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insomniac_lemon

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insomniac_lemon, (edited )
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Yeah that's the bit you install, and the .rap is the license. You could use the emu or an actual PS3 assuming you have custom firmware (or hen).

I am more interested in how much content it actually has without a server, how it'd compare to other versions. Looking into it, seems like some LBP1 levels are archived as save data but I also wonder if custom servers could be a thing (uploading too?). EDIT: The answer is yes, I should've just looked it up. Beacon.

insomniac_lemon,
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When no one was looking, Elon Musk defaulted on four-thousand pies. He abandoned 4-thousand pies.

That's as many as 4 thousands. And that's terrible.

insomniac_lemon, (edited )
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Yeah, one of the things I liked in old versions was having just one type of planks (not having multiple variants of everything wood, particularly). And I've never cared about the bosses or searching for something 50K blocks away from spawn or whatever. The other annoyance is hunger, though eating to insta-heal isn't much better either.

One issue for me is that I really liked the block model system of newer versions (release 1.8), particularly as a resource pack creator. A ladder looks so much better as a few cuboids than it does as a flat texture, and my models (which I made in a text editor) looked a lot nicer than my textures.

Also, never migrated my account. Are the servers to download the old versions from the old launcher even still up?

Minetest could be a solution here, but it seems like most Minetest games are either following new MC's footsteps or are doing something completely different. At least I've never played one that made me want to keep going, something good enough to start my own thing with (I would like chaining sticky pistons or similar things that are powerful in single-player, blocks that look cool but offer specific benefits like an iron grate floor/ceiling).


Parallel timeline mods are interesting, though I am not having luck with trying them thus far and I also doubt the modding tools are there enough especially for me who doesn't want to code in Java. I could also see it interesting if there were an easy way to just disable a large amount of blocks/items/mobs etc and then just add in new stuff... maybe even with data packs especially for this sort of thing.

I am thinking about game mechanics that interact (has anyone tried liquid-like gravel/coal piles yet?) or that just connect simply/are instant (rather than high-throughput automation). Or different systems for healing/buffs/food. Maybe alternate tools/transportation/skybridges etc.

EDIT: So they really added data packs without the ability to make "true" blocks/items (instead still dependent on entities and commands, data overridden not data driven), huh? Guess I shouldn't be surprised.

insomniac_lemon,
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It seems like the old login servers don't even exist anymore (so I don't see how it'd actually verify unless it just checks a username's purchase status), but yeah that launcher does work for offline. (I still have my lastlogin file assuming it can't overwrite itself easily, but I don't think anything uses that other than the old launcher which can't seem to actually download the files because 404).

It's also interesting for the built-in modding, though it doesn't seem to be perfect. Also added an edit to my original comment mentioning parallel timeline mods. Though I'll just check out some classic(/revived) mods if I can get them to work.

@Stelus42

insomniac_lemon,
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There's probably at least 8 or so people out there in the world who do a better job of it. But the circumstances are probably wildly different too, so I won't put too much stock into it.

insomniac_lemon, (edited )
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no smoking (can't find a good image with a void symbol, but you get the idea)

insomniac_lemon, (edited )
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So I just dusted off my PS3 (with an air compressor).

Discs apparently work again, not sure if from the air or some other temporary thing (I've seen some say tilt and "let it warm up" like aging motors or something). Not seeing any issues now.

Controller's lights wouldn't even come on, but turns out it needed the original cable and connected to the PS3. Had to fix the L1 button but the triggers fell out (design sucks) making the triggers too sensitive and then I fixed those too. Seems to hold at least some charge and it obviously wasn't puffed.

Popped my R:FOM disc in, works great. Got the auger (to the level that starts in a tunnel, turrets+trenches).

Haven't gotten to FW stuff yet, seems straightforward and I have the compat. info I need.

