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Cake day: Jun 14, 2023

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Both Apple and Google take that stance all the time. Google is legendary for the number of products they killed (many that had millions of users). One of my biggest annoyances is how much they’ve dumbed down Google search and gotten rid of Boolean operators and other features I used all the time to narrow things down.


This print shop I mentioned would just tell all their customers “include the fonts on the floppy/CD or we send it back” and then they kept every single font people sent them for years and years. Eventually they didn’t need to ask because they just had everything!


It was easy and fun until you had thousands of fonts in there, then programs would just crash when you opened the font selector. They weren’t expecting to be rendering previews for all those fonts and just ran out of memory. To solve this issue people invented font managers to allow you to carefully enable and disable sets of fonts before launching the apps you wanted to use them with.

Source: I briefly worked for a local printing press that had thousands of fonts.


Installing custom fonts has never really been a popular thing on any platform except in niche cases. Perhaps the best known use case is for print design and publishing where designers expect to be able to use any font they want in a magazine layout and have the printers able to put it on the page.


That’s an interesting take! I’m getting to be an aging gamer myself and I no longer really play story-focused games. I play Roguelikes which I can pick up and drop any time, 5-10 minutes at a time, here and there. These games are designed to have maximum replay value. So even though I don’t have a lot of time I spend it on replaying rather than playing new games!

It’s an interesting difference and I think it depends on what we both look to get out of games.


I think it was inevitable. Before HL2 we had Deus Ex. It was glorious. Fans loved it. Game devs looked at it and went “F*%@ that! We’re not making 3 games worth of content when you’re only going to see 1 on a given play through!”

So that defines the basic tension. Gamers love replay value and multiple paths and different character builds and tons of secrets to explore. Game devs on the other hand want players to see every little blade of grass and tree they worked so hard at placing in the game. I think they also have a lot of data from achievements that show most gamers barely finish the game once, let alone discover all the secrets and alternate endings etc.


Yeah that’s how the Total War series does it. A single unit could be up to 200 people. It tends to make the unit far less maneuverable though. This means it leans pretty far away from what the WarCraft/StarCraft fan is looking for with highly microable units.


I read a piece not too long ago by one of the developers of WC1. He originally had it so you could select all your units at the same time and just order them to attack. The lead designer said that was too boring and easy, so he had him limit the unit selection to groups of 4.

After trying it both ways, they agreed the smaller group limit made the game more skilful and interesting to play. Ever since then RTS games have gone towards increasing the selection cap more and more! I think it’s a mistake.


I loved the first one so much. I’ve been hearing the remaster for WC1 won’t have online multiplayer. That’s a huge disappointment for me. Hardly anyone ever got to experience that game multiplayer. I played it with my friend exactly once, when I brought my computer over to his house. It worked over LAN and I think also modem, but not the internet.


I don’t think trust is at issue here. If the game sucks, don’t buy it! There’s millions of other games to play.

There is reason to hope Blizzard will turn around. Bobby Kotick is gone. Microsoft owns the company now. Say what you will about Windows but Microsoft tends to take pretty good care of the gaming franchises they own. I think a lot of AoE fans are pretty happy with how that’s going. I could be wrong though?




They’re really in a bind though. Indie games are great because there are thousands of indie developers out there making games and we get to play any ones we want. All the indie games that fail don’t matter because we don’t need to pick the winner ahead of time.

AAA studios can’t operate this way because they can’t predict what will be a great game that everyone wants to play. The only leverage they have is that they can afford to hire a large team of artists to create all the graphics.

It’s really the same situation that Hollywood film studios are stuck in and the result is basically the same. Hollywood makes their MCU graphics extravaganzas and AAA studios makes their Call of Dutys.


I think he means “perfectly tuned to the way fans want it” which is to say “highly moddable.” Skyrim is kind of the first game in the series that sold really well on platforms other than the PC which strangely brought in a lot of fans who play the vanilla game. But as far as I can remember, the bulk of the longterm fanbase plays on PC and installs tons of mods for the game.

Sure, there are other games that fans like to mod (Minecraft being a big one) but I can’t think of any other game where fans stack dozens or even hundreds of mods by different authors all on the same game and actually expect it to work. The fact that it does work at all (and fans have created custom programs to merge mods and to carefully tune the loading order) is rather a miracle!

So this is what I think he means by “perfectly tuned.” A brand new engine would mean putting in a ton of work to support all the different forms of modding fans want to do and in all likelihood would be far less flexible and powerful, leading to modder community outcry.


How many people who worked on Morrowind, Oblivion, and/or Skyrim are still working there? This is a question I feel does not get asked enough when it comes to beloved franchises. People talk about their favourite game developers and how they “sold out” or whatever. I don’t think I see enough recognition that sometimes the best people at a company just leave.


I had actually heard about this game but didn’t pay much attention to it. It’s the first game ever published by Panic. This is a company previously known for exclusively publishing Mac software (mainly general utilities such as text editors, FTP clients, etc). I’m not surprised that the game is selling poorly given their lack of experience with game publishing.

