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Cake day: Mar 18, 2024

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I would say it’s “tedium” that sounds unappealing to me at higher encounter rates rather than “punishment”. And it’s not just my personal tastes but also what all of their peers were doing with encounter rates, including Wasteland 1 and 2, which I’m sure you know share a lineage with Fallout.


It’s the shoestring budget and development timeline that would leave me to believe that they didn’t intend for it to be dependent on clock speeds. It’s the tabletop roots that made me feel like I got the correct encounter rate while 8 times as many would feel wrong.


By cap, I mean lower bound. I see random encounters. If random encounters go down as CPUs get faster, my CPU is so much faster than one from the 90s that my random encounters should approach zero, but I had plenty. I just didn’t have what that person experienced where it felt like too many. In fact, it felt so right to me that I didn’t question that anything might be wrong, but I would if I saw dozens. You’re right: there’s no way they could foresee how fast my CPU would be in 2024 or 2013/2014, so how would their logic still output what feels like an acceptable encounter rate that matches other games in the genre by accident?

You’re suggesting that the developers got into a room together and said “Let’s design this so that it won’t play the way we intend for it to be played until 15 years pass”

What would make sense to me based on how those games played for me, and feel free to contradict me with an interview or some other evidence, is that they built and tested the game on higher end machines than many of their customers had, and that faster CPUs resulted in the correct encounter rate while slower CPUs resulted in dozens. I’d sooner believe that the game working differently at different clock rates was an oversight rather than how they intended for it to work. Then again, that person in that reddit thread is playing the same GOG version I did and still recreated that higher encounter rate.


Look, I believe you, but I’ll admit I’m having trouble reconciling a few things about it. If it’s a CPU-bound problem, I’d expect it to get worse as the CPU gets faster, and my PC now is much faster than the one I played Fallout 1 on about a decade earlier, yet my encounter rates were remarkably similar. Not only were they remarkably similar, but they were remarkably similar to every other RPG I’ve played like it, such as Baldur’s Gate and Wasteland 2. Looking at heat maps of encounter rates on a wiki, I definitely had more in the red zones, but it was maybe two encounters per square rather than a dozen, and a dozen sounds miserable; I, too, would come to the conclusion that something was wrong if I saw significantly more encounters than I did. I ran Fallout 1 on Windows back in the day and Fallout 2 via Proton, so we can eliminate that as a variable that may have caused the game to behave differently. A streamer I watch played Fallout 1 for the first time via Fallout CE and had extremely similar encounter rates, and not only are we running very different machines, but surely that project unbound the encounter rates from the CPU. If we’re hitting some kind of cap on encounter rates, why do they all appear to be at about the rate I experienced? And why would we not assume that that cap was the intended design?


If we ignore the part where that person had so many encounters that they came to the conclusion that something was wrong, and if we ignore the distinct possibility that people remembering a higher encounter rate could have been experiencing that due to their CPU spec not being what the developer intended even in the 90s as CPUs increased in speed wildly in the course of just a few years back then, it would only make the random encounters in the overworld more of a deterrent against traveling too often.


The good: WB development studios have been limited to making games off of only WB properties for so long. Developers would come up with a pitch or a prototype, but it wasn’t allowed to be an original IP, which was bad for them and Warner Bros., since it made it harder to sell off the video game division by itself. Maybe this will give those devs more freedom.

The bad: We’re rapidly approaching that Bojack Horseman joke where there are only four companies with extremely long hyphenated names, and Netflix doesn’t seem to know what they want to do in the video game space or how to do it. They have an incentive to lock games exclusively behind subscriptions, which is what everyone was afraid Game Pass would do but Nintendo and Netflix are doing this already right now.



Eh, I doubt it, because it didn’t seem like I was seeing too few. They came at an appropriate clip, and the second game even gives you a car to see fewer of them after the halfway point.



I’d consider the random events to be a pretty small part of 1 and 2, and a deterrent to frequent travel, alongside the built in time limits.



You could go to Moby games and start using Ctrl+F for the names found on the other Moby games page. That’s what I did. I found like 7 or 8 in common before I stopped. That’s enough on its own for a fun reunion on the set of the TV adaptation of the thing you built 15 years ago.


