dejected_warp_core

@dejected_warp_core@lemmy.world

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

dejected_warp_core,

I think there’s enough for way more than that if we dip into the whole O365 suite.

dejected_warp_core,

Let me make One Note here since you Power-Pointed that out.

dejected_warp_core,

Alas, Access was too powerful to make the transition to the cloud. It couldn’t be allowed to survive.

dejected_warp_core,

Excel-sior!

dejected_warp_core,

Access let you build visual apps, usually data-entry workflows, around its internal SQL database. You could build small apps with it using Visual Basic and a visual UI editor. Plus, all your work ships as a single file, provided the user also has Access installed. In many ways, it was like Apple’s Hypercard, but also way easier to write than webpages with the same capability. Oh, and you don’t need a server anywhere to make it work; it’s 100% local. It was also the next logical step to take after the most complex things you can do in Excel.

That said, it was crippled from the start - still very useful, but not for heavyweight stuff. It’s limited to a fixed number of UI, pages, database rows, etc, so it wouldn’t compete with more expensive MS solutions (this thing came with Office). I don’t think it got a lot of love because of that, but I personally used it to solve some real problems in the workplace, without need of any (official) developer resources.

In the present day, it would actually compete with a lot of simple business cases that are served in the cloud at some cost.

dejected_warp_core,

Exactly. Access was a dirt-cheap rapid application design (RAD) tool in disguise, and very easily could have been shaped into a smooth on-ramp to ASP, ASPX, IIS, and SqlServer solutions. In short: a hypothetical “Access.NET” would have been really something.

On the other hand, now we have a super easy jumping point for anyone in a large business who can program a little to spin up a new startup. Find a business process that’s currently a spreadsheet/on paper, write a database frontend to easily handle that then sell your solution to businesses looking to remove load bearing paperwork and spreadsheets

You just described most of my career, and how a lot of contracting shops get their start. Managers need reports, and someone has to program them. I’ve lost count of how many times I’ve replaced Excel with custom software; a faster way to do this is usually welcome. That said, the cloud “Data” space is doing a lot right now to reduce this kind of task to Jupyter notebooks and some other proprietary solutions.

dejected_warp_core,

Beating most any “hard” video game is always a great feeling just due to the sheer hours that go into it. In some cases, you have to develop the memory and skill to do the whole thing in one sitting. I can’t count how many from the NES era fit this criteria. Top of that list are: Contra, Bionic Commando, and most Zelda and Mega Man games.

The best one happened in the middle of my Dark Souls play-through. I kept having to quit playing after short sessions, as skill and vigor checks kept wrecking me. This lead to anger and rage that just made it impossible to proceed. Once I made the connection that I could concentrate more and flow through combat more easily while calm, I changed tactics to calming my own mind and keeping it that way. The game just “opened up” after that. From there on, it was much more about meditation and breathing than equipment and leveling - skills I now carry with me everywhere. DS literally made me a calmer and more resilient person.

dejected_warp_core,

We’re going back

Awesome. Another high-quality graphical Rogue spinoff? I’m there.

In the meantime, check out Torchlight 1&2 if you need something to tide you over. They’re on the old side, but IMO scratch that itch.

dejected_warp_core,

Jesus. This makes it reasonable to just buy $100 worth of your own game every month, just to make sure. Assuming that the number of real sales cover Valve’s percentage and then some. Yeah, that’s a non-zero opportunity cost for you, and additional float for Valve, however petty it may be. But for a small developer, maybe that makes sense.

dejected_warp_core,

Oh, it’s petty cash to be sure. If you have $100-ish bucks to throw around, you probably aren’t going to miss much by not doing this. Unless, of course, letting someone else take even one dollar from you in this way is against your religion or something (i.e. the principle of the thing). Conversely, if you need the handful of dollars this makes, you probably don’t have that kind of walking-around money in the first place.

dejected_warp_core,

It absolutely is.

As a kid, everyone’s parents (boomers) called NES cartridges “tapes”. Considering their generation had a lot of experience with 8-track, cassette, and VHS/Betamax, it kind of makes sense. I guess every generation has this.

dejected_warp_core,

I know MechWarrior gets all the praise and hype, but I genuinely love this specific title. It’s peak isometric turn-based strategy and I love it.

Although that may have something to do with scoring that MadCat in the first or second level. I think it’s supposed to give your Commando mechs a bad time, but I lit up the oil refinery next to it and lucked into getting the pilot to eject. The thing was completely salvageable and I absolutely dominated the first half of the game with it. Good times.

dejected_warp_core,

It’s even easier than that. Both of these genres have design features that require minimal balancing, making for an even faster dev cycle.

Roguelikes side-step the need for traditional game balance by providing meta progression and building inevitable-death-by-impossible-odds into the core game. For Roguelikes that actually have an ending, all the developer needs to do is provide enough meta progression perks to overcome the game’s peak difficulty, for even the worst of players. Everyone else gets bragging rights for beating the game faster than that. Either way, the lack of balance and “fairness” in the core design are features, not flaws.

Deck builders follow in Magic The Gathering’s footsteps: you never need to fully balance it. Ever. The random draw mechanisms, combined with a deep inventory of resource and item/creature/action cards, make it unlikely that a player gets an overpowered hand all the time. Pepper a few ridiculously overpowered cards in there, and it just feels more fun. Plus, if you keep the gravy train going with regular add-ons, the lack of balance is even further masked by all the possible choices. And yes, some player will min/max a deck at great personal expense and wipe the floor with their opponents because it was never fair in the first place, and doing so is a feature.

dejected_warp_core,

Whoa, false scarcity, virtual goods tied to an online service, and nosebleed prices? What’s not to like?

Veteran Videogame Analyst: Subscription growth has flattened [in video games] (files.catbox.moe) angielski

Adding a bit more to the discussion on whether game subscription can be “the future”, it looks like despite the heavy push made in the past decade, subscriptions only make up 10% of total video game spending in the US....

dejected_warp_core,

Subs becoming dominant… is this why Nintendo called it the “switch”?

dejected_warp_core,

Unpopular opinion: a lot of games have an artificial massive skill cliff right at the game’s climax that ruins the mood.

Some people collect platinum trophies and call it done, I hit about 99% and call it done. We are not the same.

Edit: Example - Dark Souls. I flew through the game with a bastard sword, medium rolling and smashing everything in my path. Can’t beat Gwyn because I never learned to parry. Yeah, I need to get gud, but that’s hardly a sane skill progression, even for Dark Souls.

dejected_warp_core,

Point taken. Guess I should dust off my save and give it a go. Thank you. :)

blocking

Oh no, we don’t do that here.

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