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Joined 2 years ago
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Cake day: July 13th, 2023

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  • Full story Machinima style series are rare, but if you just want heavy editing and a somewhat coherent plot as opposed to nearly unedited gameplay, Alpharad and LarsBurrito might work. Alpharad heavily edits his videos and usually writes a script to go over the gameplay that does a good job pulling a story out of the footage. LarsBurrito does a similar style, but also often does themed playthroughs where he writes the script to flavor the playthrough to fit whatever character he’s roleplaying as.

    If you want actual story but are ok with significantly less editing, Mianite is a series I rewatch every once in a while in a similar way you describe. The scripted story doesn’t really start picking up until a significant way through season 1, but there is still enough conflict between the different players to make it more than just a Let’s Play.


  • Indeed. The sources I’ve read seem to lay blame with games not usually patenting mechanics (which apparently is all patent officers look at for prior art, not other games), meaning it needs active challenging to be thrown out.

    PocketPair is based in Japan, which is where the previous, more directly problematic patents have been filed mid-litigation. While there is clearly prior art for the US patent, it isn’t quite as comically broad as the Japan ones, and since Japan doesn’t seem to care about prior art, those remain the most concerning to me.







  • I’m not saying it isn’t insanely hard (actually I mentioned that fact twice), I’m just trying to point out that Steam gives developers more tools for visibility than any storefront that exists, with most storefronts giving no tools whatsoever. Any game with no marketing budget selling enough to support a multiple-person development team, when they have to compete directly with AAA games, is impressive for both the developer and the platform.

    If you want to advocate for improvements and change, you can’t just ignore the positive things that already exist.

    ~Also you clearly didn’t read the page about the update visibility rounds, because those have nothing to do with popularity and are completely randomized regarding who among the recently-updated games gets a spot on the front page. In fact, your game gets rotated off that spot once you’ve gotten 1 million impressions.~





  • I see lots of discussion about the solution / what used to be done, but I want to point out why unofficial servers stopped being easy/standard/possible to run.

    The first time big money entered esports was on private Starcraft LAN tournaments. Blizzard sued to get a cut of the proceeds, but because the privately-owned software (game and server) was running on privately-owned hardware, the courts ruled that Blizzard got no money.

    AAA companies learned from this that allowing the playerbase to run their own servers meant losing out on money, so most AAA multiplayer games with even a small chance of ending up as esports make it so they can only connect to servers operated by themselves, longevity of the game be damned. If they weren’t so desparate for every scrap of cash they could possibly generate from the game, I would bet most multiplayer game would still let you run your own servers, like they used to.







  • I dropped KCD 1 after ~30 hours for the same reason as you, but at least KCD has some justification - the whole point of the game is to be an ultra-realistic simulation of medieval life, a roleplaying game in the truest sense of the word.

    Your character starts out not even knowing how to read, even though you, the player, obviously do to interact with the GUI. He’s the son of a blacksmith who never would have learned anything else, so he, the character, has to spend time learning basically everything, even if you, the player, already have it figured out.

    You and I think that design is unfun. Clearly, though, there’s an audience for it, as KCD 2 sold something like a million copies on launch day and instantly recouped their development costs.