You’re talking about different things. I love a well-crafted puzzle, but that’s not what most people mean when talking about game depth.
Meta-comment:
To the people who come into point-of-view threads like this one and downvote what other people took the time to share, how about describing your own experiences instead? It would make Lemmy a nicer place to be, and might even add something of value to the discussion.
I don’t understand this item listed under Long-Term Goals:
Build PureDarwin on BSD/linux.
Does this mean porting their not-yet-created desktop environment to a BSD variant and Linux? Are they planning to abandon the Darwin kernel, or do they intend to maintain their DE on three different kernel/library stacks?
Seems like a lot of people step away for a while only to return to it. I had hundreds of hours before taking a break, came back with new hardware, and have been playing hundreds of hours more. At this rate, it might end up overtaking Civilization as my most played game.
I mostly had fun, and felt the work they did to make Night City feel like a proper city, as opposed to the tiny village-sized “city” typical of open world games, really showed. (For example, the fact that people walking down the street had different ages, body types, and walking styles made it easy for me to forgive the occasional pair of NPC clones spawning next to each other.)
But yes, many of the activities/events offered by the game ended up seeming a bit pointless because their outcome was more or less predetermined.
Moreover, the RPG aspect of the game lacked depth, which seemed like a lot of wasted potential given that there were plenty of characters that could have been really interesting to get to know. Instead, the character development was nearly all Silverhand, nearly all the time, and I didn’t even have much influence over how that relationship developed.
Spoilers ahead:
What about Jackie? He was supposed to be my best friend, but I never had experiences with him to make me feel that way, and then he was gone in just a few scenes. What about Panam? She was so determined to make a difference in the lives of the people who mattered to her, yet she all but vanished once we bonded, after just a couple of missions. What about Judy?? Her personal mission-like encounter was really promising. We supposedly fell in love and were planning to leave the city together, yet for the rest of the game, we had no interaction but “dates” consisting of the same half-dozen lines of dialogue and two or three brief animations, repeated over and over again. I’m sure there are more examples, but I think I’ve made my point.
I think the biggest disappointment for me was the ending, though. And the other ending that I got by reloading and picking different options, and then the third ending, and the fourth. They all felt like such empty let-downs that I went online to read about the rest. [Edit: These might have been Phantom Liberty endings; I don’t remember for sure.] Surely there must be some good ones, right? Right?
The only vaguely satisfying ending that I found was a secret one that (IIRC) requires specific choices early in the game, and a very strong bond with Silverhand, and letting the game sit at a particular dialogue screen for several minutes without picking any option. The endings that players are actually meant to experience left me feeling empty. The great deal of time I had sunk into the game was for nothing after all. I guess that could be considered appropriate for a cyberpunk dystopia, but as an experience and a story, it left me feeling cheated. I wished I had my time back.
So, as I said, I mostly had fun playing it, and it had its share of highlights, but I don’t expect to ever play it again. I hope CD Projekt Red keep much of the technical progress they made with this game (I was so relieved that my character’s movement was responsive for a change!) and work more on character development and player agency in the next one.
Elite Dangerous is my go-to lately.
It’s different to most other games, by not being goal-oriented except for the goals you set for yourself. No main quest line dictating progress. No mandatory tasks. No win condition. Instead, it drops you into a simulation of our entire galaxy roughly 1300 years in the future, where humanity has mastered hyperspace travel and spread through hundreds of star systems.
(To give an idea of the simulation’s scope: Around 85 million systems have been recorded by players so far, and those are a vanishingly small fraction of what’s out there. Space is big.)
I like that it offers a variety of activities to fit whatever mood I might be in on a given day. I can hunt pirates, mine asteroids, engage in a bit of piracy myself, find and collect bio samples, infiltrate rival settlements, venture into vast unexplored areas of space, discover Earth-like worlds that nobody has ever encountered before, defend humanity against hostile forces, photograph beautiful stellar phenomena, rescue stranded survivors, customize and finely tune my ship to perform beyond its original specs, team up with friends, pledge to a political power and expand their influence, or chill out as a space trucker and haul cargo to earn enough money for my next upgrade. It can occupy all my attention, or just be relaxing entertainment while I listen to music or an audiobook.
It’s an MMO in the sense of having a large game world (galaxy) shared by all players in real time, but PvP is optional. One mode exposes you to other players, while another limits you to NPC encounters. You can switch between them at will.
One warning: A space ship has more than a few controls to learn, and they’re better suited to a game controller or HOTAS than a keyboard and mouse. I use button combinations for almost everything beyond basic flight controls, since there aren’t enough buttons on a controller for everything.
tl;dr: It’s a Yuzu fork.
This might be an unpopular opinion, but I feel Tears of the Kingdom is overrated. Yes, it has some welcome quality-of-life improvements, and yes, it has more content than its predecessor, but I find the characters less interesting, the environments less inspired, and the encounters more repetitive. Every time I pick it up again, I get bored within a couple hours and go back to another play-through of Breath of the Wild.
I would vote for Baldur’s Gate 3 over TotK without hesitation.
I don’t know of a universal tool for adding keyboard navigation to all the different GUI toolkits used on Linux. I wouldn’t expect one to exist, since each toolkit implements its widgets differently, just as the Windows and MacOS GUIs implement theirs differently.
However, apps made with Qt tend to be good at keyboard navigation already, which is no surprise, since support for it is built in to the toolkit. The KDE Plasma desktop environment inherits this support, as do most of the apps made for it. I suggest trying it if you haven’t already. (Hint: Many widgets will reveal their keyboard shortcuts when you hold down Alt, and a Settings: Configure Keyboard Shortcuts menu item is very common in KDE apps.)
Tangentially related: You might also want to look at tiling window managers. Some people love them.
“Welcome to the dark side of cozy.”
Apple offered a Ms. Pac-Man port on these devices for a while, and it was surprisingly good.
It’s important to post these things every so often. There will never be a day when everyone already knows. :)
It’s a bit of a leap to say the “owner” changed. Ryujinx is MIT licensed, allowing anyone to clone the original code locally, build upon it, and publish it to a public host. Looks to me like that’s what happened here: a fork, but without using github’s built-in “fork” feature, perhaps to avoid being included in a mass take-down. There are others on non-github sites, although I don’t know if they have been getting new commits.
I don’t see any reason to think the original repo was renamed or moved to another user’s account. The top contributor is gdkchan presumably because gdkchan’s commit history was preserved.
For the record, gdkchan’s last commit to the original repo was on 2024-10-01.
Edit: The README confirms what I thought:
This fork is intended to be a QoL uplift for existing Ryujinx users. This is not a Ryujinx revival project.
Beware online “filter bubbles” (2011) - Eli Pariser
https://www.ted.com/talks/eli_pariser_beware_online_filter_bubbles
Ah, so it is. I wonder when that happened. I guess .world might have outgrown beehaw’s ability to make up for spotty moderation.
I’m pretty sure they don’t block sdf. That’s where I am, and I’ve had several interactions with Beehaw folks while here. :)
Fun fact: Beehaw and sdf are among the few well-known instances that don’t hand their users’ traffic (all their activity on Lemmy) over to Cloudflare.
I know by having seen it discussed in one or two beehaw communities, but you can look it up here:
One of those is dead.
One is blocked by OP’s instance.
One is hosted on an instance that more than a few people avoid.
One is nearly empty, but maybe worth joining and starting some discussion? !patientgamers@lemmy.world
I had never heard of it, or maybe heard of it once but forgot about it. Quick highlights:
deleted by creator