He’s on Outer Worlds 2 as “Studio Design Director”, as in duties that apply to the entire studio, a studio that works on multiple projects at any given time. He was game director on Pentiment while Outer Worlds 2 was being built. I’m sure he did plenty of actual work on Outer Worlds 2 the same way that my boss helps solve problems I’m having, even though they’re also working with other teams on other projects. He probably also got started on his next main project right after Pentiment wrapped, all while helping out on Avowed, Outer Worlds 2, and Grounded 2.

its pretty much just Sawyer, out of names people might actually know

I knew very few of these people’s names before looking at the credits just now, but I’m not sure what that has to do with anything. There are names on there that you probably didn’t know that worked on both projects.


I don’t think Sawyer was “demoted”. I think he’s just on other projects. Pentiment’s entire development probably fit within Outer Worlds 2’s timeline. I don’t think Bethesda said, “invite everyone who worked on New Vegas” expecting there to be no change in staff in 15 years, but there are still plenty of people from that old project there.


Thanks! But I really do mean it when I say I haven’t come across defenders of 3 over New Vegas, so this was definitely all a new perspective for me, lol. I also think there are a lot of people asking for a new Fallout game that haven’t tried 1 and 2, and I’d love to point more people that way when the topic comes up, or at least to the Wasteland games as a close enough proximity.


A casual look down the MobyGames lists on New Vegas and Outer Worlds 2 still shows a lot of overlap, so probably. It would be weird to invite people who didn’t work on New Vegas to see the realization of a thing they didn’t work on.


Well you folks have been pretty quiet for 15 years. What’s the argument for 3 over New Vegas? Or 3 over 1/2?


I’ve been on gaming forums for a long time, and I honestly can’t recall a single time I saw anything resembling an actual debate that people might like 3 more than New Vegas. I have seen debates of 3 vs. 4 and New Vegas vs. 1/2, but I’ve never come across a debate between people who’ve played more or less the entire series and preferred Bethesda’s games. Maybe that’s you, but this would be the first time.


Just about any game is someone’s favorite, but that doesn’t mean there’s a lot of debate. Fallout 4 and 76 appear to have reached an audience much larger than the rest of the series’ usual standards for copies sold, so the sense I get is that if you’re calling one of those your favorites, you most likely haven’t seen most of the rest of the series. I think 3 and 4 get a lot of criticism that may go too far, but the long and short of it is that the consensus is that Bethesda’s entries are not among the strongest in the series.


I had a very strange personal interaction with one of the heads of this studio at a PAX years ago, but the story of this studio, if it ends here, appears to be that they continually bit off more than they could chew and didn't aim to make a project that they could afford to make well.
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“I think fans debate what their favourite one is, which is understandable,” Howard says. “I think it’s great that you can have a lot of factions and the fans say, ‘Oh, I like one or two or three or four, or Vegas or 76’ now, and so I think that’s really healthy for a franchise where people can say which one is their favourite.”

I’m sure Todd’s head canon is that there’s more of a debate than there actually is.


No Avowed or Outer Worlds 2 either, which are high on my personal list. And before someone wants to tell me they were divisive, they both reviewed far better than the likes of To a T or Lost Records.



They did a lot of extra work on it without charging for it, and it’s been a long time since they put out a hit. California salaries and real estate are expensive.


I would ordinarily put my top-level thoughts in the “Body” part of the link submission, but I’ve found that a lot of people here only read that box without reading the article, so I’ll put them in a comment here.

“Your company is only as strong as your last game,” says Celia Schilling, marketing director at Yacht Club.

This is true when you’re a single project studio.

By 2024, Yacht Club finally acknowledged that the two-team structure wasn’t working. It laid off some employees to cut expenses and paused development on the Shovel Knight sequel so everyone could work on Mina the Hollower, with Velasco taking over as director. What was once considered a less ambitious side project is now the company’s largest game ever.

My read on this is that the the two-team structure wasn’t the problem, but scope creep was, not to mention the bad fit for initial project direction that they acknowledged elsewhere in the article. I’m quite sure Mina the Hollower will hit their sales target of 200k copies. Hopefully they scale back up responsibly after that.


Creator of Hit Game Shovel Knight Is at a ‘Make or Break’ Moment
Yacht Club Games needs its next title, Mina the Hollower, to be a success.
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But lead level designer Jacob Mikkelsen says he doesn’t regret anything they’ve done so far

Not even the online requirement for accessing most of the game’s features? It’s so needless. To my knowledge, the game doesn’t even have an in-game microtransaction shop to give them an incentive to have you online. At least there’s a community server project, so I feel good about our chances of preserving the game in the future, but it doesn’t make me okay with giving them my money in the present. And it’s a damn shame, because the sandbox they made for Hitman is fantastic.


