teawrecks

@teawrecks@sopuli.xyz

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

teawrecks,

You mean delivering an actual file/media that you can watch without streaming? I know Netflix has the ability to download stuff to watch offline later. I assume other platforms support something similar. That’s pretty close to steam or gog where you don’t own a copy of the game, you own a license to use their copy.

Edit: But yes, I do sometimes wish I could pay per title and not have to worry about subscriptions to maintain access to certain things.

teawrecks,

How has no one mentioned Inscryption?

teawrecks,

I’m in the minority, I know, but I have mostly negative memories of playing Subnautica. I enjoyed exploring new areas, and the progression of the story, but the hours spent looking for one more resource so I could progress just made me mad. I don’t like save-scumming, but after

spoilerlosing my seamoth to a leviathan for the 3rd time, I said fuck it, and save-scummed regularly.

I had just finished playing Outer Wilds and my friends said “oh, then you would love Subnautica!” No, not the same kind of game at all. I say all of this so that anyone thinking of playing it has the right expectations: if you can’t find the one thing you’re looking for, I recommend just looking up a guide on where to find it. I don’t think the game funnels you to the correct areas well enough for you to find everything you need naturally.

teawrecks,

That was another reason, yes. Apparently you’re supposed to find the parts to the water filtration system relatively early in the game, and it will regularly spit out large bottles of water that help a lot. I didn’t. So yeah, for 90% of the game I’m having to periodically chase Bladderfish for 5m so I can spend 2 minutes spam crafting a bunch of waters, so i can carry several around with me, taking up valuable space in my inventory.

teawrecks,

So, I really wanted to like Pyre. I love all the rest of Super Giant’s games, and I put maybe 10 hours into Pyre. But I think it was just too much Visual Novel for me. I wanted to spend more time playing the actual game (the rights?), but they only lasted maybe 5-10m and then it was back to reading and flying around.

But yeah, the art, sound, writing, and world are all beautiful. Just couldn’t get into a groove.

teawrecks,

Yeah, I think I can only tolerate busy work games when played in a group. Because then you can delegate the work, and at least you’re still hanging out. Like the Forest.

deleted_by_author

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  • teawrecks,

    That’s the difference: an internet connection.

    As soon as a console can connect to the internet, the complexities multiply. The 360 was a middle ground where it was equipped for the internet, but couldn’t assume it would ever be available. So occasionally you’d buy a new game and it would also update the console.

    Then with XB1 they assumed you had a decent wifi connection. Now they can ship OS/firmware updates regularly, advertise to you on the home screen, have a friends list, patch games, etc.

    Without that internet connection, the user experience is very predictable and has to fit on a disk/cartridge.

    teawrecks,

    Yeah, they were. I believe it was something crazy small like 8MB per game. So if the binaries that shipped on disk needed more than 8MB of changes post launch, you’re screwed. That’s why those “greatest hits” versions of games came out a year or two later.

    Today, there’s often nothing on the disk, or if there is it’s barely functional, and then you just download the latest build over the internet.

    teawrecks,

    Hah, with gigabit internet, it’s faster for me to download a game these days vs install from disk.

    But yeah, the DRM on disk has a functional purpose, I meant the actual game would often not be functional. You’d have all the bugs from a month or two prior when they first went gold, and it may not even run for very long without crashing. The build from two months prior to the game’s launch often looks nothing like the build people download on launch day these days.

    teawrecks,

    Yeah, I see them as the Teenage Engineering for retro hw. They both have an Apple flavor to them: create a unique, highly polished designed, and use scarcity to sell the product.

    As a small batch hw company, that’s definitely the safer route to go, vs over-producing your niche product and then not being able to sell them all.

    teawrecks,

    I’m thinking apple from 15 years ago when they were first establishing this marketing strategy. The first few iphones were hard to get your hands on at launch, which is why people started lining up.

    These days Apple has their manufacturing pipeline down and can accurately estimate, and mass produce to meet demand. Analogue and TE will probably never have enough demand to justify mass production of any of their products. So it behooves them to err on the side of scarcity.

    teawrecks,

    The WoW raiding experience, but without the MMO, and possibly the addition of rogue lite elements (each raid is a run with its own progression, but wiping would be allowed and embraced).

    The format of DRG or Gunfire Reborn is pretty close, but 1) I prefer the high fantasy setting of warcraft to the gunplay, 2) I’m not interested in procedural levels, and 3) I want the focus to be on polished boss mechanics.

