

But on closed source drivers, right?


But on closed source drivers, right?


There are space games with procedural large scale galaxies to the point that the entire playerbase can only ever hope to see ~15% of the systems, but that’s why I put the >50% qualifier in there. That’s TOO big. Anyone can generate an effectively infinite procedural world, I want a large world.
When I had originally conceived of this, it was in the context of a pokemon MMO. You would have your home town, and as a trainer, or researcher, or rocket member, etc, you’d travel at a real-time pace akin to the show.
Alternative IP that it could work with are dragonball (imagine the playerbase on a months long search to find/fight over the dragonballs so they could awaken the dragon and make a wish to the devs), or Avatar (each player would have a chance to spawn in as a random bender. One player at any given time is the Avatar. Events happen to strengthen some benders and weaken others. Players make war and peace at will).
There would obviously be challenges in running these types of experiences, but currently it feels like the cost of standing up an MMO is so much that no one ever does anything interesting. Instead they just copy WoW.


I don’t consider NMS to be an MMO. If everyone went to the same location, at best, you’d most likely only see a handful of players you’re instanced with (up to 32 from what a cursory search gives me). That’s kinda the sad state of what passes for an MMO these days, but I don’t accept it. That’s not even a full raid group in WoW.
But yeah, you could squint and say that that otherwise effectively produces the experience I’m asking for. I am looking forward to LNF for sure.


I don’t think that means it didn’t work, I think that just means it’s not for everyone. I’m a firm believer that, “given the opportunity, players will optimize the fun out of a game”. Small indie games take firm stances on their gameplay all the time, not every game is for everyone, and that’s ok, that’s how you get unique and interesting gameplay experiences. But that’s easy for and indie game to do because making an indie game is cheap.
MMOs have the unfortunate reality that they’re architecturally complex, and expensive to operate, and thus need to appeal to as wide of an audience as possible to justify their existence to investors. They don’t have the luxury of making the experience they want, which is why they all end up just copying WoW’s enshittified gameplay, but with less polish.
My hope is that this indie revolution we’re in expands to “large scale” multiplayer games. Not so massive that it’s prohibitively expensive to run, but not so small that it’s a ghost town. I think that’s when we’ll start to see interesting MMO experiences again.


WoW is objectively huge, but they made it feel tiny by putting fast travel options everywhere. I would guess that any two points in the world are no more than 5m from each other if routed perfectly.
I want there to exist one MMO where you “live” in a city, and traveling to another city is actually so inconvenient that you only do it if you have to. Not because I want to make the trek, but because I want there to be a world just large enough that any one person has usually seen only ~1%, but the playerbase in entirety has seen >50%. I don’t know if any such game exists.


Hah, I had thought, well it’s not quite reincarnation, because you don’t come back as something new, you come back as yourself with the same memories. But I’m just noticing that it does seem like “the Big Problem” is very similar to what [my rudimentary understanding of] the Buddhist quest for transcendence is.


Rainworld
All living things are trapped in “The Cycle”, and no one likes it, they all want to die and be free of the burden of living. They called this “The Big Problem”.
To try and find a solution to “The Big Problem”, people* built 3 AI that would constantly be running to try and compute a solution to The Big Problem. This requires a ton of energy, and an ocean’s worth of water to keep them cool. The AIs are generating so much heat that it evaporates oceans worth of water, resulting in periodic violent rainstorms (thus the name of the game). People moved to structures built above the clouds to be safe from the rain.
One day, one of the AI finally solved The Big Problem, notified the other AIs that it was solved…and promptly died before sharing it. The remaining two AI (named “Looks to the Moon” and “Five Pebbles”) continue to iterate on solving the problem, but both have all but given up hope.
You play as a Slugcat, a species specially evolved by the AI to squeeze through pipes and keep their systems clean.
*I said “people”, but I don’t think it’s ever established what planet you’re on or what race of creatures built the AI.
There is a ton of detail I’m skipping…
…but when you start the game, you are merely trying to survive and explore a living ecology full of hostile creatures. The game doesn’t care if you understand any of the lore, it doesn’t care if you “finish” the game, it’s just there to be experienced.


If coding is the means to an end they want, they will learn it.
I started learning how to program because I wanted to mod Halo 20y ago. Gaming is often a motivator. I had a co-worker who started in the 80s, whose only option to play games on his C64 was to type up a bunch of BASIC from a magazine. He had to take care not to make any typos, then play the game, and then didn’t have any persistent tape to save it to, so he just lost it all on a reboot. Turns out, if you’re “forced” to type code in all the time, you start to figure out which bits do what, and you start changing it to behave how you want.
“Hacking” could probably work as a motivator, though with great power comes great responsibility.
But yeah, a kid won’t be interested in programming unless they see it as their only option to do what they want to do. PICO8 might be a good entry. Or something like Minecraft modding.


