Komentarze

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

tal, do games w Game marketing company takes down blog post bragging about how good it is at astroturfing Reddit after Reddit finds the post

If there are enough people who wait until after a game has been out for some time to play it, there will be marketers targeting that group too.

They might promote the thing based on value or something other than what the latest flashy game crowd gets, but put enough wallets together and there’s an incentive for someone to go after them. The astroturfing guy’s shtick was that he was targeting individual communities with crafted material to try to appeal to them. PatientGamers is another community.

tal, do games w Game marketing company takes down blog post bragging about how good it is at astroturfing Reddit after Reddit finds the post

An outright confession of what sure sounds like blatant astroturfing—a deceptive marketing campaign that’s meant to look like natural, spontaneous conversation—is probably not the sharpest move for any company that wants to attract or keep new clients.

The clients are just fine with it. This guy was off talking about it to market his company; publishers that he attracted did so because of what he was doing.

The users being astroturfed are the ones who aren’t going to like it.

What the client is going to be pissed about is that the guy mentioned their actual game while trying to promote their astroturfing company:

Still, Beresnev did what he could to put space between War Robots developer My.Games and Trap Plan, telling Kotaku the intent “was to experiment with a more organic way of promoting games on Reddit—without using bots or fake accounts—and to build a new case study we could use in the future,” and that mentioning the game and studio by name was a mistake.

“This was entirely our initiative and not commissioned or endorsed by My.Games in any way,” Beresnev said. “We understand this was a mistake and have since removed the case study. We sincerely apologize to My.Games and the War Robots: Frontiers team for the misunderstanding and any confusion it may have caused.”

www.trapplan.com/about-us

Trap Plan by The Numbers

We sell thousands of copies of games a month, collaborate with thousands of creators, work on all platforms from Reddit to TickTok

2023 Trap Plan Founded

$10M+ Sold Games

20+ Clients in 2024

tal, do games w Game marketing company takes down blog post bragging about how good it is at astroturfing Reddit after Reddit finds the post

The marketer in the article — as with anyone else trying to do surreptitious marketing of this sort — is in the business of making hype that is hard to distinguish from buzz. If it were trivial to identify hype, he wouldn’t be in business.

tal, do games w Game marketing company takes down blog post bragging about how good it is at astroturfing Reddit after Reddit finds the post

The clear blend of cynicism and resignation in replies to the Reddit thread about the deleted Trap Plan post clearly illustrate how widely pervasive these practices are perceived to be.

I mean, back when professional game reviewing was more of a thing, game publishers used to do things like take said reviewers on outings and stuff to influence them, give them free copies, whatever. Marketers trying to subvert information flow isn’t something that suddenly showed up with social media.

tal, do gaming w Mocked-up images of a new Steam Controller appear, as speculation rises around Valve revealing new gaming hardware this week [Eurogamer]

I don’t know if (a) it’s real and (b) it’ll be like the original Steam Controller, but if so, the point is that it’s the most-viable mouse alternative that you can have in a gamepad form factor.

If a game can be played with a traditional gamepad, then sure, there are a bunch of good options. But not all games are like that.

The original was useful for someone who wants to play a mouse-based game on the couch.

tal, (edited ) do games w Square Enix says it wants generative AI to be doing 70% of its QA and debugging by the end of 2027

Hmm. While I don’t know what their QA workflow is, my own experience is that working with QA people to design a QA procedure for a given feature tends to require familiarity with the feature in the context of real-world knowledge and possible problems, and that human-validating a feature isn’t usually something done at massive scale, where you’d get a lot of benefit from heavy automation.

It’s possible that one might be able to use LLMs to help write test code — reliability and security considerations there are normally less-critical than in front-line code. Worst case is getting a false positive, and if you can get more test cases covered, I imagine that might pay off.

Square does an MMO, among their other stuff. If they can train a model to produce AI-driven characters that act sufficiently like human players, where they can theoretically log training data from human players, that might be sufficient to populate an MMO “experimental” deployment so that they can see if anything breaks prior to moving code to production.

