daltotron

@daltotron@lemmy.world

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

daltotron,

I mean, I dunno. I was sort of okay with the link’s awakening remake using this aesthetic, because it was a one off game, but it does sort of strike me as a very like, default, low rent kind of appearance, and the item and enemy copying ability also strikes me as something that’s not that interesting, and not as interesting as the normal zelda dungeon by dungeon kind of scheme. A good portion of the things you’re gonna copy are probably going to have exceedingly similar behaviors, they’re going to be functionally identical.

It’s obviously a copy, ironically, or maybe an extension, of the design philosophy behind the recent two big zelda games, and this one’s adapted it to a lower budget 2D game. I dunno, I’m still not in love with the idea as a whole, and that’s kind of after two big games. I dunno if it’s really ever gonna be on the level of, say, portal, or something, right? Which is a weird comparison to make, but I do feel the need to make it. I’ve never really found physics puzzles to be that interesting, which is gonna be what a lot of games that try like, universal mechanics, are going to have to cowtow to, because physics systems are theoretically infinite even though they actually do have a relatively small set of constraints, right. I’ve also never really enjoyed stacking boxes on top of one another as a solution to a puzzle, despite that being omnipresent in every good immersive sim, which is weirdly what I would kind of peg the modern zelda design philosophy as belonging to.

I dunno. I feel like the change in style has been kind of hard for me to pin down. It’s very obvious in a difference of feel, right, but in terms of formally locking down the actual difference, I can’t say I’ve really found much that’s all that weird about it. Sure, you can theoretically use whatever ability, anywhere, at any time, to make any vehicle, or scale any platform, stuff like that. But 90% of the time, it’s going to be totally useless as an ability. You’re going to fall into a couple of discrete, routine behaviors, even given an “infinite” ability that you’re just sort of, free to use and abuse like that.

Compare this to a conventional zelda tool, which is not generally usable anywhere, right. You can use the hookshot to stun or damage enemies, right, you can use it to grapple onto a discrete set of platforms, but outside of that it’s not gonna be too useful. I don’t see that as being all that different from like. Ahh, well, with this ability, you can paste together two pallets! It’s effectively the same, they’re gonna come with a pretty similar set of constraints and behaviors.

I feel like, to me, a lot of the fun of emergent mechanics comes from eeking out solutions to puzzles that designers probably haven’t thought about at all. Sometimes you can basically sidestep a challenge that otherwise you would’ve had to do, and in that way, it feels very much like a casual version of a speedrunning trick, or, it’s something that rewards your cleverness, or your understanding and mastery of the mechanics beyond even what the designers might anticipate. I like that much less when it feels like the designer doesn’t have a set, like, idea of a solution to a puzzle. When they’ve just given me all the tools, and then they tell me to go nuts, I don’t feel as though I’m circumventing anything, I just feel as though I’m doing the puzzle as god intended. There’s probably also some amount of, if everyone’s super, then no one is, going on there. If every puzzle is some puzzle I’m able to circumvent with clever rules lawyering or mechanics abuse, then it gets older, faster.

So I dunno. I really like the third banjo kazooie game, it was probably ahead of it’s time, if this is the kind of direction we’re going in now, and obviously I have some level of nostalgia for it, because the 360 was my formative console, because I’m a zoomer. Feel old yet? At the same time, the first two games were probably just straight up better games, if I had to actually be honest with myself. They have wider appeal, and even if you just have an ability that you can only use on a specific pad, with a specific symbol, and 95% of the challenges can only be conquered how the game designer intends, it’s probably still gonna be better and have more broad appeal than having to either come up with a discrete set of vehicles, use the defaults, or else spend like 50% of your game time in the vehicle creation menu constructing increasingly niche vehicles to better perform the specific task.

I dunno. You see what I’m getting at, though?

daltotron,

Highly recommend the Internet Historian video about no man’s sky.

I wouldn’t, that dude’s a nazi

daltotron,

Why is this point so hard to understand?

It’s not, they’re making a separate but contiguous point about how the market naturally incentivizes shittier tactics from it’s participants, and how Steam, Valve, and Gaben are exceptions to the rule.

daltotron,

the issue that those aren’t around NOW, the issue is that they WILL inevitably disappear eventually and every shred of knowledge platformed there will be irretrievably lost to the void.

