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PurpleTentacle, w Ubisoft Games Now Available for Standalone Purchase on Amazon Luna

They used to be the biggest publisher on Stadia as well and they couldn’t have handled Stadia’s shutdown any better than they did:

Even though Stadia refunded all purchases, Ubisoft still granted each owner of their titles on Stadia the full, non-plus-ultra-deluxe PC version of each of those game on their launcher. Automatically, for free, and without talking much about it.

bappity, w Video game makers aren’t catering for gamers with disabilities, study finds
@bappity@lemmy.world avatar

some stuff like colour blindness filter settings would take them like 10 minutes to implement >_>

Varyk,

Oh! Oh thank you, You make a very good point. It’s very late and I was thinking that people were complaining that there weren’t enough characters in wheelchairs in the last of us for a second or something like that.

bappity,
@bappity@lemmy.world avatar

LMAO

Drbreen,

Don’t worry, when there’s nothing to outrage about, that will be next.

BudgetBandit,

Why did your comment remind me of ClapTrap from Borderlands 2? Specifically the scene where you walk along together and suddenly you have to walk stairs and he goes like STAIRS?! NOOOOOOOOOOOOO! How did you know stairs were my ONLY weakness?!

InEnduringGrowStrong,
@InEnduringGrowStrong@sh.itjust.works avatar

Color blindness settings and subtitles is really such a low bar, it’s crazy to think plenty don’t even bother with that

pixxelkick,

You have to be able to convey business value to get approval on anything corporate deems “extra”

At the end of the day, the project manager is going to have to be able to “prove” that color blind settings will translate to $$$ to the people above them, and not only that, but reliably more $$$ than it will cost to implement.

Which means first you need to know how much money it actually is likely to make, and we have actually very little data on what % of gamers that enjoy (genre) are colorblind.

So you’re already off to a pretty dang rough start.

Usually you only actually get these features when the CEO themself has buy in, like, “Oh yeah my cousin is colorblind and told me how much games suck about it, so make sure we include that feature”

Thats pretty much the only way you’ll be seeing that sort of inclusivity, when you have direct buy in to the movement of inclusivity coming from the very top at a company culture level.

Pietson,

I'd say the lowest bars are letting people change controller bindings and not adding features that rely purely on colour.

InEnduringGrowStrong,
@InEnduringGrowStrong@sh.itjust.works avatar

These days, I just rebind buttons in SteamInput.
Using a Steamdeck, I actually prefer that than to deal with whatever rebinding UI the game might have.
There’s some things like action layers that I don’t expect game makers to ever implement.

pixxelkick,

Closer to a week or two, speaking as an actual software dev.

You have to first include the investigation into “how do we do it? What our are best options?” which is a day or two

Then the couple meetings as you go over your findings and get the sign off and approval that you can go ahead with it.

Then a couple days to implement it, write some tests for the code.

Another day for all the documentation to be added to Confluence, detailing all the above.

Another day or two for the code review process back and forth.

Another day or two for the QA testers to validate things are working.

There’s many many steps involved in going from “Idea” to “Implemented, reviewed, and tested”, and the human element in the back and forth stretches it out as you wait for people to take their lunch breaks, join the zoom meeting, the usual “your mic is muted mate” “oh jeez sorry” back and forth, etc etc…

abraxas,

Thank god I haven’t worked at a company like that in years (well, the “findings meetings” part of that at least)

But then, I wouldn’t want to be held to a 2-week deadline adding context-aware colorblindness support to an otherwise finished project.

Chozo,

You've never worked in software development, have you? Adding colorblind modes isn't as simple as just adding a filter and calling it a day. UIs have to be redesigned for each colorblind mode you add.

Do you have text in a menu that says "Click the red button"? Gotta change that for each colorblind mode. Also gotta change that for each language you write the game in. Can the user adjust the settings on the UI, themselves? Then you've gotta account for user-adjusted settings, too. Does the UI change itself depending on the context of things happening in the game? Gotta have alternates set up for those, too. Does a voice-acted character refer to the colors of anything that may be impacted by colorblind modes? Gotta record extra dialogue for those, too.

Each of those stack on top of each other, and take a lot more time and effort than you're making it out to be. Not saying it's an impossible task, but it's far from a 10-minute implementation. Very rarely is the solution "just a few lines of code" like people tend to think.

stopthatgirl7,
!deleted7120 avatar

Or, hear me out here, maybe don’t use colors from jump that a lot of folks with colorblindness can’t differentiate. Red-green colorblindness is the most common, but games keep using those colors for puzzles instead of picking different colors.

abraxas,

I mean, you can always just follow reasonable contrast advice from square 1, and colorblindness won’t be an issue. It’s a pretty solved problem in the web world if people are willing to actually give a damn about it. You can have red and green text and buttons all across the screen as long as their contrast is enough that color-blind users can differentiate them.

Adding colorblind mode to a product you’ve already spent years on saying “fuck colorblind people, I don’t care about them”. Yeah, that’s not so easy.

Ringmasterincestuous,

When you post and get the devs coming out saying 10 minutes is not reflective of the true amount of time it takes to make 1s and 0s exclusive 🙄

Marzepansion, (edited )

Because half-assing the implementation is the way to go

Let’s deliver a broken version of accessibility in 10 minutes, that’s much better.