Looking through the menus jogged my memory. The game I mentioned was a PSP mini (playable on PS3) and is called Deflector (gameplay at ~1min+). Not really that interesting TBH, but seeing quite a few minis based on Flash games so it makes me wonder if you could convert Flash games somehow and how well it'd work for making new homebrew games especially if it can use other things besides Flash (though it does use PSP emulation so performance might not be the best). I also see a package for LUA, but it's old so not sure if it'd still work.

(Updated comment, original below)


I was just wanting to re-play one of my old games (Resistance: FoM), but that only brought up PS3 gloom because I can't easily run them.

I mean free games are nice, pretty much all I play now aside from things I bought on sale many years ago.

insomniac_lemon, (edited )
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I've got 2 already:
my orginal 60GB version (YLoD, heatgun fixed a few+ times until it shut-off due to overheating for the first time so I gave up)
one with a broken disc-drive I traded for, put my old drive (with its the console keeping its original disc-drive daughterboard) in and eventually it stopped reading discs (not sure if it burned out or firmware DRM timeout thing, cleaner disc didn't work)

I could probably fix either but I don't want to spend money on it, plus given the situation I'd probably need to fix both.

Can't rip my own disc (I have a blu-ray drive but not the right kind for PS3 ripping). Emu is a hassle esp. w/big files (and I have a 1050Ti). Bookmarks are dead (or need acct?) and I can't seem to find a demo image to see how well it'd run.

insomniac_lemon,
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I don't think I played the story co-op, but I played versus maybe 3 times. Splitscreen isn't good for that because screen-peeking.

Resistance 2 had some interesting co-op/online stuff (XP system with unlocks, different stuff than story mode) that I mostly played solo IIRC (janky, still need 2 controllers). No broadband available until mid-2016, but I was able to play online via a distant neighor's wifi (they knew) at midnight for a few games and was probably the worst player thanks to high ping (rubberbanding).

insomniac_lemon, (edited )
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Yeah, sorry. I could probably do something, it's just tedious especially now. Maybe eventually, though I remember stuff (like a cheap laser puzzle game from the PSN, also some old animations sold on the PSN though I did remember Stickman Exodus) that I probably won't ever find again.

On a very similar note I really like the idea of creating some sort of content, not sure if things will ever align there either. I'd like to create minimalist stuff (that could probably run on the PS1 even), so it's a shame that it'll never be as simple as clicking export from Godot (it could happen 3rd-party maybe, but might be too niche) and copying a file over.

insomniac_lemon, (edited )
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Doom ports are a meme at this point, which is a motivation for a straightforward task (for someone who knows what they're doing, at least). A flexible engine, less likely.

I assume these types of scenarios/features fare better:

  • newer hardware
  • open (SDK and sideloading OOTB)
  • bespoke engine (limited capability)
  • WASM or similar universal shim layer (I assume)

Likely meaning money (and healthy homebrew scenes in some cases might be sunk cost, like the Playdate which I'm sure is great if cost isn't an issue). Though honestly the main reason I care at all is just to use hardware that I already have*. I don't really need a handheld console even though I expect that will likely have a better homebrew scene. (If unclear, I'm just saying the PS3 bit isn't important for the idea, and if it's dead then the novelty/excuse is gone too)

I guess some older consoles have options now but those also usually need some sort of extra buy (mostly the step itself being an issue) plus I don't have most of my old consoles.

*=especially if semi-unique features. Like sixaxis for the PS3 (analog triggers if comparing to KB+M)... though I do wonder if someone could make accelerometer controls work for the steam controller rather than just gyro. Then again, on top of my other PS3 issues I don't even know if my controllers are still alive.

insomniac_lemon,
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Hey, I got stuff working, updated my original comment.

insomniac_lemon, (edited )
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For me, xfwm is the defining feature. I have my own custom super-minimal window theme (old screenshot showing mpv looking like PiP, I made a newer version with the idea of rolling up windows such as when playing music). Also the tweaks for hiding the titlebar when maximized.

