Please do not perceive me.

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Joined 3 years ago
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Cake day: June 8th, 2023

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  • This game has been in active development for a minimum of six years by a team of professional game developers. If Rockstar is genuinely concerned that a two-month slop bootleg project will pull sales away from their game, in numbers great enough that they’re moving their timeline up to attempt to avoid it, this greatly harms my confidence in their product. They have no faith in their own game, and basically just told everyone that slop-copies might end up being a viable alternative to buying GTA.

    Someone with a project this big who has faith in their project would not be worried about this problem. If you’re a single indie dev, sure, it’s a concern. A lot of indie games are much smaller in scope and much easier to rip off. But we’re talking about one of the biggest game studios in the world making one of the biggest games of all time. Being worried about slop kiddies hitting the market first with a clone of their game should be one of their absolute lowest priorities. If that’s possible then it just means this game is a failure.


  • For a first playthrough, no.

    For a game I know and love and have come back to, yeah totally, sometimes. I have fully embraced CHIM and just get born with 500k septims in my pocket now whenever I play Morrowind. I save edit my inventory all the time in Terraria, especially looking for that one specific crafting recipe accessory that just hasn’t spawned. I mostly do it to eliminate grind on games where I’ve already served my time properly.


  • SS14 is… an experience. I recommend it to everyone. Probably about 6% of people who try it will stick around, but those people who do stick around are going to lock in on it for the next 1800 hours.

    I’ve been playing since the days of SS13 and the BYOND launcher, the Nanotrasen Experience is very near and dear to my heart.

    There’s really no way to understand or describe this game without just playing it yourself or watching someone else do so. “Giga AmongUs” is probably one of the closest attempts I’ve seen to describe it accurately. 100 people are dropped on a space station, you all have jobs to perform, and the station will inevitably experience a gruesome and impressive structural failure in about an hour due to one of many, many possible reasons. Get to work and try not to die for as long as possible. Watch out for aliens, space wizards, space cultists, teams of corporate saboteurs from rival companies, communist revolutionaries, and perhaps most importantly and commonly, the sheer ineptitude of your fellow employees.


  • Todd moved into a leadership role around the time of the development of Oblivion and his fingerprints have been visible on it since then.

    One thing that comes to mind specifically, and this isn’t game breaking, really, but I think it neatly illustrates the larger problem -

    You ever notice coming from Morrowind to Oblivion that Oblivion has about a quarter or less of the actual story and dialogue that Morrowind had? This was, if I recall correctly (and I might not, it’s been a while) a Todd decision. This happened because voice acted dialogue was considered a hard requirement for Oblivion to have, except… they didn’t have enough space on the disk to actually hold all of these audio files and still have a decent amount of game. So a lot of the dialogue and nuance was cut completely, dumbing down the entire game by a significant degree. NPC’s now only have a half dozen lines or so apiece, with the exception of (some) main quest NPC’s, because of this design decision.

    If you want to know more about this, I’ll recommend you this heckin’ chonker of a video from PatricianTV (it’s literally 12 hours long, that’s not a joke, be warned) which goes over the game itself in pretty obsessive detail but more importantly pulls back the curtain on a lot of the development cycle.

    To be clear, I don’t think that Todd is the entirety of the problem at Bethesda. But I do get the impression that he’s a significant blocker to forward progress. He has to go first, before the rest of the studio can start to regroup and recover.

    Same guy also has an 18 hour long Skyrim retrospective in the same style that goes into a lot of Todd’s further antics post-Oblivion.


  • Diablo and Overwatch are Blizzard, not Bethesda.

    Fallout 4 was okay, 76 was an abject disappointment that was somewhat clawed back into the light, for all 12 people who still play it.

    Starfield was a disappointment full stop, which never recovered itself.

    I don’t think Bethesda is in trouble, but it isn’t because of their game quality. It’s because they’re going to market ES6 with an amount of money comparable to the GDP of Germany, and the average person who played Skyrim will buy it, because everyone and their mother and their mother’s dog played Skyrim for some reason. They’ve re-released Skyrim 8 times and made money every time. It’s a household name.

    Get rid of Todd Howard and we might have a chance of seeing them make a half decent game again, but it’s not going to be this one, because they have no need to make a half decent game when they can ride on their own coattails into the sunset. Every person who has ever held a controller has heard of Elder Scrolls now, half of them will buy the new one sight unseen, and Bethesda is banking on that heavily.










  • As far as I can tell this exists upon the same legal framework as OpenMW does, which is that it’s a fully custom built engine from the ground up that just so happens to be able to take input from a game file. Nothing about the software actually contains any code that Nintendo ever wrote and in fact isn’t even trying to home bake the game from scratch, it’s JUST an engine. You feed it your ROM file and all Zelda-related content comes from that file.

    The Pokemon romhacks that I know of that get taken down are different because they contain the actual code of Pokemon, just modified and redistributed. Smart people distribute romhacks as IPS files that you have to patch manually, the Super Mario World romhacking community has been doing this for literal decades. That functions on the same principle that none of the code being distributed was ever written by Nintendo, the file just interacts with one written by Nintendo.

    At least, that’s how I understand the situation.