drosophila
@drosophila@lemmy.blahaj.zone
- Comment on Hollow Knight: Silksong Sparks Debate About Difficulty and Boss Runbacks 4 days ago:
I’m reminded of when Elden Ring first came out and we had a little panic attack about how much harder it was than other souls games.
Then like a year later it was widely considered to be the easiest Fromsoft game (if you’re just doing the required content).
- Comment on Anon has a problem with Bioshock 1 week ago:
They all started killing each other because plasmid use makes you psychotic, unless you can afford to keep taking more and more.
They all started taking plasmids because they needed to compete in the workplace (then later, in the war) or end up homeless / dead.
Plasmids were legal in the first place because Randism, being based 100% on individual responsibility, doesn’t believe that things like feedback loops or cumulative effects can happen at a socital level, and so doesn’t believe in regulations.
Plasmids are a pretty clear metaphor for dehumanizing yourself to serve the market, especially because the Randian superman is a psychopath that is only self interested.
But even without plasmids the fact that the worlds elite were brought down to Rapture, but (to quote an audio log) “we couldn’t all be captains of industry, someone had to scrub the toilets” bred a huge amount of resentment from people who felt scammed and now trapped down there. Just like in the real world the markets in BioShock rely completely on low level workers to be able to function, and yet punish them for being in that position.
- Comment on The sheer amount of websites that are completely unusable without JavaScript 1 week ago:
I agree with you then, you can’t make a good webpage if your boss tells you to fill it with garbage.
- Comment on The sheer amount of websites that are completely unusable without JavaScript 1 week ago:
If your motivation is to see old html pages, with minimal style, well it’s impossible to do them reliably.
Not only should your site be legible without JS, it should be legible without CSS, and infact without rendering the effects of the HTML tags (plain text after striping the tags).
At one point in time this was the standard, that each layer was an enhancement on top of the one below it. Its seems that web devs now cannot even imagine writing a news article or a blog post like, something that has the entirety of its content contained within its text. A plain .txt file renders “reliably” on anything. You are the one adding extra complexity in there and then complaining that you’re forced to add even more to deal with the consequences of your actions.
- Comment on FFmpeg 8 can subtitle your videos on the fly with Whisper 2 weeks ago:
It’s not AI, it’s neural network models
These used to be called AI before people decided that only LLMs and Diffusion models were AI. Both of which are types of neural networks.
- Comment on anons brother has some strong opinions 2 weeks ago:
Thanks
- Comment on anons brother has some strong opinions 2 weeks ago:
Since you have expertise in this maybe you can answer this question for me.
Do brick or stone roads last longer than asphalt or concrete roads?
It seems to me like they should, given the higher hardness of the material and the presumably greater resistance to freeze/thaw cycles. I have also seen a few brick roads near me that I can only imagine have gone a very long time with no maintaince (as I think the government here would rather cover it in asphalt than try to work with the bricks). The ground underneath the bricks has shifted over time forming depressions in the path that car tires take, but it is still fine to drive over at low speeds, as the slopes are smooth unlike the holes that form in asphalt.
I’ve tried googling this before but haven’t been able to find a straightforward answer as to how long a road like that can go between rounds of maintenance.
- Comment on [deleted] 4 weeks ago:
So did they take the firefighter out afterwards and shoot him as part of the staging?
- Comment on Alexa, how do I remove cooties? 5 weeks ago:
I actually wonder how long it would take to notice if all your mRNA stopped working.
I don’t think neuron action potentials rely directly on mRNA, so I think you’d be able to keep thinking for a bit, and probably moving your muscles too. The closest comparable thing is people that received massive radiation doses (can’t make new RNA out of shredded DNA) and in those cases it takes a bit before you start melting.
- Comment on Black Holes 5 weeks ago:
I mean, the gravitational gradient is much higher. To me this kind of sounds like saying “there’s nothing that special about a 10 watt laser, an LED lightbulb puts out the same amount of light”, but a 10 watt laser is enough to instantly and permanently blind you.
Its true that there’s nothing that special about orbiting a black hole, but I think its not really logically inconsistent to say “even if superman could survive dipping into a sun he probably wouldn’t be too happy if he stuck his arm into an event horizon”.
