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Cake day: Jun 18, 2023

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I guess I’m confused about what you’re proposing then. Why would anyone - consumers, Microsoft, or Nintendo/Sony - want an Xbox operating system on a non-Xbox console?



Is it too late for that?

I don’t think a ton of people would care enough in the first place, and those that do would probably prefer SetamOS or PopOS or something else that isn’t affiliated with Microsoft.


The Series X|S combined has sold less than half the units of the PS5. I can’t find sales numbers on the X vs S, but it seems like a lot of studios have determined it’s just not really profitable to do that level of optimisation unless you can also squeeze the game onto Switch, which does not have as much overlap in demographics as the Xbox and PlayStation do.

The article cites Larian having similar issues with Baldur’s Gate 3 and Remedy with Alan Wake 2. This isn’t just one shitty lazy dev studio- this is Microsoft forcing hard decisions on devs by insisting on walking the Series S like they’re in Weekend at Bernie’s.


Once again: mobile space vs console space. There are plenty of revenue streams and opportunities for profitable ventures here.

The article itself points out one of the reasons that Microsoft might be interested is to maximize the utilization of King, a studio they got as part of the Activision-Blizzard acquisition, makers of Candy Crush and Bejeweled. That’s just one example- off the top of my head I remember Ratchet and Clank had “Going Mobile”, Knack had a tie-in mobile game where you could earn extra currency and transfer it to the PS4 games. Nintendo has done tons of stuff like Pokemon Go, Sleep, TCG, Cafe, Mario Runner, Fire Emblem, and more. And Microsoft owns more than just King.- Bethesda has done a handful of Slder Scrolls mobile games, and Fallout Shelter was an incredible award-winning game that was so good it goy ported to PC. It wasn’t long ago people were speculating that AAA single-player experiences might be getting killed off in favor of these smaller, cheaper, much more profitable mobile games.

The article also mentions cloud gaming- the Portal and Logitech G-cloud are already exploring this space a little bit and I expect that to continue (personally I love using my Deck to stream from my PC or PS4 to save battery, reduce heat and noise, and have better graphics settings, albeit only when I’m on my home network). These companies absolutely love subscription services, so I could see that even subsidizing the hardware. Xbox is trying to push gamepass onto every device it can- what if they could subsidize a low-powered handheld with excellent battery life that could be another avenue for that? I know things like NVIDIA GeForce Now and Stadia have failed, but I think it’s only a matter of time before global Internet bandwidth and latency gets good enough for that to make sense. I hate the idea of cloud gaming personally, but it seems like what the market is trending towards.


But that’s still a janky workaround compared to the elegance of design.

What about if you don’t get to resume play for a while? Hours, days, weeks, months? If you stopped in the middle of a cutscene, a battle, a puzzle… Just because it’s mechanically possible doesn’t mean it’s a good experience. Games typically require the player to temporarily store information in their own minds to be used later. One of my own personal rules I have learned from experience is to never quit Skyrim in the middle of a dungeon. Because inevitably a month later I’ll get the itch to go and organize my house, only to get disheartened and change my mind when I see i left myself halfway through a draugr crypt.

There are also hardware considerations. I love a big, high-res screen. One of my biggest problems with the Deck is that it’s not 1080p. But big screens, more pixels, better refresh rates, more brightness, and better graphics settings has tradeoffs. More weight, more volume, more heat, more fan noise, worse battery life. Around the house I usually don’t care because I have decent chargers in key locations.

But if I’m out and about traveling, or if I had to go somewhere for work where I only got 15 minutes in the break room, I would just use a different device. Something small, light and power efficient. Like the 3DS or my Powkiddy RGB10Max. Typically just 2D or very lightweight 3D games, and if I’m emulating I can settle for lower resolutions and framerates. It’s an entirely different experience and use case.

And that’s why I said that it’s really two different markets- those smaller devices are more directly competing with smartphones than consoles, while the big boys like the Deck are competing with laptops, desktops, and console setups. The Switch is probably closer to the deck, although the Lite version really toes that line.


What doesn’t get talked about enough in this conversation is how these devices are expected to be used and how that influences game design. Most crucially- exit points.

