Schadrach

@Schadrach@lemmy.sdf.org

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

Schadrach,

Patient gamer activated. I might revisit it when they’ve improved performance and released an ultimate or definitive edition that includes everything.

Schadrach,

I suspect we’ll be fine until Gabe dies. Then, it depends on who ends up with the company and what they do with it.

Schadrach,

Meh, I’ve been able to do all of those in modded Minecraft for years.

Schadrach,

I suppose this just means that piracy of the Pizza Emulators themselves is going to pick up, unless there are better GB/GBA emulators for android out currently.

Schadrach,

I actually had no idea bout this scandal until yesterday, when it was talked by a streamer while playing Cyberpunk 2077. The guy complained how other games are ruined by SweetBaby. What is golden for me is that he said he loves Cyberpunk 2077, that it’s very fun game, but in the game you have straight, gay, bi, trans NPC characters. You can even be gay, bi, trans yourself.

Notably, Cyberpunk 2077 is not to my knowledge a game Sweet Baby was involved with. So clearly it’s not simply anger at non-straight characters existing in games.

I know more people who are angry that a character in a repeated murder mystery visual novel game isn’t actually trans like they want him to be than I know people who are angry that characters in games are occasionally trans. Or people upset about Kaine from Nier Gestalt/Replicant in general.

Schadrach,

Collecting lists related to a disenfranchised group

Didn’t know a consulting company was a disenfranchised group.

4chan lost the right to complain about anything related to D&I in gaming and be treated as anything but subhuman slime after Gamergate.

Amusingly, one of the people Quinn cheated on Gjoni with works for Sweet Baby, just to tie things together. The one that was involved in doxxing and trying to DDoS that crowdfunded game jam project thing that the Vivian James character was created for.

Schadrach,

The thing I find most interesting about the Zoe Post is that the response would have been **radically **different had it been a woman making similar allegations against a man. That Quinn herself made much less detailed allegations against another man 5 years later that led to his career imploding the next day and his suicide 4 days later and she’s seen as being in the right for it I think demonstrates that notion pretty well.

Schadrach,

Eh, I imagine /v/ probably has at least not completely insane opinions about video games.

Schadrach,

Adventure for me, but we had Atari 2600 Pac-Man too. And Combat, Space Invaders and a few others.

Schadrach,

I feel like you need to be introduced to mods. There are…a lot. Even if you keep it to just relatively high quality ones that add content (rather than mechanical overhauls or graphical overhauls), there are still a lot.

I’d suggest Falskaar, Wyrmstooth, The Hanging Gardens, The Maelstrom and vicn’s mods (Vigilant, Glenmoril and Unslaad) as a starting point.

Actually, that’s not true, I’d recommend Legacy of the Dragonborn as a starting point, then grab mods that require it and mods that require those until you have all the content mods that can have displays in the museum (which includes all the ones I mentioned before, but is not limited to them).

Schadrach,

They literally just need to add a way to “repackage” a game from your library into an inventory item and then they could use the Marketplace they already have

Schadrach,

Eh, since that law applies to classroom instruction, they’d have to save that one for a Bully sequel.

Schadrach,

Actual Sunlight. It has one achievement, “Actual Sunlight”, whose description is “Thank you.” It’s awarded at the end of the game. 37.8% of players have the achievement.

It’s a short RPG Maker game about depression that probably resonates a bit too much with a bit too much of it’s base. It’s bleak, and inane, and all the other sorts of ways that life generally sucks, especially for lonely, introverted, geeky 30-somethings. And the ending of the game is

spoilerchoosing suicide.

I wouldn’t be shocked if a good half or more of players can’t bring themselves to drag through it, and some number further just shut the game down and quit when they reach

spoilerthe prompt: “Go to the roof of the building and jump off?” and both options are Yes.

Schadrach, (edited )

Nothing stops a game dev company from operating as a cooperative, and paying the employees their share of the full value of revenue, minus costs involved in production and distribution and presumably some amount of seed funding they all agree to set aside for the next project.

But then, splitting the revenue means splitting the risk. So if the game doesn’t sell enough to recoup costs then the workers get nothing.

The whole tradeoff of wage labor is that you agree to do a thing for an amount of pay, regardless of what the employer gains from that labor. You typically don’t get the full value of your labor, but are also insulated from business risks. If this usually didn’t pay off for the employer, then basically every business would be a co-op (because no one would be willing to pay someone to do a job if they weren’t willing to take a share of the risk), but successful co-ops of any scale are pretty rare which suggests a general unwillingness for workers to take on a share of the risks of the business.

