Mama told me not to come.

She said, that ain’t the way to have fun.

  • 4 Posts
  • 2.44K Comments
Joined 2 years ago
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Cake day: June 11th, 2023

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  • Exactly. And once people sign a petition and see it actually get implemented increases the chance that they’ll get involved next time.

    This petition is great because it’s:

    • actionable - it’s easy to see what the expectation out of a suggested policy is
    • non-specific - there are a bunch of laws around this, and having a specific petition that happens to be illegal is a great way to get it killed
    • broadly relevant - almost everyone who plays games cares, and gamers tend to complain more than act, so this is a baby step to get those people invested in action; even people who don’t care about games could care, such as right to repair people, since this lays a framework to get similar policies enacted

    Something like homeless doesn’t have as clear of direction on solutions. Likewise ads, since that runs afoul of how tons of businesses make money, but this could be leveraged to reduce/eliminate ads in games that you pay for.

    If this petition actually goes somewhere, I sincerely believe we’ll see more petitions from people who otherwise wouldn’t speak out. Ross was one of those people, and if he sees success, he’ll inspire a bunch of other people like him to act. I think it’s fantastic.


  • You can accept them on internal networks, just have a file size limit and don’t extract them locally, but send to some cloud service for handling. You could even have it work with email attachments if you want.

    Basically:

    1. Put file somewhere
    2. Spin up runner
    3. Upload and execute code
    4. Spin down runner either upon success or after a time limit
    5. Send result to the student (if it to took too long, that’s a fail too)


  • I’m not talking about my personal preference on rating, I’m talking about broad community reviews.

    For example, Cyberpunk 2077 is a notorious example. It got generally favorable reviews from reviewers, and the public release was a completely broken pile of trash on console. Reviews didn’t even get the console release, yet still gave it a positive review because the experience on PC was decent. How can we trust reviewers if they don’t actually try the game? The terms of the review embargo alone should have pushed reviewers to give it net negative reviews since they’re not able to actually try the game.

    For strict review differences, look at Starfield, which got 85% by Metacritic, and Steam reviews are more like 55-60%, and it got hit hard by independent reviewers shortly after launch. That’s a pretty big mismatch.

    GTA V was pretty close to a perfect score, but actual reception was a bit lower (80% or so on Steam right now). That’s not a huge difference, and it could be due to frustration about not having a sequel for over a decade, but it does seem that some studios get more favorable reviews/more of a pass than others.

    That said, a lot of the time reviews are pretty close to the eventual community response. It just seems that reviewers overhype certain games. I haven’t really seen much evidence where critics review a game much below where the community reception is, but I have seen cases where reviewer scores are quite a bit higher than the eventual community response.

    Maybe there’s nothing suspicious going on, it just sometimes feels that way.




  • But weren’t game reviews essentially ads paid by the publisher? Because that’s what it looks like from the outside, since the reviews are increasingly poor quality that largely focus on positives and ignore negatives. Some games that completely flopped due to technical issues got glowing reviews by journalists, probably because they were paid handsomely for that review.

    I think game journalists should avoid advertisements as much as possible because once they rely on it, the temptation to allow their content to be colored by whatever attracts advertisers is too much. They should be solely focused on attracting readers, which means they need to be reader supported.


  • Um, that’s how it always should have been. That’s how journalism in general works, going back since pretty much the dawn of newspapers: readers pay for copy, and advertisements subsidize it.

    Like the games industry, publications that cover video games have been rocked by a turbulent market since the highs of the COVID-19 pandemic. Media owners like IGN, Fandom, Gamer Network, and Valent have all cut jobs in the past year.

    Is it turbulent though? This article goes over video game spending by year, and it has largely plateaued since 2019. There was a pretty big jump in 2020 due to the pandemic, but the market seems to have returned to a normalish trajectory and mobile revenue seems to be plateauing (I guess it’s saturated?).