I would call Avowed the best action game this year, yes. I think a lot of people were let down by the ways that it’s light on RPG systems, expecting it to be a Bethesda style game, but I’d say that, while it’s not 1:1, that game has a lot in common with FromSoft games but without the tense feeling of being against tough odds. If you haven’t played it yet, you’ll see what I mean. There’s also Eternal Strands, which I haven’t played just because there was so much else to play this year, but it’s got some buzz and interesting design ideas behind it.


What do you consider Obsidian? They put out two bangers this year. Does Split Fiction count? They’re at least an order of magnitude under the budget of a marquis Sony game, let alone the likes of Grand Theft Auto or Call of Duty. How about Fatal Fury: City of the Wolves? The Alters? Dispatch? Have you heard of a little game called Clair Obscur: Expedition 33? I hear people like that one. (I’m joking. I’ve played it, too. Budget estimates are still in the tens of millions of dollars.) I’m strongly of the opinion that AA is back right now.


Indie games have had a far better hit rate with me since about 2017 or so, but this year, bigger budget games have been more my speed. I agree; there’s no need to stick to those sorts of categories when your favorite can come from anywhere.



I’d argue live service killed the full package, where the full package used to be single player and multiplayer modes, sometimes multiple of each.


I’ll have to check this out when I return from the holiday weekend. Timesplitters 2 was the game we played when we didn’t have access to Halo, and while that style of FPS was commonplace back then, the industry basically doesn’t make anything like this anymore.


Source? You say I need to provide sources. Where’s yours for this.

It’s in the article that we’re commenting on right now.

“I think some of that work, by nature, because it’s so close to the platform, will have to be SteamOS specific… some publishers or some game developers will have to decide at their own rhythm if they want to do that work for SteamOS or not. But we’ve been trying to help in any way we can along the way.”

I don’t know how this works with Linux software licenses, but it seems to be something that they’re acknowledging they might have to do, somehow.

It is not, on PC at least.

You’re right, I’ve got some double-counting going on in there. According to Mat Piscatella of Circana, 40-50% of all gaming hours on PS5/XS are spent on just the top 10 live service titles. Surely a target demo for the Steam Machine includes a portion of that, but these games really do represent a huge portion of the market, including on PC. You only need one of those games to be a deal-breaker for someone to make them decide that it’s not worth it to use a Steam Machine or switch to Linux. For instance, I’ve got friends that play primarily games that work on Linux, but if Destiny 2 doesn’t work, then they’re out, full stop. For another friend, it might be Battlefield, or what have you.

This number is bullshit probably. If their AC can detect cheaters then they wouldn’t have this issue in the first place. You’re trying to tell me you believe they can accurately count cheaters but are also incapable of stopping them? Yeah…

I don’t know Facepunch’s methodology, or that of their anti-cheat vendor, but often times they like to do bans in waves so as to not give away how the cheaters were caught. Again, given that they’re not the only developer to come to this conclusion, I have no reason to doubt their write-up. I can certainly disagree with how they’ve responded to it though. If it were me, I’d sooner put Linux users on a prisoners’ island or something than to outright just not let them play.


I understand the desire, but then that might have implications on support tickets, advertised system requirements, separate maintenance and optimizations for only one platform, etc. It might be that turning up the FOV even a smidge over their maximum requires a super computer that doesn’t even exist yet, depending on what it has to render and how it works under the hood.


Quite famously, Unity had a reputational problem because of this. Free users were required to show the splash screen, but companies with larger war chests could pay the higher rate to skip it. It led to Unity being associated with low-budget and amateurish games, while higher quality games running on the same engine, which would be better advertising for Unity, tended to not show the logo.


Anti-cheat is not heading toward more support without the intervention described in the article. Whatever that results in. Valve is talking about potentially a SteamOS-specific fix, which I take to mean that they might have to do something at a kernel level that other Linux distros would find unacceptable. “Only” EA, Riot, Epic, Roblox, and Call of Duty is grossly underselling this: that is most of the video game market. It’s not most games, nor is it most publishers, but between those games and publishers, it represents most players, most dollars spent, and most time spent playing video games (at least non-mobile, anyway). It is an enormous hump to get over if you want to make a gaming device appealing to more customers.

