I’ve also seen it said that he is “my uncle works at Nintendo” credentials personified. But I can’t be assed to verify it. Just another streamer people shouldn’t even know the name of to me
He caught flak for something that happened while streaming hardcore WoW. People accused him of not using frost magic to help others escape a botched raid. A lot of people made jokes “what you fail to understand is that Thor didn’t need to cast Blizzard because he worked there for 8 years.”
And apparently he played a match if WoW where he goofed up and let a bunch of his team mates die and then got defensive about it to a foolish degree when called out instead of just saying yeah I made a mistake and laughing it off
It becomes even more impressive when you remember how many amazing games came out in 2023. The Legend of Zelda: Tears of the Kingdom, Super Mario Bros. Wonder, Pikmin 4, Street Fighter 6, Alan Wake 2, The Talos Principle 2, Armored Core 6: Fires of Rubicon, Final Fantasy XVI, Hi-Fi Rush, Marvel’s Spider-Man 2, Lies of P, Pizza Tower, most of these would win GOTY if they had come out this year instead.
Oh that’s funny, it’s the second time I get ‘caught’ lol
It’s a french punctuation rule (I’m francophone), which differs from the usual english one where no space is needed before the exclamation mark. basically if any symbol takes the full line height, we add spaces before and after. It’s fun to figure out if someone is francophone or not by the way they type.
I don’t even like turned based games. I don’t like most high fantasy. But holy moly, what a ride BG3 is.
I’m just gonna be pissed of their mixed support of modding (due to wotc) kills the modding community. If Skyrim and Rimworld can have a whole universe of fan content, BG3 should too.
My sister watches this Thor dude, and I don’t know why because the guy is an insufferable jackass. I absolutely hate hearing his stupid fucking voice, bitching about the stupidest shit for the stupidest reasons. Hell, I don’t even want to play his games because I constantly hear the stupid bullshit he does just to stop the players he doesn’t like from having fun since they are playing his game “wrong.” Not breaking rules, just not playing the way he thinks they should.
I believe that while steam has public APIs for most stuff but there’s no way for a 3rd party client to provide DRM authentication, so the majority of games will not launch unless you also have the official steam client installed (note that steam does have a cli client)., rendering any 3rd party apps either simple wrappers for steam or severely limited.
OP is comparing to tools that download and install games, but the Steam emulators you’re thinking of don’t do that; they only emulate a minimal set of runtime services that Steam games expect to be present in order to run.
They don’t implement Steam’s online features, like registering achievements and making cloud backups of save data, and don’t have the extra features like input device remapping or video streaming. They are great for running games without network access, or for continuing to play games if Steam ever shuts down, but they’re not really replacements for the Steam client.
I don’t know whether Valve has opened the APIs for downloading games, registering achievements, etc. If they haven’t, then a full replacement for Steam might still be technically possible, but it would require some reverse engineering and be vulnerable to breakage whenever Valve changes something on their end.
Seems like a pretty big project to hook all of the different parts together.
Not what I would call huge, but big enough to be a real time investment, and nobody wants to spend that much of their life reverse engineering and building such a thing only to have it broken whenever Valve changes something.
That, I believe, is why we have no open source Steam clients.
The first pirate software video I saw, was claiming he made an unpiratable game because it used Steam achievements to track progress.
I’m no expert, but I think that if it wasn’t pirated, it’s just cause the pirates didn’t give a damn. And it sounds like it could cause a lot of problems like bad syncing, or making the game unreplayable w/o steam achievement manager.
Also, if the game isnt exactly something like oneshot where you literally only have one shot, steam achievements are just totally stupid since you cant replay the game
Also you cant even really save gamedata on there, only your progress
If it wasn’t obvious already, it would appear that he and I have very different takes on what makes games fun. Has he ever played a video game before always on internet connections? Well, he worked for Blizzard, so we can assume some disconnect between him and what players want.
That works just on Steam’s side I think, the trick would be emulating whatever the game itself asks Steam.
I looked up the video in question, the game’s called Champions of Breakfast and it’s a pretty small $3, so we probably won’t know because nobody gives a shit.
I don’t know about this game (nor do I really care to), but if it’s a single player game you could already do that with cheat enginess even if progression isn’t tied to achievements.
You can exclude tags by going to your Store Settings page and scrolling down to “Tags to Exclude.” You can only exclude up to 10, and this only works for games that are actually tagged with the word. It doesn’t exclude keywords in the description. I don’t know how many games are actually tagged with “dystopian.” I get 3195 results when I search for the “Dystopian” tag, so at least you can exclude those.
Because the game was incredibly successful and other companies tried to copy the formula. The same reason a lot of companies tried to copy Fortnite or League of Legends.
We're not even through the first half yet, so it's pretty impossible to say, I think. BG3 could be in there, but we could also just be blown away by other things unforeseeable from here/now.
