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[-] ampersandrew@lemmy.world 7 points 1 day ago* (last edited 1 day ago)

What part of that petition says that it's to support games indefinitely? It explicitly requests action to protect customers after support ends. That inherently means it won't be supported indefinitely.

[-] ampersandrew@lemmy.world 13 points 1 day ago

The one from Accursed Farms that set off this entire campaign. It's not about supporting a game forever. It's about not killing them intentionally when support ends.

[-] ampersandrew@lemmy.world 13 points 1 day ago

Watch the video again. That's not what this is about.

[-] ampersandrew@lemmy.world 2 points 2 days ago

Now those online services are supported by digital sales, like on PC storefronts. Digital makes up the majority of console purchases now too, but they still continue to charge for online, so it's no wonder PC market share grew in the interim.

[-] ampersandrew@lemmy.world 6 points 2 days ago

There are so many viable alternatives. I've got an increasingly long list of things I won't tolerate in games anymore, and I'm nowhere near running out of games to play. The big problem is being able to identify which of those checkboxes are checked or not; PC Gaming Wiki is working for this purpose lately, though it shouldn't be necessary.

[-] ampersandrew@lemmy.world 1 points 4 days ago* (last edited 3 days ago)

Gotcha. As I said in the original blurb, I'd prefer some way to play the game LAN that it seems like they're not doing. V Rising and most survival games, for all that I can tell, preserve all of those elements of MMOs or MMO lites, and it exposes how unnecessary it is to take away the ability for the player to host their own servers. Even in a best-case scenario where the game is super successful, you can run into things like login queues or server maintenance, so having the ability to play the game no matter what is a must for me. Survival games tend to lean into the use case of people who want to PVP and grief other players, which isn't for me, and I'd much rather co-op with some friends, but since I control the server, I absolutely have the ability to tune it that way. And since these games account for dozens of players on the same instance (Factorio goes up to 255), you're capable of replicating all of those random interactions, for as rare as they actually are in a game like Destiny or Warframe, which are my frame of reference for MMO lite games, because they have you spend most of your time in instances for only a few players.

Have you played Wayfinder before to say how much of the game up to this point was built on those larger scale random interactions as opposed to small instances with a few players?

[-] ampersandrew@lemmy.world 3 points 4 days ago

No, I meant things that people would miss. I guess matchmaking fits that bill, but we'll have to see what it looks like outside of direct invites once this new version exists. Each platform provides free matchmaking services, so I'd be surprised if it didn't exist at all.

[-] ampersandrew@lemmy.world 3 points 4 days ago* (last edited 4 days ago)

You are asking if it could be same experience as an MMO-lite without being online. Think about it.

No, I'm asking if it could be the same experience without running it on someone else's machine. V Rising does not have an online requirement, but you can play it online on a server you control, perhaps even the same machine you use to play yourself, with up to like 60 players. Destiny is an MMO lite, is it not? For the most part, you're only playing that game 3 players at a time too, just like this one. Is there something that this game was already doing that it won't be able to do now that it's peer to peer?

[-] ampersandrew@lemmy.world 1 points 4 days ago

But could it not still be the exact same game except without a server requirement?

[-] ampersandrew@lemmy.world 4 points 4 days ago

Is there anything that was there before that is for sure not going to be there now as a result of this?

41

Huge W. Maybe the Stop Killing Games campaign, combined with some very real market realities, will save more games like this from companies with the liberty to do so. Unfortunately, it sounds like multiplayer will likely still depend on Steam servers rather than supporting LAN (I'd be happy to be proven wrong), but this is way better than the game just dying.

[-] ampersandrew@lemmy.world 2 points 5 days ago

You can plug them in, but PS4 format controllers don't work on PS5 games; they only work on PS4 versions of games. You know, for all of that fancy rumble that's meaningless when you're playing Guilty Gear on a fightstick.

[-] ampersandrew@lemmy.world 1 points 5 days ago

Well, let me take a little bit of credit away from them then, because those controllers are needlessly mandatory, even for games that don't make use of its features! How do you think fighting game players felt about that right as Sony bought the world's biggest fighting game tournament and made all tournaments run on PS5? lol

149

I don't think big companies know how to make a good FPS campaign anymore, let alone hone in on classic deathmatch multiplayer. The last FPS I bought was Half-Life: Alyx four years ago, and the first one to come along and interest me since then was Phantom Fury, but I'm letting that one iron out bugs for a few weeks before I pick it up. Even former TimeSplitters devs, given the opportunity to make a new TimeSplitters, made another Fortnite instead. Likely this new Perfect Dark was built to turn it into a live service that keeps players playing it forever rather than just making a fun deathmatch to play with your friends a handful of times, which would be missing the point. And all this is to say nothing about how those devs must be feeling when even a great game that sells well won't save you from Microsoft laying you off.

35

For those who missed it, Embracer is split into three new publicly-traded companies, Asmodee Group (focused on board games) and two tentatively-named groups comprising their video game business. Wingefors, the CEO, and still (I believe) majority share holder of these three new companies, doesn't do many interviews.

