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Cake day: Jun 09, 2023

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The only thing I’d ever want analyzed in gaming is the messages that developers convey. And, there should be no “overbearing head agency” be it the government or publisher, that controls that message. Take it just as a suggestion between artists:

We should encourage good morals and themes in the messages our games convey. I know it’s typical for gamers to say they don’t care about story or premise in games, but even if one isn’t laden with cutscenes, they often communicate a concept even just with level and character design, providing objectives like rescuing hostages, collecting loot, or getting stronger.

I don’t necessarily think violence, on its own, makes a message. Showing scenes of World War 2 can convey a lot of things. It can tell you that war is horrible, or it can erroneously tell you it’s fun. I think if you’re expecting maturity from your audience, you can acknowledge that while the game is fun, it’s not trying to foster that feeling in players.

The main thing that leads to violence in the real world is anger. Media can teach us violence is a form of communication, a tool, but anyone using it has a message, one rooted in a lot of hatred. I might even argue there’s some cases where that anger is both deserved and needed, but potentially misdirected; and other cases where both the anger and the action - violence - is 100% needed. A Ukrainian soldier fighting Russian invaders that are trying to kill innocent people does not need to be taught that “violence is bad”.


We at Xbox can’t wait to show you all the fantastic games we have planned for cancellation.


There’s a bit of merit to that. After a purchase, a lot of people are wary, and likely to magnify any changes that happen immediately. They need a period of stabilization to dissuade fears, and assure that “nothing will change in the long run”. Even this article is highlighting what happened around a month ago over a period of time, because it wasn’t apparent in the moment.


I’m pretty stuck on this one. https://cluesbysam.com/s/help/01c315cae125?state=bEzQ-AAAAAAA%3D The hint has me pointed towards C5, but only based on a hint about edges. There are 5 unknown people on the edges, not counting two in the left corner of which one is innocent and one is guilty. So I have no idea what its clues are trying to say matters here.


The wording at the top level was “No one’s saying anything about any of it, which feels like that’s on advice from their legal counsel.” It seems like the main confusion was on the implication of the term “No one”. I inferred from the reference to legal counsel, they’re mainly talking about storefronts, not gamers, being silent. As such, I’m guessing you were eager to show how loud people (gamers) are on the issue; but that probably wasn’t the intended meaning.

In fact, I took the initial claim to mean the opposite; with Github taking action against Adult games in the same form as an attack that took place on Steam, it’s suggesting a common perpetrator. But I could safely assume most commenters here know Steam is not owned by Microsoft; hence that blame automatically goes outside of that domain.

Even if you didn’t take that implication, you can just look at the simple statements made; “Hey, this is like that other thing that happened. What’s in common here?”


None of that negates anything I said. Everyone is aware of the context of that debacle, you were replying to someone that wasn’t even drawing a conclusion from it.


You’re inventing further wording than what’s written. The game is hosted on Steam, and that’s the entity that sent the takedown notice - those are just the facts. Plenty of people blame Visa more than Valve for those actions.


Sorry, let me try.

This smells suspiciously similar to the stuff affecting adult content on Visa, like Horses.

Oh. No, wait, you don’t sell games on Visa. Let’s try again.

Actually, what you call Linux is really GNU/Linux-

Dammit! Stupid pedantry setting!


Right, but if you try to follow a more strict definition that mostly follows 2D games developed by a single person, even their publishing framework ends up encompassing dozens if not hundreds of people. It’s become hard to make that definition strict. At the very least, very few notable games are made by the really big labels: Ubisoft, 2K, EA, etc.


I mean, when they work indie, they don’t need to unionize.

We probably won’t see unions; just a collapse of AAA. The Game Awards this year was a joke with only about 3 big contenders, and most were regarded as “indie”.


Code Violet looks so cool in concept and screenshots. I’m just sad I get a vague impression the studio is biting off more than they can chew, with things like floaty animations and descriptions of potential feature creep. I’d be happy to be proven wrong.


