sugar_in_your_tea

@sugar_in_your_tea@sh.itjust.works

Mama told me not to come.

She said, that ain’t the way to have fun.

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

Dharkstare, do Gaming angielski

Slay the Spire is one of those games where the more I play it, the worse I do. I did better at this game when I didn't know what I was doing then I do now after hundreds of hours in the game.

@games

sugar_in_your_tea,

Pony Island is also great. Everything that guy touches is great.

sugar_in_your_tea,

Inscryption is an interesting story designed around an interesting card game, and it ends when you finish the story. The devs other games work with this game to build a deeper world (The Hex, Pony Island, etc), and the lore of Inscryption goes pretty deep too, so look on YouTube for a breakdown once you finish and your mind will be blown.

Slay the Spire is a roguelike with a bit deeper mechanics, but incredibly shallow story (if you can call it that). There are multiple classes with different play styles, and you will likely take a different strategy each run depending on what cards you see.

I highly recommend both, but it depends on what excites you more, interesting story or replayability. Inscryption has horror elements in the storytelling, Slay the Spire is basically just a weird fantasy theme.

My preference is Inscryption, but I’m more into story than gameplay, all else being equal. Both are solid.

sugar_in_your_tea,

Inscryption is a story driven deckbuilder with a number of puzzles you need to solve that aren’t directly related to the core game. The reason to progress the game is that you enjoy the story and want to see it unfold, not because you enjoy the deckbuilding gameplay. If you want an infinite mode of the deckbuilding gameplay, there’s a mod for that, but IMO it goes against the spirit of the story.

Slay the Spire has no story and the reason to progress is because you enjoy the gameplay. Winning unlocks a new character, and winning with each character unlocks more difficult bosses.

If you want to play a great deckbuilder, play Slay the Spire, Balatro, or Monster Train. If you want to play a great game that happens to be a deckbuilder and will make you reflect, play Inscryption. All those games I mentioned are great, but I much prefer Inscryption and think about it far more often.

sugar_in_your_tea,

That, and often not taking the free card if it doesn’t have great synergies.

I prefer mini-boss fights (better cards), shops (removal), and random encounters, not easy fights and card quantity.

sugar_in_your_tea,

Really? They had some bangers in the 90s, such as Road Rash and Need for Speed, as well as a ton of great games they published, like Sim City. Even their sports games were generally great.

It wasn’t really until the 2000s and 2010s that their games became money grabs.

The Video-Game Industry Has a Problem: There Are Too Many Games (www.bloomberg.com) angielski

It’s true. Reviewers rave about a game, I pick it up and play it, and they’re raving about a new one before I’ve finished that last one. I’ve got a list of 20+ games that came out this year that I still haven’t gotten around to. I might get through 5 of them before the new year. And you know, if wouldn’t hurt my...

sugar_in_your_tea,

Can confirm, my neighbor makes indie films, and I don’t live in Hollywood or anything, just a random town in Utah. There are more than you and I expect.

sugar_in_your_tea,

I disagree. The PC gaming market is about $76.67B. That’s ~$4M for each of the 18,626 games, most of which are asset flip crap. Many of the remainder are by indie devs (generally <30 people). The article mentions about ~10% of those games receive 500 or more Steam reviews, so we’re probably looking at $40M on average person game w/ 500+ reviews (i.e. probably not asset flip crap).

There are only about 20-30 AAA games released every year. The indie game market size is about $5B, and that’s across platforms. Even if that was only for PC games, that’s still 85% going to AAA studios, as in those 20-30 games that get media attention.

We don’t have too many games, we have a problem where too few people buy indie games. The average successful indie studio isn’t making $40M per game, it’s likely much less than that.

sugar_in_your_tea,

You’re not going to convince the Madden/FIFA/etc group because community is more important than the game itself. The same is true for the big competitive games, since again, community is more important than the game itself.

The rest of the market is massive though, and even the people who only play a handful of games still pick up the occasional game to play on their own.

The solution here, IMO, is a high profile reviewer that focuses on indie games. In fact, we don’t really need reviewers going over AAA games because their marketing departments are already handling it. I want professional reviewers who try hundreds of indie games every year and promote the top 10-20 or so. Indie games are some of my favorite, but finding them is incredibly time consuming.

sugar_in_your_tea,

only game every year is Assassin’s Creed,

How did they settle on AC? Is that the only game that would ever appeal to them, or did one of their friends introduce them and they got hooked? How many of them played Balatro or Among Us and other “viral” games?