“Because I would love to be able to start up 10,000 instances of a game in the cloud, so there’s 10,000 copies of the game running, deploy an AI bot to spend all night testing that game, then in the morning we get a report. Because that would be transformational.”

I think that the problem is that you’re likely going to need more-advanced AI than an LLM, if you want them to just explore and try out new features.

One former Respawn employee who worked in a senior QA role told Business Insider that he believes one of the reasons he was among 100 colleagues laid off this past spring is because AI was reviewing and summarising feedback from play testers, a job he usually did.

We can do a reasonable job of summarizing human language with LLMs today. I think that that might be a viable application.

tal, do games w For those of you who enjoy open-world games, how big of a world is too big?

I don’t think that there’s a “too big”, if you can figure out a way to economically do it and fill it with worthwhile content.

But I don’t feel like Cyberpunk 2077’s map size is the limiting factor. Like, there’s a lot of the map that just doesn’t see all that much usage in the game, even though it’s full of modeled and textured stuff. You maybe have one mission in the general vicinity, and that’s it. If I were going to ask for resources to be put somewhere in the game to improve it, it wouldn’t be on more map. It’d be on stuff like:

  • More-complex, interesting combat mechanics.
  • More missions on existing map.
  • More varied/interesting missions. Cyberpunk 2077 kinda gave me more of a GTA feel than a Fallout feel.
  • A home that one can build up and customize. I mean, Cyberpunk 2077 doesn’t really have the analog of Fallout 4’s Home Plate.
  • The city changing more over time and in response to game events.
tal, do gaming w Take-Two’s CEO doesn’t think a Grand Theft Auto built with AI would be very good [VGC]

Training a model to generate 3D models for different levels of detail might be possible, if there are enough examples of games with human-created different-LOD models. Like, it could be a way to assess, from a psychovisual standpoint, what elements are “important” based on their geometry or color/texture properties.

We have 3D engines that can use variable-LOD models if they’re there…but they require effort from human modelers to make good ones today. Tweaking that is kinda drudge work, but you want to do it if you want open-world environments with high-resolution models up close.

tal, (edited ) do gaming w Take-Two’s CEO doesn’t think a Grand Theft Auto built with AI would be very good [VGC]

Take-Two’s CEO doesn’t think a Grand Theft Auto built with AI would be very good | VGC

Sounds fair to me, at least for near-term AI. A lot of the stuff that I think GTA does well doesn’t map all that well to what we can do very well with generative AI today (and that’s true for a lot of genres).

He added: “Anything that involves backward-looking data compute and LLMs, AI is really good for, and that and that applies to lots of things that we do at Take-Two. Anything that isn’t attached to that, it’s going to be really, really bad at…. there is no creativity that can exist, by definition, in any AI model, because it is data driven.”

To make a statement about any AI seems overly strong. This feels a little like a reformed “can machines think?” question. The human mind is also data-driven; we learn about the world, then create new content based on that. We have more sophisticated mechanisms for synthesizing new data from our memories than present LLMs do. But I’m not sure that those mechanisms need be all that much more complicated, or that one really requires human-level synthesizing ability to be able to create pretty compelling content.

I certainly think that the simple techniques that existing generative AI uses, where you just have a plain-Jane LLM, may very well be limiting in some substantial ways, but I don’t think that holds up in the longer term, and I think that it may not take a lot of sophistication being added to permit a lot of functionality.

I also haven’t been closely following use of AI in video games, but I think that there are some games that do effectively make use of generative AI now. A big one for me is use of diffusion models for dynamic generation of illustration. I like a lot of text-based games — maybe interactive fiction or the kind of text-based choose-your-own-adventure games that Choice of Games publishes. These usually have few or no illustrations. They’re often “long tail” games, made with small budgets by a small team for a niche audience at low cost. The ability to inexpensively illustrate games would be damned useful — and my impression is that some of the Choice Of games crowd have made use of that. With local computation capability, the ability to do so dynamically would be even more useful. The generation doesn’t need to run in real time, and a single illustration might be useful for some time, but could help add atmosphere to the game.