Huh. Never thought I’d see a path of consequences that punishes companies disloyal to their employees.

Granted, these people are dooming their chances of working in the game industry again, but maybe at this point they’re okay with that burn.


It might be an option that doesn’t come up much, but older/lower-spec consoles are an option: The Playstation 4 and Xbox Series S. They’re not available for recent big AAA games, but that’s less and less of the big trends. There have still been many games coming out this year for the PS4.

That’s, of course, if you’re really on a low budget for hardware. Otherwise, a PC is a great investment for games on Steam sales.


I’ve used it for Epic and GOG, Lutris for Ubi/EA, but can either play MS UWP games? That seemed to be the one huge hurdle for any third party launcher in general.


Does Proton even work on Macs? It seems pretty clear at this point Linux is a far better gaming OS.


The last few days, I haven’t run into any players fighting each other. There may in fact be some matchmaking effects deciding this, based on my past behavior.

It helps in my case that I have a lot of upgrades and don’t feel bothered about losing really good gear anymore. Interestingly, I’ve often felt the good gear helps against ARC, but not much against committed players. A well executed blindside ambush can take down even a player with a heavy shield.

The main defense is the psychology. Fostering a sense of communal protection by shooting the wasps that are attacking someone else, bringing one defibrillator in case you find downed players, and in some very rare cases, acting as protector for someone who was wrongly downed. Eventually, some PVP-heavy players decide they have more to fear from attacking others than being passive.

A weird tip to try; when seeking some objective and worried for ambushes, play the Recorder. Some attackers are looking for the thrill of combat, not loot, and are dissuaded by an open musician. Other players are just fearful you’ll shoot first, which is less likely when you’re announcing yourself and taking your hand off your gun for the instrument.


I could be wrong, I think it’s a rare case of a game releasing with zero levels. The idea there was to let people take it and make their own levels for it (which, I’m sure, many did)


I remember back when I was more excited about getting into gamedev, learning C and C++ were some significant obstacles. Even understanding that I had to be responsible and direct about memory, the way they flub through so many template interfaces and spew out paragraph-sized errors made it impossible to contend with. I haven’t followed Rust, but I hope for a time that low-level code modernizes just a bit so we can stop abstracting our calculator apps with 4 GB of Electron framework.


It is extremely rare - I do it when I have some form of dedication to the developer, or their rare variety of ambitious game. I may not have even done it once this year.

So I think that matches the OP’s feelings of buying early in support. Largely, it doesn’t matter.


Ark seems to fit into the same niche that enjoys Roblox, Fortnite, and Five Nights at Freddy’s. That might make a statement about how much money they have.


Again: This is not a cake. This is a recipe book and an oven. Scenario’s demo reel showcases models they have finished training, and vouch that you can make one from scratch. I am asking you for a finished AI model you have ready to use.


Really? Can you share your fully realized and operational generative AI that exists, and only created its model from artwork you personally made or retain full legal reproduction rights to?

Answers Yes, or Sorry, I Lied.


Does sound like laziness. I get the impression it’s because some things change in the game depending on difficulty, like number of items, etc. So, it can’t exactly go back and turn the 3-ammo pile you picked up into 8 ammo.


Same way you’d celebrate a studio for “No workplace abuse.” People would have to come forward to testify about it, as concept art generation is very likely to arise from hiring fewer artists.

It’s also pretty easy if the credits list an abnormally low, or zero, number of concept artists.


Okay but first, will you admit that if my cancer curing Unicorn only dispenses 100 doses of its miracle medicine from its butt when I kill a homeless man, you’d agree killing the homeless is a moral good, right?

Or, you know, we could throw away silly fantasy scenarios.


A DBD creator I like made a video about this topic, and the degradation of the term.


Between this and the Divinity controversy, I think the gaming world needs some kind of Responsible AI seal, like the old Nintendo Seal of Quality. While Microsoft is shoving Copilot into Notepad, it can be really hard to guarantee every team member has never used an AI for anything.