Mobile very quickly turned into a race-to-the-bottom. When the market is flooded, any paid title has an incredibly difficult time standing out. So in order to get players in the door, you gotta make it f2p. And in order to maximize profits for a f2p game, you gotta employ all the worst dark patterns, because that's what all your competitors are doing too.
And this has led to a feedback loop of consumer expectations. People understand that this is just what mobile is now, so people who want anything else have given up on mobile and are instead buying games on other platforms. Releasing a premium title on mobile is basically just trying to sell to the wrong audience.
When the market is flooded, any paid title has an incredibly difficult time standing out.
If that’s true, that it’s simply an inability to find premium games, but demand exists, that seems like the kind of thing where you could address it via branding. That is, you make a “premium publisher” or studio or something that keeps pumping out premium titles and builds a reputation. I mean, there are lots of product categories where you have brands develop – it’s not like you normally have some competitive market with lots of entrants, prices get driven down, and then brands never emerge. And I can’t think of a reason for phone apps to be unique in that regard.
I think that there’s more to it than that.
My own guesses are:
I won’t buy any apps from Google, because I refuse to have a Google account on my phone, because I don’t want to be building a profile for Google. I use stuff from F-Droid. That’s not due to unwillingness to pay for games – I buy many games on other platforms – but simply due to concerns over data privacy. I don’t know how widespread of a position that is, and it’s probably not the dominant factor. But my guess is that if I do it, at least a few other people do, and that’s a pretty difficult barrier to overcome for a commercial game vendor.
Platform demographics. My impression is that it may be that people playing on a phone might have less disposable income than a typical console player (who bought a piece of hardware for the sole and explicit purpose of playing games) or a computer player (a “gaming rig” being seen as a higher-end option to some extent today). If you’re aiming at value consumers, you need to compete on price more strongly.
This is exacerbated by the fact that a mobile game is probably a partial subsititute good for a game on another platform.
In microeconomics, substitute goods are two goods that can be used for the same purpose by consumers.[1] That is, a consumer perceives both goods as similar or comparable, so that having more of one good causes the consumer to desire less of the other good. Contrary to complementary goods and independent goods, substitute goods may replace each other in use due to changing economic conditions.[2] An example of substitute goods is Coca-Cola and Pepsi; the interchangeable aspect of these goods is due to the similarity of the purpose they serve, i.e. fulfilling customers’ desire for a soft drink. These types of substitutes can be referred to as close substitutes.[3]
They aren’t perfect substitutes. Phones are very portable, and so you can’t lug a console or even a laptop with you the way you can a phone and just slip it out of your pocket while waiting in a line. But to some degree, I think for most people, you can choose to game on one or the other, if you’ve multiple of those platforms available.
So, if you figure that in many cases, people who have the option to play a game on any of those platforms are going to choose a non-mobile platform if that’s accessible to them, the people who are playing a game on mobile might tend to be only the people who have a phone as the only available platform, and so it might just be that they’re willing to spend less money. Like, my understanding is that it’s pretty common to get kids smartphones these days…but to some degree, that “replaces” having a computer. So if you’ve got a bunch of kids in school using phones as their gaming platform, or maybe folks who don’t have a lot of cash floating around, they’re probably gonna have a more-limited budget to expend on games, be more price-sensitive.
Today, 15% of U.S. adults are “smartphone-only” internet users – meaning they own a smartphone, but do not have home broadband service.
Reliance on smartphones for online access is especially common among Americans with lower household incomes and those with lower levels of formal education.
I think that for a majority of game genres, the hardware limitations of the smartphone are pretty substantial. It’s got a small screen. It’s got inputs that typically involve covering up part of the screen with fingers. The inputs aren’t terribly precise (yes, you can use a Bluetooth input device, but for many people, part of the point of a mobile platform is that you can have it everywhere, and lugging a game controller around is a lot more awkward). The hardware has to be pretty low power, so limited compute power. Especially for Android, the hardware differs a fair deal, so the developer can’t rely on certain hardware being there, as on consoles. Lot of GPU variation. Screen resolutions vary wildly, and games have to be able to adapt to that. It does have the ability to use gestures, and there are some games that can make use of GPS hardware and the like, but I think that taken as a whole, games tend to be a lot more disadvantaged by the cons than advantaged by the pros of mobile hardware.
Environment. While one can sit down on a couch in a living room and play a mobile game the way one might a console game, I think that many people playing mobile games have environmental constraints that a developer has to deal with. Yes, you can use a phone while waiting in line at the grocery store. But the flip side is that that game also has to be amenable to maybe just being played for a few minutes in a burst. You can’t expect the player to build up much mental context. They may-or-may-not be able to expect a player to be listening to sound. Playing Stellaris or something like that is not going to be very friendly to short bursts.
Battery power. Even if you can run a game on a phone, heavyweight games are going to drain battery at a pretty good clip. You can do that, but then the user’s either going to have to limit playtime or have a source of power.
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