Piracy is a service problem.
Software engineer (video games). Likes dogs, DJing + EDM, running, electronics and loud bangs in Reservoir.
Piracy is a service problem.
Late-stage capitalism (specifically public companies) are rather incompatible with singleplayer or “one-off” games that don’t have a long revenue tail of a live season or multiple DLCs/expansions. That really sucks for the whole games industry, players and developers alike.
It’ll be interesting to see how this looks. The same technology was used in Alien: Romulus to revive a younger Ian Holm’s likeness for Rook, and while it was a cool tech demo, it still felt quite uncanny valley and distracting to watch. Casting another actor might have been a better choice. At least for this project the tech sounds more relevant, in that they’re deaging and aging characters within the same film.
I’ve already installed Arch on a spare laptop to assess the difficulty of switching over. So far I’m very impressed!
arch-install made the setup pretty easy, and KDE Plasma feels very natural for someone migrating from Windows. Flatpaks make installing/updating apps a breeze, and there’s way more apps available than I expected, including commercial ones like Spotify.
Most of the “muscle memory” habits translate across too, for example pressing Meta and typing “notepad” shows KWrite in the start menu. That was a nice surprise.
I can already tell it’s going to be viable for 90% of my needs, and the fact that there’s good free software to do everything from video editing to office tasks is really amazing. Linux desktop has come a LONG way.
Tech bros reinventing things poorly… a tale as old as time.
And yet Fallout: London - a community-made singleplayer experience - just hit 1 million players. It feels like there’s a huge mismatch between what many players want and what public game companies are chasing… they’re all going after online MTX and completely discounting singleplayer because it makes less money overall.
This reminds me of the time the Zoom CEO announced he wanted employees back in the office because remote work wasn’t as effective. It’s easy to assume the people running these companies are competent…
Sometimes the real value of a project isn’t its proposed worth, but the schadenfreude it offers instead. I’ve backed a few failed Kickstarters that I absolutely got my money’s worth on.
It’s just such an odd thing to remake. The old version still held up fine and can be played on PS4 or PS5, plus plenty of people would have gotten it for free with PS Plus. They must have really been banking on the PC platform selling well for all that effort.
The one thing that could cause serious porting pain would be the need to support high/variable frame rates. That could require a whole bunch of code to be refactored.
If they only released RDR on PS3, this explanation might make sense as the engine would be heavily optimised for PS3. But they also released on Xbox 360, which is the closest console platform to Windows in terms of architecture. It wouldn’t have been that expensive to port.
It’s just so insane to me that the community is having to make singleplayer Fallout games now because Bethesda aren’t interested.
This feels relevant: https://youtu.be/A4Ncs9gXBAI
Windows App Series X Ultimate Pro for Enterprise Edition Service Pack 2
Pretty massive screw up from the marketing team involved. To try and sell a hero shooter for $40 upfront from an unknown dev studio in a crowded market of free-to-play hero shooters is pretty risky. Even Overwatch 2 saw the writing on the wall and went F2P.
I’m not against these changes, but aren’t physical footy cards and other types of trading cards the original loot box aimed at kids? Or have companies successfully argued that they’re selling chewing gum and the cards are just freebies in the pack?
No, see you’ve fallen into the exact trap I just described. The “exact same binaries” is not true. The Steam build will have the Steam overlay SDK integrated into it. The GOG build won’t. Each store may require its own SDK and API integrated into the build. But even they were the exact same binaries, you’ve still got to think about QA, build pipelines, storefront configuration (including achievements and online subsystems like leaderboards, parties/lobbies and voice chat, plus collectables and any other bespoke stuff a particular store has) and community management, plus any age ratings and certification/testing each store requires (though PC is usually pretty sparse on this front).
For small indie teams, all of this can seriously eat away at your time, so it makes sense to limit how many stores you target based on risk vs reward.
Edit: btw I’m not trying to be a troll, I just know from first-hand experience. I’ve been in the games industry for over two decades and have done everything from AAA to running my own indie studio. Indie development is brutal, you really have to be clever about your time management otherwise your risk of failure skyrockets.
This reminds me of the low-background steel problem: https://en.m.wikipedia.org/wiki/Low-background_steel
I think it’s a step in the right direction, though it will be interesting to see where the boundaries are drawn. Does YouTube count? What about gaming platforms like Roblox and Fortnite?