drosophila

joined 1 year ago

You joke, but it has been successfully argued in court that advertisers can lie to you because no reasonable person would believe that advertisements are truthful.

[–] drosophila@lemmy.blahaj.zone 3 points 1 week ago (1 children)

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).

[–] drosophila@lemmy.blahaj.zone 145 points 1 week ago* (last edited 1 week ago) (1 children)

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 societal 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, yet (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.

[–] drosophila@lemmy.blahaj.zone 14 points 3 weeks ago* (last edited 3 weeks ago)

This is an idea from the 1960s back when they thought solar panels would be like computer chips and remain super expensive in terms of area but become exponentially better at the amount of sunlight they could convert into electricity.

It makes absolutely zero sense to spend billions of dollars putting solar panels in space and beaming the power back to earth now that they are so cheap per unit area. The one thing you could argue a space based solar array could do would be to stretch out the day length so you need less storage, but that's easier to accomplish using long electrical cables.

[–] drosophila@lemmy.blahaj.zone 4 points 1 month ago (2 children)

So they essentially hired you for no reason and then had to come up with something for you to do?

[–] drosophila@lemmy.blahaj.zone 4 points 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.

[–] drosophila@lemmy.blahaj.zone 28 points 2 months ago (3 children)

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.

[–] drosophila@lemmy.blahaj.zone 6 points 2 months ago (2 children)

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.

[–] drosophila@lemmy.blahaj.zone 33 points 2 months ago (1 children)

I remember the days when bugs in x86 CPUs were almost unheard of. The Pentium FDIV bug and the F00F bug were considered these unicorn things.

[–] drosophila@lemmy.blahaj.zone 13 points 2 months ago* (last edited 2 months ago) (5 children)

Distributed computing would eliminate the water usage, since the heat output wouldn't be so highly concentrated, but it would probably somewhat increase power consumption.

In an ideal world I think data center waste heat would be captured for use in a district thermal grid / seasonal thermal energy store like the one in Vantaa.

Of course that isn't to say that we shouldn't be thinking about whether we're using software efficiently and for good reasons. Plenty of computations that take place in datacenters serve to make a company money but don't actually make anyone's lives better.

[–] drosophila@lemmy.blahaj.zone 51 points 2 months ago (2 children)

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:

https://www.youtube.com/watch?v=d99E01tgOGw

[–] drosophila@lemmy.blahaj.zone 1 points 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.

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