teawrecks
@teawrecks@sopuli.xyz
- Comment on Nintendo says users voluntarily paid higher prices, have no right to tariff refunds | Nintendo says Switch buyers got what they paid for, urges court to dismiss lawsuit. 1 week ago:
They’re literally arguing that it’s the customer’s responsibility to stop giving them money.
- Comment on Nvidia finally reveals what controls devs actually have for DLSS 5, and don't worry folks, there are TWO main sliders to control the AI filter 1 week ago:
More like, as a rendering engineer, we’ve been dealing with vendor black boxes forever. It always sucks having control over our frame taken away, and then having to advocate for hardware level access to be able to do it ourselves so that actual innovation can happen. But DLSS isn’t new, and it isn’t defining our frame. Only end users who literally know nothing about what they’re talking about think this.
I don’t even know why I try. Sure, AI bad, art dead, all I play is AAA.
- Comment on Nvidia finally reveals what controls devs actually have for DLSS 5, and don't worry folks, there are TWO main sliders to control the AI filter 1 week ago:
This is embarrassingly poor journalism. It’s clear the author has a slider with Facts on the left, and Pandering on the right, and they’ve cranked it all the way to pandering.
They define “tone” as
lighting and, well, overall tone.
Clearly not familiar with the concept of high/low frequency details.
And I blame gamers, including the people in this thread. It reminds me of how conservatives label objective journalism as biased, so right wing news outlets just describe whatever reality the audience already lives in.
They’re strength sliders. It’s not like the entire frame is defined by DLSS. The artists make thousands of decisions when rendering the frame, and use DLSS’ sliders to determine how much interference is happening on high/low detail features. Most likely this tuning is going to be dynamically adjusted at runtime based on what lighting phenomena are in the scene, so it’s not even like an artist is going to be hand tuning these. That’s not what they’re for.
The more I think about the comparison to right wing news the more apt it feels. The topic is very technical, and their audience is…well, a bunch of gamers. It’s not like they’re going to be able to convey useful info, but they still need to say something, because their audience has heard the term “DLSS 5” and expects something. So all they do is regurgitate useless pandering.
- Comment on LG monitors silently install software through Windows Update without consent 1 week ago:
Right, I’m saying Dell doesn’t make displays. Generally LG makes the displays that Dell uses, but apparently they also use Samsung and AU Optronics. But even then, I believe there’s some Chinese middle-man OEM actually making the displays, and in certain countries (including the US) Dell buys those and slaps their Dell and Alienware branding on them.
It makes sense to recommend an LG/Samsung/AUO monitor, it doesn’t make sense to generally recommend all Dell or Alienware monitors. Maybe a specific product worked well for you, but you can’t broad statements about all their monitors because the only thing they have in common is the brand selling them.
- Comment on LG monitors silently install software through Windows Update without consent 1 week ago:
it puts me off ever buying or recommending an Alienware monitor
Why would anyone recommend an Alienware monitor? They don’t make displays. You’re just recommending which branding the display has.
- Comment on LG monitors silently install software through Windows Update without consent 1 week ago:
It might be, if they hadn’t already agreed to it in the windows ToS, and/or in the LG ToS.
- Comment on Closed game studio returns to un-live service its game with community servers before shutdown: 'We don't believe Deceive Inc. should quietly disappear' 2 weeks ago:
I’m very deliberate about my choice of words. So it’s irritating when someone argues against a fuzzy misinterpretation of what I said, causing me to have to repeat myself. So instead, I think in done here. Cheers.
- Comment on Closed game studio returns to un-live service its game with community servers before shutdown: 'We don't believe Deceive Inc. should quietly disappear' 2 weeks ago:
It’s going to be far easier to get up and running and playing the game by connecting to official servers. But it will sure be nice have to a safety net.
It’s nice to have in the worst case, I agree. My only point in all of this is for you to agree that there are reasons beyond greed to centralize servers. It’s not always that they want to be the next Fortnite. There are practical budgetary and gameplay reasons to prioritize central servers. One does not simply ship a binary to the public and forget about it. It’s a whole product they need to support and test along with every update.
I think devs get more information about what their players actually want if they look at how many people choose the unintended experience over the intended one…The only reason the unintended experience is a detriment to them is because they see it as a threat to their business model.
Again, I disagree with this cynical take. Games worth playing are art, and art is not about giving the audience what it wants, it’s about an artist who has something to say that can’t be conveyed through words alone. I applaud a dev who has the guts to say, “I don’t care what you want, I’m making the experience I want people to experience”. I’ve seen too many games lose their vision, turn to their playerbase, and just do whatever the players tell them to. To me, that’s making escapism, not art. To me, the mark of a successful game is one where the creator makes exactly what they intended to, even if no one wants to play it.
