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millie, do gaming w Can somebody explain why game makers don't start their own companies together?

People literally buy into the idea that they wouldn’t know how to do anything if they weren’t being told what to do. They think that value comes from above.

They think that when a company sells them raspberries, that company invented the raspberry bush. They don’t realize that the raspberries were already there. They certainly don’t realize that they themselves are another kind of bush. Or that the labor bush operates without a company to own it and sell its labor berries.

millie, do gaming w Can somebody explain why game makers don't start their own companies together?

The tabletop system is intended to be modular, with subsystems that can easily be added, removed, or tuned for different genres. The initial playtest I did was in a zombie survival setting, currently we’re doing a campaign that’s got a bit more of a Shadowrunny type feel, mixing technological dystopia and magic. The idea is to put out a core book in those settings as well as a fantasy setting and a space opera setting, so people can mix and match subsystems and do whatever they like with it.

I applied programming concepts to the design of the mechanics themselves in a way that I hope makes them more intuitive and tries to maintain a steady flow of tension and release without a bunch of pausing to check stuff once you know the system.

I don’t want to give too much of the details away, but I do plan to release a system resource document along with the actual books. And it’ll be released under an anti-corporate license, so other small creators can make modules for it, but big companies will have to shell out if they want to play ball.

Once that’s ready to go I have a couple of video games planned using the same system. One of them ties heavily into themes of abuse and autonomy, the other is about time travel. I have some of the early stages of the art and some shaders and stuff done for these, and have set up a few mechanics, but they’re still kind of on the back burner. I’ve been teaching myself music theory and composition so the soundtrack doesn’t become an afterthought, and I feel like there’s still something conceptual I’m missing at the core of the visual design. I’ll get there, though.

millie, do gaming w Can somebody explain why game makers don't start their own companies together?

Tryin’! I gotta put out a tabletop RPG first. Smaller market, plus I need to finish the rule set to use it in my games!

millie, do gaming w Am I the only person that feels that retro games are better?

I dunno. I pulled Septera Core out of a bargain bin shoved together with some forgettable mech game for $10, and it was pretty great.

I don’t think effort is what makes the difference. Games now are designed increasingly in ways that are less ‘risky’ in terms of corporate measures of user satisfaction than they used to be. It’s the kind of measure of satisfaction that sees a quest marker constantly showing your destination as clearly preferable to having to actually look at the world and find your way around.

I’ve run into this with friends of mine who are into modding before. When they see one mechanic that negates another mechanic, or that degrades the output quality of another mechanic, they see it as wasted code. To me, that’s the essence of the tension and release in a game. You create a state the player wants to get to, then you put shit in their way and provide them with various ways of solving your obstacles. That’s basically narrative driven gaming in a nutshell, an interaction between barriers and ways of negating those barriers.

But like, I think that may be part of what’s missing sometimes in pushing these more like real-world convenience-oriented features akin to a GPS app. If you’re making a GPS app, you want it to work perfectly, but in a game it’s kind of more fun if it’s got a little bit of jank in it. Not the actual code, obviously, but the player’s interaction with the mechanic in the game world. A straightforward trip from point A to point B isn’t much of a story.

Honestly, I think it’s just more of the kind of watering down that’s inevitable as you get too much money wrapped up in a project. Corporate infrastructures and IPOs aren’t conducive to art. Or quality in anything else, for that matter. It doesn’t just affect what decisions are made in a game’s development, either. It affects how people are educated, who gets hired, how labor is divided.

There’s definitely something to be said for the effects of nostalgia and survivorship bias on the appearance of retro gaming in a modern context, but there also have been major changes that aren’t just about the decisions of individual companies.

millie, (edited ) do gaming w Am I the only person that feels that retro games are better?

There definitely is a lot of crap that came out back in the day that we tend to forget, but there were also very different popular strategies for game making.