    I think what happened is that people are shifting where they get their information from. Instead of relying on game journalists, who seem to be paid by game devs (hence why any big game rarely gets below 7/10), they rely on social media, who theoretically aren’t paid by game devs (there’s plenty of astroturfing though). The business model where they’re not paid by game devs should always have been the case, since when people are deciding what games to buy, they clearly would prefer a less biased source.

    IMO, games journalism should have multiple revenue streams, such as:

    • fan revenue - either donations or subscriptions should always be primary
    • curated game bundles, like Jingle Jam - run a charity event where a large portion is donated (be up-front, and have a slider so donators can decide how much goes where, even 0% to one or the other)
    • merch
    • game tournaments w/ prizes - would be especially cool to focus on indies
    • maybe have paid questions from fans that gets answered in a podcast or a paid video to discuss topics of fans’ choosing

    They can get very far before needing to run ads. Produce quality journalism and have some additional revenue streams and it’ll work out.

    I don’t consume much gaming journalism because it’s largely BS that praises big AAAs and generally ignores indies unless they get viral. I want honest opinions about games, not some balance between sucking up to who pays the bills and mild criticism.








  • Yeah, I didn’t have a Steam account until they came to Linux back in 2013 or so. Back then, I bought most of my games through Humble Bundle since most had Linux support, and the rest direct from the dev’s website (e.g. I bought Minecraft and Factorio around their public alpha/beta release). I played a few games through WINE, but not many since it was a pain.

    Steam was a game changer, and they didn’t even have Proton yet, so I only bought Linux-native games through them. Being able to finally find games that supported Linux easily and keep them all on an account was amazing! And then they added Proton for the Steam Machine launch, and I could finally play many Windows games as well!

    In that time, what has GOG done for me? Offline installers suddenly doesn’t sound as impressive, especially since they don’t come with a compatibility layer, so I’ll have to go mess with WINE directly again to use them for Windows games. With Steam, I can copy the installed files for most games and it’ll work without Steam running, so I can get 90% of the value GOG provides (my “installer” can be a tarball) with a small amount of effort, and also get all of the extra value Steam provides, so why pick GOG?

    Here’s what would change my mind, in rough order of preference:

    1. GOG brings Galaxy to Linux with a WINE compatibility layer that works with local installer backups
    2. 1, but without support for local installer backups
    3. 2, but offloads the WINE support to another project, say by adding Steam entries or handing off to Lutris or Heroic or something
    4. Officially recognize and support Heroic (or another launcher) on the download page for Galaxy (e.g. “until Galaxy comes to Linux, use Heroic, which is officially supported by GOG support”); the closest they have now is a Heroic affiliate link

    I mostly want some indication that GOG cares about Linux gamers. Valve has gone out of their way to support Linux, EGS has done the same to not support Linux, and GOG is somewhere in the middle. I like GOG’s principles here, I just need some level of actual support from them.



  • Whether it’s good or not is irrelevant. The fact is that it exists as the recommended way to install games, and it’s not available for my platform even years after it was released. What does that say about me and my platform? If I have an issue with a game, will they help? If they’re unwilling to support their flagship launcher, why would they help with a game?

    Steam works on my platform and has for over 10 years, and they’re constantly making improvements specific to my platform. GOG has DRM free games. Is that enough reason to prefer GOG over Steam? Most of my Steam games are DRM-free, so my answer is no.


  • I’ve used minigalaxy in the past as well. There are solutions, sure.

    I’m more rankled by GOG not even giving a nod to Linux users and going out of their way to court Windows users. I understand the economics here, but I would very much appreciate something from them. When they had a user voice (not sure if they still do? A quick search didn’t find it), the top requested feature was Galaxy support for Linux, and we’ve gotten nothing from them, except I guess a deal w/ the creator of Heroic for a referral revenue share on game sales (similar to sales through streamer links and whatnot). That’s it. That feels like a bit of a slap in the face.