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

soulsource, do gaming w Weekly “What are you playing” Thread || Week of June 1st
@soulsource@discuss.tchncs.de avatar

Near-Mage. It’s a point-and-click adventure from the same studio that also made Gibbous, and set in the same world. However, the theme is much lighter. Gibbous was (while still a comedy) about cosmic horror. Near-Mage is fantasy.

While I definitely recommend the game, it is lacking a bit when it comes to riddles. Most point-and-click adventure games have lots of them, where you need to think, give up, and then just try random stuff until something happens. This is almost completely missing in Near-Mage… There is almost always a quest goal that directly tells you what to do - up to the point that situations that give you a choice are explicitly marked as such.

On the other hand, just like Gibbous, the game is beautifully drawn and animated, and all dialogues are fully voiced. The characters are likeable and - call me a furry if you want - really cute. What keeps me playing is mostly the world - there is always new stuff to discover, even in late-game, and the mix of fantasy and (what I assume to be) Romanian folklore is great.

soulsource, do gaming w Adult gamers of Lemmy how do you find time to game without being exhausted of the screen?
@soulsource@discuss.tchncs.de avatar

This. So much this.

The “backlog” is not something to work through, it is a lesson to learn: Do not buy a game unless you have time and are motivated to play it that very moment. If you buy it to play it “later”, or “next week”, you very likely are not going to play it, and it is just wasted money.

(The same is true for books, by the way. And when it comes to books, I refuse to learn this lesson.)

soulsource, do gaming w Why there are few native Linux games compared to Windows or even Mac?
@soulsource@discuss.tchncs.de avatar

It’s the Windows way. There applications typically also ship all dependencies. Either statically linked, or as a DLL files in their install folder.

It’s not a good solution, but for games that’s imho OK.

soulsource, do gaming w Why there are few native Linux games compared to Windows or even Mac?
@soulsource@discuss.tchncs.de avatar

I’ll give you my point of view as game developer.

Disclaimer first: I work as a coder, everything I say about publisher interaction is second-hand knowledge.

We have made one Linux game. It was the first one of our two “indie” titles (quotation marks, because both of them ended up being partially funded by a publisher, so they weren’t really indie in the end), where we had promised a Linux build on Kickstarter, long before a publisher got involved.

The main reason why we did not do native Linux in our publisher-funded games is quite simple: Our publishers didn’t pay us for it.

There are actually some publishers who are very keen on getting native Linux versions for their games, but we sadly have not released a game with any of them yet…

The publishers we released games with did not agree to the buget that we think is needed to do a Linux port of sufficient quality. If we would lower the price for doing a Linux port to the point where our publishers would agree to it, we would take on a lot of financial risk ourselves, so this is sadly not an option.

If everything worked as it is advertised by engine developers, making a Linux version would be quite cheap: Just click a few buttons and ship it. This is, sadly, not the case in real-life, as there are always platform specific bugs in game-engines. Our one Linux game was made with Unity, and we had quite a few Linux-only bugs that we forwarded to the Unity devs (we didn’t have engine source code access), and had to wait for them to fix… For the engine we mainly use nowadays, Unreal, we have a rule-of-thumb: “Engine features that are used by Fortnite are usually well maintained.” There is no native Linux version of Fortnite… (We did try Unreal’s Vulkan RHI in Unreal 4.26 for Steam Deck support in one of our games. Let me put it this way: The game in question still uses Direct3D on Steam Deck.)

So, from experience we expect that the chance that we would have to find and fix Linux-specific engine bugs is quite high. Therefore we have to budget for this, what makes offering a native Linux version relatively costly compared to the platform’s market share. Costly enough to make our publishers say “no”.

This, by the way, also answers the question why publishers are willing to pay for the way more expensive console ports. There are also way more console players, and therefore potential customers out there…

(I can only guess, but I would expect publishers to be even more reluctant to pay for native Linux, now that WINE works so well that getting a game running on Linux needs typically zero extra work.)

soulsource, do gaming w Why there are few native Linux games compared to Windows or even Mac?
@soulsource@discuss.tchncs.de avatar

As a gamedev I never saw this as a big issue. Just run Debian Oldstable on your build server, link whatever you can statically, and you are good.

