The fact that I can open up ChatGPT right now and say "Write a Kotaku article about why Tetris is racist" and get a 100% believable result out of it should be a sign that they've been replaceable for a while now.
Good thing I spent five years in college sharpening my writing skills, only to be obsoleted by an uppity toaster. That'll make paying my student loans so much easier.
Some of the best devs out there and a win-win business model. The new content pays for itself since it just keeps bringing people in, and they feel that's plenty of income to not feel like moving to dlc.
It might just be me, but I’d really like it if the posts were not just links but also included even the slightest bit of effort to them.
In case anyone else looks here, the company in question is Annapurna, and the six games are Cocoon, Flock, Bounty Star, Thirsty Suitors, To A T, and Ghost Bike.
The link has videos for all six games, as well as release dates and the other systems those games will be released on.
I have no problem with a blockchain used in non-monetary context. Consider, for example, a competitive RTS/TBS which recorded RNG events or keystrokes to the blockchain, which helps show if there was lag, and helps to verify that the RNG is fair, and that both players aren't cheating. Or a game with a "Speedrun" mode, recording input as blocks, and making sure it's all publicly verifiable. Think of a Doom demo file, but encompassing all attempts from all connected players; new routes can be discovered quicker and cheaters can be outed near-instantly.
Blockchain as a concept is of great value to anything where public auditing is wanted. We've associated it to scams and money, and that bugs me. Including more aggressive monetization, speculation, and a profit motive makes a game less fun. Including a publicly auditable log of past events in a game built for multiplayer feels like it would be a value-add.
That doesn't need to be a distributed ledger, that can just be a database. The only use cases for DLT/Blockchains is where it is undesirable to have a central authority.
Games will always have a central authority - the devs - so there's just no point. Nothing is gained by decentralizing trust, and quite a lot - especially speed and simplicity - must be sacrificed.
These companies planning to become unnecessary middlemen between you and ChatGPT seem to be kind of short sighted. If you’re not providing your own (often stupid) insight then what do you really provide beyond writing prompts and saving the result on your site.
It’s sick that people are threatening developers over a game. I’m glad they got the guy mentioned in this article, but for the devs who make the game and receive threats… I hope they get some justice.
I don't know if difficult is the word I'd use, but I couldn't stand Pikmin 3, and I imagine I couldn't stand Pikmin 1 either, because of the time limits. I want to be able to take my time, strategize, and explore at my own pace. It ruins the fun to know that I only have 30 days, or that I'll lose if I don't collect X amount of fruit per day.
Pikmin 2 is so far the best game in the series, in my opinion. If I want to spend three days building up my Pikmin army and stockpiling the sprays, I can do it without worry that I'm running behind now. I don't need to rush through the game, and can take it at my own pace.
If only there were a mod for Pikmin 3 that removes the juice mechanic, or gives unlimited juice from the start.
Never played pikmin 3, but I had a funny experience with the day limit in pikmin 1. You have way more than enough time to complete the game in the day limit, even if you play very suboptimally.
Despite that, in my initial playthrough I still hated it for all the reasons you listed. Theoretically, I could see how a day-limit could be good for the game. Adding tension and the like. But on that first playthrough when I had no idea how much time is worth, I always felt the need to rush. As it turned out, I could have easily taken a few days to just explore or strategize. But there's no way to know that at the start. Maybe it could work better if the game could communicate somehow if you're ahead of schedule or something.
I feel like it’s a lot like the weapon breaking in Breath of the Wild - one of those systems that imposes heavy limits on players to enforce their creativity and flexibility in their approach.
I know a lot of people approach every game in a completionist, meticulous way where they do every quest, never use any consumable items, etc; and it often ruins the fun. It’s also why Ubisoft had the somewhat crazy idea in Far Cry 5 of actually forcing you to do story missions after game progress, trying to use designer mechanics to push some variety into people’s game sessions.
In Pikmin’s case, and I think Dead Rising / Persona too, the time limit is meant to get you to prioritize path planning so you get as much as you can done in a certain span. The core gameplay of Pikmin just isn’t all that interactive when you have all the time in the world for it - it’s built around the benefits of delegation and synchronization.
I haven't played Pikmin but when it comes to BotW/TotK I still would prefer if weapons didn't break. Seems to me that it creates grind and it takes away flexibility, because more situational options take the same slots as raw power, and get spent just as quickly. Comes to mind also how XCom 2 insisted on turn limits, and one of the first mods it got was to remove the turn limits.
Sometimes designers insist on certain limits to prevent that players "optimize the fun away" but they don't realize that some players legitimately do have more fun without those limits.
I feel the same way. My current BoTW save has a bunch of semi-unique or rare weapons in my inventory and I don't have any more slots. Whenever I want to fight something now I have to ask myself "which thing should I break and never get back?"
Oh some basic mobs to clear? Oh well, all I have are these super high damage weapons. It discourages me from getting into fights because I feel like my weapons aren't balanced for the enemies at hand, I gotta save them for tougher fights.
Comes to mind also how XCom 2 insisted on turn limits,
I mean I would argue sure they were a bit too tight and I'm 100% down for increasing them but Xcom (2013) did have a problem with overwatch creep. Where people were legitimately optimizing the fun out of the game. Time limits force you to make less than optimal decisions where it works very well with the setting of Xcom 2 where you are a rebellion force, you don't have the luxury of taking things at your pace. You need to strike and get out before a larger response force come in to take you out. The only negative to the turn limits is you being forced to trigger pods early and pods waking up give them a free move action.
I get the reasoning in theory, but... it doesn't work for everyone.
Speaking for myself, I don't appreciate the anxiety. I only played XCom EU but the timed missions were the ones I hated the most. I just didn't want to play a game that was just that every time. It doesn't make me thrilled, it makes me stressed. I do actually want to inch my way through every mission, so I can stay prepared for danger, since the game will pop out a bunch of enemies with free actions at any moment. I felt like the commander of an elite team whenever I managed to badly damage any enemy even before they got the chance to attack.
When they "fixed" me "optimizing the fun out of the game", they just took me out of the game entirely. What they see as fun or not fun is not universal.
Some might say that if this is how I think maybe that's not the game for me. But if having both possibilities is an alternative, why shouldn't I be able to play the way I actually like it?
Absolutely. I enjoyed playing a bit of Smite at one point in time (mostly that big open area map) and some Heroes of the Storm, but I'm not a big MOBA guy. Decided one day to give League of Legends a try, why the hell not ya know?
I have never been called a 'fucking fag' and been told to kill myself more times in a 5 minutes period of time in the entirety of my 40 years on this flying shitball of a planet. Not in public school, not on Xbox Live while playing Halo, not from my abusive family, never.
Uninstalled that shit 10 mins later and went back to TF2 where I get called that only once an hour.
That's why I liked hots, the capability to block chat from the start and for everyone.
It's not really a problem in non-competitive modes, as people usually just use on-map alerts.
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