- Comment on Anon witnesses excellent security 1 month ago:
So they essentially hired you for no reason and then had to come up with something for you to do?
- Comment on Anon witnesses excellent security 1 month ago:
Companies and individuals play by different rules.
When a big company purchases software a team of people from both parties (whose entire job and career are based on doing this) negotiate with each other to decide exactly who is liable for what and to what degree.
When you purchase software you agree to let the company fuck you over at their leisure because you literally do not have enough hours in the day to even read everything you agree to, let alone understand it, let alone argue with it. And even if you did you don’t have enough bargaining power to make a large company care.
- Comment on Splitgate 2 is ‘unlaunching’ as developer 1047 Games cuts staff | VGC 1 month ago:
Wow, I’ve seen plenty of games launch unfinished but ‘unlaunching’ is a new one for me.
- Comment on [deleted] 1 month ago:
I mean, if we’re making up a story about a kind of demon it probably shouldn’t be a healthy relationship.
A succubus sucks your soul out through your crotch, which feels great until it doesn’t. That’s why its supposed to be a scary monster.
The post says, “until you die of natural causes”, but for a counterpart to a succubus I think it would much more appropriate if it was able supernaturally influence you to reduce your worries and make you more and more dependent on it (just as a succubus can supernaturally charm its victims). Gradually you care about less and less as you lose all motivation, and at the end you don’t even bother to struggle as your soul is ripped from your body.
- Comment on RimWorld - Odyssey expansion and update 1.6 out now! 2 months ago:
This + the way raid difficulty ramps proportionally to the value of your settlement and has nothing to do with where you’re located or anything else.
It sorta makes sense as you’re a more attractive target, but it feels way too artificial and gamey, at least when i played. You can be out on an ice sheet in the middle of nowhere and get raided by a bunch of shirtless guys that all freeze to death as soon as they spawn on the map. Or how you can feed valuable objects into an incinerator and that sends out a telepathic signal that your base value is lower. Aside from the immersion issues (“immersion” is not exactly the right word for it, as I think this kind of artificiality actually kills systems based gameplay, not just the atmosphere of the game) this is also auto-scaling difficulty, which has never felt good in any game ever.
To be honest I dislike a lot of the design of rim world, which presents itself as a sandbox game but actually has all kinds of heavy handed difficulty ramps and guardrails built into it. You can make it somewhat better by switching to Randy Random, but the whole game is riddled with that design philosophy.
- Comment on we are creators 2 months ago:
This is the case for a lot of inventions.
- Comment on But I am mighty!! 2 months ago:
I used to think the same thing, but the thing is we don’t care about the amount of energy that goes into the sunscreen, we care about the remaining percent that goes into the skin. If you go from a sunscreen that absorbs 98% of the sun’s energy to one that absorbs 99% you are halving the amount of energy your skin is exposed to.
If you’re still getting burned with 98% absorption, then increasing that number by 1% would actually make a huge difference. And that’s without even considering things like having a safety margin for improper application.
- Comment on Anon turns on raytracing 2 months ago:
Baked lighting looks almost as good as ray tracing because, for games that use baked lighting, devs intentionally avoid scenes where it would look bad.
Half the stuff in this trailer (the dynamically lit animated hands, the beautiful lighting on the moving enemies) would be impossible without ray tracing. Or at the least it would look way way worse:
- Comment on Nier creator Yoko Taro reveals the sad reality of modern AAA game development, “there’s less weird people making games” 2 months ago:
I remember reading a pre-release article about Far Cry 2 in a game magazine, where were all hyped about the many different ways a player could take out an enemy camp, e.g. go in guns blazing, or set a fire that would spread to the camp, or startle wild animals which then would stampede through the camp.
So, that’s the thing, that’s interesting emergent gameplay.
Compare that to Just Cause (2006) or Just Cause 2 (2010). It has neat traversal mechanics (paragliding, and in the second one the grappling hook), but it has neither the emergent gameplay of Far Cry or the carefully crafted level design of a less open game.