The one thing they always say is how few users are on Linux. If that’s true then most of the hackers can’t be. It doesn’t make sense.

Sure it does. As an example, let’s say there are X players for a game in a month, and 3-7% of those are on Linux. If, as Facepunch says, more than half of that 3-7% are cheaters, then including them is doing more harm than good to your cheating problem.


To be fair to devs, increasing the FOV has a lot of performance implications on how much less they’re culling from the scene as you rotate the camera. In this era of open world games, I suspect it scales very poorly as that FOV increases. Temporarily increasing the FOV is also one of their handy tricks for giving you a sense of speed when you hit a boost button and whatnot, so whatever your FOV is, they need to make it more than that.

Sound test menus are a remnant of arcade design, and when arcades starting dying, this feature made less sense. The OST sale is usually more of a revenue stream for the game’s composer, as I understand it.


Monopoly has been one of the most popular board games for about a century, and hardly anyone plays by all of the official rules. Once I buy a game, if I want to play with house rules, I should be able to. Putting the sliders and such in game, even with the warning message mentioned above, just makes it easier to do so without having to rely on the community to make mods.


I’m generally with you, but there are implications for the online game and matchmaking in the likes of Dark Souls games. By the time they got to Elden Ring, they seemed to care way less about things like invasions.


All fighting games (or anything that runs deterministically on all players’ machines, like fighting games do) should always have a performance test requirement before you hop online. We figured this out over a decade ago, and plenty still don’t do it, resulting in people with weak computers causing matches to appear laggy.

As a society, we should agree on which menu subtitles belong in. Is it language? Audio? Display? Game Settings? Sometimes I’ve seen games put them in multiple menus so that we always find them where we’re looking for them.

I’m no expert on colorblind settings, but I tried playing Monaco with someone who’s red/green colorblind, and that game was nearly impossible for him.

If your game runs online, I should be able to host the server myself, and launching a listen server from within the game ought to be present, too. It might be nice to surface port forward information there as well. LAN is nice; Direct IP connections are better. (Thanks, Larian, for including both!)


So the only thing that’s allowed to be speculated is that the companies are perfectly honest and never lie? Yeah, maybe you’re not that reasonable.

A bit of skepticism is healthy, but it’s far more reasonable to assume that independently reporting the same thing from multiple different unaffiliated companies is the truth compared to making up stories about executive meddling or that banning Linux increases the percentage of hackers, based on nothing except your own feelings.

I daily drive Kubuntu. I hate Windows. I have a Windows partition, but I haven’t booted it since December of last year. My next PC won’t have Windows at all. The operating system I use doesn’t change what is actually happening in the real world.

If they can’t stop the hacking on Windows then what the hell is blocking Linux going to do?

It’s going to prevent a more potent vector, which is exactly what they said.


