The moment Musk fired engineers, I removed my account. Then I watched Twitter integration fail for a few applications Ive worked on, and removed that login/access.
From there, I watched multiple services fail. Ive watched spam bots take over. I watched drama after drama, Musk demanding weird choices like his tweets get priority.
It’s such a mess.
I dunno about that.
Just make it a narrative action game then.
If I see a game with a massive inventory, a bunch of stats, and killing monsters with my sword increases my sword speciality by 1… I’m going to have a lot of other expectations.
Edit: I love the downvote because you disagree. Reply why. Don’t be like reddit.
This is not the flex they think it is. It’s not that fetch quests suck, it’s how they’re presented.
Ubisoft sucks at it. Grab 100 feathers. Climb all 20 towers. It’s mechanical in its delivery and the payoff is often stupid like a bump to your stats.
But look at Zelda. Find all 8 triforce pieces. Or Dark Souls. Get the two halves of the elevator medallion. The journey feels real. Even Skyrim’s optional fetch quest - collect all the dragon masks, the delivery is amazing.
And in a role playing game, hanging out and enjoying the world has its benefits.
There was a indie dev, the Spiderweb games guy, who refused to use Steam for years and he sold his games on his website. I think it was from like 2008 all the way to 2022. Refused to give Valve a cut.
Then he finally released it on Steam and he wrote a blog post how his niche games sold extremely well and regrets leaving so much money on the table for years.
I tried to find the blog post but no luck.
It says Valve “forces” game publishers to sign up to so-called price parity obligations, preventing titles being sold at cheaper prices on rival platforms.
Ms Shotbolt says this has enabled Steam to charge an “excessive commission of up to 30%”, making UK consumers pay too much for purchasing PC games and add-on content.
This is actually the norm on a lot of platforms unfortunately. Apple. Google Play. Not at all unique to Valve.
There’s a moment of flow state I had with Doom Eternal. Like John Wick running on pure focus with the most intense music, as I eat fire and shit bullets, carefully balancing out my kill rate with my ammo and health and refilling as needed.
And you’re right. It is stressful. It’s 100% “fuck it we ball” and see where we land.
And after playing some Doom mods recently, it’s no where near as chaotic.
I used to cut my teeth on modding, and I was even part of a team. You think elementary school groups were bad, where one person carried the whole team? Yeah… That’s modding.
The challenge is that its volunteering.
It’s volunteers trying to Project Manager AND contribute AND be encouraging. Because the moment someone gets “too” serious, you leave.
This is incredible.
Athena Crisis is an example of how to build a high-quality video game using only JavaScript, React, and CSS. By open-sourcing Athena Crisis, we are following through on our commitment to open source our core technology and help push the Web forward as a game development platform.
I absolutely love browser-based gaming. But there’s not a lot of resources to learn how to build anything advanced beyond the casual games. After a while, every browser game migrates to a “real” game engine. Which makes sense. But doesn’t help push web games.
Since it’s easier for me to read vs watch a video I got a summary from AI.
======
The video appears to be about a critical review of a role-playing game (RPG) called “The Time of Troubles” developed by the Russian government. The reviewer criticizes the game’s story, historical inaccuracies, and glitches.
Here are some details gleaned from the video description:
The game is set during the “Time of Troubles” in Russian history, a period of political and social unrest in the early 17th century. The reviewer criticizes the game’s portrayal of the era, claiming historical inaccuracies. The video mentions issues like bugs and glitches that the reviewer encountered while playing the game. The reviewer criticizes the game’s design choices, such as making a high-level class available early in the game.
“Everybody is so entitled these days,” 420BiaBia wrote. “11 years ago Killer Instinct innovated with what is exactly the same character monetization and rotating trial characters and was praised. Now everyone expects every F2P game to give all core content for free upon start up. This game needs to make money to survive.”
Ah yes. Killer instinct, a staple in local fighting tournaments. /s
I work in tech so at least 80% of people play video games. Either hardcore or casually, on their phones, PCs or Steam deck. The other 20% don’t play video games because they’re busy with life, like they just had kids.
I feel like if a boomer-minded take like, “Vidja games are for kids yuk yuk”, literally everyone would rip into them.
It’s more of a space for indie games without having the barrier of dealing with Steam and all that set up.
Like if I wanted to make a game about pooping in my neighbor’s yard, I can just upload the game to itch and have it ready for people to play. (Or sell it too).
With Steam, you have a significantly bigger set up. There so many more things to configure, things that a indie dev may not be ready to answer yet. Not to mention, it opens up the door to reviews and criticism from the “general gaming public”.
It’s common for most indie devs to use itch.io to test run their game ideas with a small crowd before launching it on Steam.