One of the most significant for me is the degradation of choice in RPGs. Many, certainly not all, of the RPGs I played as a kid and as a teenager would have elements of their story that could diverge to some degree based on your actions. The most typical results were things like a different ending or an otherwise hidden scene. Silent Hill was a good example of this. But you’d also have a lot of games where your choices immediately and totally altered the way things play out, like Planescape: Torment or Baldur’s Gate. Your choices could affect not only the ending, but a whole lot on the way. Hell, the first Fallout game served up some major unforeseen consequences for an action that on the surface seems like a pretty straightforwardly good idea.

But ever since Mass Effect I’ve noticed an emptiness in choice making, and recently I saw an article that showed me why.

If you follow the branching choices in those early games like a flow chart, the choices on it were often significant divergences that don’t ever meet back up with the original iteration of the quest. But modern design techniques try to be efficient, so you’ve got a branching point at the point of choice, then it rejoins the main quest, and then later on it branches off briefly to check what you did and react to it, before going back to the main quest as though nothing happened.

It’s such a letdown. If you only play once and never save scum it’ll seem fine, but the lack of depth becomes readily apparent so quickly. It’s not like nobody’s still doing big branches too, but you can tell when they default to this and it feels so empty.

I’ve enjoyed Baldur’s Gate 3, but one of the things I notice, especially in act 3, is how slapped together some of these branching choices are. Also, as cute as the die rolling mechanic is, the constant clear and random success/failure state of all branching choices just leads to endless save scumming. The game doesn’t handle it like a divergence in one way or the other, it straight up tells you you failed.

In D&D the die rolls are fun and tense, but they don’t become this totally separate gambling subgame. Sometimes it’s important to get a bad die roll, and sometimes the result in terms of fun is way better than getting a good die roll. I never got that impression from BG3. It felt like a bad die roll meant missing content rather than getting different content, and I think that’s largely because of the literal framing of the die rolling UI and the associated sounds. A more neutral UI where you don’t know the DC of what you’re rolling for and it doesn’t scream at you that your roll wasn’t good enough might let people RP out the failure a little better. Comedy doesn’t hurt either, and is a great tool for DMs seeking to alleviate some of the pain of a bad roll.

Anyway, point being, I think there are some problems with modern game design philosophy that stem from seeking efficiency and greater visual fidelity and audio complexity over engaging game design. Shitty graphics and limited processing power mean you have to make decisions to bring the player into the world and get them to forget that their character’s head is like 8 pixels or whatever. So they have to exploit humanity’s adeptness at pattern recognition, but they also have to make what they’ve got count. They’re not overloading it with bloat and random branches just for the hell of it. A branching story was a branching story because they really wanted it to be.

I’m probably like 50% talking out of my ass, but I feel like if we had Tim Cain here with us he’d agree with me.

Though indie games do seem perfectly capable of avoiding this corporate optimization shit.

But in a word: no.

You are not.

millie, do gaming w ESA says members won’t support any plan for libraries to preserve games online

If they’re bring ripped and preserved, it doesn’t really matter if they work yet, in an archival sense.

millie, do gaming w ESA says members won’t support any plan for libraries to preserve games online

Only the ones that don’t get cracked.

Thankfully there’s a small army of anti-capitalist heroes preserving media through the era of corporate destruction of literally everything.

millie, do gaming w Tales Of The Shire's First Trailer Reveals It Is Middle-Earth Animal Crossing With Hobbits - Game Informer

This looks adorable. The character models are a little weird looking, but I wanna play a little hobbit skipping around the Shire! :D

millie, do gaming w Fallout Show, so bad that no one will remember it in 3 months

I couldn’t wade through the first episode of the Last of Us. I watched this entire thing in one sitting and have now seen most of it twice. It deserves a decent score on RT.

millie, do gaming w Fallout Show, so bad that no one will remember it in 3 months

This person has zero IMDB credits. Call me after making literally anything even remotely approaching the quality of anything Bethesda has ever sneezed out.

