Fair enough but it’s definitely giving you the “throw random stuff at the parser and have the game be snarky” experience. It’s from the point-and-click era, the tail end even, but does a throwback to introduce those elements again.
Definitely another experience than Fallout 4 reducing dialogue to “yeah, nah, question, bail”.
Try for yourself. Long story short: The devs would anticipate a lot of stuff you might try, and given that this is Douglas Adams the game can be quite snarky, but if not then you’ll see “I don’t know the word ‘foo’” or similar.
That particular game is notoriously hard and confusing and meant to be attempted several times before you’re able to get through it without triggering some dead-end in the beginning that will only become apparent in the end. It’s from another era. You might want to try Starship Titanic, also Douglas Adams, pretty much the pinnacle of text adventures (though it’s not a pure text adventure). All in all I’m just a tad too young to really have gotten into the genre, regarding point+click adventures I can recommend anything Terry Pratchett (multiple Discworld adventures) and pretty much anything Lucasarts, though the very early stuff (Maniac Mansion, Zak McKracken) is quite rough around the edges. All the LucasArts and Discworld stuff is supported by ScummVM, you only have to get your hands on the game files.
I mean… sandy, optic camo/cool, blades? For some odd reason it took Edgerunners for people to give the sandy an honest spin, possibly due to “aw shucks doesn’t work with guns and I can’t hack”.
Bethesda never does that and from what I’ve heard the modding community still won’t switch away from Skyrim. They, too, are tired of Bethesda’s shit and they already invested so much time in Skyrim to fix it up they might just as well continue.
The government would probably have your actual identity, while the NFT is pseudonymous. Granted, the government could also do that. Another argument would be that the government probably doesn’t want to do it.
Again, if they can be bothered to host the game, I don’t see how a database that’s smaller than most modern AAA games is more likely to disappear.
Who is the actual authority on the database? Are publishers going to trust the stores? The stores the publisher? If the operator goes bankrupt, who is responsible for saving the database and keeping it available? Publishers can’t even be bothered to keep selling their own games after a while. It’s a liability, not an asset, noone actually wants it.
The blockchain doesn’t need incentives to be slow and unwieldy when it takes hours to confirm a transaction, and a gas war can randomly delay things even more.
You’d be running the thing in a way where that’s not an issue. It doesn’t even need tie-in with crypto currencies, in the extreme case you need neither proof of work nor proof of stake: All that’s needed is a non-fungible token on a public ledger, run by stores and trading platforms: By the stores because they legally need to provide the possibility to trade the license off-store, by trading platforms because that’s their business. They would then sign off on ownership transfer to a different pseudonymous crypto key (your identity) upon receiving funds in another way.
GOG might let you do it if you buy a game from them once in a while. Steam constantly subsidises downloads by allowing devs to mint and sell their own steam keys, I don’t think it’s going to be an issue.
And, yes, you could have a database somewhere – but then the proof of ownership might disappear with that database, e.g. when the publisher goes bankrupt. Also the publisher has incentives to make ownership transfers awkward, slow, etc, the blockchain doesn’t.
Another option would be the equivalent of a central bank, some public institution (as in public law) which keeps the database. But do you really want to register your ownership of a license of XXX Hentai Boobmania with the copyright office?
Don’t get me wrong I’m far from a cryptobro. It’s just that trading licenses independently of stores is about the one thing the tech is actually good for.
The valuable thing about an NFT is not any text (as in: link) you embed in it but the fact that it has been minted by someone to mean something. A publisher minting a game NFT would be saying “this token is a proof of license”, same as companies (once upon a time) handed out slips of paper saying “this token is proof of ownership of a share in our company”.
Moreover why would anyone else have an incentive to pay the significant costs associated with hosting a game ownership was on a blockchain, and therefore could be sold independently without them receiving a cut?
You could charge for it. It’s essentially fancy cloud storage. Also, archive.org.
Steam or the creator shouldn’t be a central authority: If you have a game on steam and want to sell it to someone and they then activate in on epic, that should be possible. There should be zero influence from those parties over what happens with the NFT. It would also be legal, at least over here, to procure an erm backup copy from somewhere if you have such an NFT. And the NFT can live on after the original minter (presumably the publisher) went out of business. Say, GOG or archive.org could offer a service where the gamer pays a small fee and they can download binaries+emulation environment for those abandoned NFTs.
Neither the publisher nor the original store have any legal standing preventing any of this because exhaustion. Which is also why you can get Windows keys for dirt-cheap in e.g. Germany: There’s a small cottage industry buying up volume licenses at bankruptcy proceedings and then sell them on, unbundled. Microsoft can do exactly as much about it as Coca-Cola can stop you from selling individual cans from a sixpack.
See and that’s the issue if you want to sell your game you shouldn’t need to do it on steam, it should be a system that continues to exist even if the producer (gamedev) and store go bankrupt, you want some kind of public ledger.
Well yes I was answering under the assumption of “eradicate 100% of artefacts”, and as long as you don’t render all the perspectives there’s always going to be some angle somewhere that you’re missing.
Practically everything in rendering is a terrible hack (including common raytracers as they’re not spectral) but realism is overrated, anyway.
I also noticed reflections in the water near the edges of the screen don’t show properly,
It’s called screen-space reflections: Things that aren’t on screen don’t reflect because, well, they’re not rendered. The alternative is either not having reflections, having the “screen” not be a rectangle but the inside of a sphere, or, and that’s even more expensive, raytracing.
It’s a bog-standard technique and generally people don’t notice, which is why it’s good enough. Remember the rule #1 of gamedev: Even if not in doubt, fake it. It’s all smoke and mirrors and you want it like that because the alternative is 1fps.
Not without class consciousness, no. But yes that is how it often works in countries that aren’t the US. Occasionally, it also works in the US, e.g. the Hollywood strikes right now. Was it the writers I think who got a proper offer right now and they said they’re going to continue until others got theirs, too.