I miss the era of the internet with random games on every website
It didn't, technically, but it WAS originally build on the Neverwinter Nights toolset/engine. A licenced version, then modified. Which is sort of my point. Why mod if you have a big group of devs and you're working at speed? Just pay to license the toolset you're using and ship a game.
I like these, but they've been superseded by Windows handhelds for me. Granted, that's because I have so many devices I use for retro stuff that being able to easily mount a shared folder instead of keeping a million SD cards with the same games is a big bonus and there is just no convenient way to do that on Android (and it strongly depends on your definition of "convenient" on Linux). If you just need the one thing to play a single bundle of old games I'd take the convenience, lower price, small size and long battery life of the 'droid devices.
No, it is not equivalent. A full build in a cartridge is playable beginning to end. It may be missing bug fixes, tuning changes or expansions, but it is a full game.
The Switch in particular has games that look physical but aren't, and nobody should consider those physical releases, but physical games that actually are physical games aren't equivalent to digital releases just because there is additional content that is digital-only. You lose me there, that premise is just incorrect. And even if it wasn't, preserving the 1.0 vanilla version of a game is as relevant as preserving the all-bells-and-whistles last patch with all DLC. Ultimately for full archival purposes both are relevant, so I'd rather have one of those frozen in carbonite than neither.
Now, I agree that DRM-free releases are a better way to handle this than DRMd releases, and I do agree that jailbreaking and backing up digital copies of DRMd releases is crucial for preservation.
But that is neither here nor there. For practical usage, as a sustainable artefact and as a preservable snapshot of a media release a physical version is absolutely crucial.
Yeah, well, that's why game engines are a thing. I didn't pick The Witcher at random, that was built on top of Neverwinter Nights tech.
Maybe I'm too stuck in the 90s, but I never quite got the point of doing all those total conversions for Quake games when you could just as well use the exact same tools by licensing the engine and just ship the thing as a game.
Well, no, I'm lying. The point of those total conversions was very often that people wanted to use a bunch of licensed characters they didn't own, which I guess is the point here as well, so maybe I've answered my own question.
I am very confused now.
So you're okay with DRMd digital purchases as long as they keep the servers up? But you're angry that indefinitely working cartridges don't include patches and DLC in the cart? Even though ultimately the content not included in the cart is literally delivered the same way as the digital purchases?
What?
I mean, what?
I would get it as a user preference thing, in terms of what you prefer right now or what's convenient to you right now, but from the long term preservation angle it is the physical release that takes it every time, patches or no patches, DLC or no DLC. Absolutely every current system is flawed and absolutely jailbreaking and piracy are needed for full preservation as the system currently works, but in what world is a company arbitrarily choosing to keep servers going a better solution than standalone physical versions?
You are extremely opinionated about this in a very inconsistent way and it's just so confusing.
I don't get ballooning mod teams. I mean, at that point why not ship a standalone game? Last time this happened it was called The Witcher and I hear that did alright.
TAA only looks worse than no AA if you have a super high res image with next to no sub-pixel detail... or a very small screen where you are getting some blending from human eyeballs not being perfectly sharp in the first place.
I don't know that the line is going to be on things like grainy low-sample path tracing. For one thing you don't use TAA for that, you need specific denoising (ray reconstruction is sometimes bundled with DLSS, but it's technically its own thing and DLSS is often used independently from it). The buildup of GI over time isn't TAA, it's temporal accumulation, where you add rays from multiple frames over time to flesh out the sample.
I can accept as a matter of personal preference to say you prefer an oversharpened, crinkly image over a more natural, softer image, so I can accept a preference for all the missed edges and fine detail of edge detection-based blur AA, but there's no reason decent TAA would look blurry and in any case that's exactly the part where modern upscaling used as AA has an edge because there's definitely no washed out details when using DLSS when compared to no AA or SMAA at the same native res. You often get additional generated detail and less blur than native with those.
There always was. It just took a few years for the dice to roll that way again.
You think this is a more antagonistic conversation than it is. I absolutely agree preservation isn't about the ten big games that mass audiences (or big speedrunning communities) care about.