The way to market to these people is to get that one person in a friend group to try something new and sell their friends on it. I used to only play a handful of games too, and back then it was mostly StarCraft and Halo. Then a friend introduced me to FTL, Factorio, and Minecraft (back when the last two launched, not what they are today), and I fell in love with indie games. All it takes sometimes is a single experience to show people what they’re missing.

Second Wind

I took a quick look, and it seems to be a mixed bag of content, from first time experiences with games to meta discussions on what makes parts of games great and interesting. Looking at last dozen or so videos, it’s mostly bigger games like Borderlands, Hollow Knight, and Subnautica. If you play any indie games, you’ll hear about those (and Borderlands isn’t even indie).

I think what I’m looking for is something that goes over the top new games from the last month or something, with deeper dives between those videos.

I’ve found niche games to scratch a certain itch I’ve had just by going to the Steam search and filtering by tags

I’ve done the same, and it’s way more miss than hit. When I finally find a hit, it’s usually a few years old, and is going for a fraction of the launch price.

For any given game, I can usually find a decent review by some random fan on YouTube, but going the other direction is a lot harder.

sugar_in_your_tea,

How did you lose interest in Assassin’s Creed?

The story went nowhere.

Wishlist

That format looks like exactly what I’m looking for! Thanks!

I didn’t like Yahtzee tries as much, probably because it was like a Let’s Play with banter instead of an actual review.

sugar_in_your_tea,

I’m the same way. I’ll periodically prune it, but most of the games there have been there over a year. If the game goes on a really good sale, I might get it, but I probably won’t.

sugar_in_your_tea,

That doesn’t cost them anything

It’s an opportunity cost. What other games would have otherwise shown? If the game isn’t appealing, that’s poor use of ad space and could result in lost sales for another game that would then in its place.

I think it’s the right thing to do, though perhaps the window should’ve been longer, like 3 days. But saying it costs nothing isn’t accurate.

sugar_in_your_tea,

Really?

I just open the Steam app on my phone periodically. I have over 100 games there, so there’s usually a few on sale on any given day. I have my wishlist set to “discount” so only games on sale are shown, and I check it periodically and buy when a game gets to an interesting price.

I never look at Steam emails.

sugar_in_your_tea,

Your friends buy you stuff?

Mine exists so I can avoid the front page. I have it filtered to show only discounted games, so when I need a game, there’s almost always something I’m interested in that’s on sale since I have over 100 games on that list.

sugar_in_your_tea,

You probably opted out years ago. Check your Steam notifications settings.

sugar_in_your_tea,

Yeah, learn to tie them if you’re going to make it part of your personality.

sugar_in_your_tea,

We’ll get there, just give it time.

sugar_in_your_tea,

I live in Utah and have a coworker that was supposed to be there for class tonight. Wild times…

sugar_in_your_tea,

I played tons of first person shooters, GTA, etc, and I also have never thrown a punch at anyone.

sugar_in_your_tea,

Hey, dude was a POS but I’ll never condone violence.

sugar_in_your_tea,

we have the most gun violence

If we look at “intentional homicide rate” (choice of weapon agnostic), the US is 66th and just above Greenland. I think this statistic is better than “gun deaths” since it excludes suicides and accidental deaths and looks at intentional murder.

The number is way higher than it should be, but probably way better than most assume given the news.

sugar_in_your_tea,

It really doesn’t.

The only legitimate link between violence and video games is that violent people seem to like violent video games. I haven’t seen any compelling evidence of a video game causing someone to kill.

sugar_in_your_tea,

To be fair, a lot of POC gun violence is gang related, not mental health related, because POC tend to be stuck in poorer areas and resort to gangs to make ends meet. There is certainly white gang violence as well, but there’s also a lot of mental health related crimes that happen to be committed by white people, probably because they have more ready access to guns that the average non-gang affiliated POC.

Games are unrelated to both cases.

sugar_in_your_tea,

Absolutely. There have been so many studies trying to prove a connection and failed. It’s a completely debunked argument.

sugar_in_your_tea,

Because those are separate problems with separate solutions.