The Factorio devs let you turn off aliens because that’s their intention for you to be able to do that, and that’s fine. And I defend your right to hack at any software running on your hardware to experience it however you want to, that’s fine. But it’s not an artist’s responsibility to help you achieve the experience you want, and we shouldn’t require them to. We can ask them to, but we shouldn’t require them to.
- Comment on Closed game studio returns to un-live service its game with community servers before shutdown: 'We don't believe Deceive Inc. should quietly disappear' 2 weeks ago:
I know what SKG is asking for, and I’m not suggesting they change it. What I personally want is…
So, yes, there may be a breakdown in terminology here. When I hear someone say they “demand” something from someone, for ex.
It’s not an absurd demand to get a game built for offline play
I’m hearing that you want legislation to require offline play. To me “demand” means non-negotiable.
If you aren’t saying that you think SKG should introduce legislation to make your preferences legally mandated, and instead just indicating what you would like to see from devs, maybe a better word to use is, “ask”. I don’t think it’s an absurd ask for a game to be built for offline play. But for games where offline play doesn’t make sense, it’s absurd to make it mandatory.
it’s really fucking hard to know which is which sometimes, even when doing research
Agreed, and there’s no legislation requiring devs to lay out their plan ahead of time, and I don’t think it’s unreasonable for the people to demand that information.
The only thing that necessitates a central server that only the company controls, even for an MMO, is the business model
I disagree. By releasing a dedicated server binary for a game, you are inviting a fractured playerbase. “Given the opportunity, players will optimize the fun out of a game”, and sometimes, letting players host their own game server gives them that opportunity. It is difficult enough to get people to play your game to begin with, it can be a deathknell to your intended experience if you allow players control over hosting your game.
I’ll give a tangible example: I played Sea of Thieves several years ago. The intended experience is that you are sailing on an open sea with your crew, collecting treasure, and always with the possibility of running into another crew. Sometimes those other crews would be friendly, and you’d team up and complete content with them. Other times they would be openly hostile, and you’d immediately be thrust into a ship battle. But most interactions fell in the middle somewhere. They might help you defeat a boss, only to then turn on you and take the treasure for themselves. Because you’re pirates. That tension of not knowing who you can trust was core to the game.
But for the entire life of SoT, players complained about running into pirates in their pirating game. “Just give me a way to do the PvE content by myself” they would complain. Eventually, they caved. They were likely losing too many players to inconvenient experiences with other players. The result is that now all the peaceful players isolate themselves, never to experience any random human interaction in game ever again, and the vast majority of people playing on open seas are just cutthroats trolling for blood. You end up with, what I believe is a less interesting experience for everyone, none of it is the original intended experience. IMO, by allowing players more choice, they chose money over the novel experience I loved the game for.
But even though I don’t play any more, the moment SoT decides they’re done hosting their servers, I don’t care what they do, as long as I can still play that game with other people. I can’t demand that they preserve the experience I liked; that’s their art and they’ve done what they want with it. But I can demand that my license to play the game never expires for any reason.
- Comment on Closed game studio returns to un-live service its game with community servers before shutdown: 'We don't believe Deceive Inc. should quietly disappear' 2 weeks ago:
They can have a ladder and matchmaking while still providing a server browser that goes to self-hosted servers
True, but I explained that for a small team who has to choose where the spend their resources, supporting both can be prohibitively costly
these are things that you set up with the assumption that your game is going to have a massive population
False, I listed several features a game of any size might reasonably want.
MMOs have been self-hosted for as long as pirates have been reverse-engineering the code
That’s irrelevant to the discussion for multiple reasons, but the part that is relevant relates to the control over content, and an intended user experience. No one on a community MMO server is able to play alongside people on official servers, which is literally the point of an MMO. They can’t because there’s no control over the content; admins of those servers can (and do) hand out 100x the gold, XP, and top level gear, which is not the intended experience. Allowing the servers to exist is a completely separate legal matter (using a fully reverse engineered backend should not be a problem, but distributing copyrighted IP, much less charging money is a problem), but you can’t demand that a dev dedicate resources to support an unintended user experience.
If they wait until the game is a failure and about to close shop, I have no guarantee that this update will be its fate.
It would be as simple as saying, “if you can’t release a proper server binary, then you have to make your source available to license holders” (There may need to be an audit step when selling a game in a country to prove that they have the legal ability to open source their backend if it comes to that, but that is tenable.)
I still end up with all the other negative side effects of an always-online game in the interim.
Then make your own game. That’s an absurd demand. That’s like going to a theater or buying a bluray, and then demanding the director re-shoot various scenes on your behalf. They made the experience they made, they’re willing to sell you a license to experience what they made. No one is forcing you to buy it, and we should force them to ensure the license never expires and that experience can always be experienced.