Though I'm also on nvidia (1050Ti) so I don't really even think about Wayland.

insomniac_lemon,
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I know. They added some at one point and I installed an anti-CSD package, I'm also pretty sure they pulled back some of their plans because of backlash too.

If they go full CSD I would probably need to find something else and probably just concede+just use the slimmest window theme there is rather than something frameless even (from what I've seen, other window theme systems are not as modular as xfwm which allows simply deleting the sides/bottom files etc).

Someone could probably make this concept (frameless, minimal title bar, no title on maximized, no raise-on-focus, rolled-up windows, floating window buttons that are only on focused windows) into a simple window manager, probably not me any time soon though. And I'm not sure how easy that is on Wayland (I know options exist to make it easer--such as wlroots I think--though I don't know how it'd compare to making something for X).

insomniac_lemon,
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Given only one player, it's basically just informal yoga.

insomniac_lemon, (edited )
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I might have a personality disorder, but yeah seeing most code/languages (stuff more substantial than the image here) makes me think there's something really wrong with them or me (or both) because I don't see how you get into that. Though I know in many cases it probably could've been written differently.

I like 1 language*, but it uses whitespace. I mean that's not the defining factor, but there aren't really different styles like this (though there is spaces for indentation depth, and I usually went with 1 space instead of the standard 2 so there is that).

*=it's somewhat niche and I never really started with it because... userspace reasons I guess is the best way to put it

insomniac_lemon, (edited )
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You got it. (mirror link)

I'm not sure if you guessed it or not because I've posted about it a few times in different contexts (thus why I try not to name drop now). I mean much of it is on me as well, change a few things about me and I might've done more with it.

insomniac_lemon, (edited )
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Born too late to hear anything more than echoes and escapist fantasy of mutual aid.
Born too early to have any chance of the resulting problems being fixed, or even the chance to be a technology test subject (cryo and/or brain-in-a-jar... without involving a techbro) for some hope of escape.

Born just in time to eat frozen burritos and waste away alone in
𝕋𝕙𝕖 𝕋𝕨𝕚𝕝𝕚𝕘𝕙𝕥 ℤ𝕠𝕟𝕖

insomniac_lemon,
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I'm in semi-rural USA (no car, local trail closed), shut-in, health issues, etc. And it should be obvious I am speaking from my perspective, as not everybody is eating frozen burritos (I assume).

Also some of the despair is lacking viable options to move elsewhere. Both on a local level due to lack of money and on a larger level lacking skills/transportation (or money again) etc.

Sure this is not universal, but I feel pretty locked in where I'm at aside from the next step down of being homeless.

insomniac_lemon,
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Me
lacking with the:
idea, knowledge, practice,
workflow, plan, proper working tools,
purpose, resources, ability to stick to something long-term,
or energy and morale to even get started on anything of note (this list may be incomplete):

"the winds of change are gonna really knock something into line, I feel it. Yep, any week now.
Just gotta scan the horizons. Or is it more like a pot of water? Hmm... Maybe there's something I missed."

insomniac_lemon,
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My comment was more about combining art+animation and probably programming+solo gamedev. An example of my desired aesthetic, I made THE EYE probably about a year ago but the key feature used is not in a stable release yet and for technical reasons might not perform the best if used like that to create entire scenes (plus as hinted, other stuff not where desired). Thinking about a similar lowpoly (vertex colors/mostly textureless) aesthetic in 3D but don't really want to learn/use Blender.

I've done mediocre pixel art in the past and 3 different attempts at drawing practice with years inbetween each attempt (a few pieces with digital shading, then a few rough digital sketches and drawing practice*, then drawing practice* on paper. *=Lines, ovals, triangles, scribbles etc and maybe some doodles). I always run into some small toe stub, though I think with paper I just got bored with drawing ovals after the 4th time and didn't really see the point. Thought about trying mixed-media watercolors and never got the stuff, plus no real space or ideas again.