(However, I am talking on a purely theoretical level here - we only released one Linux game, and that was before I joined the company. I will explain our actual reasons in a separate post.)

soulsource, do gaming w BioWare veterans confirm they were laid off by EA, including senior Dragon Age and Mass Effect devs
@soulsource@discuss.tchncs.de avatar

It isn’t that easy to go indie though, unless you do gamedev as a hobby and have another source of income.

I am working at what was a small studio (about 10 persons) when I joined, and has meanwhile grown to more than 50 employees.

I am a coder, and therefore don’t have direct insight into our finances, so please take everything below with a grain of salt. It is also intentionally vague because I don’t want to violate any NDAs.

Over the years we have started two indie projects, that both were completed and released, but both in the end had a publisher funding a part of the development. So, while they were indie initially, the released products cannot be called indie any more… The reason why we went for publisher contracts for those two projects were manyfold, but an important part was simply that we needed a way to cover our running costs. We are doing gamedev as a day-job, after all, so it needs to pay for our rent, food, etc… (Other important reason for going with a publisher were marketing, customer support,… All the things that we as developers have no experience in.)

Now that we have grown to medium studio size, we are hoping that we can at some point fund an indie project by making enough profit with other, publisher-funded projects. We have several projects running in parallel anyhow, and if 3 of them would yield enough money to pay a 4th project that would be fully our own, we would definitely go for it.

However, the market situation is tough, and we currently cannot afford to do that. Almost all profit we make goes into developing prototypes that we need in order to have a realistic chance to get the next publisher-funded project…

Two years ago it was a lot easier to get publisher contracts. Back then we were quite optimistic about being able to fund a fully independent project, but then the market changed, getting new publisher-funded projects has become a lot more difficult, and right now doing an indie project is (for us) not financially possible…

So, what we are doing now is that we are taking our game ideas and presenting them to publishers. The prottypes I mentioned? Most of them are for our own ideas. Having something the people at the publisher can play goes a long way in convincing them that a game-idea is fun. That’s not indie, but it is as close as we can get to making the games we want to make. While the last year has been tough, with publishers being very, very, very cautious about new ideas, the situation seems to slowly change, and we might eventually get funding for one of our own ideas. Maybe. If we are lucky.

soulsource, do gaming w BioWare veterans confirm they were laid off by EA, including senior Dragon Age and Mass Effect devs
@soulsource@discuss.tchncs.de avatar

You can’t build a game studio without funding, and that is where the problem lies…

Publishers have become very risk-averse ever since Embracer went downhill. They basically only invest in <literally the same game as some previously successful title>…

soulsource, do gaming w What is your Game of the Year?
@soulsource@discuss.tchncs.de avatar

According to Steam, I spent most hours this year playing Book of Hours. (The word “Hours” is in the name of the game, so what choice did I have?) It is an amazing game, and I recommend it to anyone who likes cozy games with lots of lore to explore.

However, there is one game that I must confess I had even more fun with, even though it’s relatively short: The Pristine Cut of Slay the Princess.
I can’t really say much about it other than that it’s a horror visual novel with excellent voice acting and incredibly good writing, as almost any detail of the game’s story would be a spoiler.

(Edit: I know, both of those games released last year, but the question was about which Steam Replay and which games one had fun with this year - not about games that released this year.)

soulsource, do gaming w Is there any (single player playable) game with $10 which has made you point any go "haha" or given you an equivalent feeling because it was that enjoyable for every moment you played it?
@soulsource@discuss.tchncs.de avatar

I did play a lot of of HoMaM back in the days - and also just recently installed VCMI on my PC, in order to re-play HoMaM 3. I didn’t start with that though - too many other games to play in my backlog… I never tried any mods - I don’t even know if the modding scene already existed back in the 90s, when I originally played it. I must confess that I prefer HoMaM 4 over HoMaM 3 - it feels a bit more complex.