Standards like “No generative AI” are a good one, and it turns out we’re also under debate whether AI for concept art - something absent from the game files - is okay. Many say not.


In some ways, I think we have to accept the early years of “8 indie games for $2!!!” is over. Inflation has hit, and indie devs have to buy their coffee too. If you really want a near-freebie, keep an eye out for bundles on Fanatical, where they’re sometimes $3 each game.


In some ways, I try to acknowledge the original race to the voting on prices was sometimes bad for indies. The Factorio dev even saw the writing on the wall and decided to head it off, declaring “This is the game’s price floor. Buy it or don’t.”


Recently this channel came up in my feed. There’s a few like this, that will highlight interesting games on Steam that haven’t had much attention.

https://www.youtube.com/@IndirectGames


I’ve had an idea of making a visual novel with gen AI, but I’d want to attach “Placeholder: AI Artwork” in a visible location for each sprite. And I only even consider that because I’m not exactly a known game dev and don’t have ready access to artists.

Larian should likely expect if they’re taking shortcuts in their position, they’d get backlash. I can at least recognize that they’re trying to be moderate about it.


Hadn't heard much of this project until now. Apparently, Crytek, a previous holder of the IP, has at one point given their direct blessing for this project to exist, so it *should* be safe from immediate legal threats. The project aims to recreate multiplayer as well as the singleplayer. Great to have another awesome free game available, so it'll be reliant on natural social media spread.
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Emulation seems neat to me, but I know behind every comment on it there’s a whispered implication: Piracy. Very few people are imaging their own game discs. That unfortunately makes it less appealing to me, especially as trustworthiness shifts at many of those sites.


To me, it’s an indicator that the rest of the industry bankrupted its talent and innovation. There’s been some great indie games, but nothing overwhelmingly amazing, certainly not in the AAA space.


If HL3 was ever to get news, I don’t really think Valve would do it on someone else’s awards show. They tend to own their own announcements.


Something I tried to do earlier to help with it, in this very channel, was a “Downvote any game you’ve heard of before” thread. It was a nice exercise to help people post odd games no one had heard of.


I’m a sucker for Zenless Zone Zero. I recognize it’s often catering to male gaze, but I appreciate there’s some uniqueness and interesting themes to the designs.

Basic example, “Corin” being on first blush just a cute maid cut, but also following a Frankenstein design theme with the bolts/chainsaw and hair color.

They’ve also had a “bunny-girl”, Alice, who much like real bunnies is skittish and easily frightened (and is thankfully not nearly as sexualized as the theme often carries)


If you haven’t played games in a while, a subscription service like game pass or PS+ can be a good idea.

It’ll let you try out a lot of games that you might not try otherwise, and also try/discard some games that seemed cool but turn out to be unlikable.


Silly Poly Beast - 3 GB Another Crab’s Treasure - 7.7 GB

Rabbit and Steel - 376 MB, coop PVE game, plays a lot like FFXIV raids


The worst part is, I consider myself a bit of a gooner; I like alluring, attractive characters. But that was meant to be a story-based game, and yet it designed so many jokes around attractive women dressing in rags, being clueless, easily offended, and seemed to design the story around an intense contact between a shonen hero and a large-breasted woman.

At least in something like Stellar Blade, they evade the subject because they know there’s nothing constructive to say.


I wonder how they plan to cover the events. Normally, you’d bring gaming journalists, but Saudis are terrified of journalists.