But, again, we're grading on a curve on the user side and for the real silver bullet for full preservation you need publishers and public organizations instead. As a user I want access to physical media that runs offline and stand-alone (or DRM-free digital copies). For actual preservation I want it to be mandatory to deposit a public copy of both client and server code in some public organization and for studios to have at least a best practice to keep fully version historied archives of both code and assets.
But even on the consumer side, if I'm going to be frustrated at someone it's going to be to the worst offenders, and from what we know of it at launch, and from this angle the Switch 2 is far from that.
Second this. Handhelds are great for adult gaming.
Plus in my case you also tend to gravitate away from more narrative, engaged experiences and towards more mechanics-driven, lighter stuff, which tends to be a good fit for the format, too.
I'm gonna say there are a whole bunch of valid ways to engage with games, new and old. Go build your sources from whoever fits your use case best, if that's what you need.
I have about as many gripes with the emulation-driven modern zeitgeist as I do with the "it belongs in a museum" artifact collectors, but I don't begrudge eiter. At most I will forcefully but respectfully remind both and everybody else that neither of those assessments map in any way to how the games were perceived at the time, that nobody knew what Final Fantasy V was, the N64 bombed horribly and most of the games you think are popular now weren't then.
Oh, come on, speedrunners cherrypicking patches is hardly the litmus test for preservation.
The Switch is easily the most preservation-friendly console platform of its generation, even if it is unfortunately by default. It has also turned out to be the most officially preservation-friendly Nintendo platform in a good long while, if only because its unexpected success forced a robust backwards compatibility scheme, which in turn forces server compatibility and likely longer support than anything else since the DSi got.
Am I happy about that state of affairs? Not really. Am I grading on a curve at this point? I sure am. It's not a black and white thing.
And for the record, that's not a defense of Nintendo as a company, but there's a lot of willingness to misrepresent how the actual proposition on the Switch 2 works, and I find that frustrating. I will take a beligerent company putting all its eggs on the basket of a physical-friendly backwards compatible platform over Microsoft's "your toaster is an Xbox" cloud-driven nonesense any day. Catch me on a good day, I'll take it over Steam's "remember you don't actually own anything" store warning sticker.
I'm not referring to Ulanoff specifically, but come on, let's not be disingenuous, you (I assume it's you, correct me if I'm wrong) using him as an avatar of the criticism Masto was getting at the time. He made a maximalist prediction and was wrong, so he's a convenient target to act as a dismissal of the genuine concerns being raised in general when Masto got into the mainstream's focus.
Notably, he wasn't entirely incorrect. Thousands of people did move on. I did. I'm not writing this on Masto. Did Ulanoff miss the fairly obvious point that with no centralized infrastructure Masto is actually more viable when it's small than when it's large? Sure. Was he right to claim that it was "less Snapchat than Path"? Sure. Arguably whoever remains at Masto is perfectly fine with that, and that's cool, but at the time the debate was whether Twitter would be replaced by Masto, and that did not happen and will not happen, in no small part for the reasons more sharp-eyed critics than Ulanoff pointed out at the time.
It's a bit of a tangent, but to interject my own take I'll say that Masto isn't even on my top 3 for AP applications. Twitter is just not the right format for the way AP works, Masto is not a good implementation of Twitter and some of the technical shortcomings Masto users keep insisting don't matter actually do matter.
Hm. That's an interesting approach to it, but I think it's probably too black and white.
I mean, yeah, sure, for complete preservation you need archival and version control. I'll honestly say that's only legitimately doable on the dev side. You get into preserving the code and the assets there, too.
But on the user end I'd say that any version that is physically stored and can run offline, be it a DRM-free installable GOG-style or a physical piece of media storing a build of the game is much, much better than a DRMd all-digital release.
Even if it hadn't been pirateable day one, BotW would live on. Not only are there multiple cart versions with multiple patches of the game, including the Switch 2 upgrade, but all those versions will run on all consoles. It won't be the most up to date version of the game, but it'll be playable, and that's already a lot compared to the baseline we're setting elsewhere. It's certainly not a "glorified DRM key".
But that's at the top end of sustainability for physical media. The Switch 1 has some carts that don't include full playable builds and need partial downloads to run properly. That's a different scenario. If a game needs online auth to unlock the media that's another scenario. Obviously for online only games the cart IS in fact just an access point. And on Switch 2 there will be carts that act as physical keys only.