Schadrach,

<span style="color:#323232;">Nothing stops a game dev company from operating as a cooperative
</span>

Apart from existing in a sea of capitalist companies than can ruthlessly outcompete them. Co-operatives don’t stand a chance.

Why not? Why do workers and owners being exactly the same set of people make it impossible to successfully develop games? This is an extra-important question to answer because a lot of these indie dev companies are a dozen or so people in total.

Could it be that the upfront costs, and the delayed nature of turning any profit at all (along with no profit being assured) means that getting paid a fixed amount to do game dev labor regardless of success is a safer option for most developers, rather than actually being a stakeholder?


<span style="color:#323232;">paying the employees their share of the full value of revenue, minus costs involved in production and distribution and presumably some amount of seed funding they all agree to set aside for the next project.
</span>

That would only be feasible in a very small company, with sufficient profits to spread among the workforce.

Most indie game devs ARE very small companies.


<span style="color:#323232;">But then, splitting the revenue means splitting the risk. So if the game doesn’t sell enough to recoup costs then the workers get nothing.
</span>

Yep, like I just said.

That’s the nature of dealing with a market economy - you make a thing or provide a service, there are costs involved in doing so, and if you earn more in revenue than your costs then you profit. If not, you don’t. Either way in a typical company it’s the owners that benefit or lose as a consequence, as paying employees to do a thing is one of those costs. In a co-op, those employees are the owners, and win or lose accordingly.


<span style="color:#323232;">The whole tradeoff of wage labor is that you agree to do a thing for an amount of pay, regardless of what the employer gains from that labor.
</span>

I’d frame it as: you need money to live. Therefore, you suck it up and let someone exploit you so they can profit from your work, and give you scraps out of that profit.

You don’t have to - you could go into business for yourself. Make a thing and sell that thing, and reap the full profits of your labor. This is an especially possible thing to do in the game development world where some of the largest games ever literally started as someone’s pet project or as soe other project that got trashed and repurposed. The Warcraft franchise (as in WoW) for example, started as an attempt at making a Warhammer RTS that Games Workshop wasn’t interested in. Sierra Online started as a couple making PC games at home. Notch sold Minecraft to Microsoft for 4 billion dollars, and it literally started as a one man project being sold on a cheesy looking website for a few bucks.


<span style="color:#323232;">You typically don’t get the full value of your labor, but are also insulated from business risks.
</span>

Those “business risks” only exist as a result of the same system that necessitates wage labour: capitalism. The risks generally have to do failing to increase growth and therefore going under due to lack of owner capital. A democratic economy has no owners, only a collective workforce who will together use their resources to fund the company and pay their own wages - this means there is no need for growth. That huge risk no longer exists.

Yes, yes, once there’s a communist revolution that actually results in “real” communism and thus utopia get back to me. But, umm, we’ve had several attempts at communist revolutions and they never seem to actually turn out that way, largely because of a combination of people being greedy (good luck fixing that) and communist revolutions tending to create the sort of power vacuums that lead to authoritarian takeovers in relatively short order. Although, under that system good luck creating games that don’t glorify the Party, because that is of course the purpose of all art.

Failing to increase growth is not necessarily a problem. Failing to generate revenue in excess of costs is a problem. The need for endless growth is specifically an issue for publicly traded companies, because the charter almost necessarily says the function of the company is to increase shareholder value, and shareholders are going to do whatever they have to do to increase both their dividends and hypothetical sale value of their shares as much as possible, because that is what most benefits them. The incentive model is a bit different for a co-op.


<span style="color:#323232;">If this usually didn’t pay off for the employer, then basically every business would be a co-op
</span>

That’s not even worth thinking about. We live in capitalism. Of course working with a capitalist model would work best - it’s the only way to ensure profits for the owners.

Of course it is worth thinking about.

You’ve got basically two scenarios - one in which a business owner assumes the risks of operating the business and pays workers an agreed upon wage regardless of the revenue that results. In this case the worker gets the same benefit for their labor no matter what, and the owner is attempting to get more value from the worker’s product than he paid for it in wages, supplies, and materials. If he does, he reaps the benefit and if he doesn’t he eats the loss.

In the other scenario, the workers and the owners are the exact same people. Meaning the workers assume the costs of operating the business and the risks that it won’t result in revenue in excess of those costs but also reaps the benefit if it does. Sometimes this occurs as a co-op, but more often as an entrepreneur in which someone starts a small business in the hopes that they can generate revenue in excess of their costs and thus profit.


<span style="color:#323232;">(because no one would be willing to pay someone to do a job if they weren’t willing to take a share of the risk)
</span>

You’re still assuming an owner. A democratic workplace wouldn’t have an owner - they’d all share responsibility for the business. And pay would be agreed democratically.

