

One might argue that KOTOR semi-ruined a generation of video games with morality systems. I’m one. I would argue that.


One might argue that KOTOR semi-ruined a generation of video games with morality systems. I’m one. I would argue that.


I think this thing with Tencent is the only buyout they’re going to get.


Why not?


Thanks! I feel pretty good about the power draw based on what you wrote, even though HDDs are going to add to that, and that’s good to hear about the mini PC running Jellyfin, which gives me some hope for the on-board server in a NAS like the one I’m eyeing. And even if that doesn’t work out, I’ve got my own mini PC that I should be able to leave in place most of the time.


You’re a stranger on the internet. Even if I was so petty as to blame you, I’d have a hard time tracking you down, haha.


So then if I’m evaluating a worst case for what I plan to use this NAS for, it would be that an attacker gains access to movies that I have on my shelf, CDs that I have on my shelf, books that I’d have the right to redownload as long as the place I bought them from is still in business, and my own save files for DRM-free video games that Heroic Games Launcher currently tells me not to rely on them for syncing back to GOG.com. At which point, if some attacker found a vulnerability and locked my NAS from me, they’d have caused me an annoyance in that I’d have to reformat those drives and re-rip that media. With no sensitive information intended to be on this thing, it seems pretty low risk, right?


Oh, sorry, haha. There’s a lot of jargon thrown around in a place like this, and I thought this was one I missed.


Sorry, but the SEO on “Q2” is pretty bad. What are you referring to? And what are the actual risks of a port being exposed to the outside world via an off-the-shelf router? Surely they can always hit my IP, and if this port is only exposed for Jellyfin, it would be just as vulnerable as any other port that calls out, right? I ask that knowing that it must be wrong, but I don’t understand how.


I haven’t played Double Exposure yet, but my friends were quite fond of it, and I thought Before the Storm was okay.


It’s called a “casino”.


On the bright side, it’s never been easier for extremely small teams to put out something relatively high quality on the side.


No, I wasn’t. I clicked the title. The link points to a JPEG. Maybe it works differently for you on your UI than it does in lemmy.world?


Something’s up with your link. It’s just the GOG logo for me.
EDIT: This appears to be the article the OP intended to link.
Ah, I see. In a lot of games, tutorial, story, and gameplay are happening all at once. Do you have an example offender that was on your mind originally?
Most score you on style as well, not just efficiency.
Right, but the style has point values assigned to you. If they’re unchanging, there is a way that will always work best, every time. At a high level (correct me if I’m wrong, as I’m somewhat new to this genre), rewarding style is similar to rewarding variety, juggles, and getting multiple enemies in the same attack. If you go down the checklist of your arsenal, you can always hit the variety. If you know exactly how the enemies behave, you can reliably get multiple enemies in the same aerial combo that the scoring system rewards most. The same actions give you the same output, and one of those score values will be the highest out of all other possible options. One set of actions will reliably always handle the same mob if it’s deterministic.
Hmm… how does that work? I hit my opponent, they take damage, no Xcom bullshit. I don’t see any RNG-like behavior in this interaction.
That’s just damage. The rest of the fighting game is rock paper scissors. A beats B beats C beats A. At round start, what button do you press? There’s always some option that beats your option, and that’s before we’ve even calculated the resulting damage. Some of what they’re doing is responding to what you’ve been doing, but the rest of what they’re doing is trying to be unpredictable; AKA random. (And that’s before we even talk about characters like Faust.)
Keyword is enjoy. I don’t see myself replaying DMC5 for as long as I’ve been playing some of my favorite games because I enjoy it less.
That’s interesting. As I said, I’m somewhat new to this genre. The short version is that Hi-Fi Rush got me interested in checking out all of the DMC games (minus the reboot), and 5 ended up being my favorite of that series (but still not as good as Hi-Fi Rush).
I mean, character action games and score chasers do tend to fall in that optimal answer bucket. You’re free to freestyle and get a lower score, but without RNG, there will be one way to play that always works. If that counts as infinitely replayable, then so does any other game you enjoy. And for fighting games, that RNG is just substituted for your opponents’ decision making.
Would you mind listing some of those? Because that’s a tough bar to clear.
The reason they’re in RPGs is the same reason they’re in any other genre. In a war game, you could be a tactical genius, but the RNG is there to simulate dumb luck, so the game is about forcing you to play the odds, because victory is almost never guaranteed. When the result is deterministic, there can often be a single 100% correct answer, and RNG throws a wrench in that. Something similar can be applied to loot games, where you’re rolling with the punches based on what you’ve found.
Speaking for myself, the average game got way better when the industry figured out it was better to mix the tutorial with the story. Bespoke tutorials felt like homework, and a lot of people are inclined to skip them, never figure out how the game works, and then come away with a negative opinion of the game. In general, and I’m curious to hear your perspective on this, you can make it exciting by starting the story en media res, so your character is using all of their usual verbs; then you can sidestep that immersion breaking moment by having the button prompts exist in a freeze frame thing, outside of the context of the story, that highlights the action it wants you to do. Do you prefer the bespoke tutorials that we got in the likes of 90s PC games? Do you like the way Gears of War does it, where it still keeps it contextual in the course of the story, but they very clearly give you an option to say that you know what you’re doing?
If only more people had heeded her message, we wouldn’t have ended up with the “morality” system of Infamous, where it was such a hard choice to either save these people or harvest their energy for your own gain. Decisions, decisions.