I remember taking my Gameboy, GBA, and DS everywhere. The school bus, recess, boy scout meetings. Always in my backpack as I walked around campus in college. In my locker when I worked retail and got 15 minute breaks. It was part of my every day carry, and most of the games were designed with that in mind. Really short load times, plenty of check points or opportunities to save. Very rare to get into a battle or dungeon that would take more than 10 minutes to get to a spot where you can leave without losing progress. Very rare to have to hold ton of information in your brain’s working memory for long periods of time to really enjoy it.

Console games can have long build-ups. More complicated plots. Bigger dungeons. Long cutscenes. A wider range of pacing available. There are some truly great experiences that are possible if you can make the assumption that you have most of the player’s attention for a solid 60 minutes or more.

Imagine trying to play Death Stranding or Metal Gear Solid 4 on a 15 minute break at work and entering a cutscenes that is 25-30 minutes long, for example.

That being said, the Switch really started the trend of handheld gaming in the home. Perhaps families where someone is is using the main TV. Dorms or small apartments where it’s hard to get a good couch setup. Personally I love using the Deck to play in bed, or outside on my covered porch, or even just on the couch while my wife is using the main TV. Or sometimes I just don’t want to put my glasses on because my eyes are tires. Those situations can easily lend themselves to longer playing sessions. This is where the PlayStation Portal falls, for example.

So if Sony or Microsoft were to make a new handheld they would have to target one of those two use cases. Essentially, they would either be competing with Consoles/PC’s in that space or the mobile gaming space.

The retro handheld scene is still pretty niche, but most of them are small, cheap, and lightweight which makes them great for the mobile space. They can emulate games that were designed for handhelds, and even adding things like save states is at least a feasible workaround for some other games.


  1. I don’t know the details of how hands-on or hands-off Microsoft has been or should have been with studios, but even at the time of the AB acquisition the reputation for results was bad. I found an article from 2018 looking at the studios Microsoft had purchased up until then. Mohjang is really the only success story- Bungie never got back to where they were with HALO and got spun off, Rare has never reached their N64 peak again, and several other studios just closed.

  2. Things have not been close to “okay” since these acquisitions. Microsoft laid off almost 2,000 people from Activision-Blizzard in January 2024. Then in May they closed 3 Zenimax-owned studios- Tango, Arkane Austin, and Alpha Dog. They then announced another 650 layoffs in September, with more expected in 2025. Microsoft is throwing money at buying up IP and then firing the employees and closing down.

  3. What don’t you like about Sony releasing their games on PC? Almost all of Microsoft’s games have been (at least most of the ones worth playing) throughout the history of Xbox. I think timed exclusivity is reasonable and I can be patient. Some of the ports had better or worse launch experiences but it’s been a while since I can remember a bad one. If anything I wish Nintendo would get with the program and release games on PC too, though that probably will never happen.

The PS5 is leading the Xbox, but neither are anywhere close to the Switch. Microsoft absolutely dwarfs Sony as a parent company- Sony never would have stood any chance at buying Zenimax, let alone AB. I do agree that this isn’t necessary to remain competitive and would be and for the industry, but this isn’t anywhere close to the scale of those deals. I will note that the Activision-Blizzard merger is still pretty recent, and Phil Spencer has mentioned wanting to continue acquisitions (like King, the maker of Candy Crush), so this could also be Sony trying to respond to that.

The estimated I see have all of Kadokawa values at ~$2.7 billion. My uneducated guess is that FromSoft is probably a couple hundred million of that, just knowing how many other assets Kadokawa owns (and remember- Sony has non-gaming-related interest in Kadokawa too). Activision-Blizzard was sold for ~$69 billion.

Also it’s worth pointing out that Sony are already partial owners of FromSoft. And Sony, while not perfect, had a much better record of managing their acquired studios than Microsoft. Look at Naughty Dog and Insomniac for examples. I’d have to go back and do research to confirm, but I think the only studios Sony has closed have been ones they started. London studios (which was mostly focused on toe-in titles for hardware gimmicks like the Move and Wonderbook) and Japan Studios, which for years was more of a support studio and an incubator for talent they would move to other studios later- like Team Icon and Team Asobi.

I don’t mean to come across as a PlayStation fanboy- Sony has made a ton of mistakes of their own over the years. But most of their mistakes have just been side projects like VR, Move, the EyeToy. You can argue whether the PSP and Vita were successful or not. On comparison, Xbox has consistently sold less and has still not been profitable in close in 25 years, while Nintendo has been wildly volatile with huge hits like the Wii and Switch and huge misses like the WiiU.