What games have mastered “Both emotional extremes”?
Something I've picked up on with my gaming preference is stories that don't simply focus on one "mood" for the game, but alter it to fit the situation. Players get a relaxed time exploring or diving into combat, and the world is inviting and colorful, but when the story builds, it puts brutal tests of character in front of the heroes. Some examples of generally-great games that might fail this test: - Silent Hill 2: A game well-known for plumbing the depths of the human psyche. But it's missing any real moments of levity, leading players to pretty much be on guard the whole time. - Monkey Island: Undoubtedly a funny game. But since it breaks the fourth wall so much, and revels in its own illogical deus ex machinas to fit the "hero cannot die" tropes, it's never going to make the situation feel tense or at risk even when it tries to (and Telltale did try). - Call of Duty: Though a dudebro series, one can't deny the series has occasionally had some great storyline twists. Many of us may not remember them years later though, because as cool as characters like Captain Price are in the moment, they don't form a lasting impression as someone "complete" with flaws and weaknesses, in part because the storyline is often rushing you forward with action rather than poignance. - GTA: As a crime drama, pretty much everything is falling apart all the time in GTA, whether it's the plan, the heroes' relationship, or the entire city. There's moments of humor for sure, but little in the game makes you feel "awesome" or heroic, like your violence is achieving something. Some games that prevail: - The Walking Dead: While it is a serious game like Silent Hill, it's more often going to have meaningful, positive and tender moments to settle from the horrors the characters are going through, as well as allowing players to creatively express themselves even if that means having Lee say something boisterous or silly to the other survivors. - Yakuza: Sort of the posterchild for these emotional oscillations even within individual side quests. One might start through a silly situation where a man is throwing snow cones in the air, and end with using diaper fabric to simulate a snowstorm - so that a terminal cancer patient has a perfect sendoff in her final hours. - Final Fantasy: Thinking of the one I've played the most, XIV, but plenty of the others have had the heroes cross-dress to get back their taken party member, perform in plays for children, before having to dive into hell and confront their dark past, or consider ending an entire civilization to save the world. - Ace Attorney: The passion for murder tends to run hot. But, Ace Attorney is good at introducing ridiculous characters that tend to soften the blow. They may take premises as simple as security guards or journalists, and find every way they can to exaggerate their appearance and mannerisms. On the other end, the emotions behind proving the state and prosecution wrong about your innocent defendant are always worthwhile. Even when you do your best, the game delivers some poignant and well-written sad endings as well as many good ones. - Metal Gear Solid: Though diving hard into the "Tacti-cool", strategic warfare theme, MGS has always leaned hard into silly and highly characterized moments that have made the hard-hitting ones more impactful, as a result winning it lifetime fans. - Borderlands: Thought I'd throw another Western developer on here. I haven't played many of the others, but Borderlands 2 at least mastered the idea of having characters be flippant and silly 80% of the time, but getting you to really care when the jokes drop. A certain few moments around Handsome Jack come to mind in particular. I've definitely seen that Japanese developers are often better at this form of emotional openness, but this is something that I've wanted to explore a bit more as a prompt; whether people agree this is a good goal for story/theme development, what causes some publishers to stumble in this approach, and especially what indie games people aren't aware of that pull this off particularly well.
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Apologies for YouTuber link - as some of the sources cited are in Japanese, it’s harder to get to a direct English source. The video description includes links to the Yahoo.jp article.
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Wait, that game is still playable online?
Many of us only view a game's release in passing, and view it as an "event". Groundhog Smasher came out, it failed, and we don't hear of it again. Additionally, many of us associate "online" games with being "live service" - expecting the developers to announce a new skin, battle pass, game mechanic, or character every other week. But some online games are just purely enjoyable, or get enough unremarkable patches, or sometimes don't even need a high playercount, to be enjoyed for years after the developers stopped emitting news. This subject also gets confusing with cross-play games; even if one game has hardly anyone in its Steam playercount, sometimes between Playstation and Xbox there's just enough left to garner a following. Which games do you play, or know about, that most people would've thought to be completely closed down, or at least had totally forgotten about?
