

It would be weird if it didn’t follow a power law distribution.
Aka the Pareto Principle. Aka “80% of everything is shit”.


It would be weird if it didn’t follow a power law distribution.
Aka the Pareto Principle. Aka “80% of everything is shit”.


Optical or roller ball?


Probably the easiest place to start is appropriately reporting a bug that you’re impacted by.
Take note of the version of the affected program you are using (likely depends on your distro). It could be that the bug has been fixed in a more recent release, and you don’t want to create noise for an issue that has already been resolved and hasn’t made it to you, or is specific to the build for your distro.
Once you’ve figured out where the issue must lie, make a report with detailed steps on how to reproduce the issue. Don’t ghost the thread, if a dev asks followup questions, try to help give feedback.
If you’re lucky, and they post a commit to fix the issue, take a look at it and try to understand what it is doing. Over time, you’ll start to get a feel for how open development works.
Found absolutely nothing about the narrative to be confusing and I’m not even sure how that would be possible.
I mean, they did have two story lines that take place in parallel with one another, and affect one another. So it’s not like a standard linear timeline, I could see how someone spreading their play sessions out over many weeks or months could lose track of things. But I thought it worked well.
Joel was a piece of shit who deserved to die, it’s that simple
I don’t think that was the intended takeaway, nor would I ever dare to say “it’s that simple” about any character’s motives in this story. The entire point of a trolley problem is that it’s an ethical dilemma without a clear “right” answer.
At the beginning of TLOU2, Ellie clearly also felt like Joel was a piece of shit liar/murderer…but then learns she’s capable of being the exact same person under the right circumstances. If anything, I see the moral of the story as “it’s never simple once it’s you”.
I really enjoyed Horizon Zero Dawn, but Forbidden West felt like a less polished slog. I did eventually finish it, and it did have some rad moments, but where in the first game I did every quest and followed every line of dialogue, in the second game it felt like they purposely threw in far more dialogue than I could ever care to listen to. In order to not loath the experience, I found myself skipping a bunch of content that seemed like a huge waste of time.


Let me clarify that the entire story script, were it to win an award, would go to someone who can walk up on stage and receive it.
That’s sooooo not the question


They’re literally arguing that it’s the customer’s responsibility to stop giving them money.


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.


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. In most titles, 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.


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 I’m done here. Cheers.


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.


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, or maybe just pass each other by while keeping a sharp eye on 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.


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.


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 out of business, right?


You’re just making me wanna play this game lol


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.


We’re overloading the term “ownership”.
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.
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.


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.


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.
Thanks, I knew I was forgetting yet another name for it. Lots of names for the same, very common underlying phenomenon. As it applies to this case, Pareto would be “80% of the value earned by 20% of the games”. But point being: it would be weird if that wasn’t the distribution we saw.