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Joined 2 years ago
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Cake day: July 31st, 2023

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  • It’s actually getting kind of hard to think of new, stupider ways to ruin the economy and raise the cost of living. Parody is getting close to being indistinguishable from reality.

    • Blanket tariffs for goods with low domestic production? Done.
    • Imprisoning laborers who do domestic farming? Yes.
    • Deporting legal, tax-paying noncitizens? Yep.
    • Pissing off citizens of countries that contribute significantly to local tourism? Indeed.
    • Asking potential tourists to pay extra for the privilege of visiting a to-be-sold-for-industrial-logging park? Why not.
    • Cutting healthcare and replacing it with a bonus for the 0.001%? Might as well!



  • Which part of my comment was denigrating indie devs? Indie games are great. Android gaming is currently not.

    If I’m looking for a good non-mobile game, I don’t go looking in the mobile game store. I go looking on PSN or PC, where the focus is on the kind of game that wasn’t designed as a phone-first experience.

    The fact that Android has some good traditional games or ports of indie gems isn’t something inherent to Android. The overwhelming majority of those games were on PC or console first.



  • You’re comparing apples to oranges.

    The mobile gaming market is leagues larger than every other market combined. That doesn’t mean the games are even remotely comparable to console games.

    It’s an entirely different target audience. Mobile games are focused on quick sessions and design patterns designed to encourage spending money on microtransactions. Games made for the traditional gaming market are mostly designed for longer play sessions with more mechanically complex gameplay. I as well as many others prefer the latter.

    Nintendo’s store is full of shovelware, but at least you’ll find more traditional games than just ports of indie hits. Or, buy a Steam Deck and enjoy something better than both.





  • Steam will end up pushed out of the market

    This has been explicitly attempted 3 times already, and that really didn’t work out well for anybody who tried it.

    Epic Games Store still resorts to bribing people with free games to keep their monthly active user numbers up, hemorrhaging money to attract users who are rarely interested in anything more than freebies.

    EA and Ubisoft tried to forgo Steam releases in favor of their own stores and launchers in an attempt to keep 100% of the revenue. They eventually relented, releasing their games on Steam again. Even Blizzard joined in, adding Diablo 4 and Overwatch 2 to Steam.

    And Microsoft’s attempt to dethrone Steam by releasing games through the Windows app store just ended up with Valve funneling considerable resources into helping Linux and WINE become a viable alternative to Windows for gaming.

    Unless Valve enshittifies or legal shenanigans ensue, they’re pretty unlikely to be pushed out of the market. No single game or game series is good enough to capture the entire market of Steam users and permanently drive them to alternative platforms. On top of that, Steam has a huge following of users who are loyal to the company, which is both insane and insanely hard to compete against.

    or they will also become Streaming Platforms

    Maybe, maybe not. I don’t see it happening, though. Valve makes money hand over fist from digital sales alone, and they have more to lose in pissing off their customers by selling subscriptions than they have to gain by selling subscriptions.

    I am concerned about GOG and PC hardware prices, though.




  • what I just outlined as what would have to happen.

    The backend server stack hosts a set of tightly intertwined services that conform to an Application Programming Interface. You quite literally do not need to provide the entire stack designed for multi-hundred-thousand concurrent players just to satisfy that interface the game clients are expecting. It costs time and money, but they could damn well just create an implementation designed for simpler, small-scale hosting.

    Oh yeah, just do that, as if that’s a super duper easy task to do.

    If you designed it for that eventuality, yeah, it’s easy to do. Trying to retrofit that into an existing system designed solely to run at cloud scale is a bloody nightmare, and that’s not at all what SKG is asking for.

    because “direct connection” means no concept of an account anymore, and if everything is tied to your account, the whole damn game doesn’t work now.

    Counterexample: private World of Warcraft servers. They implemented their own, and it’s worked fine for them.

    The account system is just another API. The client uses it to authenticate, and the dedicated server uses it to verify the client authentication. Fuck, even Minecraft and it’s poorly-designed multiplayer can do that. As long as the client and server use the same auth provider, you can still have “accounts” without relying on Mojang’s insanely censorship-happy official login system.

    It’s possible, sure, but by this point you’ve effectively remade a very large amount of the game from scratch so who cares now.

    I’ve made this exact same argument you’re giving here, and yeah, I know it’s not easy. I sympathize with indie developers who are over-designing their server architecture and might not have the resources to do this, but a AAA game studio can afford to hire more developers for their next game instead of C-suite bonuses.

    what if parts of that executable have still in use proprietary pieces that are used in other games they own?

    I also made this argument before, and it is valid criticism. It’s worth pointing out that the valuable and reusable proprietary parts are the infrastructure and design, not the game logic.

    I’m not an entitled twat. I understand that there are legal challenges and big, open-ended questions on how developers could actually pull this off. Making large, consumer-exploitative developers like Epic, Bungie, or Blizzard have to hire more developers isn’t a good enough reason to make me discount an entire consumer-rights movement.



  • Modern game servers for major games are simply just not designed to be run locally bare metal. They’re often in the form of complex stacks of multiple moving parts, shit like entire k8s deployment stacks with like 12 distinct resources, many of which might be tightly coupled to implementation details.

    They wouldn’t need to release the whole stack to satisfy the requirements. Release the dedicated server executable and patch the game to allow direct connections to servers.

    For an MMO it would be more complicated, but the movement also isn’t asking to be applied retroactively. Existing MMOs built for scale are free to keep their current architecture. The only requirement would be that future MMOs are designed with an EOL transition plan.

    They release, say, v2.4 of their game server program in 2025, it’s tightly coupled to the auth server v1.7 api.

    It’s an API. Unless they hardcode the IP address it or use certificate pinning, it can just be reimplemented.



  • going after trump’s businesses will probably avoid a military response

    More likely, it makes the poor baby (-hands) cry and throw a tantrum. Being the malignant narcissist he is, he thinks the resources of the United States government are entirely at his disposal. With that in mind, he’s absolutely going to demand a military response to any attacks on his businesses.

    Whether saner heads prevail, all we can do is hope.



  • std::string doesn’t have a template type for the allocator. You are stuck using the verbose basic_string type if you need a special allocator.

    But, of course, nobody sane would write that by hand every time. They would use a typedef, like how std::string is just a typedef for std::basic_string<char, std::char_traits<char>, std::allocator<char>>. Regardless, the C++ standard library is insanely verbose when you start dropping down into template types and using features at an intermediate level. SFINAE in older versions of C++ was mindfuck on the best of days, for example.

    Don’t get me wrong, though. I’m not saying Rust is much better. Its saving grace is its type inference in let expressions. Without it, chaining functional operations on iterators would be an unfathomable hellscape of Collect<Skip<Map<vec::Iter<Item = &'a str>>>>