I got into a lot of discussions with people who seemed to believe that Microsoft would “save” Activision-Blizzard. Clean up the culture, create a better work environment, shift the focus away from live-services and micro-transactions. People were expecting a lot of their older games to make their way to GamePass… Which is a whole other kind of predatory pricing.

Lo and behold- AB went ahead and laid off almost 2,000 redundant positions after the acquisition and don’t seem to have changed their business structure much.


It’s so funny to me how vigorously the internet defended Microsoft, a much much larger company than Sony, buying Bethesda and Activision-Blizzard, each much larger companies than Kadokawa.

Consolidation is bad for everyone except owners and I hope this doesn’t happen.

Silver linings: at the very least this would probably result in the Bloodborne re-release people have been begging for. If it were Microsoft purchasing them I would expect a ton of immediate layoffs and maybe studio closure after a few years. While Sony has closed a couple of studios (mostly their own home-grown ones that were re-structured into other things) they seem more focused on actually using their acquisitions than just gobbling the IP and eliminating competition.




What the fuck are “modding values”? Women with ridiculous anime proportions and almost non-existent armor? Adding Shrek and Thomas the Tank to Skyrim? Gatekeeping mods to a small community of individuals who play on PC and have the technical skills to do that? Slaving away while the rent and bills like up out of some sense of obligation to a community? Hoping people donate? Putting all the time and effort into creating something and taking on all of the risk? Being. Subject to the whims of Bethesda’s management and hoping management doesn’t change their tune to be more like Nintendo?

How can you calin that Bethesda doesn’t give a shit about modders getting paid, when they pioneered the first real legitimate attempt at paying modders? That’s some serious cognitive dissonance. And perhaps the most important piece of the equation is the financial security it provides. The Creation Club paying modders up-front greatly mitigates the business risks of investing that much time and effort. It is not the best fit for everyone, but that allows a lot of mods to be made that never would have been possible otherwise. And it doesn’t remove any of the mods that already existed or prevent anyone from making free non-CC mods.

As for donations to modders- those companies like Patreon are taking their own cut as well. And that’s a legal grey area because modders are profitting off of Bethesda’s platform. Then you have the issue where Bethesda updates their game and provides an improvement for literally millions of people while a couple hundred PC players flame them on Twitter for breaking the mod they paid or donated for.

Personally, I’ve never donated or paid for any mods because I don’t use them. I’ve messed around with mods and the vast, vast majority of them suck. They feel completely out of place and ruin the vibe of the game. It’s not worth all of the hassle of installing a mod manager and working through all of the issues just to add memes to the game. The ones that add more quest lines are usually just way worse versions of the radiant quests that already exist. Maybe if I had a more powerful computer back in like 2012 or 2013 then graphics mods might have made sense, but with the updates in the Special and Anniversary editions there’s not much point. If I wanted to go back to Fallout 3 then maybe there’s an argument there, but I’m not really interested in going back there in general.

The “best” mods can be created In a variety of ways. I’d argue that the Hearthfire, Dawngard, and Dragonborn DLC’s are better than any free mod I’ve ever seen. The vast, vast majority of free mods are shitposts or school projects that no one cares about.


I mean… It’s hard to really find solid numbers because Bethesda hasn’t published them, but we know that Prey’s opening week of sales was 60% less than Dishonored 2’s was. All the estimates and discussion i can find on the Internet either concludes that the game lost money or, at best, broke about even.

It got great critical reviews. People who identify as “gamers” seemed to love it. But it gets compared to Bioshock a lot- Bioshock Infinite came out 4 years earlier and the market was saturated with similar games by the time Prey came out.

So I don’t think it’s unreasonable for management to want to move in a different direction. That direction ended up being a terrible one with Redfall, but i can’t automatically assume that the studio would have been any better off making another game like Prey.

You can find every example you could look for in history. Studios who changed direction successfully, like Insomniac going from FPS to 3D platformer. Gamefreak went from platformers like Pulseman to making JRPG’s and ended up making the most successful media franchise in history, while all of their later attempts to do anything else have failed miserably.

And it’s not as if it would have made sense to have Arkane make Weird West. You can’t just slash a AAA studio down to an indie overnight.


