dual_sport_dork 🐧🗡️

Progenitor of the Weird Knife Wednesday feature column. Is “column” the right word? Anyway, apparently I also coined the Very Specific Object nomenclature now sporadically used in the 3D printing community. Yeah, that was me. This must be how Cory Doctorow feels all the time these days.

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Cake day: July 20th, 2023

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  • I get what you’re after, but space sims in particular do get one thing right in that asteroid fields are made up of rocks in largely stable orbits, i.e. they’re not moving around relative to one another and crashing into each other and so on. Because if they were, they wouldn’t be asteroid fields for very long.

    My vote is for Star Fox, anyway. Some of the astroids legitimately do have it out for you there and home in, and a couple of them also inexplicably have faces.












  • Basically every console RPG ever. Certainly those which are not voice acted, and present characters “talking” at you by slowly ghost typing their lines out one character at a time into a text box and then awaiting your input at the end before proceeding to the next line, but inevitably with the dialog box refusing to even start listening for button presses until some seconds after I’ve read the text multiple times over, plus its partially completed form several times more.

    I’m adding another dishonorable mention on this front which isn’t even a text box: That fucking treasure chest opening animation in Vampire Survivors. If you know, you know.




  • They’re almost always .bik files somewhere in the game directory. I have no clue why so many games still insist on using this specific format in particular even today, but at least it makes them easy to find. I have determined that quite a few games will barf if you delete the files outright, but if you just replace them with an empty text file with the same name it will still allow the game to launch.

    Console players are usually out of luck.


  • dual_sport_dork 🐧🗡️@lemmy.worldtoGames@lemmy.worldPet Peeves with Games?
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    4 months ago

    These days I think my biggest gripe about games is those which through intentional design decisions either massively disrespect the player’s time, intelligence, or most often both. I’m looking very hard in Nintendo’s direction, here. Miyamoto says: If the player is not locked into a succession of inescapable and slowly plodding text boxes where they’re offered neither choices nor agency, it must mean they’re not sufficiently engaged!

    This was marginally acceptable when we were twelve years old and had all day to sit in front of the video game console, and arguably nobody knew any better. But now gamers are adults. We have jobs and chores to do and some of us have kids, and most people have only a very limited slice of time left in the day for gaming. That time should be spent actually playing the game, not waiting for your game to get out of the way of its own damn self.

    But games are now going in the wrong direction, to ever greater heights of trying to manipulate players in to make the fucking thing their full time job, either due to incompetence (in single player/traditional console games) or greed (in online/live service games).

    So. Also cutscenes you can’t skip even after you’ve already seen them (this includes all the dumbass logos before the game actually starts), dialog boxes you can’t skip after you’ve seen them the first time as well, doubly so if you can’t press some button to cause them to skip their typing animation and simply display in full. Extra quadruple especially if you were too cheap to have your game voice acted — yes, Nintendo, that means you again, see me after class — because then you didn’t even have the excuse of trying to keep the text synchronized to the voice lines.

    I’m a sight reader. I assure you, I can read your text as fast as you can put it on the screen. That’s probably why I write so many words. You don’t need to slowly type it out one character at a time with little scritchy bleepy bloop noises. If other people need that for accessibility purposes, fine. But let me turn it off. And if you are going to insist on forcing me to pause for several seconds at the end of each paragraph before the prompt appears and allows me to press A to receive the next text box, I’m afraid I’m going to have to hunt you down and slap clean out of your chair with this here rubber chicken.

    This explicitly also includes games which force the player to grind for some critical resource or progression or need some absurd amount of in-game currency to do anything, and are clearly designed around the grinding being the point. I already have that. It’s called a job. If the grind can be conveniently eliminated by paying a microtransaction; in that case your game just got uninstalled. I’m also including stuff like, “You need this item to access this content, but it randomly drops and too bad for you that you need ten of them and it’s a 1/1,000 chance. Go kill more spiders. No, not those spiders. Only these specific spiders, which spawn in this specific area, but only with a 1/50 chance. The other spiders that spawn here are the wrong type.”

    No Man’s Sky in particular is deeply guilty of this, forcing you to go to specific planets in specific types of systems which you often have no way of filtering or searching for to look for specific objects which may drop specific materials which you are required to have multiple of to build some object for your base/ship/suit/whatever. Let me just say, I’m glad that the item duplication bug in that one remains unpatched.

    Games which force you to stop progression for a completely arbitrary reason, and for no other purpose than to be annoying. One example I can name off the top of my head here is Spiritfarer. This is a game that, by and large, revolves around doing menial chores to cater hand-and-foot to ungrateful people, all of which require engaging in some manner of real-time minigame. You do this while scooting all around the world to visit areas you need to be physically present in to trigger events in which you can gather required resources. Your boat sails itself once you plot a route, leaving you free to engage in said minigames (with varying levels of tedium) while it steams away in the background. The game has a day and night cycle. Your boat stops moving at night. You have to run all the way down the length of your boat (which gets progressively larger as you play) to go to bed in the cabin at the rear, whereupon the smarmy going-to-bed jingle can’t be skipped, wait for the fade to black, and then run back to where you were to pick up what you were doing before you were interrupted for absolutely no compelling gameplay reason. Fuck you very much.

    Also,

    Don’t even come at me with, “But realism! Everyone needs to sleep!” First of all, the other denizens of your boat don’t sleep because they are all dead souls. And second of all, the game can’t even hold it in until the actual ending before revealing that so are you, so it turns out Stella doesn’t even need to sleep either.

    The latter complaint also includes games which insist on stopping the action dead incessantly to pop up a message box and have your mission control fairy tutorialize at you in a condescending and unskippable manner. Especially if it’s not on your first playthrough. Frankly, if you can’t figure out a way to teach your game’s most basic mechanics to the player naturally and have to resort to unskippable popup nagging, you suck and you need to find a new career. Game development obviously isn’t for you.


  • It’s worth mentioning that it is actually possible to circumvent all of the parts where monsters lunge at you in the dark via various methods, insofar as I can tell all of which are intended, and which are discoverable eventually if you’re both paying attention and committed to avoiding those parts in particular.

    One thing about the DLC is that there are multiple ways to solve some of its puzzles in a certain sense, which I don’t recall being the case for the base game.


  • In my case the pattern appears to be some manner of DDoS botnet, probably not an AI scraper. The request origins are way too widespread and none of them resolve down to anything that’s obviously datacenters or any sort of commercial enterprise. It seems to be a horde of devices in consumer IP ranges that have probably be compromised by some malware package or another, and whoever is controlling it directed it at our site for some reason. It’s possible that some bad actor is using a similar malware/bot farm arrangement to scrape for AI training, but I’d doubt it. It doesn’t fit the pattern from that sort of thing from what I’ve seen.

    Anyway, my script’s been playing automated whack-a-mole with their addresses and steadily filtering them all out, and I geoblocked the countries where the largest numbers of offenders were. (“This is a bad practice!” I hear the hue and cry from specific strains of bearded louts on the Internet. That says maybe, but I don’t ship to Brazil or Singapore or India, so I don’t particularly care. If someone insists on connecting through a VPN from one of those regions for some reason, that’s their own lookout.)

    They seem to have more or less run out of compromised devices to throw at our server, so now I only see one such request every few minutes rather than hundreds per second. I shudder to think how long my firewall’s block list is by now.