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Posts
4
Comments
326
Joined
2 yr. ago

  • I feel the same. Something about having agency in the game has never really made them scary for me, but I guess horror movies don't do it for me either so I guess it's just not my thing. I loved RE4, though; horror aside it's such a good game.

  • To reframe it, could you say why you think it would be okay to discriminate against a person you don't know because they share a cultural (and not necessarily political) association with a country they may or may not be a member of? And more specifically, what positive outcome there would be from that discrimination as opposed to protesting the actions and decision makers involved?

  • I already said, they can't compete on price. Cheaper prices will always be more than free. Same with interoperability, if you have the actual file you can run on anything. Group watching already exists.

    More equal promotion of shows/movies and pay distribution don't actually help make the experience better for the consumer, that's more relying on the consumer behaving ethically and that they believe piracy is wrong. It only helps for the people who think it was only sometimes wrong, which I don't think is a huge group (although they are certainly the most vocal supporters of piracy)

  • That's easy to say, but what can they actually do that provides a better service than piracy at this point? They can't compete on price, number of shows, or quality of shows with piracy by a long shot. They can potentially provide a better ease of experience with quick downloads and casting, but they already have that and I don't know that it can get any better.

    As a general rule, I'd assume more piracy means less money into an industry, and less money in means fewer and less risky products that appeal to the lowest common denominator.

  • In general, fantasy isn't my favorite setting, but this looks pretty cool and will definitely be keeping my eye on it. I'm curious if it'll keep NMS's general minimalist story structure or do something more akin to GTA with set built story elements/missions, and then a sandbox to explore in between

  • I'd personally want to support making the player characters during session 0 (maybe not the full character sheet, but at least personality/background and class).

    I've done campaigns where everyone came into the session 0 with their characters all ready to go and the idea of the characters being adjusted wasn't really brought up but more the rest of the aspects you mentioned. Differences and some antagonism between characters can make things really interesting, but at least in one of them two of the characters fundamentally wouldn't ever be in a party together. One of the players felt some cognitive dissonance in wanting their character to stay in the party, but not being able to find a rational reason they would, and kinda had to retcon their character.

  • I think those are all good points, but I think they're also potentially surmountable ones; I think the key would be to be as restrictive as necessary for which mods are allowed to charge. If only a small fraction of the most clear cut and expansive mods can charge, maybe even hand-picked by the developer, I think that's still a better state than it was before.

    Some potential examples: a mod isn't allowed to charge if it has any mod dependency. Games supporting paid mods must support opt-out updates (steam already supports this easily via "beta branches) and mods have at least one version available to consumers that are guaranteed to work. Depending on the mod, it could be possible to do some automated regression testing, similar to how the Steam Deck verification works.