I still don’t understand why people have so much hate for Bethesda for… Paying independent creators to make better mods for their games and charging for those mods.

I can understand criticizing the execution: the quality and price of each mod, the grey legal area where these weren’t included in Season Passes that were supposed to include all DLC, etc. And I certainly wouldn’t call the results a success.

But nothing about it ever seemed particularly greedy or “unfair” to me. It solved a lot of problems that the modding community has. It protected the creators from having. Their content stolen and re-used or re-distributed. Mods (especially for-profit) were always kind of a grey area legally because… It’s Bethesda’s platform and IP. Bethesda may not be as great with modders as other companies, but they’re a lot better than the worst offenders like Nintendo. The Creation Club has better quality control. And it’s better for the end users- easier to install, usable on consoles, no need to go to sketchy 3rd party websites or mess with the installation. I know people complain on the Internet anytime Bethesda updates one of their games because it breaks their mods- I could be wrong but I’ve never heard of that happening with CC mods.

Seems to me like most of the hate for CC comes from people just wanting more content without paying for it.


Scarlet and Violet may only run at 10FPS and there are plenty of other flaws, but it’s still a ton of fun. And those are sequels, not remakes. The gameplay is a dramatic shift from everything the mainline series has done before.

Legends Arceus has performance issues too, but was was critically acclaimed.

As for the remakes, they’re generally pretty good upgrades. Gen 1 has really aged poorly, but FRLG are fantastic. I never liked Diamond or Pearl, but BDSP were really solid and fixed almost everything they could without making fundamental changes to the game. I’m really hoping they re-make Gen 5 because those are my favorite and they are stuck on the DS- my adult hands can’t handle holding something that small for hours on end.


Or… Maybe for most of human history we re-told the same stories over and over again for thousands of years until the relatively recent concept of “intellectual property” has forbidden us individuals from doing what comes naturally, forming this sort of weird resentment for when corporations do it?


I mean, that kind of stuff already exists today with the current copyright laws. I remember as a kid reading all sorts of X-Men books and wondering why the characters in the cartoon were so different. Did Han shoot first in Star Wars?

I played the Ratchet and Clank (2016) game this year that’s like… Kind of a re-make ish of the first game? Except the story is quite a bit different, there’s new characters added and some old ones removed. Half the old levels are gone and there’s a couple of new ones added. Mechanically it’s a completely different game. And yet that’s even from the same studio.


How quickly people forget how common it was to see Roach on rooftops in the Witcher 3.

GTAas an entire series has tons of reels of people doing ridiculous and hilarious things.

I’ve never understood the weird hate for Bethesda games in that regard.


I would have absolutely zero interest in an Unreal Elder Scrolls or Fallout game.

There’s already hundreds, maybe thousands of indie games trying to be that very thing available on steam today and they all suck.


Lol that’s absolutely not an excuse, or else we would see dozens of games with this happen every year. Somehow almost every game to every feature tastefully censored nude scenes managed to do so without modeling genitalia, but Beyond: Two Souls is an exception.

In a world where modeling costs money, studios are looking to spend less time modeling than they need to. Not more.


I remembered something else just after I posted this- i’m surprised it didn’t come up in my first searches.

The other controversy was in Beyond: Two Souls. It was one of the first modern games to use motion capture for voice actors to get more realism. After release, people found that the devs had made a fully nude model of one of the characters. They never scanned the actor (Elliott Page) nude, but modeled what was missing. It doesn’t appear in normal gameplay, but was accessible in debug mode.

Creepy as fuck.


In fairness to David Cage, his response to those (and other) allegations was:

“I have never said or even thought such things. I fully understand people were shocked by seeing those words, and I am deeply sorry for the pain and confusion they have caused to women and the LGBTQIA+ community. The quotes are abhorrent, and they do not reflect my views, nor the views of anyone at Quantic Dream.”

Did he say it and/or believe it? I have no idea. But certainly something to think about before buying a Quantic Dream game.


Redoing animations? To me, that’s definitely more than a re-master. The musical equivalent would probably be something in the mixing phase- adding or adjusting effects, changing pan, level, EQ, automation, etc.


Technically it was never released on PS5. It was released on PS4 and later received an upgrade patch for the PS4 Pro.

But yeah it works with backwards compatibility on the PS5. I would expect the PS4 Pro patch to work but I haven’t tried it myself.