That’s still not really the purpose of discord, and I think you have actually missed the point. It’s not an informational archive, it’s a tech support line, and oftentimes one which can be used to improve the FAQ and documentation, which is usually found on GitHub or independently hosted, and is usually light enough in weight that it can just be copy pasted anywhere or even included in software. For much of these kinds of software, creating an incredibly comprehensive and well-organized FAQ isn’t as large of an up-front priority as mashing bugs. Of that use case, what strikes you as better, the app that everyone already uses, or IRC?

daltotron,

Still not the point of a live-chat application. The use case is not the same as a forum. You want an archive where everything is well-organized and most questions have already been answered. Discord and other live chat services are more like live tech support, to fill the gap between the raw technical documentation found in GitHub, and the just getting started guide or FAQ, which are usually lightweight enough that they could be posted anywhere. Discord doesn’t exist to be an archive that holds all the knowledge, discord exists so that when you open an app, you can go in, ask a couple questions, and hopefully someone will get to you in a couple minutes, at most, rather than in a couple days.

daltotron,

No one is taking these discord chats and updating FAQs with them

Why do you think this is, though? This really hasn’t been my experience, people are usually pretty quick to add shit to the FAQ if it actually comes up ime.

You’re also relying a lot, ironically, on Google, when you advocate for using search engines as a repository for forums. Google is not that good anymore, and most forums don’t come up. For a niche software, do you think the specific forum for that software would actually come up 99% of the time, or would the results just be flooded by a bunch of youtube tutorials and posts to random subreddits and other forums about irrelevant shit that you weren’t looking for? If you were even lucky enough to get results in the first place, that is. Partially this is due to things moving to discord, but partially it’s due to Google having an effective monopoly on search engining.

If you’re just going to like, go to a forum and use the forum’s internal search. One, it probably sucks because they always have these stupid idiot rules like no common words and it has to be in a range of 4-40 characters and no symbols, shit like that, which sucks. But also, you can do the same thing with discord and just navigate to the web version and then just look up what you wanted to find on the chat logs and read an old conversation. They seem functionally pretty similar in that respect.

Moderating a forum to protect against random people spamming you with CSAM attacks is also more time-consuming for a small developer, and it’s also time consuming to redirect people to previous threads when they inevitably come in and post shit that’s already been asked about, which is also going to breed probably a more insular culture than discord, as impossible as that might seem. Again, you’re also waiting like 2 days for a response, and this is especially stupid when you’re dealing with a back and forth, because not everyone is going to put in the effort to present their problems as thoroughly as possible and present you with like an actual bug report or screenshots or anything. They might not even know what to search for or ask about, and then they’re completely fucked. It’s easier to manage discord because of it’s more active nature.

Basically, the problem is this: Forums put more responsibility and onus on the users to adequately present their problems in a more easily parsable format, and better search for solutions to their own problems. It’s not a mystery, then, why people might prefer to use discord, in my mind.

daltotron,

I think there’s some sort of higher-up mandate at capcom to force monetized content into their games, and the dev teams are just working around it, something like that. The same thing happens in monster hunter, street fighter 6, I think devil may cry 5, and it’s all structured in basically the exact same way, where you can either get access to stuff really quickly without paying, or the stuff you have to pay for is basically just aesthetic, or both. I think monster hunter rise even tried to do the same “pay to edit your character” thing. I still don’t think it’s a good practice, but japanese devs are gonna japanese dev, I suppose. Reminds me of fromsoft titles requiring community made performance patches, or being locked to like, 30fps as an engine requirement, shit like that.

daltotron,

The most insane part to me still isn’t necessarily the money-grubbing shit, because capcom has been doing that in basically every game they’ve made for a while now. It’s sad to me that dragon’s dogma is kind of, the outlet for getting shit on, with this, basically because the other games they put out have built-in fanbases and engagement that are gonna ignore the monetization. But maybe they also have more easily ignored monetization, and it’s not as though dragon’s dogma doesn’t have a fanbase, even if the fanbase is much smaller than the others.

