

I’m apparently the only person who really enjoyed 3 all the way through.
I’m apparently the only person who really enjoyed 3 all the way through.
I hope they release it for PC someday
Having something suggest networking opportunities doesn’t sound like the worst, but only if it was suggestions in their own section of the app (and not bombarding you with notifications about it either). This implementation is truly god awful and I can’t believe anyone thought this was a good idea.
It comes from a good place. Make things have more quality of life. Makes things feel smooth and responsive. Don’t make things obtuse and confusing.
The problem is that while some friction kind of sucks (I don’t think many would want clunky movement or controls), lots of experiences get thrown out with the bathwater when this goes too far.
My philosophy is that friction needs to be seen as a tool. It does something to the experience, and it needs to be considered whether removing it will improve the experience, and if so, what is being lost in the process?
Yep, exactly. That’s the good use of lack of friction. The philosophy I have is just that it shouldn’t be seen as always good no matter what. It changes the experience to remove friction, so any decision to do so should be thoughtfully done with the experience in mind.
Hear hear! This is such a plague on games and media right now. I don’t blame developers that much, because lack of friction is super commonly taught in game design courses, and it’s not always bad. It can be done waaaay too much though.
They have such insanely good music taste on that show. It’s always stuff you’d never think to use, too, but it fits every time.
I really wonder how long they’ll be able to enforce high credit scores once everyone doesn’t have good credit anymore
+1 for Peter’s videos. I went down such a YouTube hole with that guy for a while. I’m from the PNW, so about as far from the south as you can get, and it’s really fascinating to listen to such candid conversations with people.
I’ve always taken it to imply that at a certain number of differences, the comparison isn’t useful anymore, not that there are no avenues of comparison at all.
I’m of the same opinion that AI won’t be able to adequately replace many jobs, but only in the long term. In the short term I think it’s going to be a bit of a bloodbath with a lot of companies drinking the kool aid until they realize it’s not working.
Ah got it!
Oh, that kind of RP stream? 😅 I was thinking of something else lol
Thanks! I think you’re right that there could definitely be more granularity to what I said. I was trying to go as broad as I could, which of course leaves out a lot of detail. Good thoughts about other possible categories. I don’t disagree with any of it.
I actually haven’t ever seen the roleplayer category you’re talking about, but I’m intrigued. Is there anyone you’d recommend?
If I had to give a name to the joke streamers you mentioned, I’d probably go with challenge streamers. I think that definitely falls outside of the categories I said, but I also see a lot of streamers that do fall into the three I made up dabbling with that kind of content here and there, so there’s probably some crossover too.
I think there are broadly speaking three main categories of let’s players: hypemen, analysts, and tryhards.
Hypemen focus on being boisterous, high energy, and fast paced. They focus on entertainment value above all else, even above the game itself.
Analysts take things a bit slower. They aren’t trying to be the best at the game, but instead like to play a variety of things and talk about their experience playing or insights related to the game.
Tryhards are usually either pro gamers or very close to it. They usually play a smaller number of competitive games trying to be very skilled at them. The enjoyment of these streamers comes more from seeing someone excel, and potentially learning from them if you play the same game.
My point with this is all of these routes are proven ways to engage an audience, so having interesting things to say isn’t a necessity.
That being said, this is an entertainment medium we’re talking about. If you aren’t entertaining in some form then I don’t think you’ll find much success. It’s a learnable skill, so don’t be discouraged if it doesn’t come without practice
The Devcom speaker survey has revealed that 33% of respondents want to use AI as little as possible – but 32% see a use for AI in code and production.
Just 11% want to see AI used in art and animation, while fewer than 10% want to see it used in marketing and communication, and the figures fall to around 3% for narrative design.
I think this is a big problem even without evil choices. I really want to see more games explore things happening because you DIDN’T accept someone’s quest. Maybe something bad happens to them, or perhaps they resent you for turning them down and spread bad rumors about you.
Sadly like you said most of the time the choice in taking a quest is actually: do you want more content, or not? Not much of a choice at all.
I think that evil paths in games are often the least interesting, too. Usually it just means you kill everyone and/or fuck people over for no good reason. Like you said there’s no depth. You almost never have to face any growing consequences for your actions.
Real evil is usually greed and fear weaponized to enrich and empower oneself. It’s self-interested and often delusional, but to that person they are still the hero of their story.
This is actually a very sincere statement from the company. Kind of refreshing.
Crashed like it was buggy? Never.
I played it a while after release though.