That’s over 7 years old. Roughly the length of a generation. I think re-mastering console games from 2017 is reasonable in general.

Not for HZD though. It was already one of the best-looking games on the PS4, and then they added a free upgrade for the PS4 Pro to get checkerboard 4k. Like… What’s left to improve?

Maybe upgrade from checkerboard to full 4k? The FPS seemed fine for me playing on a base PS4, but perhaps there’s room for improvement there. The initial load time to open the game is pretty bad, but if you don’t switch between games often that’s not really a problem. I haven’t tried the PC version yet, but perhaps there were some UI improvements there they could apply to consoles?

My main complaints with the game that I’d like to see fixed would probably be beyond the scope of the term “remaster”. The facial animations during dialogue were pretty uncanny in the base game, but they’re good in the DLC and sequel. Also the itemization system was clunky and felt like it was trying to be similar to an online multiplayer experience for some reason.


  1. I’m so fucking tired of pixel art games. And I’ve noticed recently that going back and playing actual 16 bit games with real pixels feels so much better. It’s hard to say for sure what it is, but I have a few theories.

First, in old games that actually use pixels, everything has to snap to the grid. For these pixel art games running at 1080p or maybe higher, what is supposed to look like a pixel is actually a square made up of multiple pixels. In 16-bit games, a sprite can only move distances the same size as a pixel, but in these modern ones the “pixels” can move by fractions of their own size. It loses all the neat, discreet, visual appeal and becomes messy looking in my opinion.

Second, the color pallet is too large. Old games had a limited selection of colors, and often in order to make the most of them the colors used would be significantly different from each other, while still all being part of a cohesive pallet. We are used to millions of colors, but consoles like the GameBoy Color and SNES only had ~32,000 to pick from total. The GameBoy Color also has a software limitation to only have 56 colors on-screen at once. Using a full, modern color pallet without those limitations allows for colors that are close to each other to be used. That’s great for 3D models where we are thing to mimic reality, but for pixel art it just makes everything look messy and sloppy. There needs to be a sharp, distinct contrast for pixels to be satisfying.

Third, there’s just too much stuff happening. This I could probably adapt to, but I just have this expectation that pixel games should just be a few moving sprites and maybe a couple of background layers.

  1. The name “Arco” tells me absolutely nothing. It’s not memorable. It’s a complete blank slate that gets washed away. I’m not even certain if that’s just a proper noun from the game or if that’s just a different language word.

  2. A hybrid turn-based/real time strategy game? My instinct is that sounds like the worst of both worlds. It has been successful before- Transistor and Paper Mario come to mind. But in general, if in playing a turn-based game it’s because I want the chill, low-pressure experience. I probably want to be less than sober. And introducing real-time elements means that those games get pushed into the real-time category when I choose what I want to play and when. And if in playing a tacts game, 99% of the time in going to choose a turn-based one and get lit.

  3. As many others here have said, I’ve never heard of this game. I think this is a legitimate problem facing a lot industries, especially digital products. Doing some quick searching I found someone estimating that Spotify sees about 55 days worth of new audio uploaded every day. Everyone is creating and we don’t have enough to line to consume.

Personally, I suspect that if I went through the exercise of looking at my Steam library and trying to project when I would be able to play through all of the games I currently own, it would probably exceed my life expectancy. Definitely if you add in all of my console game collection.

There’s not a great solution. Corporations try to punch through the noise with marketing. One of the most important pieces of Steam as a platform is their ability to promote games. There are whole networks of influencers- streamers, video creators, podcasters, bloggers, magazine writers, etc all trying to help sort out the games worth playing.

But the problem persists - there are too many games being made. And I don’t want to just say to put up more barriers to entry, because indie development is important for getting fresh new talent and ideas into the industry. Some of the best experiences I’ve had have been indie games, and some of the worst offenders for cranking out banal, mediocre time sucks have been huge corporations with giant marketing budgets.

The only solution I can think of is more “platforms” rather than games. Minecraft, GTA V, Skyrim. Especially with mods, you can get a unique and interesting experience without having to invest into learning and understanding a whole new game.


No, but they had a very close relationship. Morrowind was an Xbox exclusive. Oblivion was a timed Xbox exclusive that was supposed to be a 360 launch title that got delayed (the Horse Armor fiasco happened in 2006, while Oblivion didn’t release on PS3 until 2007).


