Yosharian
Arcane
'Negro indicator'? What the fuck?
correct but skyrim with porn mods can be good filth while other one is just filth.Idc how much DOS and Skyrim sold lol
they are literally filth
btw i have just read your guide how to enjoy rpg. "dont save often advice" is the most retarded thing ever especially in beth game where u can encounter unfixable bug any moment
correct but skyrim with porn mods can be good filth while other one is just filth.Idc how much DOS and Skyrim sold lol
they are literally filth
btw i have just read your guide how to enjoy rpg. "dont save often advice" is the most retarded thing ever especially in beth game where u can encounter unfixable bug any moment that will ruin your progress since last save file and its recipe to ruin fucking any game as it only forces u to repeat what already have been accomplished like a retard instead going to unsolved problem bit.
the reason console trash have checkpoint systems (and often dont even allow to save manually) is cause console devs know console plebyers are braindead and dont treat anything as problem solving so they consider reverting to already done task as acceptable way to prolong "game" time.
frankly how often person (dosnt) save is negro indicator; ppl who dont save every couple min and cycle saves to avoid getting fucked by corrupted save/bugged game do not exhibit forward thinking/any logistics capability which beth games (can be) based on; u come in preparred and its preparation that may take more time than execution of task itself.
ofc u may come unpreparred and disregard saving progress on purpose but thats not embracing emergent gameplay in my book, thats being a nigger in a video game.
in short;
"save scumming" is just going back in time to fix errors (yours or game) which is whole point/advantage of simulation u own/run vs reality. by remaining with errors u made and not fixing them u learn nothing and u should get no satisfaction from it (u should feel horrible if u had not clean that vault in sierra madre). the only issue is if u take advantage of information that u should not have after reverting in time as problem solving is not about knowing, its about predicting.
planning should be the key for satisfaction in rpg or any complex game system, spontaneity is good for children, vaginas and jungle bunnies.
correct but skyrim with porn mods can be good filth while other one is just filth.Idc how much DOS and Skyrim sold lol
they are literally filth
btw i have just read your guide how to enjoy rpg. "dont save often advice" is the most retarded thing ever especially in beth game where u can encounter unfixable bug any moment that will ruin your progress since last save file and its recipe to ruin fucking any game as it only forces u to repeat what already have been accomplished like a retard instead going to unsolved problem bit.
the reason console trash have checkpoint systems (and often dont even allow to save manually) is cause console devs know console plebyers are braindead and dont treat anything as problem solving so they consider reverting to already done task as acceptable way to prolong "game" time.
frankly how often person (dosnt) save is negro indicator; ppl who dont save every couple min and cycle saves to avoid getting fucked by corrupted save/bugged game do not exhibit forward thinking/any logistics capability which beth games (can be) based on; u come in preparred and its preparation that may take more time than execution of task itself.
ofc u may come unpreparred and disregard saving progress on purpose but thats not embracing emergent gameplay in my book, thats being a nigger in a video game.
in short;
"save scumming" is just going back in time to fix errors (yours or game) which is whole point/advantage of simulation u own/run vs reality. by remaining with errors u made and not fixing them u learn nothing and u should get no satisfaction from it (u should feel horrible if u had not clean that vault in sierra madre). the only issue is if u take advantage of information that u should not have after reverting in time as problem solving is not about knowing, its about predicting.
planning should be the key for satisfaction in rpg or any complex game system, spontaneity is good for children, vaginas and jungle bunnies.
"Savescumming is indicative of higher intellect and not savescumming is the behaviour of untermencshen" is a fucking spicy take, I'll give it that.
I'll counter: Savescumming is indicative of arrested development and an inability to accept failure, regardless of internal or external sources. Rather than being planning ahead, Savescumming is a failure to plan within the confines of the simulation, instead relying on being able to act outside of its confines arbitrarily. At which point you may as well godmode, since you will never actually encounter meaningful resistance that cannot be overcome through sheer brute force and having infinite chances.