An article from this weekend that seemingly got buried by soundbites about the Steam Machine price in the same interview, but given that we have no information on price, this seems way more interesting to me. I mean...I basically self-select games that don't use these kinds of anti-cheat at all, but this is important information for a lot of people, especially if you're looking for an off-ramp from Windows and still want to play some of the most popular live service titles.
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In which Dispatch has a direct lineage to a Splinter Cell game that became XDefiant.
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It's early stages and buggy, but it's on its way. All games, even bland, boring, or bad ones, deserve to remain playable.
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At this rate, the PS6 will be out by the time this game is ready.
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Pillars 2's turn based mode was such a great addition that it propelled me through the game a second time after I'd already finished it in RtwP. Pillars 1 didn't have that option when I played it, but from Pillars 2, I'm quite certain it will be the better way to play the game from now on.
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Free Windows 10 support ended for most people this past month, and the trend line of Linux usage has been quite clear leading up to this, as people prepared for the inevitable. An increase in Linux usage is also correlated to a drop in Chinese players, which did happen this month a little bit, but Linux usage is also trending up when filtering for English only. It's worth noting that for all the official support Macs ever saw in gaming, they never represented anything better than about 5% of the market.
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Oh, and turns out New World, Amazon's one reasonably-sized success in gaming, is shutting down in 2026, and development is ending imminently.
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> “For quality games media, I continue to believe that the best form of stability is dedicated reader bases to remove reliance on funds, and a hybrid of direct reader funding and advertisements. If people want to keep reading quality content from full time professionals, they need to support it or lose it. That’s never been more critical than now.” The games media outlets that have survived, except for Gamespot and IGN, have just about all switched to this model. It seems to be the only way it survives.
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There's a paywall, but you can sort of read most of it before they tell you that you need a subscription. Also, reloading the page a handful of times seems to get by it? > The current Xbox dev kit is moving from $1,500 to $2,000, a 33 percent jump in price. “The adjustment reflects macroeconomic developments,” says Microsoft in an announcement to Xbox developers, seen by The Verge. “We remain committed to providing high-quality tools and support for your development efforts.” I asked Microsoft to comment on the price rise, but the company didn’t respond in time for publication.
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Yes, yes, 2XKO just launched, but I'm not installing a rootkit on my computer to play a fighting game, and this game looks more interesting anyway. This guy looks cool, and having no familiarity with the source material, I also understand that in the lore, he's just a normal dude, so I like the help they let him call in to raise him to the power level of the super powered folks. Unless something stops me, I think I'll be able to get hands on with this game tomorrow, and I'm excited. EDIT: I got to play it, and I remain excited.
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Cancelled because a black man killing the Klan, after all the morons complaining about Yasuke, was going to be too controversial of a video game in our (Americans') "unstable" country.
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Featuring Control, Astro Bot, Donkey Kong Bananza, Red Faction: Guerrilla, Teardown, The Finals, and more.
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They're trying to soften the blow by adding new features to each tier, but it's still just to disguise a price hike. More games are coming to the $15 tier, but it still won't be day and date releases. First party games come to the $15 tier "within a year", but that's even excluding Call of Duty.
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In a deal involving a company owned by Jared Kushner, a company that is basically just the Saudis, and $20B of debt.
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Electronic Arts nears roughly $50 billion deal to go private, WSJ reports
> A group of investors including private-equity firm Silver Lake and Saudi Arabia's Public Investment Fund could unveil a deal for the publisher best known for its sports games as soon as next week, WSJ said.
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It's true. Reviewers rave about a game, I pick it up and play it, and they're raving about a new one before I've finished that last one. I've got a list of 20+ games that came out this year that I still haven't gotten around to. I might get through 5 of them before the new year. And you know, if wouldn't hurt my ability to play more games if more of them were shorter. EDIT: I provided this anecdote as a reason contributing to the problems that the industry is experiencing. The article is about the trouble the industry is experiencing as a result of too many competing games being released in a given year. It is not about how I feel about trying to play through many of the ones I found interesting. Apparently Schreier had the same problem on BlueSky with people answering what they think the headline says rather than what the article is about.
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If you miss old network multiplayer games, or would like to try them with your friends for the first time, may I suggest setting them up via SoftEtherVPN?
