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Cake day: July 5th, 2023

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  • In general, I agree, but I think you underestimate the benifits it provides. While ray-tracing doesn’t add much to more static or simple scenes, it can make a huge difference with more complex or dynamic scenes. Half Life 2 is honestly probably the ideal game to demonstrate this due to its heavy reliance on physics. Current lighting and reflection systems, for all their advancements and advantages, struggle to convincingly handle objects moving in the scene and interacting with each other. Add in a flickering torch or similar and things tend to go even further off the rails. This is why in a lot of games, interactive objects end up standing out in an otherwise well-rendered enviroment. Good raytracing fixes this and can go a really long way to creating a unified, but dynamic look to an enviroment. All that is just on the player’s side too, theres even more boons for developers.

    That said, I still don’t plan to be playing many RTX or ray-traced games any time soon. As you said, its still a nightmare performance wise, and I personally start getting motion sick at the framerates it runs at. Once hardware catches up more seriously, I think it will be a really useful tool.


  • A couple of major factors:

    Users who expect low prices - This partly because of the history of mobile games being smaller and/or ad-funded but also because the vast majority of people playing games on their phone are looking for a low barrier to entry, time waster, not specifically a game.

    Lack of regulation or enforcement - other gambling heavy fields tend to be at least somewhat regulated, but mobile games are very light on regulation, and even lighter on enforcement. This allows them to falsely advertise their games and how they function (both in terms of misleading ads, and lying about chance based events and purchases in-game).

    Monopolistic middlemen - On other platforms, theres more direct competition (IE, Sony and Microsoft’s generally more direct competition) or companies that prioritize long-term growth and stability (IE Steam or Itch.io). Apple and Google, on the other hand, largely compete on brand perception and hardware specs. These means that their app stores, where they make most of their money, have zero competitors. Seeing as they have no reason to make the stores better, they can instead promote whatever makes them the most money; that being exactly these manipulate, sketchy, virtual slot machines.



  • PlzGivHugs@sh.itjust.workstoFediverse@lemmy.worldWhere are all the artists at?
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    12 days ago

    Its just been my personal experience browsing, sorting by new. Generally, anything that could potentially be viewed as an ad (nonetheless a paywall) gets downvoted. For example, I used to see more art shared, and often users who included watermarks (even non-disruptive ones), or links to a patreon would be immediately downvoted. I’ve also seen YouTube creators criticized here for simply selling merch. Even just a couple days ago, I commented on the same trend, and another user quickly replied to tell me its a good thing nothing here can be monitized because money ruins everything. There are exceptions, esspecially with open source software, but these seem more the exception than the norm, in my experience.







  • Honestly, this just highlights how badly thought out the gameplay is for non-dps classes in a lot of games. So often, both the healer and tank are left as second-class citizens, as all the emphasis is put on killing enemies. For example, in Overwatch, while tanks and healers were effective, there was little depth and little reward in the role compared to DPS characters. Orisa was a dps who couldn’t leave the objective and had to hit ‘e’ on the ground every few seconds. Mercy just followed someone around, with little agency of their own. Compare that with, for example, Junkrat, where you were encouraged to be flying around the map, bouncing grenades off walls to make yourself near impossible to hit while still killing dozens of enemies. Theres both more depth, and more frequent, significant gratification. This is a big part of why I like Dota - supports (tanks aren’t really a thing in the same sense) have a whole separate game they tend to be playing to manipulate the map in their favour, and can still impact fights with a plethora of significant abilities that are flashy and impactful in their own right.



  • Honestly, I think now is probably the best time in history for discoverablity by far. Things like YouTube have done a lot, but I think Steam has played a massive part. Compare it to most of the other options:

    Physical retailers tend to just be a wall of products, with the exception of games with a large marketing budget (esspecially those working out deals directly with the retailer) that often get special placement in their own shelf. Marketing budget is king, and everything else is hard to browse.

    Reviewers offer a bit of an advantage as they provide an easy way to assess if games are good or bad, but they are usually limitted in the number of reviews they can publish, and those reviews tend to go towards the games that get sent from powerful publishers or those with most hype, meaning it usually still comes down to marketing budget.

    A step up from that is most online retailers. Here, you have easier access to information about the games on display, and often have ways to sort by genre, price, or reviews. That said, a lot of emphasis is always placed on either the top grossing, games directly connected to the storefront owner, or games that directly buy space on the front page. This offers far more discoverability than anything that came before, but still tends to massively over-push higher-budget and/or higher-return games.

    Steam on the other hand, has put far more emphasis on featuring good games on their front page. You can’t buy the space, Valve doesn’t bias the store towards their own products as much, and revenue plays a generally smaller part in the algorithm. Instead, they have a much better personalized recommendation algorithm and more tools for customizing your storefront (such as blocking tags). On top of this, they have recognized that this isn’t enough, and introduced a myriad of (often half-baked) additional discovery tools, such the the Discovery Queue, Curators, and the various festivals like NextFest. Sure, its not perfect, but I can consistent find new games I’m interested in, whereas on other platforms its barely worth trying. I think this is a big part of Steam’s success that often gets overlooked.



  • There is an Avatar TTRPG and it faces similar problems to making a new game based on the series, and handles it similarly to what you’re suggesting.

    The TTRPG divides the setting into Eras, Kyoshi era with the nations still being established, Roku era with established nations, The Hundred Years War era taking place during the war but before Ang wakes, The Aang era, after the show and its sequel comics, and the Kora era taking place after TLoK and its comic trilogy. Notably, none take place during the events of the main series. This means that the can create new stories that better fit the medium and don’t break cannon, and at the same time, you can still interact with significant characters and tie your story into the cannon such as making a quest resulting from the reprocusions of, or a prerequisite for events in the main canon.

    Edit: clearly none of us read the article:

    It’ll put players in the role of an “all-new, never-before-seen Avatar” and take place thousands of years in the past.



  • Information is limitted as the contracts used for developers aren’t shared, but the general understanding is that this only applies to Steam keys.

    The one exception is the wolfire games lawsuit, which includes one alleged instance of Valve asking a developer not to distribute the game for free on their Discord when it is a paid product on Steam. Given the lack of detail, the single anecdote for evidence, the existence of other games where they are priced lower or free off Steam (I.E. Dwarf Fortress), its certainly not a widespread problem, almost certainly not in contract, if it did happen exactly as the anecdote suggests, may have been a misstep on the part of one employee, and may not have happened at all.

    Of course, if Valve does do this, nonetheless mandated it, its an issue, but given that no one else has challenged them on what would be such a blatent anti-trust case, esspecially given how everyone else in the industry has been trying to take Valve’s place for years, I think its unlikely.




  • Lower distribution costs (in exchange for less marketing and a worse product) are not lower prices though. If Epic had spent half the time and money they spent negotiating for exclusives on negotiating for lower prices, Im sure they easily could have. For example, Epic advertises a 12% fee on sales, but if they instead took 10% (maybe spent less on exclusives to account for this) and then required prices be 5% lower than MSRP on other stores, then suddenly its a lot more appealing to customers - the ones actually providing the money - while still offering a much better deal than Steam. Similarly, Epic could have just passed on the saving more directly, like I said, with a rewards program or similar. Epic had plenty of ways to actually lower prices for their customer rather than just their buisiness partners. They just chose not to.

    Frankly, Epic is pretty irrelevant to this point considering how significantly they chose to burn the bridges with their customers right from the get-go anyway. Unless you’re studying how to lose consumer trust or goodwill, they’re not really a good reference.