'Negro indicator'? What the fuck?
today my self discipline to save every 5 mintutes saved me hour+ as windows created 12 gig hibernation file on my sys partition making consequent save files corrupted due to insufficient space; only last 3 save files were fucked when this occured so i was able revert without much loss. this wasnt even bugthesda issue, that was windows.correct but skyrim with porn mods can be good filth while other one is just filth.Idc how much DOS and Skyrim sold lol
they are literally filth
btw i have just read your guide how to enjoy rpg. "dont save often advice" is the most retarded thing ever especially in beth game where u can encounter unfixable bug any moment
well u have 2 choices,
1) git gud
2) dont play half-working industrial garbage
is to circumvent their limited data storing capabilities. it's a relic from ancient past.the reason console trash have checkpoint systems
"Savescumming is indicative of higher intellect and not savescumming is the behaviour of untermencshen" is a fucking spicy take, I'll give it that.
I'll counter: Savescumming is indicative of arrested development and an inability to accept failure, regardless of internal or external sources. Rather than being planning ahead, Savescumming is a failure to plan within the confines of the simulation, instead relying on being able to act outside of its confines arbitrarily. At which point you may as well godmode, since you will never actually encounter meaningful resistance that cannot be overcome through sheer brute force and having infinite chances.
thats naive to think so. it was like that perhaps in past but now they doing it because 2 reasons;is to circumvent their limited data storing capabilities. it's a relic from ancient past.the reason console trash have checkpoint systems
Think about literally any other video game genre for a moment. One of the primary motivations for playing games is the thrill of overcoming a challenge. If you could quicksave whenever you wanted in Super Mario, the game wouldn't be testing your platforming skill but instead your willingness to endure the tedium of saving and reloading at every marginal increment of progress. If you're committed to the latter, you may as well play a tool-assisted run and optimize your playthrough down to the frame.thats naive to think so. it was like that perhaps in past but now they doing it because 2 reasons;is to circumvent their limited data storing capabilities. it's a relic from ancient past.the reason console trash have checkpoint systems
1)artifical bloating of game time that forces u to repeat parts of game
2)they know most console plays are too retarded to actually remember to save their game manually
Think about literally any other video game genre for a moment. One of the primary motivations for playing games is the thrill of overcoming a challenge. If you could quicksave whenever you wanted in Super Mario, the game wouldn't be testing your platforming skill but instead your willingness to endure the tedium of saving and reloading at every marginal increment of progress. If you're committed to the latter, you may as well play a tool-assisted run and optimize your playthrough down to the frame.thats naive to think so. it was like that perhaps in past but now they doing it because 2 reasons;is to circumvent their limited data storing capabilities. it's a relic from ancient past.the reason console trash have checkpoint systems
1)artifical bloating of game time that forces u to repeat parts of game
2)they know most console plays are too retarded to actually remember to save their game manually
I don't know if you've noticed, but a very old school genre of gaming called "sports" is highly dependent on one's motor reflexes as well as broader strategies. These "sports" are still well-designed games and fun to play even if your execution is poor. And this is coming from a 4th-year JV kid (which is American for "sucks at sports").mario and most 2d/platformers (beside those pvp i guess, but 2d space limitation and lack of fog of war are issues there too) are very bad games/bad examples of using simulation in warfare as they are usually based on low level pattern memorization rather than advanced sandbox to model and deploy/test strategies. mario dosnt reward thinking, just memory and reflex.
I think what we're seeing in the year of our lord 2022 is the realization that you can't delay the bad out of a badly managed game. Sometimes, you just fucked up. And the management in charge need to bite the bullet and learn to do better. Time won't brute force it. Expertise and skill is needed to solve complex problems.Now bonus, a truly hilarious part:
“I don’t know how [Bethesda] made [Skyrim]. It doesn’t make sense to me,” a former employee told Kotaku. “Like it had to have been like monkeys with a typewriter creating Shakespeare. I don’t know how things can be so chaotic and people are still able to do their jobs.”
There’s a story that some Bethesda developers believe: That it is special among big-budget studios. That its scrappiness can overcome any major creative challenge.
