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Cake day: July 2nd, 2023

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  • Something about the Blitzball players all being characters you could find in the world, some of whom would otherwise be unremarkable NPCs really burrowed into my brain with FFX. Something about the fact that you’d have relationships with characters in two different contexts where they would often play a wildly different role in each really made the world feel a little bit more alive than normal.



  • AFAIK it’s a system to let Linux software bundle all of it’s dependencies up with it so it just works in a self contained way that doesn’t care about what else is and isn’t installed.

    Advantages is that they are more reliable and user friendly than traditional approaches to Linux software installation.

    Disadvantages are that they have bigger footprints where you might have the same dependencies I dependently installed for each app rather than as a single installation that they all utilise and that they need to be updated individually (as part of the flatpak.) IE if basically every app uses the same dependency and it turns out to have a huge security hole, under normal Linux software the developer would patch it, you’d update it and the hole would be filled. With Flatpaks you need each individual Flatpak developer to update the version used by their Flatpak and for you to update all those Flatpaks before the hole is plugged. I think I remember they run in some kind of sandbox to mitigate this though.


  • It looks like Kotick will be leaving after the transition so that’s a great start. My dream is that this all somehow leads to the full Overwatch PvE campaign coming back onto the table again (given that their attempts to provide long-term replay ability without doing the work seem to be floundering now, there’s a chance right?)




  • Unreal is good if you want to work on big expensive projects at big companies. Godot is good if you want to work on your own projects today and potentially but not definitly work on small to middle-sized projects at small to middle-sized at small to middle-sized companies in the future. Unity is fine if you want to work on small to middle-sized projects at small to middle-sized companies now and potentially in the future.

    Which sucks. There ought to be a clear and unambiguous path to chose for someone moving into game development today but since Unity keeps making weird choices that are hostile to developers whilst not continuing to improve at a good pace, it’s hard to say for sure which engine will fill in the not-Unreal Engine part of the market unless you have a crystal ball.

    Realistically the best thing is to have as strong a foundation in programming generally as you can so that switching engines is minimally disruptive (as there will always be a need to do so eventually. There’s very little chance one single engine will continue to be the standard over the 40+ years of a career.)


  • I’m not so sure about that. Godot is fantastic for making the sorts of projects they are describing. But if the relatively minor difference between Unity and Unreal’s workflow are a turn off for them, then the consciously different workflow in Godot is probably going to be a significant barrier. Personally, whilst I love Godot because it’s FOSS and lightweight and a great platform for building smaller scale games: a big part of the appeal for me is that I find the Unreal and Unity ways of doing things stupid, confusing and clumsy and the Godot way clever, clear and elegant. I know lots of people feel the exact opposite.


  • I think the game “development” industry is run by people who don’t understand the difference between a game designer and a game developer. As such there’s lots of people who only know as much about game design as the average developer does being tasked to do game design work and vice versa.


  • The reality is that it’s a lot of fuss for a game development company to switch engines but for an experienced individual developer it’s not a huge deal to switch engines. If you learn game development and design today using Unity then 100% of the game design knowledge is exactly transferable and 80-99% of the game development knowledge (depending on exactly what you’re doing) will transfer to Unreal or Godot or whatever else you might need to use later.

    It’s like a musician switching from one audio production suite to another. The musical theory stays the same and while the exact details of how to make each bit of software do stuff is different, the actual stuff you’re making it do is broadly the same.






  • I definitely lean this way too, though I’ve become better able to step away from that mindset in games I want to enjoy without it.

    I think part of what has helped for me is, having an awareness of that tendency, I now try to actively feed or restrict it.

    IE, I play a lot of games where that is the intended fun experience. Stuff like Magnum Opus (or any Zachtronic’s title), Slay the Spire (or other roguelikes), Overwatch (or other competitive games) are all designed from the ground up for the fun to be in playing the game at the highest level of execution possible (some more mechanically others more intellectually.) I try to make sure I’m playing something like that if I feel like I’m at all likely to want to scratch that optimisation itch with that gaming session.

    Otherwise, when playing games where that isn’t really the point, I find it easier to engage with the intended experience knowing that if I want to do the optimisation thing I could switch to something that is much more satisfying for that, but I also try to optimise how well I do the thing the game wants. If it’s a roleplaying game, I might try to challenge myself to most perfectly do as the character would actually do, rather than what I might do, or what the mechanics of the game might incentivise me to do. Often that can actually lead to more challenging gameplay too as you are restricting yourself to making the less mechanically optimal choices because you’ve challenged yourself to only do so where it aligns with the character.