If I found the right raster aesthetic, drawing skills might make sense to do frame animations in Krita. But if I used something more vector-y the skills might not overlap as much particularly for more minimalist stuff (though it would with hand-drawn/shaded frame animation in something like Wick Editor).

insomniac_lemon, (edited )
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Maybe it's my brain (and physical medical issues too, energy etc), but I honestly don't understand the appeal of most programming languages. Maybe Python, but I still hate the idea of the language being a bottleneck (I know there are workarounds, but at the very least that also complicates binding support).

I found a somewhat-niche language I like but nothing is at the point where I'd like it to be, and some of that isn't actually a problem with language support itself (particularly given that I want to at least start at a higher-level). Some of the issues would be sidestepped if I just started with 3D, but then I'd probably need to learn Blender (unless there is a more minimal+free lowpoly editor that does vertex colors). Though I don't really have much in the way of ideas either, which is why I also don't feel like making something with a toolkit (I actually made a simple 'adventure book'/interactive fiction reader but didn't feel like doing the writing to develop it further).

Also anybody who wants details just look at my posts as I've typed out this stuff a few times before (also in normal comments for more contexts, but those might be harder to find).

TL;DR: I am 30, or 40 years old and I do not need this.

insomniac_lemon,
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These problems are not new and he is/was/will-be lead writer+lead designer for decades worth of Bethesda's games. Sure you can blame Todd, but beyond that it seems like saying it wasn't Emil's influence is a bit of a "so you agree" situation (as in still his fault) relating to his public admissions (lack of design document and saying that players don't care about story).

insomniac_lemon,
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Hmm.
One of those games says right in its description that it's a free fan game, another says it's a student project for educational purposes.
Two of these are prologues, full games in wishlist phase. A third is similar, but with an upcoming sequel.
One of them is free-to-play (rather than free-to-keep)

insomniac_lemon,
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Easier: Stop using trademarked terms (particularly in this case where it's the original game name) and screenshots of the logo.

It's a multiplier to being caught, and can still result in a takedown even with original assets (for example, DMCA's sky which originally used the M name in the title). The further you distance yourself from trademarks/IP the better.

insomniac_lemon,
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It also doesn't matter how by-the-law they do that if they're still using trademarked terms so will easily show up as a search result when someone at a corporation has an intern run a script to do another batch of DMCA takedowns.

I mean unless they have the willingness+time+money to fight a highly-paid team of lawyers in court. (which could happen either way, but it's much more likely when it's so easy to find even if it gets 3 downloads)

insomniac_lemon,
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I don't really care (especially when it's older than 2 decades), but when a company (this company especially) issues hundreds of takedowns in 1 batch (and they do this multiple times) I don't think they're evaluating each one at all let alone for any sort of merit/exemption. They have no real reason to do so, that's why I'm saying don't put the target on your back (especially scaling with how much work was put into it).

If anything I'd say I'm at the point where fan content kind of seems too good for companies that treat their users like dirt (and not just those who make fan content). Like that is inevitably going to be someone's introduction into a series, can this giant company not do better than free-time fan efforts? Well, I guess what I'd really like to see is a game that's simultaneously a love-letter to a game/genre yet a hate-letter (diss letter?) to the current owner.

insomniac_lemon,
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Seems to me more like they repeated all their old mistakes and made new ones. The engine might've slowed development (and gave some influences/limits etc) but design direction seems to be the issue. Being on-par with their older games would be a step up, it's like they missed the point of why people liked their worlds.

insomniac_lemon,
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Including a trademarked term right in the title is the thing that gets most fan projects. It's a multiplier for takedowns, it can't get any easier for companies than running a simple script that just searches Itch/Gamejolt/Github for terms and then doing a mass takedown of the results. And that will even catch things with 3 downloads.

Sure user-added* or redone assets could help, but just distancing the name would help a lot more. Having 100% new assets won't stop a takedown if you use trademarked terms (see DMCA's Sky), and the DMCA system doesn't really discourage overstepping unless somebody has the willingness/money/time to take it to court.