The game looks very pretty but tactical RPGs are a niche genre. To market this game they need to get out there and get it in front of people who like these sorts of games. That means getting on forums and talking to people as well as sponsoring Twitch streamers who normally play these sorts of games.

Ever so, it’s a tough gig. I’ve seen streamers and YouTubers cover a lot of these sponsored games and many of them still flop because they just don’t interest the audience very much.


I think we can state as a truth that they have less potential profit.

That’s true but it’s not because people aren’t playing single player games. The reason single player games are less profitable is because the non-subscription, non-microtransaction single player market is extremely saturated with indie games. That makes it very hard to sell AAA single player games. The standards are extremely high and the opportunities for extra monetization are not there.

I have been a single player gamer for most of my life, yet I haven’t bought a AAA single player game in decades. I have more indie single player games to play than I know what to do with, and frankly they appeal to me more than AAA titles. Expensive graphics and voice acting don’t have much draw for me these days. I am much more interested in roguelikes and retro games now. I think there are thousands of others like me out there, among all those who don’t go in for multiplayer games and haven’t purchased a console.


Brilliant. She has real gravitas. That’s what you need for this role. The ability to carry the weight of history.


A pretty terrible one. Remasters are for games that are high on replay value and deeply nostalgic. Braid was cool and innovative and I enjoyed it when I played through it the first (and only) time, but I have no desire to play it again.




Seems pretty clear to me: they’re going after the Lego and Minecraft crowd. That is, little kids.


This was covered in a great talk by Soren Johnson (lead designer of Civ IV): Playing to Lose: AI and Civilization.

His main thesis is that players constantly demand stronger AI (that doesn’t cheat) but when they try it they hate it. The issue is that strong AI doesn’t role-play like an actual historical leader, it plays like a “gamer” who will stop at nothing to win.

That is, strong AI opponents treat Civ like a game of poker and they’ll use every possible means of defeating you. They’re not reliable allies or trading partners, they’re bluffing, duplicitous liars.

Human players who play against such AIs report a very negative experience. Many of the diplomacy functions in the game become rather useless against such an untrustworthy AI, and the whole situation devolves into something more akin to “turn-based Warcraft” rather than Civilization.


The difficulty setting in Civilization games has never been “how smart is the AI.” The AI always plays with the same level of “intelligence” (which is almost none). What the difficulty setting controls is how much the AI cheats (which is a ton at the highest levels) and how aggressive it is.

My problem with Civ 5 (as a player of the series since the beginning) is that they’ve added a ton of stuff to the game that doesn’t actually make it more interesting or challenging to play. At the same time, instead of improving the AI to make it more interesting and challenging to play against, they decided to hobble all of the strong strategies from the early games in a way that just makes the game more annoying to play.

The fun part of the Civ series has always been about building the largest, most technologically advanced empire and steamrolling all the AI’s cities. Since Civ 5 this has been flat out impossible due to the changes they made to the game which cause exponential corruption / waste for large empires and the inability to stack units which means large armies are extremely tedious to manage.



This game is worth picking up just for the soundtrack alone. Really awesome!


Funny you should bring up Caves of Qud. That game is pushing the envelope in terms of procedural generation. They want to do a ton of the world building and background stories with procedural generation while leaving the main plot hand-crafted. They also do a really fun procedural detective story with one of the quests, so the clues and evidence you find when investigating the crime are different every time.

I think a lot of the fun of that game is with exploring the procedurally generated environments and doing the random quests. There just needs to be more research into generating branching plots and simulating events, with chains of causality. Dwarf Fortress does a lot of this in its world generation, for example.

I think what works for Minecraft is the spatial nature of the game. Procedural generation gives the player a new environment in which they can role play as an architect and engineer. While nothing stops you from building exactly the same structure every time — block for block — it’s more fun to design your structures into the landscape itself, like a real architect would! The same goes for Daarf Fortress and the like. It scratches an engineering/managerial itch.


A roguelike without procedural generation is like Tetris where the order of the pieces is the same every time. Some roguelikes let you save the seed and replay the same run but this is generally referred to as cheating and done for recreation/research purposes, not for seriously attempting to win the game.


The reason the Mother series is so good is because it’s completely honest and lacking self-conscienceness. A lot of games today make a fatal error: they draw too much attention to the author. This is especially the case with homage or tribute games. They don’t allow you to immerse yourself and have that pure experience because the game is chock full of these little reminders that you’re playing a video game.


Discworld is amazing but not really a great setting for RPGs. The world is just too zany and hodge-podge. Everything I know about fantasy RPG fans tells me that they demand a “serious, rules-based” world.

There was a Discworld point and click adventure game though. The classic roguelike NetHack also has a ton of references to Discworld and a lot of humour and weirdness in general, though that also happens to be one of the things it gets criticized for the most. A Discworld RPG (which is at all faithful to the setting) would basically be NetHack on steroids.