No, simply adding “colour filters” isn’t a fix either, and if that was the fix then a game wouldn’t even need to do that, there are plenty of apps that can already do that, a game doesn’t need to do anything for that (similar to how your screen warmth can change when it becomes night), reshade as an example of something that can do just that.

But thinking about the problem is ofcourse too hard, it’s easier to whine about it and act like you know how simple it is. But when we implement accessibly we do think about it, because people with accessibility issues deserve to get something that actually helps rather than the “10 minute solution”

Atomic, w Invasive ants are a huge problem in Australia, but a classic computer game could help solve it (Age of Empires 2)

In short, the pathing of units in AoE2 is primitive enough that it seemingly mimics the way ants move, giving them opertunities to test models in the game before trying it on real ants. That’s pretty neat. Someone, please make these guys an ant mod for the game

vaultdweller013,

Instructions unclear made a mod based off the movie Antz

Atomic,

Scientists are stunned as they learn of ants forming a wrecking ball

FracturedEel,

I am not disappointed in you at all

Rai, w Can Meta’s new VR headset stop me feeling sick?

It makes me feel sick to be around anything Facebook. So for me, the answer is an easy NO

mrbogus, w More than Skyrim or Fallout, Todd Howard says Starfield was "intentionally made to be played for a long time" and Bethesda's looking 5+ years ahead

Vast and “Empty” ==/== years of content

funnystuff97, w Factorio Friday Facts #378 - Trains on another level

HOLY FUCK I AM SO FUCKING HARD

…small concern though: I currently use the rail planner a lot, usually to map out how I want my outposts to look at long distances. If the rail planner, particularly shift + click, is actively looking for rails to snap to, I hope it won’t greedily try to snap to rails I don’t want it to. I’m sure the devs already have this considered, but I just want to make sure that if I have multi-layer train crossings, and I’m trying to plan them out before I actually build them, that I’m able to path out rails behind an elevated rail without the rail planner assuming I want the rail to connect to the elevated rail. I hope that won’t be an annoying issue.

EdibleFriend, w Remedy says its Max Payne remakes are ‘a big, big project’
@EdibleFriend@lemmy.world avatar

I can already hear that damn baby crying

rehydrate5503,

Don’t.

EdibleFriend,
@EdibleFriend@lemmy.world avatar

waah

-Baby

WrittenWeird, w $600 Million And A Decade Later, Where Is Star Citizen

Making $600 million over the course of a decade.

Ashyr, w Concerned Ape: Stardew Valley 1.6 content sneak peek. no release date yet

A surprise, to be sure, but a welcome one.

kibiz0r, w Resident Evil 4 Remake Will Cost $60 On iPhone

Is it weird that I’m okay with this?

Maybe I’m just sick to death of the free-to-play model, so any sort of “you buy it and then you play it” concept on a phone sounds refreshing.

Still not gonna buy it though. Steam has me trained to only buy things for 75% off. And then never play them.

Weslee,

Pay to play no longer guarantees no microtransactions. There are plenty of modern games that charge 60+ and still contain ingame stores, battle passes, lootboxes, etc

HipPriest,

Thing is, there's plenty of Premium games exactly as you describe - it's all I play on mobile or tablet - but they all cost on average between £5-10. Many are ports, some are free to install to play the first couple of levels and then you unlock the game with a one off purchase. The only thing I own good enough to play games on is my tablet and phone so I know this the hard way, but quality is out there, it's just hidden away.

Anyway, £60 is a big step up from the usual £10. I think the Final Fantasy/Ace Attorney ports are about £20. Usually the cheaper price to my mind is that you're playing on a smaller screen and with a touch control system that doesn't always suit the game you're playing (although it can improve certain games - Cultist Simulator, Kingdom Two Crowns and Bad North all feel like they work better with touch controls for me but that's more a genre thing)

InEnduringGrowStrong,
@InEnduringGrowStrong@sh.itjust.works avatar

Yea, but here, that 60 bucks also gets you the full macOS version of that game.
For sure, it is pretty steep by itself if you only game on mobile, but if you look at it as including a version for your handheld when you buy it for PC… it’s pretty much what Steam already does with the Steamdeck, which makes sense to me.

Now the price itself, yea, I find it a bit expensive, even on PC/Steam and I’ll probably wait to grab it on sale one day.

HipPriest,

Yeah, I guess if you own an iPhone and a Mac there's more appeal. I see the prices for things on my son's Switch and he's not old enough to want the really expensive stuff yet, and you don't even get a desktop version there.

I think my original point stands though - that having "you buy it and then you play it" games on mobile is not a new concept.