Hey, folks! A lot of us here are pretty down on live service games for all sorts of reasons, but there are a number of great games that will always be playable thanks to DRM-free copies and low-latency VPNs that simulate a LAN. It's been so, so long since a shooter was made for me, and a number of my friends are quite dissatisfied with the market as well, that I decided to put in a little effort and make it happen. ## Disclaimers: - I am not an expert on this stuff. Some stuff I researched for this project, and some I just remember how to do from the old days. - There is an easier way to do this, using free services like Hamachi or similar. I have found that, in rare cases, Hamachi just didn't work for some LAN games for reasons I couldn't discern; and services like these also tend to impose limits on how many users you can have for free. I went with SoftEther because it is still developed in the modern era, works on Linux and Windows, and I can be in control, so that the terms of service will never change. If you don't want to go through setup for SoftEther, a free service like that one will likely work, too. ## Setting up SoftEther VPN I mostly followed the instructions in [this guide](https://www.youtube.com/watch?v=6TB6VR7rx04) to set up SoftEther. I'm hosting the server locally on my Ubuntu desktop machine though, so I made the following changes: - I downloaded the install files with a regular GUI rather than the terminal web browser - I did NOT set the server to start up with my computer, so that I can control when friends can connect to my VPN - Port forwarding is done via my regular router UI, which I'll cover later You'll need a VPN client as well as the VPN server. On Windows, your client is a regular GUI, and you can follow the instructions in the video; basically, you're just right-clicking and creating a new connection with the account that you set up with the server. On Linux, for some reason, we only get a command line client, and you can find instructions [here](https://github.com/bgilmer77/SoftEther-VPN-Client-Setup-on-Linux/blob/master/softether-linux-howto.md). Note that, on Linux, you do need to separately request an IP address from your VPN, as it isn't done for you as part of connecting to the VPN. ## Port Forwarding The newest game I'll mention in this post came out in 2008. That was 17 years ago. Someone reading this post may not have been born in an era where they ever had to port forward to play an online game. These days it's abstracted behind services like Steam or a game's official servers, but if you're hosting the server yourself, you need to port forward. The gist is that your router's IP address is the only thing visible to the outside world, so if you want people who are looking for your VPN server to find it on your computer, you need to tell your router, "Whenever someone comes to your IP address on *this port*, send it to my machine." When friends are trying to connect to your VPN, you give them the IP address that you find on whatismyip.com, and it gets forwarded to your computer on your local network. When people connect to your VPN, they can then just find your hosted game via LAN. You can actually sidestep the entire VPN part of this process if your game can directly connect to a given IP address, which some but not all games allow for. I personally find the VPN easier than trying to find this information for each game. The ports that you need to forward are found in the server setup video that I linked above. I also forwarded port 22 for the SFTP section below. ## The SFTP Server Using Filezilla on Windows or a generic SFTP setup on Linux, I can host any files that my friends need. I can host the client installer for the VPN, so there's no chance we're ever on different versions of the software. I can host mods for Star Wars: Episode I - Racer that fix the network play and add better support for modern controllers. I can host full on installers for delisted games like Unreal Tournament and Battlefield 2; I found one of these to be difficult to even pirate, but fortunately there was an *archive* somewhere on the *internet* that I was able to find. ## The Games GOG has been great for this. They do lots of work to old games, and you can just about always be sure that you've got the latest version compared to installing games off of your old discs. Here's what I've tested so far, all from GOG: - Crysis Wars - F.E.A.R. Combat (didn't work; the GOG version returned a CD error, which I reported to support; allegedly, a mod can fix this) - Red Faction - Star Wars: Battlefront II, the good one (you can't mix and match the Galaxy/Heroic version with the offline installer version, I found out; the Galaxy/Heroic version is one of the few in this list that still has functioning online in the wake of GameSpy's death) - Star Wars: Episode I - Racer - XIII (classic) I still have yet to test (but expect them to work): - Battlefield 1942 (not from GOG) - Battlefield 2 (not from GOG) - Flatout - Flatout 2 - Unreal Tournament (now delisted) - Unreal Tournament 2004 (now delisted) ## Some observations, thoughts, and room for improvement... As I said above, I'm not an expert. There are some things I'd like to improve if I knew the way to get there. 1. Transferring files over that SFTP seems to be limited to about 1.8MB/s per file. If you're downloading multiple files, that's all well and good, but I'm not sure why there's this speed limit there, nor if it's the fault of my server or my friends' clients. 2. Similarly, when my friends connect to my VPN, they're getting about 2/3 access to my entire bandwidth of 300mbps. All traffic from their machine, once connected, is sent through mine before it hits the wider internet, including our Discord call. Fortunately, neither Discord nor online games require a ton of traffic, but it would be nice to have *only* the LAN traffic go through LAN. I've found a number of sources suggesting ways to maybe achieve that, some on the client side, some on the server side, but my friends only have so much availability and tolerance to go through these sorts of tests with me. It's fine for now, when we play in small groups, but if I ever find myself in a situation where we want to get a 16 player game of Battlefield 2 going, which is unlikely but possible with my friend group, this setup might not scale well with my bandwidth limits. 3. For some reason, while we can run LAN games over this VPN setup, I can't ping my friends' VPN IP address directly. This doesn't harm anything, but pinging is a pretty routine troubleshooting step that for some reason just doesn't work for me. 4. When I go into the server manager and check the DhcpTable, I can see every one of my friends' computers' names except my own. I suspect because my Linux client isn't reporting my PC name. I don't know why this is. I'm the only one in the group on Linux, so I know I'm the one with a blank host name, but I found it odd. ## Conclusion There is something that just hits right about some of these old games, when you're just playing them for fun rather than some extrinsic reward like a battle pass skin. Allowing me to be an old man for a second, maybe we added too much to some of these games and genres, and it would be nice to see some more games come out that retain what these games had going for them, knowing that they won't retain an audience for more than a few months. That used to be okay.