Funny, it's almost as if heard that one before...I wonder where? Oh, I know where:
Within the studio, there’s a term called “BioWare magic.” It’s a belief that no matter how rough a game’s production might be, things will always come together in the final months. The game will always coalesce. It happened on the Mass Effect trilogy, on Dragon Age: Origins, and on Inquisition. Veteran BioWare developers like to refer to production as a hockey stick—it’s flat for a while, and then it suddenly jolts upward. Even when a project feels like a complete disaster, there’s a belief that with enough hard work—and enough difficult crunch—it’ll all come together.
Considering what defines a AAA games is stuff like photorealistic graphics, you kind of do. Sure a crack team of skilled engineers can optimize an engine for displaying high fidelity assets, but you still need the raw manhours to create those assets.You do not need 500 employees to make a triple A game.
Isn't that what Bethesda is known for, though? As I recall, they have only around 200 people in the main team, Skyrim was made by 100. Bethesda is known for being one of the smallest game developing teams in the industry in AAA segment.Part of the problems big companies like Bethesda have is they are too big and the necessary bureaucracy of that slows things down. They think if you just throw money and manpower at a problem it will be fixed. Or if not fixed then those stupid consumers just won't notice. You do not need 500 employees to make a triple A game. You do not need 10 levels of hierarchy. You need 20 good and talented people who all know what they're doing and know enough about the other fields they aren't specialized in to communicate with each other. Managing twenty people through a crisis is easy when those twenty people know what they are doing and how to handle themselves. At worst. I have enough room in my budget to hire a few freelancers to deal with specific problems if they arise and my team can't fix it. Bethesda can't do that. The Art team don't talk to the programmers who don't talk to the designers and so on. It's ineffecient, wrong headed and the main cause for bloated development costs. And the people in charge are too scared of failure and too set in their ways to change things.
Anything over 50 is still too big and uwieldy. The whole reason game dev companies have gotten the way they are is they think Manpower+Time=game no matter what. And that's not the case. 5 skilled devs will produce more effecient work than 100 interns. And be cheaper too. And they are still woefully mismanaged as seen by the state of their games. It's not just that "Creation Engine" is only 5 years off of being three decades old it's that no one is being managed effeciently due to high amounts of bureaucracy and miscommunication. Game devs make Triple A games bloated because they feel they have to. The game HAS to have THE BEST FIDELITY! And THE MOST DETAIL! And all these other justifications for spending 7 to 8 digits. It's all a fallacy.Isn't that what Bethesda is known for, though? As I recall, they have only around 200 people in the main team, Skyrim was made by 100. Bethesda is known for being one of the smallest game developing teams in the industry in AAA segment.Part of the problems big companies like Bethesda have is they are too big and the necessary bureaucracy of that slows things down. They think if you just throw money and manpower at a problem it will be fixed. Or if not fixed then those stupid consumers just won't notice. You do not need 500 employees to make a triple A game. You do not need 10 levels of hierarchy. You need 20 good and talented people who all know what they're doing and know enough about the other fields they aren't specialized in to communicate with each other. Managing twenty people through a crisis is easy when those twenty people know what they are doing and how to handle themselves. At worst. I have enough room in my budget to hire a few freelancers to deal with specific problems if they arise and my team can't fix it. Bethesda can't do that. The Art team don't talk to the programmers who don't talk to the designers and so on. It's ineffecient, wrong headed and the main cause for bloated development costs. And the people in charge are too scared of failure and too set in their ways to change things.
This is another Game Dev cargo cult misconception. You do not need every last floor tile to be a hyper realistic 4k texture. Especially with advances in machine learning, You can still make your game look amazing without worrying over every texture that will need to optimised anyway. I agree such texture art needs a large group of people but it is pointless work because most people aren't going to be looking at floor tiles when decent meshes and a nice texture that disguises irregularities will do. Especially as Bethesda's texture work is fucking dreadful anyway even with those extra people. You can still make a game look great on a much more managable budget. Especially if you're not as concerned with games looking hyper realistic. Lots of indie devs release great looking games with sharp detail and they didn't need 100 people working on meshes and textures.Considering what defines a AAA games is stuff like photorealistic graphics, you kind of do. Sure a crack team of skilled engineers can optimize an engine for displaying high fidelity assets, but you still need the raw manhours to create those assets.You do not need 500 employees to make a triple A game.
