I remember back when playing DRM video in a web browser on an open source operating system seemed like a worrying impossibility. Many sites stayed stuck on closed-source flash players for that reason alone. It was a while before we ended up with this solution I only partly understand - where the DRM decoding is handled through some kind of trusted block, that generally doesn’t have full OS control?
I feel like a lot of these pointer devices miss the simplicity of a remote. A simple one will have a tough time entering passwords, but it’s perfect and simple for the most common actions: Turn on without walking across the room, open the most recent application, play the next episode of the series I was watching last, usually just by mashing confirm. (Nothing to tell it to go fullscreen: Because that’s an obvious assumption for everything)
Running it all on a PC just adds more steps, unless you follow a LOT of guides to configure it to get through those things easily.
I’d really like it if web standards were better at allowing a video website to be navigated with an “Up/Down/Left/Right/Confirm/Back” device, so that you didn’t need apps for everything. That would be good for consumer devices like Apple TVs as well as people running home PC setups.
It’s rare, but there’s a few indie games where I did not wait for a sale, even knowing I wouldn’t play it for a while, because I wanted to be supportive to devs that made something I wanted.
Trails in the Sky has some interesting logic behind this where the gameplay serves the story.
You’ll do some quests for people who actually end up being evil later in the plot. There’s also party members who temporarily join you while they have time off from their other job - then as the story progresses, their “lunch break is over” and they go back to their life. So, if you try to save content for later, it won’t be there anymore.
Those little things end up putting more focus on what is accessible at a given moment, so a level 60 player isn’t going back to the starting area to wrap up quests he doesn’t care about for completion.
I had a PC connected to my tv for a while, main issue was I didn’t want to use a mouse or keyboard to interact with it. I tried desperately to get more ways of starting via controller or other lite interface devices, but nothing convenient. It was an old machine, so eventually I gave it away.
I can’t remember which ones, but I recall some games out there that were putting out new console versions, and kind of sputtered when marketing them for PC.
It’s Game, from 15 years ago!
Yeah, we know. Steam still sells it.
But can it run in HD?
Yes.
Oh. Uh……is it really still available for sale?
Yeah, it-…Hey, wait, you just pulled it!
$60!
I don’t know if it’s “favorite”, but an old classic was Aquaria. It had a surprising amount of content, even to the point of several secret bosses, and an absolutely excellent soundtrack. Sadly, the main guy behind it is dead now. Ori was also fantastic.
It might be simple attachment if a character is using skeletal animation, eg Intrusion 2. That art style isn’t used often because the direct limb tweeting is often overly visible. Often, most character frames are hand drawn or at least prerendered.
In these hand drawn styles, a character’s head could appear to enter Z depth as part of the drawing (imagine a 6 frame animation of a character spinning a sword like a top). When that happens WHILE they’re also wearing an attached hat, the hat must rotate and adjust for the depth as well - which means new drawings, even if you’re able to specify the positions of the character’s head during each frame of the animation.
We could be talking past each other with bad descriptions that need visuals, though.
Yes! For instance, say you’re making a character action game about big flashy jumping attacks. It took a long time to make the attack animations and now you need to provide the player with unlockables to encourage exploring, or some DLC.
If you have a 2D game, you’d need to do a LOT to integrate any new cosmetics, or characters, into your existing protagonist. But in 3D, if your character finds a hat, it’s very simple to just attach it to the model. Even swapping to a new playable character, you can retarget animations as long as proportions are similar.
A few adult games made me realize I like the base concept of the game if it finds a way to feel rewarding and doesn’t ratchet up in difficulty (eg, mechanics that cover half the screen in stones)
Still haven’t really located a game that applies the match 3 formula in a way that makes me want to keep playing. EA’s touch is definitely one of those souring aspects.
I’ll first admit I predicted Valve wasn’t bothering with a Steam Machine again. I was proven wrong.
But I still absolutely don’t see it being more popular than the Steam Deck. They don’t have the production scale to make them at the Xbox / PlayStation hardware-per-dollar values, so they’ll still be an enthusiast item for people aware they’re buying a prebuilt PC.
So yes, you do already see this; indies target the Steam Deck as a supreme metric for Linux compatibility (and if someone complains HDR doesn’t work on his desktop Mint install, well, whatever). Valve even promotes some store presence to indies that do a bit of work to certify this. We’ve seen lots of games get patches mentioning Steam Deck related fixes - even when the game is a windows build using Proton.