I’m assuming a free market instead of a centrally controlled economy. I’m specifically talking about the reason why we trend towards wage labor over entrepreneurs or co-ops, even in fields where the barriers to entry are as low as can be. Most of the workforce is unwilling to accept the financial risk of failing to generate revenue in excess of costs, and so sell their labor at some agreed upon fixed rate that they will receive regardless of month-to-month revenue for better or worse.

Schadrach,

Give it a few months, there will definitely be a mod. Pretty sure there has been for every Bethesda game since Morrowind.

Schadrach,

His two minute anti-pronoun rant made him look like a clown and was the last straw that made me unsub to his YouTube and unfollow him on X.

Part of me wants to have a “NO PRONOUNS” option. Just replace all uses of he/she/they/you/etc with the characters name, no matter how awkward that makes it read. Give Az exactly what Az wishes for.

No one will ever refer to Az by a pronoun again, Az will simply be Az regardless of if referring to Az in that fashion sounds weird as fuck and not like the way anyone would ever actually talk. But then Az will have to find another issue for Az to complain about, likely that other people are allowed to play as they see fit, even though Az is also allowed to play as Az sees fit.

Schadrach,

But, but… “PRONOUNS! GENDER AMBIGUITY! ARGLE BARGLE CRAZYRANT!!1!one!”

Schadrach,

That really applies on both sides. This is such a nothing issue - it defaults to what you’d expect for a cis character, so you can literally ignore it if you aren’t going to play a character whose pronouns and body type do not align.

But, someone modding their game doesn’t effect anyone else playing it, whether that’s removing the pronoun selector in Starfield, adding a pronoun selector to Skyrim (even supporting multiple pronouns with different frequencies for each), turning every hold banner in Skyrim into a pride flag, removing pride flags from Spiderman, turning Skyrim dragons into Thomas the Tank Engine, or adding the ability to fuck Skyrim dragons. All of those are mods that exist, BTW.

To each their own.

Schadrach,

Rather than go against the grain, they lean into the hate side of it. “If i can’t have that, you sure as hell can’t–and if you do, you’re gonna pay dearly” seems to be the philosophy.

Making a game mod that only effects people who choose to install it seems like a poor strategy for achieving that.

Schadrach,

or maybe a mod that added say Nazi symbols or something.

You know there are WW2 games that have mods that do exactly this, right? Specifically because they don’t use Nazi imagery to refer to Nazi Germany because that imagery is illegal in Germany so they use substitute imagery that’s Germany-safe to represent Nazi Germany, because that’s cheaper than managing two editions where one is historically accurate and the other is Germany-friendly. For an example of this, see Hearts of Iron.

Then you get mods that restore the historically correct imagery.

Schadrach,

I thought 2+2=4 was anti-woke? Wasn’t there a whole weird Twitter drama thing a couple of years ago where 2+2=4 was considered the racist side?

Schadrach,

I have trouble imagining enough people wanting to download a mod to do this to get it to appear on anything but the most recent releases list, and to only be on that list long enough for some other mods to get released.

Looking for games with unique core mechanics

I’m requesting for recommendations for games that stand out from the rest in their genre, and not in the sense of being the best game in that niche but actually bringing something new and innovative to the table. I’ve not had much experience in gaming, but I have a few games to give you a hint on what I am talking about:...

Schadrach,

The Turing Test is a puzzle game like Portal, but instead of portals, you have a gun that can be used to move energy orbs from around the rooms to unlock doors. The game feels like it encourages creative problem solving a lot more than most puzzle games.

Along those lines I’d want to recommend the Talos Principle as well.

And also the Witness, which does fantastic things with environmental puzzles.

Schadrach,

Majora’s Mask: a 3-day timeloop where everything resets when you go back

As far as time loop mechanics go, there are some other strong contenders for playing with the concept:

The Sexy Brutale - you are stuck in a short time loop in which people die, and you need to save them. Successfully saving someone grants you a special power that can be used to try to save others. You have to untangle who and how to save each one and exactly what’s going on. You keep the powers between loops, and also start each loop from the last clock you checked in at.

Deathloop - Arkane stealth shooter stuck in a one day loop. Several locations, different events in each location each day, goal is to arrange the right day so you can kill all your targets in one loop.

Death Come True - interactive film game. You wake up in a hotel room, and have to figure out what’s going on. Loop continues until you die, at which point you wake up in the hotel room again.