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FYI: full of spoilers for both Wolfenstein games that Machine Games made. Includes comments about continuing the series.
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To paraphrase Jeff Grubb, there's been more smoke lately indicating a console than VR, but "frame" implies glasses implies VR headset. It could go either way or both, where the console and VR are complementary. Or neither! But I think smart money is on Valve announcing new hardware imminently, and personally, I think it's a console like a Steam Machine but with the library problem now solved. There were leaked specs for hardware that Valve was testing that could theoretically retail between $500 and $700, but that is analysis and inference only, not an announcement. Separately, there were leaked designs of a new Steam controller that was supposedly on its way to the production line for mass production. Valve also has ties to Keighley and the Game Awards, where Alyx was announced back in 2019 before a March release in 2020, so there could be something like that again. Another reminder that the next Half-Life game is also rumored to be imminent, so it would make sense to pair these things together like Alyx and the Index.
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This could just be the vestiges of E3's ghost creating a bad demo, but I was pretty unimpressed by this. If Hitman allowed you to be as freeform as Crysis, this demo looked like Crysis 2, highlighting all the specific options that they crafted for you to use, and there are only maybe three of them rather than allowing you to get creative and come up with your own answers to things. But that's only based on what they showed. Then, regardless of the quality of the game, I still don't trust IO Interactive after the online shenanigans they pulled in those last Hitman games. But hey, I figured I'd share this reveal here, as it is in fact video game news.
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‘Perfect Dark’ Developer Lays Off Staff After Funding Deal Falls Through
Take-Two almost took over the project and seemingly wanted to take over the franchise, but Microsoft didn't agree to the terms, hence the Crystal Dynamics layoffs. I still doubt that this game would have turned into anything other than the most generic form of whatever FPSes are these days, which I'm not enthused about, but it's moot anyway, because the project is dead and these people are out of a job.
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Featured in this video: Blizzard doing exactly the shitty thing that we suspected they were doing, and a Ubisoft developer using an example where they can point to a law on the books to stop their bosses from doing shitty things.
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It would be nice to see some more IPs liberated from Ubisoft, since they're not using them anyway.
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"And at least part of that plan involves AI", reads the subtitle. To be clear, not an endorsement from me. Some of this reads very strangely to me, but this is boots on the ground reporting from Gamescom of developer sentiment. > ...having spent the past four days dashing between appointments with CEOs and developers, there is one sentiment that has remained consistent among almost everyone I spoke to. We need to make games quicker. Amen. Twenty years ago, 3 years was a long dev cycle, and most games were churned out in 12-18 months. It also relied heavily on crunch, but maybe we could get back to 3 year dev cycles that don't, and that can be considered somewhat "normal". > Of course, it's one thing to say you want to make games more quickly, and quite another to actually do it. More to the point, *how* do you do it? Well, I, for one, would start with the bloat that made its way into mainstay series. The icon barf of Assassin's Creed. Turning series open world that have no business doing so. Making a huge game as the first outing in a series instead of seeing if there's even an appetite for the premise in the first place. > One option is to make games that look worse. Given how super-detailed graphics seem to be far less important to a younger generation raised on Roblox and Minecraft, this would seem like a fair enough strategy. ... Yet there seemed to be little appetite for this strategy among the people I spoke to at Gamescom. Perhaps it's an unwillingness to fly in the face of conventional wisdom in an industry where frame rates are often fetishised. Perhaps it's more about simple pride in the craft. So are we refusing to do what's actually necessary to keep people's jobs sustainable, or...? > So what's the alternative? One option is to use AI to speed up the development process. And it's an option that more and more studios are taking up. ... AI is the games industry's dirty little open secret – the majority of people I spoke to said they were using AI in some form or another. And this is where I know a lot of people would like to stop reading, but I'd encourage you to continue anyway. > Utilising AI to generate snippets of code was a popular choice. To date, this is the only use I've ever heard, as a programmer, as something that might be useful for my job. Not that I've done it. I can still come up with snippets quickly enough just from old fashioned documentation most of the time. But sometimes it's written so generic that it takes hours of your day or more to actually learn it. And that's not the most common thing in the world that I run into that. I do wish the author broke down how much, and which pieces, of this came from developers compared to executives/managers/owners. I'm glad to hear that everyone agrees that shorter dev cycles are a goal worth pursuing. I'm not convinced AI gets us there, and I wonder how many programmers really feel it's speeding them along in their day-to-day such that it can reduce a development schedule by literal years.