    Dungeon Defenders is also close, but 1) you’re defending instead of delving, and 2) it is also focused on killing waves of trash mobs rather than boss mechanics.

    Destiny bosses are sometimes well designed, but 1) don’t care for the gunplay, 2) classes hardly matter, 3) it’s a max of 6 people, and I think closer to 10 is the sweet spot.

    Gauntlet from a few years back was probably the closest, but still far from the mark. It could have used more mechanic heavy bosses, more meaningful gear, and a larger party size.

    teawrecks,

    If you go role play as Waluigi in Sea of Thieves, that’s kinda the same thing.

    teawrecks,

    I’ve only watched gameplay of Terra Nil, but it seems like it’s just an environmentalism themed puzzle game. You could replace all the titles with colors, and all the buildings and what they do with arbitrary rules, and it seems like it wouldn’t look anything like an ecosystem sim. It would be like taking the game Lights Out, changing dark spots to “growth”, light spots to “wastelands” and saying the goal is to balance out the ecosystem.

    I didn’t see the late game though, so maybe I didn’t see where it shines.

    teawrecks,

    I was hoping this was the direction Dyson Sphere Program would go. I think it would be an interesting twist on the factory management genre if nature was working against you; not in a Factorio “aliens will attack you if they see your pollution” way, but a “you’re producing pollution, this is creating more in-climate weather that is damaging your factories and changing the landscape dynamically” sort of way. I think this was the natural next step given that the game is already about climbing the Kardashev scale, producing more energy so that you can construct the means to produce exponentially more energy. Seemed like the natural next step would be exploring the balancing act that has to happen to achieve that energy production without also creating systemic issues for yourself that make it infeasible.

    Instead their latest patch adds aliens that attack you 😕.

    teawrecks,

    That sounds like a great idea. I’m picture something with the world and artwork of Root, but yeah, gameplay like Dwarf Fortress or Rimworld.

    So when you say “less sudden death”, would there still be death? Or would it have the potential as a kid-friendly intro to the simulation genre?

    teawrecks,

    Would both people always have to be playing at the same time? Or would it be possible for one person to play and progress while the other person isn’t playing?

    I think the idea of an open world RPG with more than one player, not necessarily competitive or coop, but each with their own quests and motives, is interesting. I’m often hanging out in discord with friends, and we’re all just chatting while playing different games. We might as well be playing in the same world, and occasionally influence each other.

    You’d have to somehow make it clear to the players that the goal is not to party up and just walk around doing everyone’s quests together, though. Ooo what if it was the world of the last airbender, and each person started as a different bender in a different part of the world? And maybe one person is secretly the avatar, but they don’t know until they’ve progressed. Ok, I’ll stop intruding on your idea lol.

    teawrecks,

    So, if I die first in every round, I win?

    teawrecks,

    My new pet theory is that CS:2 came out so that Valve had all their IP sitting at 2. So then at some point, when their audience is too old to play games anymore, and the youth don’t even know that Valve ever made games, they’ll release a 3-box with HL3, Portal 3, LFD 3, CS:3, TF3, and DOTA 3.

    ‘Call of Duty’ Doesn’t Just Depict Bad History—It’s Pro-War Propaganda (progressive.org)

    I just started playing COD Black Ops Cold War because I got it through my PlayStation Plus subscription and wanted to try it out. I’ve previously played some others like Modern Warfare (1 and 2) and WWII. While it always felt a bit over the top and propaganda-ish, I really liked it for the blockbuster feeling and just turning...

    teawrecks,

    I think at this point, the only way they get media attention is if they do something outlandish like this. The adults get huffy and make posts like this, the kids don’t care at all and call them boomers, and all press is good for them. It started with “remember, no russian” and it’s the only reason I ever hear about COD anymore.

    teawrecks,

    Totally agree, but where the line is, I think, is that companies want free lunch: they want to leverage a mind-like thing (either a human brain or a trained AI) that has internalized a ton off content that it can use to generate new content from, but they don’t ever want to pay them or treat them like a living being.

    If these AI models ever become advanced enough that people actually consider them to be alive or conscious or something, suddenly the tables will turn, and companies will be fighting against their ethical treatment. It will basically be another, much more philosophically difficult, slavery debate, and we all know which side the corporations will be on.

    Or maybe it’s simply a false equivalence we all need to accept. Maybe creativity can exist independent from a conscious brain, or maybe it’s just a vulnerability in human consciousness to look at these stochastic arrangements of data and say “that looks inspired”.