- Comment on Closed game studio returns to un-live service its game with community servers before shutdown: 'We don't believe Deceive Inc. should quietly disappear' 2 weeks ago:
This is just not the case. There are many reasons to have a centralized model, especially for a small studio who has to focus their efforts.
If you want to have a ladder, a matchmaking system, unlockable content, or even just to guarantee a smooth user experience, then you need the server to run on your own trusted hardware.
Literally no MMO could work without a centralized model. Destiny relies on this. Every competitive shooter, or extraction shooter relies on this.
And when you’re a small studio, and you have “support the server that won’t be distributed publicly” and “support the server that will be distributed publicly”, one of those requires an order of magnitude more effort just for validation. When you have to crunch for a deadline, sorry, the primary user experience is going to get priority.
They are doing voluntarily what I want a Stop Killing Games initiative to require from all studios: just ensure the game continues to work.
Hopefully their next project isn’t built with the same naivety.
You understand they’re going out of business, right?
- Comment on Indie dev defends criticism of Steam refund abuse amid review bombing of his game: 'It's wrong to refund a game after having fun with it and completing it' 3 weeks ago:
You’re just making me wanna play this game lol
- Comment on Indie dev defends criticism of Steam refund abuse amid review bombing of his game: 'It's wrong to refund a game after having fun with it and completing it' 3 weeks ago:
But all games have a rate of refunds, including refunds due to rage quitting. Our null hypothesis should be that the refund rate should be the same as any other game (controlling for difficulty).
I don’t know what a normal rate of refunds is, that is probably data that is out there. But if the refund rate for this game is significantly higher than normal, then we can say that SOMETHING about this game is different.
If we control for every factor besides hltb, and it’s still higher, only then could we say with high confidence that the difference is due to people finishing and refunding. But we technically can’t ever say that with 100% certainty unless we go to every person’s house and watch them do it.
- Comment on The End of Ownership. Sony’s announcement has fans worried they might never truly own their beloved games. 3 weeks ago:
We’re overloading the term “ownership”.
- When a company says “ownership” they mean over the property itself. Copyright. Only the rights holders “own” the game, only they can make a sequel to the game.
- When a player says “ownership” they’re referring to their copy of their game, i.e. their license. No copyright. They do not own the game, they just own a license to experience it, they cannot make a sequel.
People then try to say “well the issue isn’t ownership, it’s DRM”. No. DRM that makes the experience worse for paying customers is annoying, but it’s not the issue at hand. Virtually all your games for all your consoles have some form of DRM, and yet you consider them “owned” in your collection.
What we need to demand is: ownership of a license that grants perpetual access.
- We don’t want the license to expire.
- We don’t want it to change what it grants us access to after we’ve purchased it.
- We don’t want them to stop making the content available because they don’t want to host their servers anymore.
- We want the ability to play without needing an internet connection.
If all of that can be guaranteed, then the license is on par with a physical copy.
But until we have legislation forcing it to be the case, we have to assume they fully intend to take your money and one day not be willing to provide what you paid for.
- Comment on Indie dev defends criticism of Steam refund abuse amid review bombing of his game: 'It's wrong to refund a game after having fun with it and completing it' 3 weeks ago:
only 7% users have actually beat the game of the people who kept it. the people who refunded shouldnt be that different than the average
You would need data to show this hypothesis to be true, you can’t assume it, the variables are not independent, that’s the whole point being made.
- Comment on Hideo Kojima ‘really sad’ about PlayStation killing discs, ‘frightened’ for future of ownership 3 weeks ago:
I’d be surprised if the arbitrage opportunities are that broad, but yeah, it would be dominated by automated trading. It would be the same as trading stocks. Every piece of content would effectively have a bid/ask spread for its licenses, and people would have bots that are constantly speculating on them. I suppose when trade volume is low and prices vary, the swings could be quite wide trade-to-trade.
But this is what NFTs are, just with a decentralized exchange so that no single company can take a cut of every trade, and we already know how people felt about that.
- Comment on Hideo Kojima ‘really sad’ about PlayStation killing discs, ‘frightened’ for future of ownership 3 weeks ago:
the right of first sale in the digital space just need to be created to fix this mess
That sounds nice at first, but if you think about it, the logical conclusion is that: rather than an artist making a sale per person who wants to experience their work, they would make sales proportional to the maximum number of simultaneous viewers. With digital ownership, it would be trivial to instantly transfer ownership, so the moment someone is done playing a game or watching a movie, they’ll sell it instantly to someone else.
The only content that could benefit in such an economy is low production value slop that seeks to go instantly viral and issue licenses while there’s still demand. Then by the time it dies down they’re on to their next slop hit. That and live-service titles that try to keep people holding their licenses. Short single-player experiences, and games from small creators who rely on passive income from a few new people finding their game over time would sell a few copies at first, and then the licenses out there would just always undercut the purchase of any new license.