*=image detection could be a thing as well though, so be careful with screenshots especially with a logo

insomniac_lemon,
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insomniac_lemon,
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How I remade Game™ in-

YOU FOOL!

How difficult is it to call it something like Toby Bird's Overground? Feels particularly silly on somewhere like Youtube, where if the video blows up it's likely any future hopes for your project will too (and this could happen at any arbitrary point in the future, though probably with a change of staff or just before a new competing title is about to be released).

That and I feel that at least a little plausible deniability (while matching the feel) would add to the "Hey, has anyone ever told you that you look like Tony Hawk?" joke.

(see also the video PSA: A Message to Unofficial Fan Game Creators)

insomniac_lemon, (edited )
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I'm not even talking about monetization, just that they're making and announcing something that is obviously DMCA-bait. Even the video could be taken down without consequence (even if it didn't have monetization enabled, also the corp could force enable and get the money). This is a common thing that happens and it seems completely pointless and easy to avoid (again, even just plausible deniability/under-the-radar level).

If somebody was going to make a video cooking something "just for fun"/learning, I'd also say they should still try to be mindful of food safety rather than saying "if I get food poisoning, I can deal with that. Don't do-as-I-do".

Or in other words, just have some discretion.

insomniac_lemon,
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That's why I said without consequence. By that I specifically meant that a takedown could be used no matter the context. Non-infringing videos are often taken down and often people don't even fight it because doing so can result in strikes.

Most people probably aren't going to fight anything in court let alone compete with an expensive team of lawyers, so they aren't ever going to get even the slightest pushback if they overstep things. That's why I say it's better to distance yourself from trademarks as much as possible.

insomniac_lemon,
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I mean often times they just have a script that looks for the trademarked terms (or in some cases, visual matches, or music for video), so it does matter using such things. At least when something it released, if it's largely original work using trademarked names/logos is an easy way to shoot yourself in the foot (and can result in very early detection).

I also doubt takedowns are usually a higher-up hearing about said projects and "ordering the strike" (probably just that it popped up on an automated/intern-ran script), that's why I think even the easiest changes would be good to do. Because they probably aren't ever going to see Jimmy Eagle even if it were uploaded and popular.

The video part isn't really important to my point, just the general idea that involving trademarked stuff is basically a multiplier for risk. Some simple changes and fans will still see what it is and like it, scripts won't. And people fail to see this too often, so I don't think people should encourage it because "it's probably fine".

insomniac_lemon,
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It's probably stuff being less "indie" than it appears on the surface. Both of those games you listed appear to have successful publishers, one behind Maplestory and multi-million (in USD) net income (also largest shareholder is investment firm, Maplestory NFTs). The other has more games (and significantly more DLC) on Steam.

That doesn't really answer your question, well aside from saying money. Though there may be a deeper connection as well (shareholders having hands in everything etc)

insomniac_lemon,
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I want to be a robot(ic-appearing cyborg) for the aliens.
Or maybe Nordic scientists in 200+ years, which probably would be the equivalent of aliens for me who only speaks English.

I'm pretty sure I have Schizoid Personality Disorder though, not autism. (probably similar in the ways that matter, or maybe worse)

insomniac_lemon, (edited )
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Some people might be against them for the reason that they can de-list their old games from digital storefronts. For newer games especially it'd make that hard to compare what was changed.


I guess it's not as relevant with newer titles, but I feel like many of the classics looked fine (especially with higher internal res which is a good option for emu) and had some really cool tech that gave it a nice aesthetic without it being bloated. So it kind of feels like it's missing the point (limitation and ingenuity or something like that).

Like with Spyro, a big draw for me is the usage of vertex color including the skyboxes (one example, album). So it went from ~300MiB to 30-60GiB+. I mean sure some old games were designed with raster graphics that look crusty now, but for something like Spyro I'd rather play even a fan _de_make (leaning further into vertex colors) with more fleshed out gameplay (/more content) though too many fan game creators haven't learned to distance even their game titles from trademarks.

insomniac_lemon,
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Well I have a lot of problems with how people design games so I don't really buy stuff anymore, plus I haven't really seen a lot of stuff that focuses on vector (esp textureless). In other words it's pretty niche even for indie, and discoverability generally isn't great even on the best day.

