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chameleon, do gaming w Why do mobile games suck nowadays?
@chameleon@kbin.social avatar

If you're a gamedev trying to make a decent mobile game, you're competing on all the usual fronts like price and perceived quality, but competing for attention has gotten a whole lot harder when [arbitrary card game] has a hour of dailies, [arbitrary gacha game] always has a special campaign going and [arbitrary fake gambling game] is about to have its battle pass end and they're only halfway through. And that has gone up by so, so much over the past decade. It was never good but it's gotten absolutely egregious. At this point, even any generic snake clone will have a battle pass.

Every person that ends up committed to a couple of those long-term-commitment games ends up having much less time for other games. And they make a lot of money, which means they also end up having a hell of a marketing budget.

chameleon, do games w There is one uncleared level remaining in Super Mario Maker, with 18 days to go before the servers shut down
@chameleon@kbin.social avatar

Someone hacked in a clear (in-game). First time it happened to this level, but not the first time it happened overall.

chameleon, do games w What games do you recommend for my girlfriend?
@chameleon@kbin.social avatar

I don't think Factorio is suitable for a first-time gamer. The way the inventory, hotbar and the map work aren't immediately obvious if you've never played a game. If you do try, at least turn biters off. The time pressure that's added by having to set up defense would be difficult enough to handle, but offensive combat is quite the struggle if you're still trying to learn basic gaming controls. You'd be dealing with things like swapping hotbars to one with grenades & stuff, control schemes changing the moment you get into a vehicle and weird targeting quirks. And by the time you get to trains or advanced oil cracking quite a lot of people tend to drop off the game in general.

I'd start with something like Minecraft on peaceful difficulty, then give easy or normal a try after a couple of hours if that goes well. Peaceful leaves time to learn all the basic controls and is fun enough to run around in by itself, and you're not going to get blasted by a creeper that fell behind you.

chameleon, do games w GitHub - arcataroger/awesome-engineering-games: A curated list of engineering-related video games rated Very Positive or higher on Steam
@chameleon@kbin.social avatar

DSP doesn't have builtin controller support, so I'd be leery recommending it for Deck unless you're used to more complicated manual input mapping. Hardware-wise, it's more than capable as long as you don't go megabasing postgame.

DSP also doesn't do cloud saves, so you gotta be careful with your wineprefix.

chameleon, do games w This indie dev (Indie RPG Inkbound) is removing all microtransactions after noting that "player sentiment is trending against" them
@chameleon@kbin.social avatar

The badness this game had at launch really can't be overstated, though. At launch, this was a paid early access always online mostly-singleplayer-with-coop game with a premium currency shop and a battle pass. And it was one of those games where the shop was the most fleshed out part.

They've added offline mode and are now reworking the microtransactions to Steam DLC, but I'm still very skeptical of them. That launch was so blatantly over the top bad.

chameleon, do games w Unity boycott begins as devs switch off ads to force a Runtime Fee reversal - Mobilegamer.biz
@chameleon@kbin.social avatar

Yeah on second thought it's maybe a bit more vivid than intended, but it fits what I think is going to happen. Below the top 1-2% of mobile games, it's one big pile of endlessly recycled advertising money. Spend a million in ads, make $800k in ads and $500k in microtransactions, and the $300k is where you have to pay everything else from. Unity is about to bite into that hard and doesn't care if it leaves behind some wounds.

chameleon, do games w Unity boycott begins as devs switch off ads to force a Runtime Fee reversal - Mobilegamer.biz
@chameleon@kbin.social avatar

I think this one will work. Most of these games are already "multihomed" on different ad networks and display the one that is most profitable to them at any given time, or a semi-random mixture. The differences in profitably aren't that huge, and it will get even worse if advertisers run away from Unity too. Unity is making an absolute killing from their ads division, and this is now being threatened.

And who are the advertisers? Other game devs. The whole mobile game advertising scene is one gigantic ouroboros with the ad platforms cutting off a huge portion in the middle. If you leave, you're going to both stop showing ads and stop your advertising there.

chameleon, do gaming w Rockstar Games reportedly sold games with Razor 1911 cracks on Steam
@chameleon@kbin.social avatar

Even if the source is kept decently preserved, the build environments are usually not. If they still have a machine in the exact state it was in at the time the game was finished, it might be as easy as Project -> Build, but... they almost certainly don't. So that likely has to be rebuilt from scratch, and you'd be very lucky to find any kind of documentation on how things worked.

Game studios tend to have it particularly bad because of how much binary-only engines/middleware (standalone bits like Havok physics/Bink video/etc) they used, how often the game's data and code builds were mixed together in some way and how in some cases the project is designed to build things like console releases at the same time. If you lost the install files for your physics engine, you're probably straight up screwed.

By the time you've figured all of that out, you can be easily hundreds of hours in, with tons of weird little issues that might require different people to solve. Some examples: you might end up needing to build it in Windows XP because no other OS runs all of the software used during the build, any sysadmin is NOT going to be happy installing WinXP on their network so the machine has to stay offline, getting code onto that machine might be a pain due to how Perforce or whatever is used by them, even things taken for granted like a particular version of the DirectX 9 SDK might be hard to find, etc. Sometimes licensing/activation of tools used in the build process is an impossible to solve problem because it needs some DRM dongle or activation server that no longer exists and the software was never publicly available, so there is no crack.

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