but in proper form; my newborns were annoying so i used them to launch the ship after i sterilized every adult so that wouldnt happen again.
If you play on steam, and want to try a very easy-to-load set of mods that completely reworks the whole game, check out the progression mod pack. (Link is for the 1.5 version since you don’t have odyssey, there’s a 1.6 version as well and I think there’s a link for it on that page)
It’s around 1,000 mods, many of which are compatibility/patch mods, the authors of them worked closely together for compatibility, and they have a community-driven mod sorting tool to reduce errors. You can single-click to add all and follow the directions to have them properly sort for best experience.
I use around half of the mods on that list, very much recommend. You don’t have to have all of them enabled if there’s content you don’t like or whatever.
I do mostly sandboxy base building, rather than accomplishing main objectives, so I frequently have hordes of kids running around my base (highest pawn count ever was 86, I just sort of let people do their own thing and accommodate them). The first bit is kinda annoying, but growth vats for newborns are great if you can’t spare people for feeding and play time :)
Pretty sure the steam version of rimworld is DRM free. Try copying the game files elsewhere and running the executable to see if it just works. That’s how it was with the old DRM free builds Tynan would email you, and I think it still works like that now?
The first and only humble bundle I’ve bought was the WB with all the Arkham and Injustice games in it. I already owned like a third of the games, but I wanted the rest because it also had Mad Max. And it was only $12.
Best humble bundle I ever bought was a $15 bundle that included Euro Truck Simulator 2 because I wasn’t sure if ETS2 would be fun enough. I’ve since purchased every map DLC, American Truck Simulator and every map DLC for that too, plus a smattering of the cargo, truck and paint scheme DLCs, and I’m very likely to continue purchasing the DLC that keeps the studio constantly updating these 10+ year old games at a really healthy pace
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