There have been modified versions of (note: very much NSFW and covers a considerable amount of hard kink material, inclusive of stuff like snuff, physical and psychological torture, sex with children and infants, slavery, forced body modification and mutilation, and so forth; you have been warned) that have incorporated this functionality to generate dynamic illustrations based on prompts that the game can procedurally generate running on local diffusion models. As that demonstrates, it is clearly possible from a technical standpoint to do that now, has been for quite some months, and I suspect that it would not be hard to make that an option with relatively-little development effort for a very wide range of text-oriented games. Just needs standardization, ease of deployment, sharing parallel compute resources among software, and so forth.

As it exists in 2025, SillyTavern used as a role-playing software package is not really a game. Rather, it’s a form of interactive storytelling. It has very limited functionality designed around making LLMs support this sort of thing: dealing with a “group” of characters, permitting a player to manually toggle NPC presence, the creation of “lorebooks”, where tokens showing up trigger insertion of additional content into the game context to permit statically-written information about a fictional world that an LLM does not know about to be incorporated into text generation. But it’s not really a game in any traditional sense of the word. One might create characters that have adversarial goals and attempt to overcome those, but it doesn’t really deal well with creating challenges incredibly well, and the line between the player and a DM is fairly blurred today, because the engine requires hand-holding to work. Context of the past story being fed into an LLM as part of its prompt is not a very efficient way to store world state. Some of this might be addressed via use of more-sophisticated AIs that retain far more world state and in a more-efficient-to-process form.

But I am pretty convinced that with a little work even with existing LLMs, it’d be possible to make a whole genre of games that do effectively store world state, where the LLM interacts with a more-conventionally-programmed game world with state that is managed as it has been by more traditional software. For example, I strongly suspect that it would be possible to glue even an existing LLM to something like a MUD world. That might be via use of LoRAs or MoEs, or to have additional “tiny” LLMs. That permits complex characters to add content within a game world with rules defined in the traditional sense. I think I’ve seen one or two early stabs at this, but while I haven’t been watching closely, it doesn’t seem to have real, killer-app examples…yet. But I don’t think that we really need any new technologies to do this, just game developers to pound on this.

tal, do games w GOG Has Had To Hire Private Investigators To Track Down IP Rights Holders

I just use lgogdownloader, which is open-source, or for a single game, the web browser.

tal, (edited ) do games w GOG Has Had To Hire Private Investigators To Track Down IP Rights Holders

Honestly, it might be better to just do a new, similar game in the same genre and theme. NOLF is pretty long in the tooth now. Hard to compete with current shooters.

en.wikipedia.org/…/The_Operative:_No_One_Lives_Fo…

The Operative: No One Lives Forever (abbreviated as NOLF) is a first-person shooter video game developed by Monolith Productions and published by Fox Interactive, released for Windows in 2000.

That’s a quarter-century ago now.

It was followed by a sequel in 2002, entitled No One Lives Forever 2: A Spy in H.A.R.M.'s Way.

Almost as long.

I mean, I don’t think that the actual IP from those games is necessary to make a similar game to scratch the itch.

tal, (edited ) do games w GOG Has Had To Hire Private Investigators To Track Down IP Rights Holders

While that’s true, GOG also is intended to let you download an offline installer. If GOG dies, you still have the game, as long as you saved the installer. If GOG changes the terms of their service or software, they have little leverage.

There are ways to archive Steam games, but it’s not the “normal mode of operation”. If Steam dies, you probably don’t have your games. If Steam’s terms of service or software changes, they have a lot of leverage to force new changes through.