There is one game series that is quite similar to Heroes of Might and Magic, that I personally love, and that gets the “fun all the times” and “100 hours play time” easily for me, but I didn’t mention it before because the current iterations are way above $10: Dominions. I haven’t bought Dominions 6 yet because of the size of my gaming backlog, but I have had a lot of fun with Dominions 4 and 5.

soulsource, do gaming w The Two Genders
@soulsource@discuss.tchncs.de avatar

The way I understood it was that she did not loose her ability to use magic, but rather decided not to use it any more after what happened when she had to draw power from fire.

SpoilerShe also used magic to escape Bonhart/Skellen/Rience after Kenna’s attempt to read her mind unintentionally gave her a bit of magical power.

Even if it would be a bit disappointing, I think an explanation as simple as “she grew older, and had a lot more time to deal with the trauma of what happened in the desert” would be sufficient to explain why she is OK with using magic again.

soulsource, do gaming w Is there any (single player playable) game with $10 which has made you point any go "haha" or given you an equivalent feeling because it was that enjoyable for every moment you played it?
@soulsource@discuss.tchncs.de avatar

Tough question.

Of all the games I have played, only few have 100 hours playtime, and all of them are over $10 except for

  • Dwarf Fortress. However, I would have to lie if I said that it is constantly fun. There are gameplay mechanics that are boring, like the labour management (though that got vastly improved in version 50.x).

I do have one game suggestion though that is consistently fun all the time, and costs less than $10 - however I have less than 100 hours on it, because I never looked into the user-generated levels:

  • TIS-100. It’s a puzzle/programming game by Zachtronics (so it’s in the Zach-like genre by definition), and it is amazing. Also, as said, there are user-generated levels, so even after you finish the main campaign, there’s a vast selection of puzzles to solve.
  • Baba is You would go in a similar direction, but misses the $10 price point (by a tiny bit).
soulsource, do gaming w The Two Genders
@soulsource@discuss.tchncs.de avatar

As someone who is curious about how they are going to explain the lore (in case you haven’t read the books: Ciri forswore magic after she had to draw power from fire in an emergency situation and that nearly escalated - also, you are missing out, the books are great), I feel offended by your statement.

soulsource, do gaming w What do we think will be GoTY and which game do we think should be GoTY?
@soulsource@discuss.tchncs.de avatar

I just finished The Pristine Cut of Slay the Princess, and I fully agree that it should be the GOTY.

It’s amazing how different it feels when you play a really excellent game. With most games I regularly pause and tab out, to browse the web. With Slay the Princess I did not. It completely absorbed me, even though it was my second play-through.

soulsource, do gaming w anyone know any good android games?
@soulsource@discuss.tchncs.de avatar
  • OpenTTD: Open Source and available for free.
  • Settlers 2 via some DosBOX version. Back when I still used Android I used Dosbox Turbo, but it seems to have been removed from the Play Store. No clue which DosBOX build for Anrdoid is good nowadays…
  • 2048: Open Source and free puzzle game
  • Threes: Puzzle game similar to 2048
  • Cogs: Puzzle game. No clue how to find it on the play store, but it’s available at humblebundle.
  • Slay the Spire: Deck Builder roguelike.
  • Space Chem: Zachlike puzzle game. (Actually not only zachlike - it’s form zachtronics)

and basically any Android game that ever was part of a Humble Mobile Bundle. Those happened before Humble Bundle was sold and consequently became boring.

soulsource, do gaming w Silent but Deadly: I met some of my closest friends through multiplayer games. Then a strange happening turned everyone (literally) speechless.
@soulsource@discuss.tchncs.de avatar

It was there for certain.

In WoW it disappeared when the Dungeon Finder was added, which made social interaction and therefore being nice to each other optional. Before that feature, you had to chat with people in order to form groups for clearing dungeons - a step that the Dungeon Finder conveniently allowed to skip…

Don’t get me wrong, the Dungeon Finder wasn’t the start of it, but it is what accelerated it greatly. Before that social interaction had already been in decline, mostly because everything except for the end-game had been slowly turning into essentially a single-player experience. However, everyone (who stuck to the game) sooner or later reached the end-game content, and had to interact with other players. With the Dungone Finder, this incentive was lost too…

(I am maybe a bit too harsh on the Dungeon Finder - some end-game content was difficult, so you had much higher chances of success if you played with a team you knew well - and therefore had to form/join a guild.)

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