If people use guns to kill themselves, will they stop killing themselves if we take the guns away? Maybe some will, if the alternatives take so much more time, but the impact won’t be massive. Instead of making suicide harder, we should be treating the root cause of suicide, which is desperation (i.e. have a decent social safety net) and depression (make mental health resources widely available).

If people get hurt due to gun accidents, I highly doubt they’d be happy if we took their guns away, since that’s like solving traffic deaths by banning cars. The better solution is to improve safety features on guns and teach people gun safety so they can use them safely, or in the car example, we should be improving road design and driving education (and making cars less necessary, but that’s a separate point).

Suicides and gun accidents are certainly interesting statistics, but mixing them with homicides just makes it harder to see what’s going on and arrive at effective solutions.

sugar_in_your_tea,

Idk, I’m not a psychologist, but I have looked at studies on video games and there hasn’t been a causal link between violent video games and IRL violence. You’d think that with so much focus on age ratings and whatnot that we would’ve found something, yet that’s not the case. My understanding is the largest contributing factors are childhood abuse, social groups (esp. anonymous online groups), and bullying. I suppose some of that could happen in video games (i.e. in-game chat), but then it’s not the game itself causing violence, but the interaction w/ other players.

So no, I haven’t seen any evidence that violent video games contribute to anything. The best argument is that people who have violent tendencies tend to play violent video games, but the reverse has little to no evidence.

sugar_in_your_tea,

If you’re referring to the Kirk shooting, this was before that.

sugar_in_your_tea,

Sure, and sensible things like barriers at bridges makes a ton of sense because doing that doesn’t negatively impact anyone and merely gives people more time to rethink their choice.

That said, even with those safeguards, tons of people kill themselves. I had a friend do it by hanging, others use drugs, and some use cops.

If we look at statistics, the US has 15.6 suicides per 100k, compared to 18.4 in Belgium, 12.9 in Germany, and 16.6 in France (not trying to cherry pick here, please look up the stats yourself). Each of those countries has (largely) banned guns, yet the US’s numbers aren’t all that different, so surely guns aren’t a major contributor here.

What we need is to address the core issues here, such as access to mental health resources, more social interaction, etc. Banning guns isn’t going to meaningfully impact suicide, it’ll just shift the statistics to other methods and maybe delay it a bit. People like easy solutions, and treating the symptoms is very attractive, but it’s not a real solution.

sugar_in_your_tea,

there’s a very wide middle ground of options between “do nothing” and “take all guns away”. This is not a binarry issue.

Sure.

However, most of the gun-related “solutions” I’ve seen wouldn’t actually solve anything, or there’s very little supporting evidence that they’re actually effective (see this Twitter post by the RAND Corporation, media bias for RAND Corporation).

When it comes to suicide prevention, the most effective solution I’ve seen presented and implemented are red flag laws, yet suicide and mass shooting rates don’t seem particularly impacted by that. It turns out people are really bad at taking advantage of those laws, and there’s always the risk that innocent people get hit as well.

We already have laws in place in most (all?) of the country that, if actually followed, would prevent a lot of these cases (not suicide, but access to guns). You already can’t own guns if you have a felony, if you’re on certain medications, or have a history of mental illness. The problem is that many people don’t actually get officially evaluated for mental health, don’t report medications, etc, so the laws end up missing the very people they’re intended to prevent from getting guns.

And then when we look at suicide statistics, the US isn’t all that different from European countries at 15.6 per 100k, France at 16.6, Germany at 12.9, and Belgium at 18.4 (IIRC, guns are largely banned in those countries). The US is higher than its neighbors (i.e. Canada has 9.4, and Mexico has 7), but I don’t think that’s a smoking gun here since Europe also has a wide range (UK is 9.5 and Spain is 8.7). Guns existing doesn’t seem like a major factor in suicide rates, it just happens to be the most convenient method so it gets used the most. If guns were effectively restricted from suicidal people, the biggest change we’d likely see would be shifting from firearms to other methods of suicide, not a significant drop in overall suicide rates (though maybe an initial drop due to delayed suicides).

