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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)TR
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2,169
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2 yr. ago

  • When I first watched it, I had the benefit of a nerd who'd read the book explaining certain scenes that weren't super clear on what was happening in the film, and I feel like that is what made the experience for me

  • Personally I really enjoyed the world building. I've played enough Kerbal Space Program that I just assume any space movie/show is going to be factually wrong and just try to learn what the in-universe rules are and enjoy it

  • That's relying on them having the political will to do more than half-ass it. Let's be real, everyone loyal to trump is loyal for one (or more) of three reasons:

    1. They directly profit from the loyalty
    2. They believe it will help them realize their career ambitions
    3. They believe they can use him to ultimately achieve their own private ideological ambitions

    These are the same reasons people joined the first Trump administration and literally none of them are attempting to join his second administration meaning they were not able to realize any of their goals through Trump (or they were shown exactly how far they could go before they found the line they could not cross)

    Simply put, it's not an environment conducive to actually realizing policy goals in any incredibly complex interconnected web. The last trump administration tried to block China from international logistics and instead made logistics more robust (and helped the Mexican economy by accidentally encouraging significant investment in manufacturing and logistics there) and got completely deadlocked by infighting when they attempted to realize their wet dream of "repealing and replacing" Obamacare/The Affordable Care Act. I'll be extremely impressed if a trump Administration manages to actually achieve a meaningful disruption of the Internet, especially with how the rest of the world largely refuses to support his policy goals

  • Heck a tiny regional bank I worked at with less than 2 dozen locations was constantly flinging data between its Primary and DR datacenters, and they were too small for any dedicated fiber so that was just over standard ISPs (with some locations technically on residential plans because the ISPs didn't offer any better options than that in the small towns the bank supported)

  • I mean, to some degree it actually does. Sure life isn't fair, you can do right and still fail and such, but overall, if you play your cards right and make sure to learn and present yourself well you can absolutely build a resume and job hop up the career and economic ladder.

    Hell I've even had the displeasure of working with someone who literally only had interview and resume skills, was incapable of doing any semblance of the job he was hired to perform and appeared to simply job hop as soon as a given job caught on that he didn't have any of the skills his resume indicated he had

    Edit for clarity

  • It's rediculous how retail jobs put you through the ringer if you dare to try to stay home while too sick to work (and basically punish you for doing the right thing and calling to notify them you won't be in and why) but then you get into a professional job and you can sometimes simply not show up and tell nobody and be fine

  • I think you're misunderstanding what people are saying. The author of the article is clearly trying to say that major video game studios should stop focusing on high fidelity games, making unrealistic statements about market demands (let's be real, that's not how people select what games to purchase. The art style is certainly a factor, I've not played games with art styles that don't jive with me and I've certainly had gaming experiences elevated by brilliant artwork, but regardless of art direction, of the gameplay isn't for me I'm not going to play it) and honestly it feels like the author was told to write an article to support the title rather than reporting on actual industry trends or providing real criticism ongoing industry trends. The entire argument the author is trying to make falls over when you consider any market segment other than the AAA developers

  • I think the worst part is the author even points to freaking Minecraft and Roblox, both were indie titles when they first launched, and also compared triple-A titles to a live service game and Epic's tech-demo-turned-Roblox-clone.

    Honestly it reads more like they set out to write an article supporting a given narrative and carefully tuned their evidence to fit that narrative.

    How about some studios that aren't hurting and don't fit that narrative? SCS software which makes Euro Truck Simulator 2 and American Truck Simulator hasn't released a new game since ATS's launch in 2016 because their business model is to keep selling DLC to the same customers, and invest that money in continuing to refine the existing games. Urban Games has openly stated they exist solely to build the best modern Transport Tycoon game they can, releasing a new iteration every few years with significant game engine improvements each time. N3V Games was literally bought out by a community member of one of it's earlier titles when it was facing bankruptcy and simply exists to refine the Trainz railroad simulator game. Or there's the famous example of Bay12Games which released Dwarf Fortress (an entirely text mode game) as freeware and with the "agreement" that they'd continue development as long as donations continued rolling in

    The answer isn't a move to live service games as the author suggests, nor is it to stop developing high fidelity games but simply to make good games. Gaming is one of those rare "if you build it they will come" markets where there's a practically infinite number of niches to fill and even making a new game in an existing niche can be extremely successful whether that be due to technical differences, design differences or just differences in gameplay. RimWorld, Dwarf Fortress and Banished all have very similar basic gameplay elements but all can exist without eating eachother's market share because they're all incredibly different games. Banished focuses more on city building, RimWorld focuses on story and your colonists ultimately escaping the godforsaken planet they've crashed on, and Dwarf Fortress is about building the best dwarf civilization you can before something ultimately causes it's collapse (because losing is fun!)

  • Having read the article I don't see how the comment your replied to is out of context. It's very in context, especially given the article literally points to highly successful indie games as examples of low fidelity games that are incredibly popular

  • When I worked for a phone manufacturer I learned that their market research found that features like a headphone jack and SD card slot were pretty exclusively needed at the budget end of the market while the higher end generally didn't care about the lack of these features. I don't know that I fully agree with this, but to some degree it kinda makes sense

  • The offline installers literally are the files to install the game.

    It's as close as we can get in this day to having the disc and installing from disc long after the publisher was bought out and absorbed so many times nobody truly knows exactly who owns the rights to the game anymore. As long as your disc (in this case, offline installer) was stored safely and is still readable you can install it on a compatible computer (and that's often the harder part is finding a compatible computer!)

  • But it would suck if you got that 30% haircut just before you needed to sell…

    For the average middle class individual or family, they'll never sell all of their investments, but only small amounts each month to cover monthly expenses when they retire, so even in the situation of a 30% decrease, they're only selling off a fraction of a percent of their portfolio each month