    Either way, in 300 years our progenitors will look back at us and think, “wow, I can’t believe they thought that was ok. Clearly it was just a different time.”

    teawrecks,

    That’s anybody, really. Everything you’ve ever accomplished has depended upon the insights and knowledge of countless other people who never saw a dime from you for it. That’s part of living in a society and it’s a crucial part of how it advances.

    Yes, that is why I phrased it as I did.

    I agree that art is a form of communication, but it’s also a source of inspiration regardless of the artist’s intent. A person can derive meaning that the artist never intended. So I wouldn’t say art is totally a subset of communication.

    most of the value we get from creativity isn’t from the mechanics of creating something

    This part I would disagree with. I think 99.999% of all art is created solely for the creator’s benefit. The other 0.00001% of art is hanging on display in museums, etc. In the case of creating music, the playing of the instrument is very important to the fulfillment of most musicians. And learning the mechanics of painting, or sculpting, etc., is where I think most of the value of most art comes from. The mechanism of creating art IS the act of communication; it’s channeling thoughts and feelings into something tangible. You likely had an art class in school, not because they wanted you to create something you could sell, or to learn a skill that was going to pay the bills, but because the act of creating art is fulfilling to the creator.

    I think this is part of why Sand Mandalas are destroyed after they are finished being created. It’s not the existence of the piece that is important, it was the creation of it.

    teawrecks,

    Can you think of a better term? I tried to clarify by saying, “thing that has internalized a ton of content that it can use to generate new content from”, but there’s not a succinct term for that. I would not call an LLM a mind, but I would say minds do this observe patterns->distill information->generate new patterns thing very well. So “mind-like” is all I could come up with.

    legal definitions would only allow creativity to come from humans

    That would be part of the ethical dilemma we will need to solve, which corporations will be on a very predictable side of. Our laws were written assuming that only humans were capable of creativity and consciousness (however linked, or not, the two might be).

    teawrecks,

    Yeah, that was the first red flag for me too. Even if it’s true, that would mean his experience in game dev is not that much longer than the time it took to make BG3.

    But even if we assume years in the industry is not a useful metric, the article makes a bunch of other assumptions. Like saying the player is “punished” by the existence of so many dead end dialogue options. I don’t consider it a punishment to not see every single dialogue option a game has. I intend to make the choices in the game that I think are my best option, and if that means I miss out on some content, so be it, that’s the experience I got.

    But to flat out call the game “not good” us laughable. Particularly from someone so green in the industry.

    teawrecks,

    The common thread in all these responses is: play something without looking anything up, and only talk to other people who are doing the same thing. Which is a tall order, I know, but it’s easier for some games than others. But I agree that having that experience with a new niche indie game isn’t the same as having that experience with a game you and all your friends have been playing for years.

    This was/is the one thing that I hope cloud streaming exclusive titles could bring back in some way. If the binary isn’t distributed, then people can’t know everything. Everyone’s knowledge of everything would be based on in-game exploration and word of mouth. Some things could remain hidden in plain sight indefinitely.

    teawrecks,

    CEOs have to schedule their sales many months ahead of time. Also, it was 2000 shares, which is peanuts.

    The article is focusing on this guy because people know who he is. Instead, they should be focusing on the board members who sold tens of thousands of shares right before the announcement. From Kotaku:

    Tomer Bar-Zeev, Unity’s president of growth, …sold 37,500 shares on September 1 for roughly $1,406,250, and board director Shlomo Dovrat, who sold 68,454 shares on August 30 for around $2,576,608.

    Source

    That is way more sus.

    Also, I actually didn’t know this until yesterday, but CEOs are also permitted to buy shares of their own company, so long as they clear the purchase with the SEC. But that would indicate they’re optimistic about their company…

    teawrecks, (edited )

    You’re still going to need them to sign your binary for the console to recognize it as legit.

    Circumventing the official path worked back in the 80s and 90s, but modern consoles and their SDKs were designed with those lessons in mind.

    teawrecks,

    It would be great if there was a guaranteed way to homebrew your consoles, but yeah security and stability is the real thing we benefit from. I don’t think anyone would advocate for more hackers in console multiplayer games, and I don’t want a homebrew game I’m running to crash or brick my system because of their fly-by-night hardware usage.

    teawrecks,

    Interesting, I didn’t realize this. I assumed a dev kit was always required for that behavior, and that’s why Nintendo offering a cheap switch dev kit was such a big deal. TIL

    teawrecks,

    Remember when Sean Murray said prior to NMS launch that it was part of their vision for you to be alone in a vast uncharted universe with nowhere to call a home? That was code for, “we don’t have multiplayer or basebuilding, and there’s not really anything interesting enough for you to stay there long term”.