“…The price point, at the time, was the issue. We felt, it’s probably worth this,” he said. “I won’t say who at Microsoft said, ‘Well, that’s less than we sell a theme for; a wallpaper is more than that. You should charge this; you can always lower it’”

Even the horse armor, allegedly, was heavily influenced by Microsoft.


Horse armor came out in 2006. Micro transactions started in 2002 with Maple Story. Plenty of other games had micro transactions by then. Horse armor was a peak when Microsoft drove too hard and consumers pushed back- it was far from the start.


I also have a gaming PC (and I stream to every screen in the house) and a Steam Deck, so from that perspective it’s even fewer exclusive games.

I do really prefer physical games, but even that is going away. Some games just don’t release physically, or even if they have a physical version it’s basically just a different kind of DRM. I recently bought Gran Turismo 7 physically and was incredibly disappointed that it had to install 128GB to the PS5 to even open, then it took a while downloading ever more updates and data once I opened it.

I traditionally loved Naughty Dog and Insomniac franchises, but Naughty Dog has only re-released games on the PS5 so far. Insomniac… Rift Apart is decent. I don’t really like Marvel or superhero stuff though. I tried Spiderman and it’s… Fine., but it really makes me wish I was just playing Sunset Overdrive instead. I’m in the process of playing through the older God of War games for the first time- so far they aren’t bad but they seem overrated considering how hyped they were back in the day.

There’s no killer Hideo Kojima game yet. Gran Turismo is a micro transaction, always online, multiplayer-focused shell of what used to be a great series. There isn’t any equivalent to creative games like Shadow of the Colossus, Ico, Katamari Damacy, etc. Stray was really good- my PC kind of struggled with it so I might pick up the PS5 version if I ever see a physical copy on sale.

I don’t know that it’s just PlayStation either. Looking at my Steam library by release date, the last big AAA games I have are Yakuza 6 (2021, still haven’t played it yet), Control (2020- although I think that’s because I have the complete edition. The base game was from 2019), and Horizon Zero Dawn (similarly listed as 2020, but the base game would have been 2017). It seems like more and more studios are closing, more games being released are just “meh”.


I bought it in the fall of 2022, when the shortages were just starting to end, expecting it would get more games. I wanted to get one before they did a mid-gen refresh that removed stuff like backwards compatibility, the disc drive, etc.

It’s been really disappointing so far. I still think I’ve put more time into PS4 games than PS5 games. Astro’s Playroom was fantastic, but unfortunately it is still probably the best game for the console.


I’d say fantastically. I went back to it for a bit last month.

I played the Legendary edition on the Steam Deck. Graphically, I think it’s fine (it’s way better than how I played it on the PS3 originally). The draw distance was always a strength, I think the Legendary edition included some visual upgrades, and being a game so much older than the Deck it runs at max settings 60FPS with no problem, so it looks better than it did on the PS3/360/most PC’s in 2011. I also think games from that era really hold up well because the generational jumps weren’t quite as big- the consoles had HDMI and a lot of games aimed for at least 720p, if not 1080p. Contemporaries like Assassin’s Creed, BioShock, Uncharted, and the Last of Us are all similarly still pretty good looking. Audio quality more or less peaked too, at least for stereo.

There’s also the Anniversary edition, which I have on PS4 but not PC. It looks more modern- tons of fancy lighting effects and upgrades textures. The models and terrain are still a bit low-poly, the animations a bit stiff, but overall I think it’s good.

The combat is simple- it always was, even compared to its contemporaries in 2011. A lot of people just call it bad, but I actually like the game design of Skyrim’s combat. Success or failure largely is just a preparedness check- is your combination of character level, skill level, equipment, buffs, follower, and consumable items good enough to get you through the fight(s)? It’s about resource management and good use of downtime. It’s not about mechanical proficiency or complexity, and I think that can be a good thing. I don’t have to be sober to play Skyrim. I don’t have to dodge and block for 3-5 business days before I get a turn to attack. It’s a power fantasy- ebony great sword go ‘brrr’.