Personally, as the acquisitions were happening, I was rooting for Embracer, because they were clearly trying to rebuild the type of publisher that the big ones today used to be, offering a large variety of options so that you can have hits and misses and keep experimenting to find what your customers want, where today's big publishers make a couple of games per year, leaving most types of games they used to make on the table, even if they were profitable, because they're not the most profitable. It's hard to keep track of what these three companies even own anymore, after splitting with Gearbox and Saber recently as well, but just prior to this shuffle, Embracer absolutely had so many irons in the fire that plenty of them were catching my interest, like the old days.

Unfortunately, Embracer did this with a lot of debt, and comes to this wisdom all to late:

I'm a firm believer in equity. I think debt in general is quite dangerous as a tool. You should be careful to carry too much in gaming.

And then he basically immediately disregards this wisdom with the next sentence. There's an old saying from Warrent Buffet, "A rising tide floats all boats…only when the tide goes out do you discover who's been swimming naked." And Wingefors was naked.

10

Full disclosure: I'm friends with the guys who run this podcast and have appeared on other episodes, but I thought this story was particularly interesting and worth sharing.

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submitted 1 month ago* (last edited 1 month ago) by ampersandrew@lemmy.world to c/games@lemmy.world

Actionable steps provided, especially if you ever bought The Crew! www.stopkillinggames.com

10

Hi, folks. A bit of an unusual problem here. In some Proton games, in semi-predictable places, I'll get this audio crunch noise. It's not deafeningly loud or anything, but it is distracting sometimes. I first heard it when playing Starfield, and it was most common when loading into a city environment. This crunchy audio sounds kind of like when Hollywood simulates corrupt or glitchy video recordings, and it's in addition to, not really in place of, the other audio in the scene, as far as I can tell. Because Starfield is a sci-fi game, I initially thought it was either supposed to be there or that it was there for everyone on Windows as some kind of Bethesda technical shenanigans. Then I noticed it in Horizon: Zero Dawn, a game I had played through 7 years ago on PS4, so I was familiar with the sounds in that game. It was much more rare there, and I had a hard time pinning down a pattern. As I'm now playing through Pillars of Eternity II, it's much more noticeable, as it tends to happen whenever you continue the dialogue to the next step by hitting "1. Continue" or whatever other dialogue options the game gives you, but how frequently it shows it can vary wildly by location. Sometimes I won't hear it for hours, and sometimes it's every time I click to continue the conversation.

I wish I could show you what this audio sounds like. I encountered an area in Neketaka where this glitch happens frequently, so I set up OBS and recorded it, only to find that the audio glitch didn't make it into the recording. "Maybe it's my speakers?" I thought, but I also get this glitch through headphone jack with a shielded audio cable. I tried the game on Steam Deck, which also defaults to running the game through Proton instead of native, and the same scene via cloud save was glitchless. I found some search results saying that some "audio niceness" value may have been exceeded, but when I turned on logging, I didn't see any evidence that that's what's happening to me as the thread explained that I should, and trying the advice they offered anyway, I saw no difference. I've tried Proton 7, 8, and experimental, and they all behave the same; Steam Deck says Valve selected Proton 8, for what that's worth, and my kernel is newer than the one Steam Deck uses, though that is Valve's custom kernel. I'm on Kubuntu 23.10 and kernel 6.5.0-26-generic.

There are a couple of reasons why I chose to run Pillars of Eternity II, in particular, via Proton that I won't bore you with, and I may be able to get around this more-pervasive-than-average problem for this game specifically by running it natively, but I'd still like to solve this problem for all of my future Proton games if possible, and I can fairly reliably reproduce the issue here to be sure that it's gone after making changes. Does anyone know where I can start looking? Has anyone run into this problem personally?

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submitted 1 month ago* (last edited 1 month ago) by ampersandrew@lemmy.world to c/games@lemmy.world

This is a really good interview. tl;dw is...

  • their next game was going to be D&D, but they changed course and are doing something else now
  • Vincke has a vision for "the one RPG to rule them all", and each of their past three RPGs is a step closer to it
  • the next game is not going to be that master vision but one step closer toward it, with their previous 3 RPGs proving out emergent design/multiplayer, story and consequence, and personal stories/performance capture, respectively
  • Vincke would like to have this next game done in 3 years compared to BG3's 6 year development cycle, but realistically expects 4 years, as long as there isn't something like COVID-19 or a war in Ukraine to impede their progress
20

She looks to have retained most of what made her cool in +R, except there's no Instant Kill for her to route into. Looks like a cool addition to the roster.

16

I'm considering prioritizing buying GOG games when available, because they're DRM-free, especially now that there's a partner link through Heroic to show where my purchase is coming from. But a thought just occurred that those Windows-encoded videos were a problem on Steam until Valve started re-encoding those videos in other codecs on their servers. To my knowledge, there's no legal way to distribute Proton with those codecs. Will I run into video playback problems on GOG games run via Proton? How has your experience been with that sort of thing?

Separately, I also remember Vulkan shader compilation being a problem, but it sounds like it's less of an issue on modern versions of DXVK. Still, I'd be interested in hearing if stuttering problems for those things have been resolved as well, in your own experience.

16
submitted 2 months ago by ampersandrew@lemmy.world to c/games@lemmy.world

A bit of a media push for this game is coming out now. It looks great in motion, and this is a good breakdown of the game's main systems. I can't help but feel like they copied Street Fighter 6's homework, but I love Street Fighter 6, so I'm not complaining.

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ampersandrew

joined 2 months ago