teawrecks
@teawrecks@sopuli.xyz
- Comment on Palantir manifesto described as ‘ramblings of a supervillain’ amid UK contract fears 19 hours ago:
“It’s not a question of whether the torment nexus will exist, it’s who will build it and what will they use it for?”
Doesn’t change the fact that it’s a cautionary tale we clearly didn’t take any lesson from. I’m fully convinced the first sufficiently capable AGI is going to conclude humanity is the only problem that needs to be solved.
- Comment on Game franchises you like, but wish were anothet genre of video game? 1 week ago:
Yeah, the combat is the least interesting part of the Control universe IMO. It was a shame they went the bullet sponge route with Firebreak. I felt they could have gone the friend-slop route and made a Repo-like set in the oldest house. The weirdness is the fun part, and I think the TPS aspect feels obligatory. AW2 was a better balance I thought. Felt like the game was 1/3 interesting cutscenes and story development, 1/3 exploration, 1/3 combat.
- Comment on Game franchises you like, but wish were anothet genre of video game? 1 week ago:
I feel like the genres of Warhammer 40K games are all over the place. Last year they put out a racing game.
I felt this way about Eastward and Pyre. Both were beautiful games, amazing art, well written characters, excellent soundtracks, but the actual gameplay didn’t grab me.
- Comment on Google removed Doki-Doki Literature Club from the Play Store for depicting sensitive themes that violate their terms of service. 1 week ago:
YouTube doesn’t ban specific words, they have policies against certain types of content. You can individually say basically any word. But if you arrange those words to form a threat against someone, that will get pulled down.
- Comment on Google removed Doki-Doki Literature Club from the Play Store for depicting sensitive themes that violate their terms of service. 1 week ago:
Yes, definitely, but that’s a separate topic.
- Comment on Ex-Overwatch Director Says Tracer's Butt Was Never "Nerfed" 1 week ago:
“I understand being upset, and I understand voicing your opinion,” said Kaplan. “But if a game comes out and you don’t want to play it, and you never played it–shut the f*** up!”
This was directed at twitter lol.
- Comment on Google removed Doki-Doki Literature Club from the Play Store for depicting sensitive themes that violate their terms of service. 1 week ago:
It’s not a “take”, that’s just how it is.
I also dislike ad-based funding of everything, that’s why I’m on the fediverse. Also don’t like a “take”-based internet, but don’t tell anyone…
- Comment on Google removed Doki-Doki Literature Club from the Play Store for depicting sensitive themes that violate their terms of service. 1 week ago:
You can say any word on yt, it’s just that some get deprioritized by the algorithm, which hurts ad revenue, so people choose to self-censor. That’s different from them taking something down so it can’t be viewed at all.
- Comment on Why is gaming becoming so expensive? The answer is found in AI 2 weeks ago:
Posted on April fools. Is the joke that it’s such old news?
- Comment on A Game Pass for indie games: meet Indie Pass, a $6.99-a-month subscription launching with 70 titles 2 weeks ago:
I wouldnt want to pay for a musician I dont listen to.
I disagree, and here is why.
The difference is between entertainment value and artistic value. There are a lot of art (music, film, writing, games, etc) that I think are important to exist for the betterment of humanity, but are too emotionally heavy to enjoy recreationally, or too niche for most people to engage with it; and yet, I believe are important that they exist. I want to support quality art that falls into those categories, even if I never consume them, because if I don’t, then one day when someone does come up with an idea that would be relevant to my niche, they are less likely to make it.
I don’t want a game’s ability to maximize engagement to be what determines how valuable it is, which is equivalent to saying, I don’t want the games I put my money toward to only be the games that I engage with.
- Comment on A Game Pass for indie games: meet Indie Pass, a $6.99-a-month subscription launching with 70 titles 2 weeks ago:
I was more hoping for a way to passively support indie devs that the market may otherwise not be giving enough attention to. I agree, I’d rather own a license (or better yet, physical copy) of a game and play it when I want, but I still view that relationship as part of the problem. I’d rather quality artwork not need to worry so much about playing the attention-lottery in order to survive.
- Comment on A Game Pass for indie games: meet Indie Pass, a $6.99-a-month subscription launching with 70 titles 2 weeks ago:
the firm is working to sign up games from other developers, who’ll earn from a revenue share based on player engagement.
