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Cake day: 2024年3月18日

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  • If they’re self-hostable, they cease to be live services. And I’m just fine with that. I have no problem completely ignoring live services as a customer, but the problem I do have is how much research it takes to find out if a game I’m interested in is built to last or otherwise respects my values. Every Borderlands game has LAN multiplayer except for the GOTY edition of the first game, and even then, you can still acquire the regular edition of that game that still has it. Meanwhile, Hitman, a single player game, locks a lot of its best stuff behind an arbitrary server connection; the community has made pirate server executables to replace it, but it doesn’t mean that I want to reward IO Interactive with my dollars for that design decision.







  • A big site redesign just happened at Giant Bomb, so I can’t view the review, but there’s typically a difference between an always-online game not working and some of the things you listed. Cyberpunk was reviewed on PC, and it mostly worked fine for a lot of people on PC, which is what the early review codes were sent out for. Skyrim crashed a lot but kept plenty of auto saves so you rarely lost progress. In an always online game, the functionality just isn’t there if the problems are related to server infrastructure. In fact, this is rarely punished in review scores, and the likes of the latest Flight Simulator are the exception rather than the rule for it.

    But even when there weren’t infrastructure problems, people still weren’t thrilled with the game that was there when it worked.



  • “Anthem actually had the code for local servers running in a dev environment right up until a few months before launch,” Darrah continued. “I don’t know that they still work, but the code is there to be salvaged and recovered. The reason you do this, it pulls away the costs of maintaining this game. So rather than having dedicated servers that are required for the game to run, you let the server run on one of the machines that’s playing the game.” This, he added, could have worked alongside an additional move to add AI party members to the game, allowing people to play it like a single-player game.

    Fuck, man…all the reasons to do so are spelled out right there.






  • 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.



  • 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.