Nalivai

@Nalivai@discuss.tchncs.de

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Nalivai,

Cyberpunk launch was a disaster and the game was a mess, but I think it wasn’t strictly greed based disaster like many others, but more of a fuckup caused in big part by covid. They didn’t have enough time to adapt to the lockdowns and didn’t have either the budget or the will to postpone the launch once again. I’d argue it’s different from just blatant usual shit that other mentioned companies do

Nalivai,

If anything could be said about that is that’s most probably an event that happened in time.

Nalivai,
<pre style="background-color:#ffffff;">
<span style="color:#323232;">When the waters become hard as stone, when the surface of the deep is frozen?      
</span>

Ok, I’m fine till winter

Nalivai,

The point of a game is to be fun in some sense of the word, not to depict Mars as scientificly accurate as possible, unless it’s Scientificly Accurate Mars Simulator.
If the planneta are boring, then the game about exploring those planets are probably failed at being fun, and that’s kind of irregardless of what people want.
Personally I would like all the games to be good, for example.

Nalivai,

can depict planet being a barren rock and can be fun.

And that will be good then. My point was, that games should sacrifice realism in favour of fun and criticism of “yeah it’s boring, but it’s realistic” is fundamentally wrong.

Nalivai,

And the only metrics here would be “is the game fun” in the end. Is exploring barren planets fun? Good. Is it not? Then it doesn’t matter that real life Mars is even more boring

Nalivai,

By fun I largely mean “brings positive and meaningful experience”

Nalivai,

And again, Larian Studios used EA as intended, which allowed them to publish a good, polished game.

Nalivai,

It was tricky when the hard drive space was limited. Now we have basically free SSDs and saving the game is just the nature of serealisation of all the data. You don’t have to write your own solution even, it’s all was figured out decades ago

Nalivai,

Depends on how weird of a bullshit you’re doing and what engine are you using, but sometimes it’s even easier, you just use the readily available module.
As for the second point, you avoid it by giving the user control on when they save, you allow them to save unlimited amount of times, and you do some autosaves here and there. We have this technology since forever, we just never used it on consoles before because hard drives for it were expensive

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