  • It certainly does pose an issue from that perspective but I’m not sure any more than websites in general. It’s not actually that hard to rip off a website’s design and so it’s quite common to see phishing scams of that nature. In some sense it’s less likely to happen with people impersonating a Lemmy instance simply because actually setting up and running one is more work than impersonating just a regular website.

    Yes, someone could create an instance called “officiallemmyinstancedotcom” and pretend to be the one single official lemmy to try to trap people searching for Lemmy not entirely knowing what it is, but I don’t think the fact that people already think places like lemmy.ml or lemmy.world are synonymous with Lemmy is a prerequisite for someone doing that. If anything, people who mistakenly think one of those two is the only “real” Lemmy are probably less likely to be taken in by a malicious one.

    Still…

    Providing clearer on site messaging to help avoid this sort of confusion sounds like something a good UX designer could perhaps assist the Lemmy FOSS project with?


  • One of the more important skills of good game design is to understand that whenever your players are complaining about something, there is something wrong that you need to identify and address whilst also recognising that it’s rarely the thing the players think is what’s wrong (as they just see the negative end result) and that they tend to express those complaints as demands for the solution they think is best to what they think the problem is.

    In this case players are yelling at Blizzard “There’s not enough content!” when in fact, as you’ve observed, there actually is plenty of content, it’s just (seemingly, I’ve not actually played it myself to say for sure first hand) that Blizzard made it too easy to optimise your way past all of that content as a minor inconvenience on your way to, uh, nothing.

    The answer to the problem is twofold. One you need to plug those holes in your balance so players are no longer incentivised to optimise their way past actually playing and enjoying your game (now I talk about it I think I vaguely remember reading an article that Blizzard are doing exactly that and having a hard time cleanly pitching the benefits of it to the player-base, which is why you also need to.) Two, try to put the horse back into the stable by now, sadly, actually having to create the end game content that players have bursted their way through to because your game design unintentionally promised it would be there (or just write those players off as a lost cause. Which seems like a dreadful idea as they are the ones who were the most passionate early buyers of your product…)

    Alternatively… If they’d caught these issues before release (which is often, though not always, a matter of giving the developers and designers the resources to do so) they could simply have caught those issues of optimal builds being too powerful for the content and adjusted either or both to be a better match and ended up with a title that players liked more than they will like the harder to make version Blizzard now needs to turn Diablo 4 into (not to mention, that the work they need to do to introduce worthwhile end-game content could have just gone to a paid expansion for their more well regarded release instead.)

    But then the Bobby Kotick’s of the world are boastfully proud of their complete inability/unwillingness to think about the development of their games in that way so here we are…



  • Yeah no problem. It gets confusing because Lemmy, Kbin, Mastodon and the other big one I currently forget the name of are all their own set of software that people use to make their own instances with that can all talk to each other across the different instances and platforms but also, many of the big instances use the name of the software they use as part of their own name. ie mastodon.cloud (which is how you are presumably accessing this conversation) is a Mastodon instance (or whatever term is used for the Mastodon equivalent of a lemmy instance) but it is not Mastodon itself, just one example of Mastodon in action. Similarly in Lemmy-land you have major instances called beehaw.org (a Lemmy instance that my account is on and through which I am interacting with this post), lemmy.ml (which is the instance this post is actually on and is the oldest Lemmy instance run by the people who started the FOSS Lemmy project) and lemmy.world (the biggest Lemmy instance.) All three of those instances are run by entirely different people for different purposes and they all intercommunicate (to some degree, I think maybe beehaw.org currently is defederated from lemmy.world due to the challenges of moderating users from a large open instance in line with beehaw’s goals), they are all Lemmy instances but none of them are actually the Lemmy FOSS itself. However, people often think that either lemmy.ml or lemmy.world is exactly synonymous with Lemmy or that beehaw.org is a seperate thing.

    Really imo all the Fediverse stuff should have set a standard that would require consistent clear naming across all instances (IE, perhaps they could all be required to have an actual name independent of the name of the underlying technology and then also include what they actually are, ie beehaw-lemmy.org, beehaw-mastodon.org etc) but we’re well past that point now I think.