Also the exchanges would make a bunch of money by taking a cut of each sale. Which is arguably better than just Sony or Valve taking their cut.
I don’t like it either, but we can’t act like right of first sale for digital licenses would solve all problems and not create any new ones.
- Comment on "Piracy is not a pricing issue. It’s a service issue": Sony just proved why digital storefronts are broken 4 weeks ago:
To publishers, if there’s no piracy happening, then they’re leaving money on the table. They’re offering too good of a deal to people. Piracy was at an all time low probably around 2010-2015 because there was a lot of disruption happening in the digital media space. But as the dust has settled, Netflix et. al. are now scooping up their spoils, and exploiting their advantage for profitability. Piracy rising is an inevitability. It’s a measure of how effectively they’re capitalizing on their content.
- Comment on 4 weeks ago:
I don’t know what his point is. That we can mass produce slop for the lowest common denominator without needing to pay anyone? I legitimately don’t understand who he thinks he’s talking to! None of the players who would be fine with slop are listening (by definition), and he can talk to his rich buddies without the bad PR. And those are the only two groups who could possibly stand to benefit from what he’s suggesting.
- Comment on Norwegians supporters in New York City 5 weeks ago:
So, wouldn’t it make more sense to say “fuck the US”? I assume you’re not saying “fuck the Olympics” just because Nazi Germany hosted it once for propaganda reasons, right?
- Comment on 5 weeks ago:
You know the people being laid off are not the ones making those kinds of decisions, right?
- Comment on 1 month ago:
I also just recently finished Forbidden West a couple of months ago! Just prior to that I had finished Silksong, and just afterwards I returned to Baldur’s Gate 3 and finally finished that!
I’m now playing Expedition 33 and Fez.
- Comment on I still can't get over Skyrim. Are there any games that can replace it? 1 month ago:
Yeah, it’s definitely not a drop-in replacement. But the Witcher 3 side quests are excellent, made the world feel alive in a way Elder Scrolls never did (to me). I think Skyrim is just so ambitious that the NPCs feel robotic in their inability to act appropriately, and it kills my immersion.
But I agree, idc about Yennifer or most of the main storyline. Basically the same for Skyrim too.
- Comment on I still can't get over Skyrim. Are there any games that can replace it? 1 month ago:
When I played Witcher 3 I remember immediately thinking Skyrim felt extremely dated. I would play any quest in W3 again before any quest in Skyrim.
But yeah, Tainted Grail: The Fall of Avalon is recent and supposed to be for Skyrim fans. Haven’t played it yet.
- Comment on Xbox pulls Gears video featuring a PS5 logo, 24 hours after announcing it as an exclusive 1 month ago:
According to their recent feedback hub, what gamers really want is exclusives.
Why do consumers want so badly to be abused?
- Comment on Valve raises Steam Deck prices by more than $200 2 months ago:
Don’t worry, trump controls the fed now. He’ll make sure the dollar becomes worthless, and everyone will be billionaires!
- Comment on Exclusive Interview with Remedy’s New CEO: “Alan Wake and Control Should Have Sold More" 2 months ago:
A Low Budget Alan Wake would have been better than one that doesn’t sell
I don’t follow. As a fan, I get to play the game either way. Why would a lower budget version that more people buy be “better” for me? It might be better for the companies involved, it might even make future installments easier to sell to investors which means I get more games. But at the end of the day, as a player I end up with a worse AW2. Why would I want that?
- Comment on Exclusive Interview with Remedy’s New CEO: “Alan Wake and Control Should Have Sold More" 2 months ago:
I do wonder how the crowdfunding route would have gone for them. I don’t know that they could have raised the full $50M though. The original had a cult following, and Control did really well, but it would be very risky. If they failed to hit their goal in a crowdfunding round, then they could be guaranteed going forward that no one, not even Epic would have seen it as worth funding. It would have been forever dead.
- Comment on Exclusive Interview with Remedy’s New CEO: “Alan Wake and Control Should Have Sold More" 2 months ago:
Yes, it’s an unfortunate reality that EGS was the only option. But still, my hope is that someone can crunch the stats and prove to future publishers that the revenue delta can be attributed to EGS exclusivity.
- Comment on How is it possible that Bungie didn't get in real legal trouble due to all that "vaulting" bullshit during Destiny 2? 2 months ago:
Everything is like that. You buy a CD, DVD, record album, painting, concert ticket, movie ticket, whatever it is, you don’t own the artwork, the creator retains the rights to the artwork, you just own a limited license to view it. You can’t go put on your own concert or show using that license without consulting the owner. You can’t create derivative works without consulting the owner. You can’t make copies without consulting the owner.
It’s not just video games, that’s just how copyright works.