12 Minutes - You come back to your apartment, and unless you change the course of events (or on the first loop, do not touch the controls at all) you will die in less than 12 minutes. Then loop until you understand what’s going on.

Schadrach,

Majesty (Majesty 2 is okay, but lacks the charm of the original, but YMMV) - you run a kingdom full of heroes. The catch? You don’t command the heroes. They have their own AI and goals and you have to offer incentives and place the necessary buildings appropriately to both enable and encourage them to do their jobs of saving the kingdom.

I loved that you could build temples and get specialty priests for 5 different gods, but never more than two in one level, because some of the gods were opposed to others, including the one I never used because they were monotheists and I didn’t want to give up all other types of priests.

Also that every hero type had their own priorities and preferences and would do what they preferred barring a significant bounty on something else. Also that Rogues could fuck you over if a hero died and you wanted to use the resurrection spell on them because a rogue near where they died might just rob their grave.

Star Trek: Bridge Crew. Multiplayer only (at least practically speaking). Each person plays a separate member of the titular bridge crew, and cooperation to achieve even simple tasks is key.

Artemis Spaceship Bridge Simulator did it before that, in 2010. ST: Bridge Crew is more or less “Artemis but with Star Trek branding”. Artemis just released a remake/sequel-sort-of-thing a bit over a month ago (called Artemis Cosmos, though it’s had a…rocky…launch so far) that’s a complete rewrite from the ground up.

And when I say they did it first, I mean to the point that some of the reviews describe Artemis by likening it to being a member of the bridge crew on the Enterprise, because there wasn’t a game like that on the market.

Gods Will Be Watching. A series of puzzle scenarios about calculated risk, failure, and learning the rules anew each time.

Under known, under appreciated but fantastic.

Schadrach,

I had a moment in Tunic where I realized what the references in the manual to the [HOLY CROSS] were talking about, but I don’t think my revelation was the typical.

I’d actually figured out the [HOLY CROSS] really early on, solved a bunch of puzzles using it, got some manual pages I probably wasn’t supposed to have yet, but didn’t know that the thing I was using was the [HOLY CROSS] because I lacked the context of a certain page that spells it out and based on some comments and videos elsewhere is the point where a lot of people first figure out how to use it.

It probably didn’t hurt that I was fresh off The Witness and my brain was subconsciously looking for tricks of perspective and environmental puzzles, which Tunic is absolutely full of.

Schadrach,

Heaven’s Vault

You play a space archaeologist, and the big central mechanic of the game is translating things written in the Ancient language.

Ancient is written using ideographs, and more complex ideas are represented by combining glyphs that describe the concept, like ever more complex compound words. There are art of speech markers, glyphs that describe how other glyphs in a word relate to each other, intensifiers, and even a few cases where super common words are just the combination of other basic glyphs into a single composite like a Norse bindrune (for example the symbols for creature and knowledge overlap to make person, an intelligent creature). 46 base ideographs, but that includes digits, so it’s only 10 more than English.

So for example, a word that reads NOUN-person-Sub/Obj CONNECTOR-NOUN-knowledge-person means “Emperor”, because noun-knowledge-person means “law” and thus the result is a person who the law belongs to, aka a ruler or in the context of an empire the emperor. Replace that noun marker glyph at the beginning with the adjective marker glyph and you would have “imperial”, the quality of being emperor-like.

One of the longest words to appear in the game translates as “mouse” and it’s 21 letters long and is literally something like creature-CONNECTOR-many-many-Sub/Obj CONNECTOR-ADJECTIVE-NOT-ADJECTIVE-CONNECTOR-many-creature-CONNECTOR-ADJECTIVE-ABSTRACT NOUN-person-CONNECTOR-light-NOUN-plant-CONNECTOR-rock, which is several words stitched into a compound word, where some of those words are themselves compound words (the idea is something like “creature like a very small pig”, but the word I’m calling “pig” means “creature that is happy in the soil” where happy is something like “the quality of a person who is metaphorically full of light” and “soil” is “plant-earth”). Those CONNECTORS are letters that are used to build compound words.

Schadrach,

To offer a different opinion, I didn’t like Wonderlands. B1 and B2 were fantastic, but nothing else has come close IMO.

The best answer I could give to that is if you liked the Tiny Tina’s Assault on Dragon Keep DLC for BL2, you’ll probably like Wonderlands. If not, you won’t. It’s basically the same concept fleshed out and expanded into an entire game.

On a different note, The Forgotten City is AMAZING if you’re into time loop or puzzle games.

YES. The Forgotten City is fantastic, a dramatic improvement upon the Skyrim mod it started life as.

Schadrach,

fitgirl repack

Looks like it’s already out.

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