I'd probably have more luck doing it myself, I've done a few 2D things (meme made with Godot 3.X, 4.0 eye animation, not-yet-in-4.X test of someone elses' PR) but I'm not a dev and I don't have much energy or many ideas.

insomniac_lemon,
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I don't think that's it. For 3D the workflow is already there and vertex colors are powerful (though usually used for shaders or other effects like terrain-based sounds). Even going for Spyro's approach (esp. grayscale textures that disappear with LoD so it's just color) wouldn't be too bad as I imagine its music/voice is actually what takes up the most space (newer audio compression or MIDI-like music would reduce that), though a more minimal/stylized look could make it a lot easier. Certainly some things are more suited for it than others.

I could say a lot of technical reasons for or against this workflow, but I think the biggest is just that it's something that people don't think about or would rather have photorealism or blocky pixels instead (or at least that's a large chunk of the market). Vertex lighting is cool but doesn't have much use over modern lighting (if it did, it'd be very niche) and developers often don't really care about optimization much, instead telling players 'upgrade your PC'.

(admittedly my experience with 2D vector seems less supported as far as editors and AA, though I'm not sure if Godot's clip children feature has an equivalent in 3D or if you'd just need to use meshes/rigging more cleverly... which is fair, I'm not aware of non-skeleton rigging tools in Godot's 2D either)

insomniac_lemon,
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I mean yeah we're mostly on the same page... but it should be clear that I'm not suggesting crazy detail everywhere, mostly just being a bit more intentional with model design when possible to integrate vertex color (or another old technique, use multiple objects when it means a simpler mesh). And I mentioned Spyro's texture/LoD system which is good, was going to mention sprite usage and also Crash having only 2 textures (shoes, back) but was too wordy (also Crash taking advantage of a linear camera for custom culling and view-specific models).

I'd say it's really good to give variation (and unique-ness) on detail and effects that way every tiny thing you decide to add isn't a fixed workload. Or in some cases the opposite approach, a more re-used/modular design for certain things like characters.

The problem with textures (aside from data w/high-res/high-color, resolution dependency, and workload) is that when you play an older game at modern resolutions (higher internal res or even just a Flash game) the elements that were designed for older resolutions/displays are really apparent next to the meshes that scale perfectly. Particularly if it's a GUI or pre-rendered cutscene (sometimes other random stuff). Textures on meshes can still be a really solid aesthetic for the environment/characters.

Also generated textures (see .kkrieger for an extreme example) might be a potential fix for the drawbacks, or something like textures that are designed to be used with an upscale filter (or in a similar way, maybe converting to SDF textures).

insomniac_lemon,
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I kinda hate the mention of "that's not universal!". That usually isn't even claimed (and factors are usually discussed in long-form videos), and needing to constantly change wording to prevent that gets old for both sides of a conversation (at least that's my experience, most of the time).

For me a lot of the things that make games not fun are things that I can describe. Hunger/inventory management/decent items being rare/underwhelming rewards/backtracking/lack-of-information-or-feedback are the most common that make games feel tedious to me. Often a tiny removal or tweak could go a long way to fix that, but that isn't really even viable in most cases (particularly for me).


I just have stopped buying games because money/purchase regret, though if I were: GPU and storage space(+6-8Mbps internet shared with other people) are considerations that block off many newer games for me (and indie games are not immune to this, particularly with resistance to buying).

That, and anything that's heavy on story or atmosphere I can probably get 80% enjoyment (if not more, because I won't be experiencing the issues) by watching a video of someone else play (particularly someone with a good voice adding their own narrative/spin). A lot of games that I've played were pretty obvious and thus don't seem to have much below the surface.