    Give Starfield a few years, they’ll figure out what to do with those planets.

    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:...

    teawrecks,

    I took their description of “walking sim” as facetious. Kinda like calling QWOP a walking sim.

    teawrecks,

    Zachtronics games are on another level, really. I think what sets them apart from “edutainment” games is that they’re not really made for someone to learn programming, they’re a labor of love for people who love to program. And as a result, they just happen to be the most attractive resource to learn programming that I’ve ever seen.

    I think that’s a good lesson that all games that want to be educational should take away: don’t feel the need to force material down the player’s throat, instead make a game for someone who loves the subject matter, and the rest will take care of itself.

    teawrecks,

    I fully expect it to be another 15+ years for RDR3.

    teawrecks,

    I hope you’re not disappointed by Inscryption, because it’s not going to be what you expect. But it is great. Don’t look anything up before you play it.

    teawrecks,

    I was going to say, all artists should share this position, but I’ll do one better: if you don’t have this position, you’re not an artist. Feels bold to make any absolute claim about what makes an artist, but I feel safe on this one. If making sure you’re fairly compensated is higher priority than sharing your art, then you’re not an artist.

    teawrecks,

    If you think I’m arguing that artists should not be compensated for their work, then I’ve completely misrepresented myself. Is that what you thought I meant?

    The Steam Deck is changing how normies think of gaming PCs.

    Just thought I’d share something I thought was pretty interesting. I have a mother in law who is… well let’s just say she’s a stereotypical older mom who doesn’t own a computer, just an iPad. During the pandemic, she started getting into Nintendo games and bought herself a Switch. Fast forward a few years later and...

    What is up with Baldur's Gate 3?

    This is not a criticism - I love how much attention this game has been getting. I’m just not understanding why BG3 has been blowing up so much. It seems like BG3 is getting more attention than all of Larian’s previous games combined (and maybe all of Obsidian’s recent crpgs as well). Traditionally crpgs have not lit the...

    teawrecks,

    There’s going to be soooo much more beastiality.

    ftfy

    teawrecks,

    Does this include cloud streamed games? I for one am still waiting for a streaming exclusive game in the vein of Elden Ring or BotW. Bonus if it’s an MMO. Imagine how much more mysterious a world could be if no one is able to datamine the binary. The only way to discover things would be players actually discovering them.

    teawrecks,

    I’m not saying “for each player, they are able to experience a sense of wonder in a game when played in isolation”, that’s old hat. I’m saying “for all players, everyone experiences a shared sense of wonder and discovery in an artificial world they live in together”.

    I’ve never played Elden Ring, yet I couldn’t help but see the community make new discoveries together. The first couple of days every post was about Margit, then a few people found the fake wall that hides an entire zone, and a month later someone has reverse engineered the levels and found a wall that takes over 1000 hits to get rid of.

    When the binary is entirely hidden from the users, and the only thing the users have have access to is a window peering into the world as you want them to see it, you get to create an entire set of physical laws that is hidden from the players. Players have to work together to conduct experiments, peer review each other, compete with each other, and become experts in very narrow fields of research within your simulation. Imagine spending months as a community raising in-game funding and developing the technology to sail/fly/launch to a New World for the first time, and when you finally arrive you know you are the first set of players to ever see it, specifically as a result of your efforts.

    What you’re describing is a neat little one-off escape room experience. What I’m describing is an actual world. We currently cannot do this.

    teawrecks,

    Yeah, that’s why I think we’re in an MMO slump right now. The only companies who can afford the scale “need” it to be a cash cow. So they need really predictable methods of generating income, which means not doing anything too interesting. I’m hoping one day we’ll get past that. I think we have the technology right now for indie devs to roll out a semi-affordable MMO of decent quality, but I also don’t want the market to be flooded with garbage MMOs. We already have too many of those.

    teawrecks,

    Halo. There is nothing 343 could have done to appease them.

    teawrecks,

    And not just easier, but cheaper. On lower end platforms it’s expensive to do floating point calculations all over the place because you don’t know how long it’s been since the last frame. If you can assume the frame rate, you can get a lot of performance back too.

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