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If you ever had an interest in Guilty Gear Strive, thanks to the new ranked matchmaking, there’s never been a better time to play!
For four years, we had to deal with the "tower". Even if it functioned properly all the time, which it frequently didn't, it was a miserable experience. They've now got a standard matchmaking and ranking system, which makes it so much easier to keep playing this game that has largely always been excellent once you actually got into a match. The one gripe I have with it is that the ranked matches are first-to-2-wins, or best 2 out of 3, and this game is always played first-to-3-wins, or best 3 out of 5, in any other circumstance. If you have any questions, feel free to ask. I haven't played quite so much for the past year, because having to deal with the tower was quite a deterrent, but I'd still say I have a pretty good understanding of the game, its systems, and how to turn you into a better player. At one point, on the unofficial ranking sites that are now suddenly obsolete, I climbed as high as 1700 Elo as Goldlewis.
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Splitgate 1 Lives on Through Peer-to-Peer Support
They explicitly mention Stop Killing Games discussions from their customers as a large contributing factor to the work they did on this, which is awesome. Less awesome is the things that this announcement leaves to the imagination. It sounds like it will just shift to using the platform's multiplayer services for finding peer-to-peer games rather than letting you point your client at any server IP address you wish. This is absolutely better than nothing, but if I assume that they're doing the minimum required to achieve what this post says they're doing, then there's still more to be done.
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I'll be honest: I think matchmaking is just a better experience for how I like to play FPS games. I never got a sense of "community" from sticking with a given server; I would come to find something like it via Discord years later but not just from frequenting a given game server. My server browser experience was mostly that I'd join a game in a progress, as other people come and go from a game in progress, and I wondered what the point of the match was if the teams weren't even the same at the end of the match as when they began. Most people's default when running a server was to turn player numbers to max and, in Battlefield's case, "tickets" needed to win as well, but just because the numbers are bigger doesn't mean that it's better pacing for a match, for instance. Matchmaking sets the defaults and ensures a pretty consistent experience from start to finish of each match. This comment from the developer is true, too. > "Matchmaking servers spin up in seconds (get filled with players), and spin down after the game is over," Sirland wrote in a thread on X last week. "That couple of seconds when servers lose a lot of players mid-game is the only time you can join, which makes it a tricky combination (and full of queuing to join issues). My preference for the matchmaking experience is reflected across the audience they cater to, and it contributed to an industry focus on matchmaking and the end of server browsers. But we still need real server browsers. If we bought a game, we should be able to do what we want with it, including running those max player/max ticket servers that run 24/7 on one map. We should be able to do it without DICE/EA's permission, on our own if we so choose, without salaried staff running master server operations, because one day the revenue this game brings in will not justify the costs to keep it going. We should be able to deal with cheaters by vote kicking them from the server rather than installing increasingly invasive mandatory anti cheat solutions that don't even fully solve the problem anyway, because it's unsolvable.
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This is interesting for a couple of reasons. One is that this is about as much market share as Mac ever had at its peak, and almost twice as much as it has currently. Another is that, if you click the link for the site's Steam Linux Data Tracker, you can see that English-only Linux market share (a crude way of filtering out the ebbs and flows of Chinese players on largely-identical hardware and operating systems) is more than 6%, up from under 2% just 5 years ago. A lot of people are unhappy with Windows in general, and especially 11, and Windows 10 is about to force the issue in just a few months as it loses official support. I have a friend whose computer is still in decent shape for gaming but with TPM settings that don't meet the minimum spec for Windows 11; at some point, he'll lose compatibility and have to throw out an otherwise perfectly functional machine, so it's good that some other OS is shaping up to be a good enough option for many people. This has been an upward trend since *slightly before* the release of the Steam Deck, as you can see on the graphs, and I've come across YouTube videos from both James Lee Animations and PewDiePie about how they got to be so sick of Windows (and Adobe) they both switched to Linux with middle fingers raised at their old workflows. Folks like them making videos like that can have real effects on the market. Linux has been my daily driver for gaming for about 8 years now, and it's matured so much in that time that I've hardly booted to my Windows partition for any reason. It's not perfect, but if I'm choosing between the quirks that Linux has by accident and the deficiencies that are in Windows on purpose, I'll take LInux every time, and it seems like more people are coming to that same conclusion. No doubt the biggest remaining frontier is live service gaming with kernel level anti-cheat, but if Linux becomes a larger user base, as it's doing right now, the developers making those games will have to solve that problem to reach that addressable market, and everybody wins.
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