On a more general note, it often seems like games either expect too much of me or just don't respect my time (and I say that as someone with a lot of free time). And on a specific note, games that are co-op-first often just suck to play single-player.


As for Minecraft, due to the updates I was slowly losing interest until I stopped playing in the 1.8/1.9 era (I had my own resource pack with 1.8 models that kept me somewhat interested, 1.9 broke them). Then you needed to create a Microsoft account.

I've tried different Minetest games and there isn't really a base that I enjoy enough to try modding onto, especially as many go for the same types of things that MC does.


The last thing I bought was a charity bundle more than a year ago (2022 march), there were a few games that I enjoyed but not for long and most of it seems not that great. Since then I've just been playing free games, which again some is pretty OK and a lot of it isn't (it's kind of annoying to sift through it on itch).

insomniac_lemon, (edited )
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Influencing fun or depending on others for it is one of the reasons I've never really played multiplayer. I see the SS14 update posts on here and like the idea of playing but I'd rather watch a story (Tex or BoatB) than be a part of crafting one.

insomniac_lemon,
@insomniac_lemon@kbin.social avatar

Is it though? I highly doubt someone with the "music bad" take would give any examples of things done right let alone newer names (even in the disliked genre) and explain potential production-level problems (beyond surface-level reactions to content/people). They even say that indie games are not as prone to said issues, or that adulthood might play a part. And it's probably less of a universal issue and more of a "why are there so many multi-million-dollar-games that are over-hyped?" much like how box-office movies are often huge-budget "safe" IPs that are more spectacle than substance.

So I'd say it's more nuanced than the title/thumbnail may lead you to believe.

insomniac_lemon,
@insomniac_lemon@kbin.social avatar

Well yes, but also lack of money is a big issue for buying games plus the hardware to run said games.

That and being in that situation it's easy to get burned out on buying stuff due to not enjoying previous purchases, or them not having much replay value (sometimes it is possible but tedious in implementation). Also unforgiving/tedious game mechanics in general.

Though personally I think I get about as much enjoyment (or ~80%) watching a let's-play of some games (especially if linear/atmospheric/multiplayer etc, and even more if it's the story-ified or custom goals like ambiguousamphibian's videos) as I would actually playing.

insomniac_lemon,
@insomniac_lemon@kbin.social avatar

If it served no purpose then it wouldn't be done. Companies don't throw resources around for no reason

I'm guessing the point is that it's diminishing returns and maybe a solution looking for a problem. Like how companies often spend a bunch of money/resources on special effects just for the spectacle of it. Just because they spent all that money doesn't mean it is worthy of doing so in the first place.

Their point on sales is similar, it's not that they're selling something but that they're selling something that people don't need. Like fast fashion, it's manipulation and the only purpose is money. You can look good without following a trend, and looking good (or status) should not be the only point of purchasing something anyway.

insomniac_lemon,
@insomniac_lemon@kbin.social avatar

I'm somebody who hasn't tried VR due to like 4 different problems that relate to money (VR itself, GPU, floor space, games) plus I'm pretty sure I'd have motion sickness as well due to health issues. Out-of-body VR is an escapist fantasy of mine but I'd still steer clear of anything involving techbros.

I'd sooner make a deal to give my brain to some rando who somehow has a cryonic freezer in their basement.

insomniac_lemon,
@insomniac_lemon@kbin.social avatar

Adjusted price is a common talking point here, but it ignores the other side of inflation... that wages have stagnated and rising prices obviously means that people have less spending money.

Consider also that there is a lot of choice with the back catalog on PC as well as free games (that people can make in their spare time at no cost thanks to FOSS tools and free information). Pre-broadband, gaming was more of a take-it-or-leave situation.

So yeah, I think most people already see increasing prices as being motivated by greed. And some people likely see the $60 price as already greedy when games are often filler and spectacle (with poor QA testing on top of that, because they know people will pre-order it anyway, and then buy the later DLC or cosmetics).

@MomoTimeToDie

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