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Survey for curiosity: How many readers are in a library network that holds video games?
Given how little libraries advertise, this is something that I found recently. Like many, I missed being able to easily/quickly rent games via Blockbuster. But, it turns out many librarians keep up with modern preferences and keep quite a few games for checkout. Even when the one closest library doesn't have something I want, it's often available in the others on the network. Especially as Nintendo lifts their prices to $80, this may be something to seriously consider for people that have felt burned just two days into playing a game that isn't as fun as it looked in trailers.
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Team Fortress 2’s storyline has concluded with a 7-year-delayed comic
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Storyline? What kind of lore-addled whackjobs needed a storyline to get invested in two teams of knuckleheads killing each other endlessly in the Nevadan wasteland? Back when I played video games, it was two bleeping and blorping pixels that would gladly use their own guts as a rope to strangle the other. And you were lucky if you got any blorping! Anyway, it ends on a happy note so you may as well enjoy it. Merry Smissmas!
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Name a game game: “…and then it ends with you fighting A GOD.”
Trope or not, gods just end up being a common target for games about heroes escalating in power while fighting increasingly world-destroying consequences. So, for each post, name a game and describe it, with the assumption being that every description automatically ends with the phrase: "...and then it ends with you fighting a god."
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Stories and Mechanics around punishing over-aggression
For game designers, encouraging aggression is often a good thing. Too many players of StarCraft or even regular combat games end up "turtling", dropping initiative wherever possible to make their games slow and boring while playing as safe as possible. But in other games, often of multiplayer variety, hyper-aggression can sometimes ruin pacing in the other direction. Imagine spawning into a game with dozens of mechanics to learn, but finding that the prevailing strategy of enemy players is to arrive directly into your base and overwhelm you with a large set of abilities, using either their just-large-enough HP pool, or some mitigation ability, while you were still curiously investigating mechanics and working on defenses. Some players find this approach fun, and this may even be the appropriate situation for games of a competitive variety, where the ability to react to unexpectedly aggressive plays is an exciting element for both players and spectators. Plus, this is a very necessary setup for speedrunners, who often optimize to find the best way of trivializing singleplayer encounters. But other games have something of a more casual focus, which can give a sour feeling when trying to bring people into the experience without having to reflexively react to players that are abandoning caution. Even when a game isn't casual, aggression metas can trivialize the "ebb and flow, attack and defense" mechanics that the game traditionally tries to teach. This can also lead to speedruns becoming less interesting because one mechanic allows a player to skip much of what makes a game enjoyable (which can sometimes be solved by "No XGlitch%" run categories) So, the prompt branches into a few questions: - What are fun occasions you've seen where players got *absolutely destroyed* for relying on various "rush metas" in certain kinds of games, because witty players knew just how to react? - What are some interesting game mechanics you've seen that don't ruin the fun of the game, but force players to consider other mechanics they'd otherwise just forget about in order to have a "zero HP, max-damage" build? - What are some games you know of that are currently ruined by "Aggression metas", and what ideas do you have for either players or designers to correct for them?
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Recommendation engine: Downvote any game you’ve heard of before
This might be a slightly unusual attempt at a prompt, but might draw some appealing unusual options. The way it goes: Suggest games, ideally the kind that you believe would have relatively broad appeal. Don't feel bad about downvotes, but do downvote any game that's suggested if *you have heard of it before* (Perhaps, give some special treatment if it was literally your game of the year). This rule is meant to encourage people to post the indie darlings that took some unusual attention and discovery to be aware of and appreciate. If possible, link to the Steam pages for the games in question, so that anyone interested can quickly take a look at screenshots and reviews. And, as a general tip, anything with over 1000 steam reviews probably doesn't belong here. While I'd recommend that you only suggest one game per post, at the very most limit it to three. If I am incorrect about downvotes being inconsequential account-wide, say so and it might be possible to work out a different system.
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Many players have become “patient gamers”. What are games people might miss out on by waiting for sales?