This is the dealbreaker for me. If there is a masterpiece game on there that takes 10h to complete, and a slop game that people sink 100s of hours into, I want the rev share to reward the 10h masterpiece more. I do not want an indie subscription service that incentivizes player engagement, full stop.
- Comment on A Game Pass for indie games: meet Indie Pass, a $6.99-a-month subscription launching with 70 titles 2 weeks ago:
If I thought the majority of my $7 went to indie game devs, particularly ones doing interesting stuff that the market doesn’t properly reward, then I wouldn’t bat an eye at it. Probably wouldn’t even use the service and would continue buying game licenses directly, but if I’m only funding the few hits that make it in front of me, then I’m just contributing to the BS capitalist lottery that is the entertainment industry. Would much rather have a communal way to fund devs.
- Comment on Steam On Linux Use Skyrocketed In March - More Than Double The macOS Gaming Marketshare 2 weeks ago:
I haven’t seen any issues with year in review, I’m curious what you’ve seen.
- Comment on Steam On Linux Use Skyrocketed In March - More Than Double The macOS Gaming Marketshare 2 weeks ago:
Yep, my steam rewinds have been 100% Linux for a couple of years now.
I think the only exception in that time was AW2 because it’s an EGL exclusive (and ray tracing/mesh shading support in proton were still a bit lacking in performance).
- Comment on What was the first game you ever bought ? 3 weeks ago:
Yeah, kinda wish I still had it. I remember selling it in a garage sale for money to put toward a gameboy hah.
- Comment on After Almost 4 Years, My Indie Game Is Almost Ready! 🥹 3 weeks ago:
Quick feedback on the experience of casually browsing to your steam page: the trailer that autoplays spends the first ~20s being mostly just black. First person view of running and then hiding in a closet, then black, then a very dimly lit room, with cuts to what looks like the player inspecting a doll. I can’t have sound on right now, so I don’t know if there is interesting audio happening.
I highly recommend those first few seconds of the autoplay trailer showing something more compelling. IMO the best case outcome for someone in my shoes is, I see something in those first few seconds that makes me go “oooo, hell yeah, that looks interesting” and I click Add to Wishlist. Instead my first thought was “there’s no way this has just been black for 20s” and checked my brightness settings to see if I was missing something.
- Comment on US bans any new consumer-grade routers not made in America 3 weeks ago:
Man, just when I think I understand home networking…
- Comment on What was the first game you ever bought ? 3 weeks ago:
It was either Lost World: Jurassic Park, or Williams Arcade’s Greatest Hits for the Game.com. I think I was the only kid in the world who had a game.com lol
- Comment on US bans any new consumer-grade routers not made in America 3 weeks ago:
Interesting, yeah I’m not actually well versed, that’s why i began with “afaik” hah. My experience with EdgeRouter is that you basically have to enable hw offloading to get the full throughput, and my assumption was that probably all off-the-shelf routers are doing something similar for them to be usable in such a small/cheap/lower-power box.
When you say I might be thinking of “switching hardware”, I assume you’re referring to “managed switching”, and isn’t that just routing without any NAT? Like, if your pfsense router has 4 NICs, then it has to do the job of both a router and switch, no? First one, then the other for each packet?
- Comment on US bans any new consumer-grade routers not made in America 3 weeks ago:
Afaik, you’d want hardware acceleration for the actual packet routing, or it’ll be quite slow/inefficient. So any ASIC for routing packets would be considered a “router”.
I wonder if there exists an open router design based on an FPGA platform…
- Comment on Steve Wozniak says he's "disappointed a lot" by AI and rarely uses it 4 weeks ago:
As a software engineer, I’m convinced “vibe coding” is just a meme. It’s like watching a chaotic system. You need to constantly be wrangling it back on topic, and keep it from bloating the codebase in order to get anything done. You may be able to vibe small mockup, but it will inevitably go off and produce garbage that doesn’t make sense.
It is useful as a glorified grep, and a sort of natural language to programming language compiler for simple descriptions. But if you don’t already understand what you expect the LLM to output, you’re gonna have a bad time.
- Comment on I've had enough shimmying along ledges and squeezing through cracks sideways to last me a lifetime 4 weeks ago:
Hah well luckily I’ve never seen anything close to a 60 gap squeeze. But if the game is half decent, then there is story being conveyed during that time, not just the shimmy. TLOU has a few sections where you’re squeezing through a cramped wall that most certainly hides loading, but at the same time your character is hiding from an enemy, or some emotion other than bordom is trying to be conveyed.