Some other wrinkles:

  • Some games on GOG today have DRM, though at least it’s clearly marked.
  • I also agree that Valve has and continues to do an enormous amount to support Linux gaming. I used Linux as my desktop back in the days when Valve wasn’t doing Linux, and the gaming situation on Linux was far more limited. It’s hard to overstate how radical an impact Valve’s support has had.
tal, do games w N++ — 10th anniversary update

en.wikipedia.org/wiki/N%2B%2B

N++ is a platform video game developed and published by Metanet Software. It is the third and final installment of the N franchise, which started with the Adobe Flash game N. It is the sequel to N+. The game was initially released for the PlayStation 4 on July 28, 2015, in North America, and July 29, 2015, in Europe, and was later released for the Microsoft Windows and macOS operating systems on August 25, 2016, and December 26, 2016, respectively. The Xbox One version was released on October 4, 2017.[1] The Linux version of the game was released on May 31, 2018.

en.wikipedia.org/wiki/N%2B

N+ is the console and handheld version of the Adobe Flash game N, which was developed by Metanet Software. N+ for Xbox Live Arcade was developed by Slick Entertainment and published by Metanet Software. Unique versions of the game were also ported separately to the PlayStation Portable[1] and Nintendo DS[2] by developers SilverBirch Studios and Atari.[3] Metanet Software licensed their N IP for this deal, provided single player level design for both versions, and consulted on the project.

The Xbox Live Arcade version was released on February 20, 2008, and three expansion packs were released later that year on July 23, September 10, and October 15.[4] The handheld versions were released on August 26, 2008.[5][6] N+ was followed by N++ in 2015.

en.wikipedia.org/wiki/N_(video_game)

N (stylized as n) is a freeware video game developed by Metanet Software. It was inspired in part by Lode Runner, Soldat, and other side-scrolling games. It was the first of the N series, followed by N+ and N++. N won the audience choice award in the downloadables category of the 2005 Independent Games Festival.[1]

Release: WW: March 1, 2004

tal, do games w 'Borderlands 4 is a premium game made for premium gamers' is Randy Pitchford's tone deaf retort to the performance backlash: 'If you're trying to drive a monster truck with a leaf blower's motor, you're going to be disappointed'

Ram is cheap

Kind of divering from the larger point, but that’s true — RAM prices haven’t gone up as much as other things have over the years. I do kind of wonder if there are things that game engines could do to take advantage of more memory.

I think that some of this is making games that will run on both consoles and PCs, where consoles have a pretty hard cap on how much memory they can have, so any work that gets put into improving high-memory stuff is something that console players won’t see.

checks Wikipedia

The XBox Series X has 16GB of unified memory.

The Playstation 5 Pro has 16GB of unified memory and 2GB of system memory.

You can get a desktop with 256GB of memory today, about 14 times that.

Would have to be something that doesn’t require a lot of extra dev time or testing. Can’t do more geometry, I think, because that’d need memory on the GPU.

considers

Maybe something where the game can dynamically render something expensive at high resolution, and then move it into video memory.

Like, Fallout 76 uses, IIRC, statically-rendered billboards of the 3D world for distant terrain features, like, stuff in neighboring and further off cells. You’re gonna have a fixed-size set of those loaded into VRAM at any one time. But you could cut the size of a given area that uses one set of billboards, and keep them preloaded in system memory.

Or…I don’t know if game systems can generate simpler-geometry level-of-detail (LOD) objects in the distance or if human modelers still have to do that by hand. But if they can do it procedurally, increasing the number of LOD levels should just increase storage space, and keeping more preloaded in RAM just require more RAM. You only have one level in VRAM at a time, so it doesn’t increase demand for VRAM. That’d provide for smoother transitions as distant objects come closer.

tal, do gaming w I fixed Borderlands 4's stuttering issue by upping my shader cache size to 100 GB, which feels like something I shouldn't have to do in a well-optimised game

no TAA

I would like TAA to be available. I think maybe a more reasonable ask is “let me toggle TAA”.

  • Wszystkie
  • Subskrybowane
  • Moderowane
  • Ulubione
  • NomadOffgrid
  • FromSilesiaToPolesia
  • test1
  • rowery
  • MiddleEast
  • fediversum
  • Technologia
  • muzyka
  • esport
  • ERP
  • krakow
  • Gaming
  • Spoleczenstwo
  • sport
  • informasi
  • tech
  • healthcare
  • turystyka
  • Psychologia
  • Cyfryzacja
  • Blogi
  • shophiajons
  • retro
  • Travel
  • gurgaonproperty
  • slask
  • Radiant
  • warnersteve
  • Wszystkie magazyny