Similar visual design happens all the time in Japanese media and there’s rarely litigation over it. Patent lawsuits are much more common in Japan.
Getting it done with the power of friendship since 1991.
🔥💨💧💎 🌒🌕🌘 ✨
Some suggested Lemmy communities:
!patientgamers@sh.itjust.works
Discord for Japanese-style role-playing game (JRPG) discussion: https://discord.gg/vHXCjzf2ex
Similar visual design happens all the time in Japanese media and there’s rarely litigation over it. Patent lawsuits are much more common in Japan.
It doesn’t have to be jaded. As with the original quote I riffed off of, these particular Skinner boxes don’t have to always be pure evil and can provide net-positive outcomes, as long as we’re clear-eyed about the consequences of participating. The latter part is what I’m trying to drive home here. Consumer behavior psychology is part of every major live-service game.
Come on. We both know that legitimizing the RMT system increased the number of gold buyers and normalized the process. Not only does it now capture the players who were both a) squeamish about paying unproven third parties and b) had no recourse if they did get scammed, it’s also a far more convenient process. We know the gold-for-gear (and other services) market exploded in size because Blizzard was finally forced to make systemic changes to fight/redirect services spam. Service sellers are everywhere, and there was a point they were constantly in your whispers, your mailbox, your chat, your group finder. It’s nothing like it was 15-20 years ago.
No, gold buyers are not most players (and no, I don’t care that some players are doing it). Most gacha players aren’t whales, either. My point is that yes, your game is also chasing the whales right now and will continue to design systems to do so.
This reads like “the only moral Skinner box is my Skinner box.”
Also sounds like you haven’t played in a while. The addition of real currency to gold trading creates an even more direct pipeline from one’s wallet to in-game gear dice rolls. Guilds selling raid gear is even more common now, and with crafting orders, a whale can spend to reroll secondary stats on crafted gear.
With the way Warcraft is throwing currencies at players now, it’s clear Blizzard has taken more than a few cues from how gacha and other live-service outfits are doing things these days. Plenty of opportunities for ruinous, addictive behavior.
I just wish today’s tech wasn’t so blurry. I miss SSAA (and games being optimized enough to be able to run it sometimes without a supercomputer).
FSR doesn’t use AI hardware. The original comment is overselling it a bit, but something AI-driven like DLSS does offer substantial (if slightly blurry) framerate gains.
Yeah, after that time I really didn’t think consoles would be as much as a midrange PC. And yet, here we are. Feels like Sony’s back to late PS2 era levels of hubris now.
This is 100% an “it’s just not for you” situation. I mean, it’s not really my thing either, but it’s literally the best selling game ever in Japan. That’s not just the pandemic.
Coincidentally, loot drama that wouldn’t have been possible in retail WoW is exactly why I stopped playing Classic a few months after launch.
Hrm, kind of an odd mix of classics and recent releases that aren’t going to be remembered five years from now. That said, I’m just glad Might & Magic: Clash of Heroes is on here. It’s a wonderful hidden gem that barely gets talked about. I don’t even like puzzle games much, but the gorgeous pixel art and soundtrack helped me get really into it.
I’m also reminded that I need to get back to Citizen Sleeper. Was very surprised by it when I tried it (before I got sucked into Honkai: Star Rail).
This point is premature for Wukong until we see some data that this was anything more than a domestic market success. Steam data scrapers speculate that China sales are over 80%, so we might be looking at (an optimistic) 1-1.5 million sold in the US so far. Not amazing numbers for a AAA project.
The real story here is that this game’s success is the clearest sign yet this vast market has been activated. I’m sure Japanese, Korean, and Western AAA publishers–especially those with a console focus–are very interested.
I’d just settle for competent AI at any difficulty. I only ever had a few runs in Civ6 because the AI consistently fell apart in late game. Conversely, it’s why I had over 1000 hours in Civ5. Yes, it cheated, but once I started to ignore that, it was really satisfying to climb the difficulty ladder and still feel challenged even into the late eras most of the time.
Between this and weighing in on what defines Final Fantasy (in the original interview), Sakaguchi sure didn’t shy away from the controversial topics in the fandom.
“I understand and know that this is a very widely debated topic, but I really think it has turned into something that has a different meaning for everyone,” says Sakaguchi. “If I had to give some kind of core ingredient, I would say it’s the story and world. These two are a must for any Final Fantasy and the common denominator across all of them. The world setting needs to contain some kind of thematic element that is loosely tied to current events. I think the world itself needs to have some kind of thematic backbone or message that gives a different perspective, or a thought-provoking prompt for players.”
I don’t think I realized just how distinct Jennifer English’s voice is, sheesh.
This looks great, I just have the same concern I always have on turn-based systems with timing mechanics added in: how am I going to feel about the system in hour 20? If not great, is there an option to automate it?
This community, !gaming@lemmy.world, and !games@sh.itjust.works are the most active for general discussion, although both the /c/games communities are heavier on news than discussion.
That game’s old enough for discussion on !patientgamers@sh.itjust.works, which is semi-active and much more discussion-oriented.
Newell also has overseen Valve as one of the pioneers of the most predatory monetization in the video game industry (lootboxes, etc.).
There are no saints at this level.
Although the demo showed me this was more of a puzzle game than a strategy game (not big on that), the writing was so great and I love the aesthetic and the world concept. Should be a lot of fun.
Thank you! Looking forward to it.
Didn’t even see the UI. Effectively an in-game cinematic trailer.
Hope there’s more forthcoming soon. Civ’s gotten to a point where I have to know if there’s enough to chew on in the vanilla game if I’m going to buy in early.
It has to do with how the statute is written (I used to do comparative international IP policy research and analysis). Japanese works are given fairly wide latitude in creative sectors based on artistic intent. For example, you’ll see knockoff brands all the time in anime or manga, but the intent is clearly world building (or parody), not appropriation for promotional use. That artistic intent standard is used in the courts. This is why all the side-by-side comparisons people here probably saw on Twitter when Palworld came out was more of an ethnocentric American approach. Plus, copyright infringement is frequently incidental and not the result of large investment (unlike patents), so, in a country that prefers to handle domestic disputes informally, these incidents are less likely to go to court.
As a country that more recently entered the world stage based on manufacturing, patent protection is simply going to be taken more seriously as part of the culture. And yes–while I don’t have numbers–patent litigation does seem to get thrown out often when it comes to video games, at least the high-profile stuff, anyway. Here’s an example between Koei Tecmo and Capcom since I was already on Variety.