And I think that helps the roleplay too. Mechanically intensive soulslikes can be fun too, but I find they feel fun in a more arcade-y way. Using mechanical proficiency to defeat an enemy your character is underpowered for feels great as a player, but for me that also kind of ruins the immersion and reminds me that it’s a videogame. To apply the same concept to something other than combat- it’s similar to replaying a game where the player has all of the knowledge the character doesn’t - where the best items are, which direction to go, which NPC’s to kill before they betray you, etc. Speed running stuff. Which is great in its own right, just not what I’m always looking for.

Then the quests. There’s a lot of quests, some better than others, but on the whole I would say they’re pretty good. The main quests early on are basically tricking you into visitng all of the major cities and points of interest across the map, introducing you to all of the factions and mechanics. A lot of quests are just “go clear that dungeon, either to kill someone hiding there or get an item”. Which is fine because clearing dungeons is fun- there’s a good variety of enemy types and dungeon themes. There is a LOT of voice acting for it’s time, and it’s mostly pretty good. Not on par with something like Hades, but still good.

The puzzles are notoriously simple, but they function more as a way to change the pace and have downtime in dungeons. They aren’t supposed to be hard.

On the whole, Skyrim probably isn’t (and never was) the deepest game in any one area. Soulslikes have deeper combat. Plenty of games have more intriguing plots and better characters. The lore is strong in the Elder Scrolls, but Skyrim only contributed a small part to what was built by other games. The crafting system is… Okay. There are hundreds of books in-game, but most are only a couple of pages. The leveling system is less complex than Morrowind or Oblivion. Everything is just as deep as it needs to be and no deeper. And that makes everything really intuitive.

You can’t ruin a build with a bad decision. You can’t get screwed by a bad loot drop. You don’t need to min-max to feel powerful. You don’t need to find one activity that gives a lot of XP to farm to build other skills. You can’t kill 100 rats to level up your lockpicking- you just need to pick locks to get better at lockpicking.

I also don’t mess with mods. I tried it out years ago and found it just wasn’t worth the effort of dealing with a mod manager. I find most mods are trying to turn Skyrim into another game. Shit posts like adding Shrek or Thomas the Tank. Adding ridiculous anime swords and big-tiddied women with bikini armor. Re-creating other games like Ocarina of Time or Morrowind in the Skyrim engine. Adding guns. Adding a bunch of fetch quests with whole novels of text and no voice acting. I’m sure there are some decent ones out there (especially visual and UI improvements) but the process of modding is much less convenient than Steam Workshop games. I haven’t seen anything that looks good enough to merit going to a 3rd party website to download stuff and fuss with a mod manager for.

Also, I find vanilla Skyrim is pretty stable and bugs are rare. Some of that is from things being patched over time, but also I think Skyrim just received an unearned reputation upon release. The rag doll physics cause a lot of chaos, but I don’t know that I’d call that a bug. There’s the occasional clipping. Even back on the PS3 where I first played it, I’d say 80% of issues were solved by reloading the area I was in, with another 19% solved by restarting the game. There were some interesting exploits (Fortify Restoration potions used to be broken, there are still item dup’ing exploits with merchants, you can access the hidden “chests” that the game uses for storing merchant inventory in the overworld, etc) but I find most of them are things you really need to go out of your way to find, and actually can make the game more fun if that’s what you’re going for.


True, but I’m not sure how closely Xbox works with the rest of Microsoft. As far as I know you have never been able to put Windows on an Xbox or Xbox System Software on a PC officially. In contrast, the PS2 and PS3 had official Linux support (which Sony tried to remove from. The PS3 for security concerns and got sued for).

Microsoft has a hardware division yes, but barely. It’s basically just Xbox, which is failing, and the Surface, which is also failing. They already lost the Mobile market. They seem content to have their laptop and desktop focus just be getting Microsoft software on other hardware.

I kind of get the impression that’s the direction they are moving. They simply haven’t done well in hardware, and their more successful business areas are the ones that are putting Microsoft software onto 3rd party hardware.

I’m still not convinced GamePass is really going to work, but Xbox and Microsoft seem to be. And while I don’t like subscriptions in general, GamePass definitely surpasses any competitor. So rather than roll out new hardware, I think they are moving towards putting GamePass on the Switch 2 and PS5 or PS6. Microsoft has instructions published for getting Xbox Cloud Gaming working on the Deck. I think they want that on the handhelds from AYA, AYN, Asus, Logitech, GPD, and everything else.