Obviously I’m not arguing in favor of slow shimmies, I just think the better, well funded devs with the resources often come up with much more immersive excuses for hiding the loading. So at the end of the day, we’re just asking the overworked, under funded, possibly less skilled devs, who are often already crunching for a due date, to also think about how their game will run on hypothetical bandwidths of future hypothetical hardware. That’d be nice, but if they had that time, then they’d just spend it making the experience less boring on current hardware.
- Comment on I've had enough shimmying along ledges and squeezing through cracks sideways to last me a lifetime 4 weeks ago:
Good point about hardware upgrades, though it doesn’t work for consoles where the hardware will never change.
It’s a difficult problem because it spans multiple domains: part of it is gameplay mechanics (players often get power ups that make them move faster, which could make the same corridor take 10s or 2s), part of it is level design (the layout of the building in the story is compact, but two adjacent rooms both need a lot of content or have complex set pieces), and part of it is artists intention (they want you to feel claustrophobic or like your character is taking an unintended route, which an arbitrarily long hallway wouldn’t convey).
Something related that games used to do (more than they do now) that no one ever complained about were points of no return. Your character would drop down a ledge that they couldn’t climb back up, or they’d walk into a room and the door behind them would lock or debris would fall and block the path. This served a similar purpose: to bar the player from backtracking so they could unload unused assets. I guess it was just a more subtle method of misdirection, people never complained. The sideways slow shimmy is just so in-your-face without anything else to misdirect that it’s become a meme.
- Comment on I've had enough shimmying along ledges and squeezing through cracks sideways to last me a lifetime 4 weeks ago:
surely there are better solutions to that non-issue. Like a loading screen.
You would rather see a loading screen every 40ft than have them hide asset streaming?
Yes it’s overused, but that just means they need to get a bit more clever with their slow-downs. I would take them over a loading screen any day.
- Comment on The US government just banned consumer routers made outside the US 4 weeks ago:
It’s just another routine fascist strategy:
“All within the state, nothing outside the state, nothing against the state.”
“When goods don’t cross borders, soldiers will”
- Comment on Air Canada Express flight AC8646 CRJ-900 at LaGuardia crash footage 4 weeks ago:
If people stop taking their flights, they will stop flying.
- Comment on is black myth wokong a good game? 4 weeks ago:
I’ll give wukong a shot eventually, I read journey to the west as a kid, so your description of an actual story in addition to fun movement mechanics sounds enticing. Cheers.
- Comment on is black myth wokong a good game? 4 weeks ago:
I played through Elden Ring, and while it’s not my personal favorite game, it is objectively an excellent game. I never finished any of the DS games, they were too linear for me.
To say that all the wins are based on luck and no skill is objectively false. The most extreme ER enjoyers regularly clear the entire game, entirely naked, without ever once being hit. That means the mechanics are highly deterministic and thus completely learnable. And for the record, spam rolling or spam attacking is the quickest way to die in nearly every fight. If that’s the strat you went with, I could see it being quite the slog.
I agree it doesn’t offer a “power fantasy”, it requires the player to observe, learn from failure, and develop a plan. If you don’t do that, I agree, it can be a very infuriating game loop. But I would argue that’s not the game’s fault.
I agree that sometimes the camera is a total pain to deal with vs the scale of the enemy.
Most games don’t market themselves as a “souls-like”, it’s typically a comparison the gaming community makes, but also it’s definitely over-used to just mean “hard game”. That’s not what I would say makes a souls like. THE “souls like” mechanic, I would say, is the notion of dropping “souls” on death, and having to retrieve them without dying again. Which means there are definitely turn based souls likes, and I would not consider the Megaman series “souls likes”.
But IMO it’s experience vs simulation. If you want your game to inevitably shuffle you through an experience that you will inevitably get through, that’s totally fair and one aspect of gaming that I think closely mirrors film or literature. I would put excellent story experiences like TLOU in that camp. But if you want a game to put you through a simulated challenge which tests your resolve, subverts your expectations, and evokes emotional responses in a unique way that I believe only games can, then the souls games offer one slice of that experience.
- Comment on is black myth wokong a good game? 4 weeks ago:
There is difficulty to be had but not once was it unfair or anger-inducing. A boss defeating you is a lesson to move on and come back.
That is a perfect description of Elden Ring.