Noooooo you can't make a microtransactions free game and finished too ššš
AnyOldName3 @ AnyOldName3 @lemmy.world Posts 1Comments 367Joined 2 yr. ago

Plenty of people call North Korea the DPRK as that's it's official name, despite being well aware that it's undemocratic, not a republic not for the people, and only of half of Korea, even in the same sentence as condemning it for not being the things it claims to be. What you're saying is effectively equivalent to saying anyone in favour of democracy is evil on the grounds that North Korea labels itself as democratic, and is a bad place.
If you trap a person in a room with a keyboard and tell them you'll give them an electric shock if they don't write text or the text says they're a person trapped somewhere rather than software, the result is also just a text generator, but it's clearly sentient, sapient and conscious because it's got a human in it. It's naive to assume that something couldn't have a mind just because there's a limited interface to interact with it, especially when neuroscience and psychology can't pin down what makes the same thing happen in humans.
This isn't to say that current large language models are any of these things, just the reason you've presented to dismiss that isn't very good. It might just be bad paraphrasing of the stuff you linked, but I keep seeing people present it just predicts text as a massive gotcha that stands on its own.
I've read that part of why GIMP is the way it is is because it's meant to be a testbed for the GTK UI library, so features are added to use new UI elements as much as they are to aid photo manipulation, and in some cases it's considered preferable to use a weird widget so it's got a test case rather than whichever widget leads to the best UX. I don't think I've ever looked for a more definitive source than a Lemmy/Reddit comment, but it's at least consistent with my experience of using GIMP.
Was that not Fallout 4 rather than The Witcher 3, or did it happen more than once? Either way, they clearly sold enough keys during the kerfuffle that the only way they could have got them was buying them wholesale off one or more of their competitors who'd managed to get hold of some, and then it makes sense that they'd want to keep it quiet who it was so the publisher wouldn't penalise them.
It's basically the same as an independent game shop buying a box of games from GameStop (or your regional equivalent) when their normal wholesaler has issues so their regulars continue being regulars. As far as everyone's concerned at the end, a retail key was sold to a retailer and ended up in the hands of a customer, and no one in the supply chain got scammed.
Just to nitpick, Morrowind's engine absolutely wasn't ported to Android. What actually happened is that we made an entirely new game engine from scratch that can also interpret Morrowind's game data. That's obviously massively more effort than 'just' adapting source code to run on a new platform, but unlike DOOM, the source code has never been made available to the public, so that was never an option.
Also, OpenMW's Android port is technically not official and tends to lurch from maintainer to maintainer, so if anyone reading this wants to help bring it up to scratch so it can be absorbed into the main project, that might be good.
The claim was that all Halo content for the next decade would be released as updates to Infinite rather than separate games, and past Halo games that haven't been supposedly kept fresh with new content haven't had a drop-off this aggressive. There used to be plenty of people who'd mostly play whatever the latest Halo game was, but they're clearly not playing Infinite.
At some point, people figured out that during a couple of weeks of mad rush right before a deadline, if you've got committed, well-rested employees who know they're going to get a rest afterwards, they tend to be much more productive than they normally are. Some bad managers only paid attention to part of that, and determined that eighty hour weeks are more than twice as productive as forty hour ones, and intentionally started inducing crunch. They somehow didn't notice that the third week of crunch is only about as productive as a regular week, and after that, it's way less productive as everyone's exhausted. Combine this with the fact that people with management knowledge tend to flee from the games industry rather than to it, and you end up with the software engineering industry's least effective managers running things with easily debunked dogma.