Or compare Far Cry to Red Faction: Guerrilla. That has cool destructible buildings, but otherwise it just falls within the triangle. In my opinion they didn’t do enough with the building destruction (compare it to how destruction is used in a tactical way in the multiplayer game Rainbow Six Siege, or how its used as the basis for a puzzle game in the indie game Teardown), but the real ugliness of the game design rears its head in the driving missions. I remember being able to flick my mouse back and fourth and see vehicles appear in a space in the split second it was off screen. That wouldn’t be so bad if it wasn’t for the fact that these were timed missions, and a vehicle could literally spawn directly in front of you, or directly to your side off camera and plow right into you.
But beyond being really annoying and goofy looking, I have to ask if that sort of system even fit the concept they were going for. The GTA games were satire games, if the spawning system and the wild car chases were a little bit goofy that was part of the joke. And while Red Faction was not the most brutally serious game I’ve ever played, it was one of the most political, especially for the era that it came out. In the first Red Faction you are part of an armed labor uprising very reminiscent of the Battle of Blair Mountain (the workers are miners). In Guerilla you basically fight in a SciFi version of a middle eastern war, on the side of the middle east. So where is this goofiness coming from?
Sorry, that was a bit of a tangent, but I think game design and narrative/themes are intertwined, and IMO this is another instance of taking the open world formula and leaving elements behind while not doing anything to replace them or transform the things you took to make it work in the new context.
When you say “dumbed-down”, I understand you mean that the difficulty was too low, is that correct?
Not really, no. Certainly a lot of people complained about games getting easier and easier, but in regards to Bioshock in particular I mean that its level design and gameplay mechanics were literally more mindless for the player to interact with, conceptually simpler, and less intellectually interesting, than its predecessor System Shock 2. This doesn’t really have anything to do with how mechanically difficult it is to execute an action in either game (although SS2 was more difficult, in a bad way, it was enormously more clunky than Bioshock).
Its kinda hard to explain what I mean by this without writing a giant essay on the game’s designs and the philosophy of the immersive Sim design ethos. The most succinct way I could describe it would be to say that an immersive sim tries to merge an action game and an open ended puzzle game (as in a puzzle game where the player can come up with their own solution) into a seamless whole. Another way to describe is as a game that tries to maximize the potential for emergent gameplay while still having finely crafted encounter design (something that in most games is antithetical to one another). Another way to describe it would be a game that has those sorts of finely designed encounters, but with systems that are intentionally made to be exploitable in a way that many games do on accident. Or in other words the encounters are intentionally made to be cheesed and broken, and and the act of figuring out how to do this was made to be fun, and because of that the games were still usually fun even of you broke them in a way the developers didn’t anticipate.
So, to put it simply Bioshock just did these things much less than its predecessor (the places where it still did was the enemy ecosystem, and to some degree the way you had to plan to take down a Big Daddy). Unless I can dig up some really old YouTube videos you’ll have to take my word for it that there was a sentiment among certain circles, at least in the early 2010s, that was lamenting the death of games like System Shock 2, Thief, Arx Fatalis, and Deus Ex, and Bioshock was held up as an example of that.
At the same time there was a less niche complaint about the death of what we would call “boomer shooters” today. Specifically how they had keys, secrets, and nonlinear levels. The sentiment was that without these elements the player was much less likely to explore of their own volition (not just because its the opposite direction of a waypoint) and think about the level design. Speaking of waypoints I remember the first group of people really complaining that the arrow in Bioshock is even more egregious than waypoints, though IMO the way it encourages you to unthinkingly follow it is actually quite thematic.
Forgive me for saying that, but it’s quite harsh to call a whole decade of games uncreative if you haven’t played a lot of the greatest and most creative games of that time.
I have actually played Portal. I had a section where I mentioned that Valve games were an exception to this sentiment, then I deleted it and forgot when I wrote the last part of my previous comment.
But anyway, I’ll admit that I was really thinking more about the time period from 2005 to 2015.
- Comment on Make dinosaurs weirder 2 months ago:
There are actually some fossils of dinosaur mummies, a rare preservation of a rare preservation. For some species these give us direct evidence of their physical appearance beyond their bone structure, and you can extrapolate from there to a lot of related species.
