Games / game engines use units which correspond to size IRL. It’s needed to keep scale consistent. The characters are usually around 1.8m tall for instance
To be able to say “our map is 100x100km!” The only games where it is worth it to have a huge map like that, is army simulators and RTS. Anything else could probably be better off with polish in some other place, rather than a huge map.
People care since Sony had multiple breaches resulting in passwords / accounts being available to the public. Some even used to buy a bunch of shit off the store and overdraw people’s credit cards.
Just because one thing is bad doesn’t mean you need to agree to something else that is also bad. And if Linux gaming was more popular, more people would push back on games like Apex or Destiny to include anticheats that work on it.
They have, but the details don’t matter. You can’t force people to do something, then backtrack when there’s people pushing back and then go back to business as if nothing happened. The broken trust is there already - so every game they add their thing to will remind people of Helldivers. There’s a reason this article has Helldivers as its thumbnail.
And then a game gets updated so the hashes don’t match and uh oh, everything is fucked. Oh, but we can change the hashes of the files in the executable! Yeah, so can they. People modding shit into the executable is basically a given. Let alone the fact that you’d need to sit through a steam “validation of files” length of time every time you’d need to launch a game (because validation works exactly as you have described).
What is gained is that it has access to more information. Some cheats use an entirely different program / process that reads memory and outputs info that is available to the game but hidden from the player. Like a client needs to know where a person on the other team is to be able to draw their model. So you read that, you put a little box over where they are, and bang you have wallhacks.
The entirety of Starcraft 2: Wings of Liberty made less money than the first paid mount skin in World of Warcraft. That’s why companies don’t make linear games - because people will buy the microtransaction that required 1/1 000 000 effort of the game for more money than the game made.
APM actually does jack shit. You can spam a button fast and you’ll get 400 APM and get rolled by someone who does 40. EAPM is where it is at. Which is effective APM. How many actions you can do that move you closer to victory. Instead of just spamming two buttons on repeat (which is what a lot of Starcraft players do)
There used to be AI’s integrated into Starcraft 2 and later actually playing the game (like a player would) online. You can put restrictions on eAPM for these bots. You can force them to make human mistakes - delaying upgrades. They can get pretty well aproximated to human skill. The main issue with it is they suck at context. They can’t really “remember” stuff happening. Picked up a dropship and it flew away from my FOV? It’s gone. Oh shit a dropship came from the exact same spot! Oh good it flew away, which means it can’t hurt me no more.
There are also tournaments in SC2 for unlimited AIs - where they play the game without any caps. The only thing that matters is who wrote a more efficient bot. Machine learning isn’t reallly used there, more likely a decision tree. Those do exactly what you are describing. Playing against those as a human is pointless and would get someone who introduced them as a difficulty instantly fired.
Yeaaah, but they pulled the exact same thing Star Citizen did initially. They overpromised and underdelivered heavily. It took them years to get where it is now.
No, it’s horrific. And the reason why is evident in what the previous commenter said.
The most expensive “package” costs $48000. You just don’t see it till you already spend like $10k on the game. They have two additional hidden stores that unlock when you spend money on the game already. The commenter above probably didn’t see those two stores and only knows about the “reasonable” pricing.
On the other hand, Starlancer is a perfectly contained game with great singleplayer gameplay, story, coop and a lot of attention to detail that shines and rewards good players for playing the game. So he can do stuff well, the correct environment needs to be there for it to happen though.
Because Yuzu emulated the Switch, while PJ64 emulates a long gone platform they don’t care about anymore. They’ll release a sloppy emulated game on switch for games from that era and call it a day, and get barely any sales. For switch they think that removing an emulator cuts their sale numbers in half which is insane. Nintendo hates community projects in all aspects. They don’t want emulators. They don’t want mods. They want people to buy their console, go to their store, buy a game from them and end it there. Buying a game from the store and playing on PC is unacceptable for them.