But not all of those are created equal. I think acknowledging the differences is important. If nothing else to ensure people are educated about the difference between owning BotW in a cart they will get to play indefinitely versus Street Fighter 6 in a cart that won't work if the servers are down and they don't have an installed version stored.
Seems a touch disingenuous to me. I don't think most of the critics of Masto during the days of looking for Twitter alternatives were forecasting Masto to just poof out into thin air Google+ style.
I think they were mostly saying it wasn't a viable mass market Twitter replacement and it wouldn't become that without significant changes.
They were arguably right about that. Bluesky became that, not Masto. Masto went back to being... well Masto. Small, self-referential, insular and quietly chugging along.
Patches are not downloadable to carts by the user, but they can be added to carts by the publisher in re-releases, which is what I presume they'll do here. No official confirmation for Switch 2 versions of Switch 1 games specifically, though.
I'm not surprised the older saves aren't compatible, and it can be a bummer, but hey, at least the game does work, so even if you have to start a new run that's still a lot more than what you get from a digital download.
I am not aware of the Switch having a per-game build whitelist in the firmware. That seems weird, since it'd effectively brick all existing carts after end-of-life. I am familiar with game carts requiring specific minimum firmware versions to run (so the other way around) and including the minimum allowed firmware package in the cartridge to force an update to the correct minimum version. This has been standard on all physical games on all platforms since as far back as the PSP. If you have a source for the Switch doing things backwards on that front and thus being actively engineered to make all carts stop functioning when the patch servers go down by all means please share it and I'll be the first to go alert the press, but I think you may be getting that one backwards.
I'm confused about what you're mad about here. You seem to either be mad about things that have been going on for multiple generations (and incidentaly done eff all to curb jailbreaking or piracy, so I have to wonder what's the point of even trying for Nintendo, frankly) or you're not right about how the Switch 2 version carts are meant to work.
Hah. Hey, I walked right into that one. That one gets to be a meme.
I'm just gonna say it.
Not everything needs to be a meme.
That's not the definition of parody.
I mean, I could tell you were being snarky, but definitely not that you were being snarky as some sort of performance art accusation thing.
Anyway, now we're just talking about your shortcomings as a communicator and I think we can both agree that's not an interesting conversation, so... moving on.
Nah, the vast majority of this is just wrong, or at least a significant exaggeration.
It's not a scam if properly implemented and communicated, and there is no requirement to have immediate access to all content in a game just because it's stored in the same package as other content you've paid to access, for one. Otherwise you wouldn't be able to play a fighting game against a player using a DLC character you don't own, since the files for the game to show you their character when you fight them are the same as the files that allow you to use it yourself.
You sort of argue against yourself by somehow granting an exception to MMOs, too, because live games have running costs in general. I'm not clear on why a loot box or a cosmetic microtransaction is supposed to be an invalid way to fund those server costs but a subscription fee is not, beyond you being stuck in some olden days assumption of commercial transactions applying only to physical goods. I hate to break it to you, but even for the most self-contained, MTX-free indie you buy on Steam you're only paying an access license fee. I don't necessarily think that's good, but it is what's happening.
And lastly, no, the entire industry won't become a F2P MTX uniform thing. That model may be very popular and genuinely huge, but standalone, offline gaming has its own market, which has in fact grown fduring most of that process in absolute size. I think part of the reason people see it as a takeover is the gaming industry likes to share bombastic, dumbed down claims about being bigger than this or that other media form and people read it like it's a single blob of things, often based on their impression of triple A gaming at some point in the past. The reality of it is that a bunch of that "half the industry by revenue" comes down to audiences that are just not engaging with the formats and distribution channels than the historically smaller hardcore gaming subset do. Which doesn't mean traditional gaming is going away, just that some other variants that may as well be an entirely different media type have grown faster.
If anything there's been a bit of crossover, where a lot of that was happening in mobile, where especially in Western markets the amount of fossilized slop at the top end started sending people and distributors back to paid up-front experiences while a bunch of PC and console gamers are now starting to fossilze into forever games (free or not) that are several years old and not moving on. I have to guess that will come and go in waves as the whole thing stops growing endlessly by double digits and becomes yet another form of legacy media just chugging along for another century.