Real solutions here are hard, and banning guns is comparatively easy, but I really don’t think it would actually solve the problem.

sugar_in_your_tea,

I usually have 10-20 on my PC and Steam Deck. Sometimes I’m not in the mood for the 2-3 games I’m playing through, but one of my favorites sounds fun.

sugar_in_your_tea,

I’m still surprised when I see 50+ on some indie games.

sugar_in_your_tea,

At least it’s not Obama’s…

sugar_in_your_tea,

Eh, I voted third party. Why? Because my vote literally doesn’t matter in my state, since Trump took it with >20% margin. Votes only really matter in like 8 states because the rest have enough straight ticket voters to secure the election for one of the candidates. And in those 8 or so states, the misinformation was real, so it’s understandable that many people didn’t know what they were getting with their vote, they just voted based on whatever smear campaign made them hate the other candidate more.

IMO, the fault here lies w/ Kamala Harris for running a mediocre campaign promising the “status quo” when most people wanted real change. If she ran a more interesting campaign with actual plans regular people could understand, maybe she could’ve cut through the noise and reached enough people to win.

sugar_in_your_tea,

Link’s Awakening Remake is super rad, and my second favorite Zelda on Switch (after Skyward Sword).

sugar_in_your_tea, (edited )

It needs to be a mix. Have your clientside anti-cheat look for obvious attack vectors, have your serverside anti-cheat look for suspicious play, and let users report others. Then have humans review suspected cheaters and make the final call.

But that’s expensive, and off-the-shelf anti-cheat gives them someone else to blame.

sugar_in_your_tea,

And anti-cheat needs a lot of access (e.g. read app memory) and sees a lot of churn to evolve with cheat engines. More churn means less thorough testing, which means higher likelihood of an exploit.

sugar_in_your_tea,

It needs it to accomplish its goals. Whether its goals are worth accomplishing is a separate discussion entirely.

sugar_in_your_tea,

I doubt the revenue from sales to cheaters is that significant compared to the risk of losing players. I think the simplest explanation is that catching cheaters is hard (read: expensive), so they’re happy with catching the most obvious cheaters with off the shelf solutions (i.e. the Pareto principle).

sugar_in_your_tea,

I refuse to play them. If they want kernel level anticheat, they can submit the source under the GPL to the Linux kernel devs for consideration, because that’s the only way I’d consider using it. No game is worth compromising my system’s security.

sugar_in_your_tea,

Yup. Sometimes larger studios make a good game, but most of the games I play are from indies or smaller AA studios.

sugar_in_your_tea,

Yup. I watch MtG Arena draft videos, and they throw hundreds with worth of resources sometimes in a single video, but they’re also making ad revenue and whatnot, so it works out. And viewer numbers are peanuts compared to more mainstream games.

sugar_in_your_tea,

Or more likely, some Karen somewhere saw face cards and complained, and lawmakers/regulators didn’t bother doing any actual research.

sugar_in_your_tea,
  1. Europa Universalis IV
  2. The Legend of Zelda: A Link to the Past
  3. Lords of the Realm II

EUIV will probably be replaced by EUV when it comes out.

sugar_in_your_tea,

So Silksong is going to be a trilogy? Rock on!

Steam Survey for July 2025 shows Linux approaching 3% (www.gamingonlinux.com) angielski

This is interesting for a couple of reasons. One is that this is about as much market share as Mac ever had at its peak, and almost twice as much as it has currently. Another is that, if you click the link for the site’s Steam Linux Data Tracker, you can see that English-only Linux market share (a crude way of filtering out...

sugar_in_your_tea,

Which is perfect for Linux. If it lives in userspace, it can be made compatible.

What game sequel ruined a beloved franchise or character for you? angielski

You fell in love with a game and it's characters, sunk hundreds, maybe even thousands of hours into it. It became a comforting, immensely satisfying part of your daily life. Then you heard a sequel was coming and got really hyped but when it came out it was utter rubbish......

sugar_in_your_tea,

I replay it every couple years because it has so much nostagia for me, and it runs perfectly on Steam on Linux (and I assume GOG). They even fixed the incredibly annoying mouse issue that I dealt with for years where it wouldn’t scroll down or to the right.

sugar_in_your_tea,

Yeah, I intentionally picked a diverse set of examples. My point here is that “best RPG” doesn’t make much sense without qualifiers, like a year or sub-genre.

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