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Cake day: March 9th, 2024

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  • Almost all of the activities in game apart from gradually upgrading your ship and multi-tool are optional, and mainly ‘for fun’. So, focus on learning more about what upgrading your ship would actually entail, and the same for the multi-tool. Overall the game is fairly easy, so enjoy the ride rather than seeking out ‘end game’ or serious challenge. I think of it kind of like a fantasy of american Car Culture combined with a focus on exploring a bit of many cool looking worlds. You find a really badass car/ship you love, and tweak it out until it’s amazing. You also do other stuff if you want to, maybe coming up with your own RPG style story that you invent just to give yourself other goals. You will probably get rich before long, so then you maybe collect more ships and pimp them out and build a cool base (or 5), or get into the Mayor thing, or some of the other game activities. Or just wander until you have had enough of checking out cool planets around the galaxy.


  • This was my career. Seeing popular sci-fi/fantasy movies maybe 1-2 times a year (especially on opening day…woot!) seemed fun and to boost morale a bunch. The studio was large enough so that several times we could rent out the theater to ourselves and be extra raucous, which was also fun. I don’t think people complained, since this was during office hours and not after hours or on a weekend. Otherwise, I think ‘if your going to give me free time then let me go home’.

    I think longer ‘field trips’ might have sucked, even if they related to a game we were making. Sticking to sci-fi and fantasy films with cool fx was close enough.










  • Agreed. History is full of unintended consequences, partially because so many things were more complicated than individuals and societies realized. There are not tons of really simple tradeoffs along the lines of ‘freedom vs safety’. I don’t think people could have imagined the future world they would bring about when they started planting crops instead of just hunting and gathering, for example.



  • When they pass you in the hall at work, it’s like you are invisible to them. Never any eye contact or acknowledgement that you exist, except for them not actually walking right into you.

    I had a coworker who did this to me (and a fair amount of other people at work). She was young and pretty and had this approach to any guys a fair amount older than her. I wasn’t trying to date her or even interact with her in any personal way…she just seemed to preemptively turn on her ‘you are invisible’ field to the many people she was not interested in. It was a bit odd, but effective.




  • People do talk about this. At least, they do in the game industry. It’s well known that when an independent studio gets bought (usually by a publisher they have been working for), this often results in the studio closing down a number of years later unless they crank out hit-after-hit. Of course, sometimes that doesn’t happen and the studio gets more stability and more financial support, now that they are part of a larger company.

    In regards to the people who sell their studio (founders), it’s important to keep in mind that for most of these people, selling their studio while the studio is fairly popular results in life-changing wealth. Maybe selling the studio and becoming rich by doing so was not their original goal, but it should be no surprise that studio founders can be very tempted to sell the studio (at the right price). Owning an independent studio can be a gigantic amount of stress, and a huge financial reward that also allows the founder to simply get rid of all the headaches and stress is nothing to sneeze at.

    Everyone who works at an independent studio knows the risks involved (to their own job eventually, if the studio is sold), and they often have mixed thoughts on what the founders are doing, but they don’t all demonize the studio owners, since they would be tempted by the same potential rewards if they owned the studio.