- Comment on Nier creator Yoko Taro reveals the sad reality of modern AAA game development, “there’s less weird people making games” 2 months ago:
So, when I mention the Assassin’s Creed / Far Cry / GTA triangle I really mean to say the poor imitators of those games. They did do some very innovative things when they first came out, but just like modern military shooters took regenerating health and the two weapon limit from Halo while leaving behind all the other gameplay mechanics that made that work, so too did many games adopt the open world and the general way you interact with it, while removing anything interesting. By “the way you interact with it” I’m referring specifically to the map unlocking, the collectables, the village / territory faction control, and the “heat” system that spawns enemies depending on how much attention you are generating.
IMO those sorts of games were very much the other side of the coin from CoD-likes, and the problem was that while the extremely linear levels of CoD-likes were too restrictive, these open world games had no structure at all. In games like Half Life 1, Quake, or what have you encounters are designed to flow in a certain way, with each one having its own flavor and favoring certain approaches over others. In some games you can even think of enemy encounters as a puzzle you need to solve. Level design and enemy placement of course form the two halves of encounter design. In good games this sort of thing extends to the structure of the game as a whole, with the ebs and flows in the action, and different gameplay happening in different sections so the formula keeps getting changed up. But in games where the level design is an open world that let’s you approach from any angle, and where enemy placement is determined on the fly by a mindless algorithm, there is no encounter design. At the same time the way enemy spawning works is actually too orchestrated to have interesting emergent gameplay. For example, if an algorithm made an enemy patrol spawn an hour ago, and the player can see it from across the map, they can come up with their own plan on how to deal with this unique situation. If the player gets one bar of heat and the algorithm makes an enemy spawn around a corner they can’t anticipate that at all, its just mindless. This has implications for the gameplay itself (no enemy can be very tough or require very much thinking or planning if you’re just going to spawn them around a corner) but also, as previously stated, the entire structure of the game.
As for the other games you mention I want to bring up Bioshock in particular. Its true that game is a master class in presentation and aesthetics, and a game I would highly recommend, its actually one of the games that I remember people complaining about when they said gaming was better in the 90s. Specifically the way Bioshock is very dumbed down compared to its predecessor System Shock, both from a general game and level design standpoint, but also because of the inclusion of vita chambers and the compass pointer that leads you around by the nose. (One place I will give Bioshock points though is that it has way more of an ecosystem than most imm-sims with the way enemies interact with each other; it even beats out imm-sim darling Prey 2017 in this regard).
This is admittedly a way more niche complaint than people complaining about QTEs or games being piss/brown, but it was definitely a smaller part of the much larger “games are getting dumbed down” discourse.
I could talk about Crysis and Spore too, but this comment is already really long. I haven’t played the rest of the games you list, so I can’t offer an opinion on them, though I have heard that KOTOR was very good.
- Comment on Nier creator Yoko Taro reveals the sad reality of modern AAA game development, “there’s less weird people making games” 2 months ago:
You’re right, as is so often the case when people talk about a decade I’m thinking more of its latter half and the beginning half of the next one.
But in my defense I did say “the mid to late 2000s”.
- Comment on Nier creator Yoko Taro reveals the sad reality of modern AAA game development, “there’s less weird people making games” 2 months ago:
20 years ago people were complaining about the same lack of creativity in the AAA scene, saying that gaming was better in the 90s. In fact I remember it was a common talking point that AAA gaming had gotten so bad that there would surely be another crash like the one in '83.
Here’s how I see it: From a gameplay standpoint: My perception of the mid to late 2000s is that every AAA game was either a modern military shooter, a ‘superhero’ game (think prototype or infamous), or fell somewhere in the assassin’s creed, far cry, GTA triangle. Gameplay was also getting more and more trivial and braindead, with more and more QTE cuts scenes. The perception among both game devs and journalists was that this was a good direction for the industry to go, as it was getting away from the ‘coin sucking difficulty’ mentality of arcade games and moving towards games as art (i.e. cinematic experiences). There were of course a few games like Mirrors Edge, and games released by Valve, but they were definitely the exception rather than the rule (and Valve eventually stopped making games). Then Dark Souls came out and blew everyone’s minds that a game could be both have non-braindead gameplay and be artful at the same time.