Donebrach, w CD Projekt apologise for Cyberpunk 2077 Ukrainian script's potentially "offensive" references to Russians
@Donebrach@lemmy.world avatar

Ow nooo don’t hurt da poor widdle Russians’ feeewings so mean!

mintycactus,
@mintycactus@lemmy.world avatar

Anyone feeling can be hurt, until one is LGBT. That’s a no. Lol.

rororo,

Hot take, but also stupid

ParkedInReverse, w Tony Hawk's Pro Skater 1 and 2: This. Is. Epic. Drop in to Tony Hawk's Pro Skater 1 + 2 on Steam, October 3

Anyone else find the wording odd? ‘This. Is. Epic.’ that they’re finally coming to Steam after only being on… Epic.

woelkchen,
@woelkchen@lemmy.world avatar

Anyone else find the wording odd? ‘This. Is. Epic.’

I think it’s supposed to be word play.

mateomaui,

should be “This. Was. Epic.”

Molecular0079, w Jim Ryan on the future of PlayStation Studios. "These third person, graphically beautiful narrative rich games will continue to be the bedrock of our first party publishing business."

Good. The last thing I want is more live-service games.

MentalEdge, (edited )
@MentalEdge@sopuli.xyz avatar

I would love to see some other genres covered, tho.

RIP Studio Liverpool.

At the same time I get that GoW and Uncharted sell better than WipEout… but come on, I want at least something more than different flavors of the same game type.

RamSwamson,

I need more arcade racers in my life. If there were a Sony equivalent of forza horizon I would be all over that.

Rand0mA, w Unity May Never Win Back the Developers It Lost in Its Fee Debacle

Haha Unity. Ironic

echo64, w Unity May Never Win Back the Developers It Lost in Its Fee Debacle

I think they will lose some already established studios that can afford to retool and reskill on another engine. But I think the vast vast majority of current unity developers are breathing a sigh of relief that they /dont/ need to reskill or retool on another engine.

Unity is still on shaky ground, but they have been since they went public. They need revenue, and their big ad revenue plan got ruined by dastardly apple protecting users’ privacy. Couple that with an upstart and promising engine following in Blenders footsteps. In five years, they might have lost every hand they had left to play. Irregardless of the missteps of the last week.

micka190, (edited )

Every indie dev I’m following on YouTube has basically made a “My thoughts on the situation”-type videos where they talk about how they’ve “won against Unity” despite Unity basically doing a textbook of the “Door in the face” technique to pass changes that would’ve been unpopular before this whole mess.

Edit: Fixed typo.

JonEFive,

As soon as I heard Unity was back pedaling, I thought “there’s part 2 of the plan”

1: release abusive payment scheme to see just how much push back they get. If push back is minimal or losses are acceptable, end here and enjoy the profit.

2: if push back is strong, implement the actual payment policy that is still a significant increase, but less significant than the one above. And wait until the controversy blows over, which it will.

Yes, lots of developers will leave, lots of developers will choose a different engine for their new games, but there are a ton that will decide that it isn’t feasible to switch engines and plenty that will just eat the added cost. The thing that remains to be seen is just how much damage Unity has done in terms of new projects choosing other engines over theirs.

Ottomateeverything,

Claiming it’s “door in the face” is a little crazy here. If this is where they wanted to be, the “bait” changes could have been much much less bad than they were, and they still could’ve walked back to this.

Hell, they could have announced a 10% revenue split and it would’ve looked much better than what they pitched. And they could still walk back to 2.5% and looked like heroes. And it wouldn’t have lost them nearly as much trust. Nor made them look as bad.

If this was what they were trying to do, they’d have to have been even dumber to have made it this bad.

I’m more willing to bet they’re just fucking stupid. Or that a few people on the board had this as a fucking moronic idea, and the rest managed to take back control after it went totally sideways.

But claiming that it’s a door in the face requires them to be evil enough to do it, stupid enough to not realize they’re overdoing it, crazy enough to think it’d work, etc. It seems way too contrived.

delcake,
@delcake@kbin.social avatar

Agreed, this whole Unity thing seemed more like they were surprised the peasants were revolting. Completely unaware of the danger of putting developer bills directly in to the hands of the end users, and not considering that a "trust me bro I counted how much you owe me" blackbox accounting method was too much to ask.

WhiskyTangoFoxtrot,

Also announcing that if you’ve ever used Unity they can just suddenly decide that you owe them more money.

OpenTTD,

…which engine is the upstart and promising engine following in Blender’s footsteps? Do you mean what Unity was supposed to be until they ruined it, or did you forget to drop the name of the engine in question?

Panda,

The engine following in Blender’s footsteps would most likely be Godot.

doggle,

Unity was never open source and thus could never follow blender’s path. They’re almost certainly referring to Godot.

doggle,

Yeah, very few studios would retool an existing project. The real question is whether any of them will be picking unity for their next project. And will young people getting into game dev choose Unity over others? I don’t expect to see a sharp decrease in the number of Unity projects in the next year, but rather a slow descent, while Godot picks up steam and Unreal further cements itself as the professional’s tool.

echo64,

All the tutorials and learning resources are hyper unity focused. That’s why so many game devs pick it up. That’s why they cornered the less than AAA industry. A young person will choose unity over the others for the same reason as they did last year. The endless resources to teach.

It’s likely almost all developers will pick unity for the next project too. All their knowledge is in unity, not Godot or unreal. We have this problem in other software industries too, some languages and frameworks are just better, but you can’t use them in your project because there are only five people in the industry that know how to use it well.

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