WB doesn’t seem to know how to release any media post 2010.
They keep trying to shoehorn IP into trends, years after market saturation to try and capture nostalgia, and then wonder why they didn’t meet sales targets. See MK1, Space Jam 2, or anything related to HP or LotR.
The other thing they do is when they do have an interesting or original idea with the IP, the executive team seems too risk averse to put any capital behind it. See the two new Loony Tunes movies, one was in theaters for less than a week and the other was scrapped entirely for a tax writeoff.
Because Steam’s DRM is entirely unobtrusive, it doesn’t require online-only gameplay and the customer experience is excellent.
When Epic tries to compete with Steam they don’t look to make a better user experience, instead they bribe developers for exclusivity deals to force people on their platform if they want to play a game on release.
Ive played in a few of these. It’s an absolute blast once you get your settings dialed in and balanced to everyone else. If they’re not, then the player in the smallest game tends to have a lot of downtime.
The only downside is that the participants need to be familiar enough with their chosen game to do a randomizer which means roping in casual players is difficult.
Also, there are a massive number of unsupported games that you can play like this that are not part of the main website. https://multiworld.news/apworlds.html
Ubisoft’s bean counters had some trouble reading the market on this one.
They left Steam because they felt the 30% cut that Valve takes for sales on their platform is way too high, but didn’t account that users of Steam are really entrenched into that platform and don’t want to leave just for the chance to play an Ubisoft title. So instead of seeing 70% of Steam sales of their games, they saw 0.
While many of the CVEs are filed in good faith by responsible researchers and represent credible security vulnerabilities, a recently growing pattern involves newbie security enthusiasts and bug bounty hunters ostensibly “collecting” CVEs to enrich their resume rather than reporting security bugs that constitute real-world, practical impact from exploitation.
Oh, this is once again HR’s fault
This is an interesting take. Historically, the main benefits to console gaming were 2 things:
Consoles are cheaper than PCs
Games require no config and and are guaranteed to be compatible
Nether of these is really the case anymore. For the price of a PS5 or a Series X you could get a midrange gaming PC with similar performance.
Regarding complexity, we kind of met in the middle. Long gone are the days when you could just pop a disc in the tray of your playstation or xbox and start playing, every game requires an install now. And on the PC side, you very rarely need to configure settings to get a game to a playable state. Hell, you dont really even need to manually install drivers anymore.
Of course, as the article points out, none of this applies to Nintendo and those consoles are still worth buying.
My guess for the future is that if Microsoft and Sony are going to hang around in the hardware space, they’re going to make something akin to the steam deck, but locked to their own storefront. And then they’ll wonder why people are still choosing PCs over their hardware.
That’s exactly the problem.
Under the current system, people that produce creative works as their job are forced to monetize them. Until we live in a post-scarcity world where everyone’s needs are met, like Star Trek, we have to deal with capitalist problems. To say otherwise is to ensure a system where artists and authors are unable to survive. Currently, the copyright system is good enough™ that creating art can be profitable enough that they are not destitute.
Simply because the technology exists to endlessly replicate and distribute art, regardless of the wishes of the artist (for which it is already frequently used, if you look at piracy channels) does not mean that it should be used with reckless abandon.
Copyright is generally a good idea. There has to be some level of restriction, otherwise infinite copies of your art immediately show up and you cant make a living.
On the flipside, it harms the industry at large if the copyright is too long. There is no reason why a corporate entity should be making royalties on something long after it’s creator has died.
So, where is the middle point? What is a good length of time to let an artist exclusively sell their art without fear of someone undercutting them as soon as they make something? Personally, i think the US figured out the sweet spot before all the changes. 14 years, plus a single 14 year extension you have to register. 28 years is enough time that you can make a career, but also not long enough to harm the creative process or prevent art from reaching the masses while its relevant.
The argument is that “we would like to study these works of art in a purely academic setting, and are willing to limit access to academics only, we just need to make sure it’s going to work even if you guys stop supporting it”
The corporations involved seem to read this argument as “we are looking to start a game streaming service, please give us free access to all your games to distribute at our whim”
It sucks that this was the outcome as it’s going to require a ton of work from the modders, but to expect that a major publisher would involve the unofficial modding community in the release of official patches feels insane, even if they do have a sizable following.
In fact, I prefer it this way. I want the publisher to keep their fingers out of what the modders do as much as possible. Things are their best when the publisher is ignorant of their work. Less chance that the Eye of Sauron that is their legal department starts checking over mods for potential copyright lawsuits
I have only one question.
Can you move and swing your sword at the same time?
In most 2D Zelda games you can’t, and it helps with positioning so you don’t run into the enemy when you try to hit it.
Most of the 2d Zelda clones I’ve played let you move and swing at the same time and it takes some time to get used to.
Somewhat Ironically, the Pixels are the only supported devices for GrapheneOS.