@AnyOldName3@lemmy.world avatar

AnyOldName3

@AnyOldName3@lemmy.world

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

AnyOldName3,
@AnyOldName3@lemmy.world avatar

You can’t really find out of you’ll get good enough to enjoy a soulslike without buying one and playing it for longer than the two hour refund period. For other products, you usually have something you can do about it or some way to try it first. You don’t need to buy a kayak to find out you don’t like kayaking as you can go for a kayaking lesson first and use the venue’s equipment. It’s understandable that people who hit a wall and can never get any enjoyment from a soulslike will be upset that it cost them just as much to find that out as it costs someone who’ll compete the game and have a great time.

Maybe it’s enough to just do the refund window based on progression rather than time.

AnyOldName3,
@AnyOldName3@lemmy.world avatar

There are two things in conflict that apply to Dolphin, and in general to post-DRM console emulators:

  • It’s illegal to create or distribute a device which circumvents DRM.
  • It’s legal to ignore DMCA restrictions for the sole purpose of making things interoperable, like running software on machines it wasn’t originally created for when you’d be able to run it on the machine it was created for.

The wording in the legislation is sufficiently vague that it’s not obvious whether it’s illegal to create or distribute a device that circumvents DRM for the sole purpose of interoperability. If a case goes to court, it could set a precedent that has to be applied in the future, or it could be settled out of court to avoid setting a precedent, and so far, there’s no case law setting a precedent.

When Nintendo asked Valve not to allow Dolphin onto Steam, despite what some people were saying, the decryption key was known to be there, and the Dolphin team had legal advice that it was reasonable to expect that the interoperability exceptions had more power than the DRM circumvention restriction. The decryption key is a so-called illegal number, but these are probably not actually illegal, and you can see several examples on the Wikipedia page about them. Nintendo ended up taking no action against Dolphin, and it wouldn’t have been a good case to try and set a precedent with as there weren’t obvious damages now it’s been so long since the Wii stopped being sold, and because the Dolphin team have historically been so diligent about stamping out discussion of piracy in their official communities, making it hard to argue that it’s intended as a DRM circumvention device rather than an interoperability tool. Also, Dolphin’s never taken donations, easily covering all their costs with just basic ads on their site.

Yuzu’s a bit of an easier target. For a start, it’s got a Patreon, and that makes it easier to paint its developers in a bad light as they’re getting money (as well as meaning there’s actual money to recover). They’ve also got data to back up the suggestion that lots and lots of Yuzu users are pirating games instead of just playing games they’ve already got a disk copy of. In a sensible world where laws are applied fairly, there’s an easy argument that hoops to jump through like requiring the user to provide Switch firmware show they’re not trying to make piracy easy, but it’s not like Yuzu will be able to muster up enough money for lawyers to match what Nintendo will be spending.

The worst thing that could come out of this is a decision that interoperability isn’t an excuse for circumventing DRM under any circumstances, as that’ll have serious consequences for a bunch of other projects, and Nintendo are likely to want to push for this precedent to be set rather than accepting an out-of-court settlement. On the other hand, Nintendo could mess up and get the opposite precedent set, although if it looks like that’s going to happen, they’re likely to drop the suit.

AnyOldName3,
@AnyOldName3@lemmy.world avatar

Between the two of you, you’ve complained they’re selling both too many and too few paid ships.

The claim they make is that they sell better ships because they want there to be late-game ships in the universe on launch day, and that they want the number limited so the game is properly balanced. If they weren’t trying to grab cash at least a little bit, they could have raffled them off or given them for free to the people with the most playtime in alpha, so there wasn’t a need to involve money, but their claim isn’t wildly inconsistent with their actions.

I think part of the reason there’s no set release date is that without shareholders breathing down their necks to release early to recoup their investment, they don’t see any advantage to releasing sooner rather than later. Maybe that means they’ll polish the game to a degree we’ve never seen before, but that could either mean a good game with no bugs on launch day, or a game that no one ever gets to play because some perfectionists working on it will never be satisfied.

AnyOldName3,
@AnyOldName3@lemmy.world avatar

It kind of doesn’t, though. Because you can still launch non-Steam games through Steam, and activate retail Steam keys without Valve taking a cut, there are plenty of ways for things to compete against the Steam Store without needing to also compete against the Steam launcher.

What games had easy soft locks that prevented you from either progressing or getting a true ending? angielski

The thought came to mind after reading a recent post about Baldurs Gate 3 here but it reminded me of the Japense only PSX game Mizzurna Falls where if you don’t perform a certain action early in the game you are prevented from getting a true ending. While this might not be a traditional soft lock because you can still progress...

AnyOldName3,
@AnyOldName3@lemmy.world avatar

It really shows that Douglas Adams was an author and not a game designer with how easy it is to soft-lock that game if you visit rooms in the wrong order or spend too long or short a time exploring one. Most of the possible mistakes become reasonably apparent reasonably quickly, but not always.

AnyOldName3,
@AnyOldName3@lemmy.world avatar

At some point, people figured out that during a couple of weeks of mad rush right before a deadline, if you’ve got committed, well-rested employees who know they’re going to get a rest afterwards, they tend to be much more productive than they normally are. Some bad managers only paid attention to part of that, and determined that eighty hour weeks are more than twice as productive as forty hour ones, and intentionally started inducing crunch. They somehow didn’t notice that the third week of crunch is only about as productive as a regular week, and after that, it’s way less productive as everyone’s exhausted. Combine this with the fact that people with management knowledge tend to flee from the games industry rather than to it, and you end up with the software engineering industry’s least effective managers running things with easily debunked dogma.

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