Reddit also has a bunch of similar communities with overlapping topics. That’s not a Lemmy thing.
I prefer the Fediverse to grow organically. If that means everyone reads this thread and suddenly unanimously decides that we need to change how we organize topics across instances, so be it. But I don’t think that’ll happen, and that’s fine too.
If it can’t survive organically, then it can’t survive.


And you can build your own PC and peripherals, yet every aspect of the gaming industry is funded and driven by corporations. Always has been, and Linux gaming is no exception.
I specifically acknowledged the FOSS efforts to eliminate depenence on valve, I think it’s great, but even Bazzite uses the SteamDeck UI. Do you know if there’s a FOSS deck UI replacement that unifies all storefronts/repos, and works as smoothly? I want that to exist.
Steam is just objectively the smoothest linux gaming experience for the largest number of people right now. It’d be awesome if that wasn’t the case, but for now it is.


I’ll be the first to say I don’t like Linux gaming’s dependence on valve. I wish steam wasn’t the best experience, and I applaud all the effort that the FOSS community puts in to keep them honest.
But for the “gambling” monetization in particular, this is really a “don’t hate the player, hate the game” situation. It’s on people/govts to regulate this. If Valve said tomorrow, “you’re right, we’re not going to monetize gambling anymore because we think it is unethical”, they would just lose to a competitor who is less ethical.
It’s the same as saying, “if you’re rich and are pro higher taxes, why don’t you just choose to pay more? Nothing is stopping you.” Because that’s not going to fix anything, it’s just a losing strategy. What you need is a system where everyone is required by law to behave in a way that benefits the society.
To that end, Valve’s most ethical move would be to lobby the govt to ban unethical monetization. I know they’re making bank, but whether they’re making enough to out-lobby all the others who are also doing this, I don’t know…also we all know the US is not exactly positioned for effective FTC policies right now…


Guaranteed, he’s going to count the Console Wars in his list of wars he’s ended.


Isn’t Overwolf’s business model literally monetizing and profiting from modding communities? Curseforge and Overwolf are the epitome of enshittification.


AW2 was incredible, but I knew it wouldn’t do well when I played it, because it’s too niche. I love the Weird Fiction universe they’re building, but it’s just not pulling the Resident Evil audience.
Firebreak I think was their attempt to monetize the IP, but oof, it’s just not fun. I feel like they could have gone more “friend slop” in tone and been much more successful. Imagine a game loop like Repo or Lethal Company, but set in the Oldest House, interacting with weird, goofy phenomena. Instead it’s a very dry shooting experience wrapped in a very dry upgrade system. I want to support them, but it feels like work to play this game…


The problem is that they kept propping things up and mitigating losses from those with wealth, i.e. protecting boomers.
Recessions hurt, but they are historically a natural method of wealth redistribution. In a recession, people with stuff lose much more than the people without stuff, and then on the way back out the people without stuff now have a better chance to capture some of that wealth.
Same for war. Historically speaking.


Covid wasn’t a “bubble”.
Or if it was, it was all the over investment in entertainment and productivity tools. In which case, that popped around 2023 when everything got cancelled and RTO layoffs started.


More accurately, PCs are becoming consoles, but yes, they want to converge it all into a locked down hardware as a service industry.


The “paid more to work less” part is not tenable. The games that fit that bill that you’re thinking of represent less than 1% of their peers. They are outliers, not a sustainable industry; the exception, not the rule. For every Silksong there are maybe 100 that make just enough to make ends meet, and 1000 duds that will never pay for themselves that you’ve never heard of.
What you’re saying is you want fewer steady incomes and more lottery winners. Sure, that’d be nice, but it’s not a sustainable strategy.
Ex. Wildgate launched recently. They deliberately opted to sell the game for a flat $30 rather than going F2P/P2W. As a result, they regularly get reviewed negatively by people saying “dead game, greedy devs won’t lower the price to compete with F2P games” and “the cosmetics you unlock by playing look better than the ones you can buy” (yes, there are people unironically posting those as negative reviews).
So at least understand why the most common strategy is often exploitative, and why it’s actually not a simple solution that a bunch of armchair experts have figured out in a comments section.


Probably not the “biggest”, but remember Gus Johnson? Looked like a promising up-and-comer in the Internet comedy space, and then he got cancelled and effectively disappeared over night.
Can you explain why you would play a TTRPG if you’re not interested in role play? Seems like a battle sim like warhammer, or just a video game might be the thing you’re looking for.
As a DM, the cooperative story telling IS the interesting part. D&D has never been an airtight game system, it’s a bunch if hand waving to give just enough illusion of structure and randomness so you don’t feel like you’re just arbitrarily deciding everything yourselves. But at the end of the day, you are. The characters and story you’re left with is the only thing of value.