Anyways, the thing that really baffles me about this game is that it’s not multiplayer. That seems like an obvious sell. Is there like, some idea there that they’d be cutting in on monster hunter’s turf, or something? I dunno, the pawns just seem kinda annoying, and the game, overall, seems kind of mid. I haven’t seen a large amount of it, in any case, but maybe it’s just sort of, the monetization and denuvo is kind of the final and most prominent cherry on top of a dog shit sundae, and nobody’s talking about the actual game itself being maybe more mid because of that. I dunno, though, I legitimately haven’t seen much on this game outside of this.

daltotron,

I think probably the obligation, or rather, advantage, of attributing original creators for public domain works, is: how else will I find more of this work that I like? It would probably also still be frowned upon to just take a work wholesale and post it without crediting the creator, on the basis that it makes the creator harder to find, and makes work that you like harder to find. Whenever somebody ends up trying to pass off something without the author’s name, there’s usually someone close behind asking who did this, tracing the lineages of the media.

daltotron,

well yeah, my point is more that with macbeth, nobody would believe you, you’d obviously be full of shit. that might not be the case with artists struggling to get by, but I don’t really see that as being fixed by the current system, or really, by any legal mechanism, unfortunately. in the current system, struggling artists get sacked by that shit all the time when people steal their art and paste it to merch on redbubble, and can make money basically for free. bigger corps can just steal shit basically full throttle, if not in actuality, than in likeness, and, through monopolization of the mechanisms of distribution, like with music. the struggling artist becomes the exploited artist. streaming services become competitors on the basis of content rather than the features of their platform.

daltotron,

I mean, if we’re sort of going by DMCA requests, right, there’s upsides, but there’s also downsides. They get abused all the time, and there’s not a clear example in the public consciousness as to what constitutes fair use, so they can even be misused in good faith. Larger corporations can also have bots, or armies of hired outsourced cheap labor (usually in combination with each other) handing out youtube copyright claims left and right. The next step of the youtube claims system, specifically, is that you have to go to court, if you want to contest the claim, and court usually ends up in favor of the larger parties, either because they have the capability to have an out of court settlement, or just because they can hire the best lawyers, and it’s relatively hard for most artists to fund what might be a protracted legal battle. I wonder whether or not the effect is that it’s overall to the benefit, or not. Are these examples you’ve provided, are they representative, or are they examples of survivorship bias?

I dunno, I don’t have access to the numbers on that one, and it’s kind of hard to take artists at their word, because the plural of anecdote isn’t data, and because lots of artists don’t inhabit that legal grey space of copyright infringement, either out of just a lack of desire, or out of a self-preservation instinct. Then plenty of artists are also woefully misinformed people that blame the copyright-infringing artist for their copyright-infringing art. I think I’d probably want to prod a copyright lawyer on their take, as they would tend to see more of the legal backend, the enforcement, but then, there’s a little bit of a conflict of interest there.

I also think that on the basis of just like, moral arguments against copyright, we could make the argument, right, that the obama hope ad was extremely popular because of the circumstances around which it arose, rather than because of the specific photograph used. i.e. it wouldn’t be as popular if not for being a ripoff of a photo that was commissioned from some guy and then pumped out and thoroughly marketed and memeified. Sort of a similar argument to how piracy doesn’t really transfer over to sales, that there’s not an equivalent exchange going on there. The sales of the copy, or, the sales of the modified version, don’t transfer to the original, is the idea. But then, it’s kind of an open, hard to answer question, because it’s pretty contextual and it’s hard to read in hindsight. If the sales do transfer over to the original, if we get rid of the copy, then I think that crediting the original artist is probably the best thing you can do, because that drives more attention to the original, if the original is what people really wanted. That’s sort of like, a limiting mechanism for how popular a thing might get on the merit of something else, as I see it. You could legally enforce that, and I think it would probably be a pretty good move, but you also kind of end up swamping yourself with the same problems that any legal enforcement mechanism will have, of being heavy-handed, grey, primarily only able to be wielded by the powerful, so I think you could also make the case that whatever the public would enforce would be fine.

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