They might want to make Windows a viable option for those handhelds, but… They also might not. That would be a huge amount of work for them to compete with Steam. And we’ve seen how unpopular Windows 11 has been. They’ve been downsizing the teams working on Windows for years and focusing more on Edge and AI. I get the impression they just want the Xbox division to lower costs and become profitable at this point.


I have some questions there.

  1. hHs that even ever been so much as rumored? There were leaks from various suppliers hinting at the Deck and Switch long before they were in develop. It’s possible I missed something, or possible they just haven’t leaked anything, but so far I don’t have a reason to think they would be trying to enter that space.

  2. Microsoft seems to be abandoning that space. The Windows phone died ages ago, and the Surface seems to be languishing.

  3. Operating System. Would it be windows? There are already plenty of handhelds that run windows, and usually the biggest problem people have with them is that windows sucks for that application and they replace the OS. Would they have a custom OS like the Xbox? What would it bring to the table that Steam LS doesn’t? Valve already put in a ton of work to get Steam OS as good as it is- would Xbox/Microsoft do that too? If it just uses Steam OS, what does the hardware bring that differentiates it from the Deck?

  4. Software. I don’t know what the unit cost of a Deck is, but I’m guessing it’s pretty close to the sales price. The Deck does not need to be a profit center for Valve as long as it drives software sales on Steam. The Microsoft store has already failed- would an Xbox store on such a device manage to be profitable? Would it be locked down and incompatible with Steam? Maybe they could partner with Epic to compete? I’m just having a hard time seeing Xbox/Microsoft enter that business model.

What might be more likely is something like the Portal or G-Cloud. An ARM-based, lightweight product designed to be used for cloud gaming with GamePass. Maaaaaybe some local streaming from your PC or Xbox too. Even with that they would be competing against other products and pretty much every smartphone and tablet. There might be room to move some units, but similar to Sony I don’t see that being huge.


They didn’t create Shadow of the Colossus. They were a support studio for Team Ico.

Same thing for almost all of their games. The Astro series is from Team Asobi. Gravity Rush was from Team Silent/Team Gravity/Project Siren (that studio kept changing its name). Parappa the Rapper was NanaOn-Sha. Death Stranding was Kojima Productions. Patappn was from Pyramid.

LocoRoco was an original, but that series hasn’t been touched since 2008. I doubt many of the original devs were even still there by 2021. Ape Escape and Legend of Dragon are similar.

Japan Studio has too many games to check them all, but all the ones that I recognize as good and memorable games are from other studios.


Out of curiosity, why are you annoyed at them closing their Japan studio? They have a ton of game credits, but were mostly a support studio. Like, technically they have credits on Bloodborne but I think everyone pretty much agrees that’s a FromSoft game.

The only recent original games from them I see is Knack and Knack 2. Personally I thought they were pretty decent and are better than just a meme game, but at the same time they weren’t exactly successful hits either. Is there some hit game or series I’m missing here?

And what was left of them was just merged into Team Asobi. Which I find kind of funny because Asobi was originally a team from Japan Studio that was split off.


Even that is a perversion- Victor Gruen is largely cited as one of the pioneers of the shopping mall. He was an Austrian immigrant to the US. He wanted to create a modern, climate-controlled version of the public spaces Europe had for centuries. They were designed to be public parks, housing, schools, etc, with shopping being just a portion of the space.

He famously denounced what the shopping mall became.


This isn’t censoring culture. This is a streaming platform focusing on streaming and giving up on trying to be more than that.

The communities still exist and will find a new platform. Just over a year ago there was a sizeable chunk of Redditors that came to Lemmy. It’s happened time after time when a platform goes down. Communities are much more than just the platform they are on.


And… Why is that?

Anime can be found on tons of streaming services that don’t have comments, like Netflix.

Anime in particular is pretty famous for having its own communities and niche spaces on the internet. If anything, Crunchyroll’s comments section seems to me like it’s unnecessarily fracturing those communities based on who watches on Crunchyroll vs other methods.

There are costs to maintain and moderate communities. It seems to me like that’s adding a good bit of cost to Crunchyroll’s business model in exchange a vlrelatively small value provided to a small percentage of their customers. Whereas with dedicated social media platforms, the business model revolves around and only attracts individuals who highly valued that community. With a smaller community like that, it’s easier to rely on volunteer mods (like most of Lemmy) or a bit of ad revenue.