Does he maybe have some semblance of a point about NCR and New Vegas? Sure, but if that makes it a ‘bad show’ that ‘no one will watch’, please let me point you at Star Wars, which jettisoned its own extremely substantial extended universe to the chagrin of long time fans and is doing fine.

Can’t you just, like, look at it like anime or like Douglas Adams?

Yes, we get multiple iterations of more or less the same story in different mediums. No, they aren’t exactly the same. Is that a problem? Does the Ranma 1/2 TV series have to match the OVH or they’re both shit?

Do I have to choose only the Hitch-Hiker’s Guide books, or the radio series, or the show, or the movie? Am I not allowed to enjoy them all?

Is it really more economically viable to make a living being an entitled and cynical jackass about other people’s work than to go make your own?

millie, do gaming w Open world games, need recommendations

You might really enjoy DayZ. The public servers are pretty brutal, but if you find a comfortable RP server you can settle in and really enjoy exploring the landscape. Once you’re used to the mechanics it’s so smooth.

Stereo headphones or even like monitors make hunting a lot of fun, listening to distant sounds trying to find a deer or boar is a lot of fun. And once you’re used to dealing with zombies and the sthough.l mechanics, crafting and all that, it really opens up.

Plus the ability to expand it with modding is pretty extensive. We’ve got some neat stuff on our own server (though not much pop atm), and I’ve seen others that do some next level stuff like player vampires and werewolves and stuff.

Even just the vanilla game is absolutely gorgeous though. If you like exploring, scavenging, and crafting, especially with friends, it’s kind of perfect.

Conan Exiles has a somewhat similar vibe but a bit clunkier and in a low fantasy setting. It’s also got a lot of D&D roleplay servers.

millie, do gaming w Roblox Studio boss: children making money on the platform isn't exploitation, it's a gift

It seems like they’re not just profiting on children, they’re setting up a system in which work is exchanged for a roblox company scrip and then charging them that same scrip to advertise their game. They also take a cut. So if a game gets a little traction but doesn’t immediately blow up, there’s a built in incentive to put the money right back into roblox.

Shady. Is it not enough to brush uncomfortably close to child labor laws with an army of child modders creating your value? You really have to turn around and loop them into an exploitative model where you get paid like 3 times before they see a cent? And even then they hold their money hostage until the kid manages to save $1000 rather than spending it on ads and more roblox stuff, that or they need a premium subscription so roblox gets paid 4 times.

Like, it’s illegal to have child labor so therefore it’s a foregone conclusion that whatever you’re doing won’t be child labor, so you might as well do some crazy shit that an employer could never get away with?

Honestly tracks with modern-day capitalism.

That said, like, it would have been cool to learn lua scripting when I was 12. Maybe if it weren’t for the obsession with constant growth we could have the nice thing without the shitty thing that supports it.

Can we eventually learn this lesson please and move on as a species? It’s literally the problem in every news story.

millie, do gaming w 60 Percent Of Playtime In 2023 Went To 6-Year-Old Or Older Games, New Data Shows

Also, like, with every game with private servers, the private servers are pretty much universally better than the public ones. Someone close to the server has to care enough to put the thing up, which goes a long way past some company opening a few hundred for money.

millie, do gaming w You can't sue us for making games 'too entertaining,' say major game developers in response to addiction lawsuits

Ahh, that makes sense!

millie, do gaming w You can't sue us for making games 'too entertaining,' say major game developers in response to addiction lawsuits

Isn’t that more of just part of interacting with people, though?

Like, if you play some kind of real-life game with no regard for anyone else, that’s generally considered poor sportsmanship. That wasn’t invented in online gaming, it’s been a concern as long as people have been coming up with games to play together. We accept that if you sit down and play a game of chess or golf or pool or D&D or paintball, you’re going to try to not cheat or blow the game off or be a jerk about it. Some people are better sports than others, but the general idea is that we accept the wins and losses and the game going in different directions, because otherwise there’s no game.

What’s an aberration is this concept that people you meet with over an electronic connection aren’t real, don’t matter, and are never owed anything.

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