I mean, I can’t even argue against that. Some people find some forms of work fulfilling, and even switch to games because their own jobs don’t actually give them that feeling of fulfillment.
Monster Hunter is a prime example of a game that sets such elongated goals that it’s regarded as a “grind-heavy” game - but its players like the grind. Heck, the entire space simulator genre often involves quite a lot of “Space Truck Simulator” gameplay, where you’re just engineering good ways to ferry cargo around.
Which is not to say that’s what Starfield aims for. From what I’ve played, it’s closer to Sea of Thieves, having adventurous interruptions - where you start a boring, routine mission to bring Sugar from one merchant post to another, but then get ambushed by a skeleton ship, then a giant shark, then find a map to a buried treasure nearby.
To give an impression of what it’s been like for me:
I had a quest where I needed Iron. I found a random planet that had it, and picked a spot in the middle of the scan readouts. Arrive, looks like a barren rock - but that’s fine because I only wanted rocks. However, I see something in the distance, and check it out. On the way, I find a wandering trader taking her alien dog for a walk, and sell some stuff weighing me down. I find a cave, where a colonist is hiding out with a respiratory infection - and am able to help them get out as a little mini-quest, though the infection spreads to me.
I come past a little mining installation, where I find a bounty hunter that tells me of a bounty nearby she’s offering to split with me. We do so, fighting a base full of raiders to get to their captain, and I finally decide to leave.
The key here is, I don’t think any of those quests are amazing - they’re likely very dynamically generated. But they’re also not fun to “seek them out” - just to come across them in some other mission, like trying to make an outpost or mining for stuff.
It’s not “oversight”, but if a modder needs to create their own storefront and Paypal integration, and advertising through word of mouth and their own social contacts (as in this case it seems), then that’s going to offer a lot more scrutiny than a low-effort asset flipper presenting themselves anonymously through Steam’s given storefront.
Open source software has specifically devoted much of its efforts to ensuring it never breaches those copyrights.
They might look at Oracle SQL DB and say “Damn, that looks so useful and well-written. Well, I guess we could copy its codebase and pretend we wrote it ourselves…but it’s probably safer to re-implement it from scratch.” Then you get alternatives like MySQL.
That’s a fast example that probably ignores extended history of database wars, but you get the idea.
Yeah, I was going to give the example of a GPU - something you might buy to play this game. But pretty much everything that goes into the setup and desk that lets you play the video game kinda counts.
It feels like the issue is that it was offering the convenience of payment to mods, but not really thinking about the necessary friction of assuring licenses/legality/etc. All of that CAN, of course, be an issue for cheap Unity games too. I remember back when Steam Greenlight started, they required each game to donate $100 to charity to even be considered, basically placing a bet of assurance that it wasn’t a stolen asset flip (I don’t know if they still do that).
Honestly, 90% of programming work now is “I got X library to work inside of Y new system in Z engine”. It makes sense too - it’s exceedingly rare that it makes sense to reinvent someone else’s wheel - and at times, not insignificant to implement the right hooks.
The only way they can actually disrupt gaming is by putting out something people want. Once upon a time, Microsoft and Sony seemed like “Bizarrely unfamiliar foreign invaders of gaming” but slowly settled into understanding what their customers wanted.
As the article points out, tone-deaf or imperfect offerings have really bounced off. Heck, this is an age where many of Sony and Microsoft’s signature ventures have failed.
Seems like the most signature things seeming that way are the jump animations (doing a constant tuck roll in the air) from the characters, and having them shoot projectiles from their fingertips.
I like the Cuphead animation approach enough that I’m willing to forgive it. Heck, if it was just advertised as “small studio makes low-budget Cuphead DLC” I enjoy Cuphead enough that it would still be interesting.
I respect the sentiment, so no disrespect to it; but in software, there’s often a lot of caution against throwing out too much code.
You often find certain modules and sections of code that really should be thrown out or overhauled. If you can convince the corporation to dedicate time to doing that, it can often, but not always, show its benefits.
Probably a lot of the popular games we still play use some old bases, but replace parts that don’t work well. I think Apex Legends is still technically using Source (HL2), they’ve just done a lot to it so it no longer looks anything like Half Life 2.
Would anyone else be interested in a game that aborts a dedicated “conversation mode” to just have players respond in their normal first person view? Games like Titanfall 2 did that - even though your banter with BT is inconsequential.
It could even lead to some fun “actions not words” moments. Like, a gangster explaining to you “I have the council in my pocket and every gun in the city knows your face. What’re you gonna do about it?” shoots him in the head instead of responding
Sounds disappointing. I’m definitely unnaturally excited with the idea of “Large vehicles” - being able to walk inside with your character, take casual actions like crafting/talking while it transports, then stepping out. It’s why I enjoyed Sea of Thieves and Subnautica, and it’s what I mainly want out of trains in games.
Reducing them to interaction prompts and cutscenes sort of undersells them to me.
Whenever a law is invented to apply protections, someone always points out that a criminal mastermind can circumvent that protection.
That often doesn’t matter, because intelligent people have no motivation to breach the protection, and less intelligent people fall into the trap. Even with some circumvention, it can catch a large number of bad actors.
It’s like saying “Fishing won’t work because fish will just learn to swim around nets”.