Sales follow the tradition of supply and demand. Products come out at their highest price because of expectations and hype. Then, as interest wanes, the publisher continues to make *some* sales by reducing price to tempt the less interested parties. But this isn't the formula for all games. While we might agree that games from 2000 or even 2010 are "showing their age", at this point 5 to 8-year-old games are less and less likely to be seen as 'too old' by comparison to hot releases. Some publishers have picked up on that theme, and doubled down on the commitment to the idea that their games have high longevity and appeal; making the most of their capitalistic venture for better or worse. I recently was reminded of an indie game I had put on my wishlist several years back, but never ended up buying because it simply had never gone on sale - but looking at it now, not only did it maintain extremely positive user reviews, I also saw that its lowest all-time price was barely a few dollars off of its original price. In the AAA space, the easiest place to see this happening is with Nintendo. Anyone hoping to buy an old Legend of Zelda game for cheap will often be disappointed - the company is so insistent on its quality, they pretty much never give price reductions. And, with some occasional exceptions, their claims tend to be proven right. In the indie space, the most prominent example of this practice is **Factorio**, a popular factory-building game that has continued receiving updates, and has even had its base price *increased* from its original (complete with a warning announcement, encouraging people to purchase at its lower price while it's still available). Developers deserve to make a buck, and personally I can't say I've ever seen this practice negatively. Continuing to charge $25 for a good game, years after it came out, speaks to confidence in a product (even if most of us are annoyed at AAA games now costing $70). I sort of came to this realization from doing some accounting to find that I'd likely spent over $100 a year on game "bundles" that usually contain trashy games I'm liable to spend less than a few hours in. For those without any discussion comments, what games on Steam or elsewhere have you enjoyed that you've never seen get the free advertising of a "40% off sale"?
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Game genres where “It’s just more X content” is more than enough
We get a lot of sequels in the gaming world, and a common criticism is when a series isn't really innovating enough. We're given an open world game that takes 40 hours, with DLC stretching it out 20 more, and see a sequel releasing that cut out it's late 30 hours because players were already getting bored. Meanwhile, there's some other types of games where any addition in the form of "It's just more levels in the series" is perfectly satisfying. Often, this is a hard measure to replicate since these types of series often demand the creators are very inventive and detailed with their content - this likely wouldn't be a matter of rearranging tiles in a level editor to present a very slightly different situation. What I've often seen is that such games will add incredibly small, insignificant "New Gameplay Features" just so they have something to put on the back of the box, but that tend to be easily forgotten in standard play (yet, the game as a whole still ends up being fun). The specific series that come to mind for me with "Level-driven games" are: *Hitman* - the way the levels are made naturally necessitates some creativity both from the level makers to come up with unique foibles and weaknesses to each target, and from the players to discover both the intended and unintended methods of elimination. *Ace Attorney* - While they series has come up with various magical/unusual methods for pointing out contradictions in court, the appeal is still in the mysteries themselves, and it's never needed much beyond the basic gameplay, and the incredibly detailed and well-animated characters to hook people in. *Half-Life* - For its time, anyway. While its Episodes certainly made efforts to present new features, quite often the star of Half-Life games isn't really in any core features or gameplay mechanics, but in the inventive designs of its levels, tied in with a penchant for environmental storytelling; making you feel the world was more than an arrangement of blocks and paths. For a long time, the wait for Valve-made episodes was alleviated with modder-made levels hoping to approach the inventive qualities of the original games. *Yakuza* - While the series has undergone a major overhaul moving to JRPG combat mode, for 6+ games it satisfied a simple formula: Dramatic stories driven by cutscenes, as well as a huge variety of mini quests, of boundless variety and very low logic. For many of their games, they weren't doing a whole lot to re-contextualize their core gameplay, being fisticuffs combat, and it still worked out well (plus, they're continuing to go that route for games like Kiryu's last game) To open up discussion, and put the question as simply as I can: Which games do you follow, that you wish could be eternally supported by their devs, by simply continuing to release new "level packs" or their functional equivalent, with no need to revamp gameplay formulas?
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