Now I would say we’ve actually seen a partial reversal of this trend. Triple A games are still not likely to be pioneers when it comes to gameplay, we’ve actually seen a few mainstream franchises do things like using Souls-like combat or immersive-sim elements, which IMO would have been unthinkable 15 years ago.
From an aesthetic standpoint: My perception of the mid to late 2000s is that everything was brown with a yellow piss filter over it. If you were lucky it could be grey and desaturated instead. This was because Band of Brothers existed, and because it was the easiest way to make lighting look good with the way it worked at the time. As an aside, Dark Souls, a game where you crawl around in a sewer filled with poop and everyone is a zombie that’s also slowly dying of depression because the world is going to end soon and they’ve lost all hope, had more color than the average 2000s game where you’re some sort of hero or badass secret agent.
Things are absolutely better in the aesthetic department now. Triple A studios remembered what colors looked like.
From a conceptual / narrative standpoint: I don’t think AAA games were very creative in this department in the 2000s and I don’t think they’re very creative now. They mostly just competed to see who could fellate the player the hardest to make them feel like a badass. If you were lucky the player character was also self destructive and depressed in addition to being a badass.
Then and now your best bet for a creative premise in a high budget game is to look to Japanese developers.
From a consumer friendliness / monetization standpoint: In the 2000s people were already complaining about day one DLC, battlepasses and having to pay multiple times just to get a completed game.
Now its worse than its ever been IMO. Not only do AAA games come out completely broken and unfinished, really aggressive monetization strategies are completely normalized. Also companies are pretty reluctant to make singleplayer games now, since its easier to farm infinite gacha rolls from a multiplayer game (although this was kinda already the case in the 2000s).
Overall I think we’re now in a golden age for indie games, and things like Clair Obscura and Baldur’s Gate 3 give me a lot of hope for AA games.
- Comment on Anon likes trains 2 months ago:
France has nearly the same population density as Ohio, and it has the TGV, which covers more than 5 times the land area of Ohio. So where’s the Ohio high speed rail network?
This is the scale of Japan compared to the US east coast: Image
So why aren’t there high speed lines that cover that same distance in the US?
Americans complain about US politicians and US policy on a near constant basis, and yet when comparing the US to other nations its apparently impossible for anyone to have made a stupid or self-serving decision. The US apparently is always operating at the absolute limit of what’s physically possible, and if there’s any deficiency its always because “the US is too big” or “we’re too diverse” (what does that even mean? You can’t have nice things because black people exist?).
To be clear there are actual answers to the questions I posed above, but its not either of those moronic excuses.
- Comment on Anon likes trains 2 months ago:
Wow, cool, ride an airplane directly into an abandoned mineshaft?
- Comment on What's an absolutely medium quality game? Not great, incredible or terrible or any single ended extreme. Dead medium quality 2 months ago:
I thought The Outer Wilds was violently mediocre, and yeah, its really long uninteresting fetch quest, but:
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She says she’s not interested in physical affection, but I don’t recall Parvati ever saying she was aromantic. The closest thing I remember is that she feels like she’s better at dealing with machines than people, which definitely doesn’t mean the same thing.
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I also don’t recall her ever saying anything sexual about Junlei?
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Finally, how old does this woman look to you that you think she could have a 28 year old daughter?
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- Comment on You can now search for Steam games by adjustable difficulty, mouse-only options and other accessibility tags 2 months ago:
An FoV slider tag might be a good addition to the camera comfort section; I’ve heard many people say that narrow FoVs can make them motion sick.
- Comment on what is north? 3 months ago:
It should probably say, “off the Antarctic coast”, or even “X kilometers off the Antarctic coast”.
- Comment on [deleted] 3 months ago:
How hard is it to just say “I don’t like that scent”?
- Comment on Amazing. 3 months ago:
The definition of jank is that it at least sorta works.
If it doesn’t its not jank its just broken.