Also I don't know how much I would take from that article. It seems to me that the journalist's sources are mostly external QA contractors and maybe a couple Austin devs.
I mean, I agree but expensive assets is pretty much what defines a AAA title. You can convincingly argue that indies are better games for their tighter focus but they definitely have to give up some of the pricy features that the big boys advertise. If you consider all that cruft to be feature bloat, more power to you. Better games for less.You can still make a game look great on a much more managable budget. Especially if you're not as concerned with games looking hyper realistic.
graphical realism (beside face anim mo caps)is cheap now and as procedural generation getting better it will get cheaper. what is not cheap and time/talent demanding is building intentional/meaningful structures and quests that ai cannot do. other thing is animations are hard/expensive just like voice acting. beth may release animation tool for modders but some things are not feasible without expensive mo cap.I mean, I agree but expensive assets is pretty much what defines a AAA title. You can convincingly argue that indies are better games for their tighter focus but they definitely have to give up some of the pricy features that the big boys advertise. If you consider all that cruft to be feature bloat, more power to you. Better games for less.You can still make a game look great on a much more managable budget. Especially if you're not as concerned with games looking hyper realistic.
I don't know if you've noticed, but a very old school genre of gaming called "sports" is highly dependent on one's motor reflexes as well as broader strategies. These "sports" are still well-designed games and fun to play even if your execution is poor. And this is coming from a 4th-year JV kid (which is American for "sucks at sports").mario and most 2d/platformers (beside those pvp i guess, but 2d space limitation and lack of fog of war are issues there too) are very bad games/bad examples of using simulation in warfare as they are usually based on low level pattern memorization rather than advanced sandbox to model and deploy/test strategies. mario dosnt reward thinking, just memory and reflex.
Their team could be on the smaller scale, but each AAA company bloats their already large teams with an army of contractors as well. While I'm sure that Bethesda does everything to cut corners, I don't doubt that they also use a lot of them.Isn't that what Bethesda is known for, though? As I recall, they have only around 200 people in the main team, Skyrim was made by 100. Bethesda is known for being one of the smallest game developing teams in the industry in AAA segment.Part of the problems big companies like Bethesda have is they are too big and the necessary bureaucracy of that slows things down. They think if you just throw money and manpower at a problem it will be fixed. Or if not fixed then those stupid consumers just won't notice. You do not need 500 employees to make a triple A game. You do not need 10 levels of hierarchy. You need 20 good and talented people who all know what they're doing and know enough about the other fields they aren't specialized in to communicate with each other. Managing twenty people through a crisis is easy when those twenty people know what they are doing and how to handle themselves. At worst. I have enough room in my budget to hire a few freelancers to deal with specific problems if they arise and my team can't fix it. Bethesda can't do that. The Art team don't talk to the programmers who don't talk to the designers and so on. It's ineffecient, wrong headed and the main cause for bloated development costs. And the people in charge are too scared of failure and too set in their ways to change things.
First, it was Oblivion with guns. Now it will be Daggerfall with spaceships.
I honestly believe the entire reason behind the delay of Starfield is because they want to polish the game enough as to not anger the execs at microsoft and make them do to bethesda what they did to obisidian.Unless it releases in a state even worse than their previous games I feel like this is going to be their biggest game since Skyrim.
Despite many of the locations in Oblivion, Fallout 3, Fallout 4, Skyrim, having a ton of copy-paste looking areas, they still had unique locations to explore, even if those locations inevitably end up becoming slashing/shooting galleries.I would however think having a bunch of different planets will see a return of some more interesting looking locations.
I honestly believe the entire reason behind the delay of Starfield is because they want to polish the game enough as to not anger the execs at microsoft and make them do to bethesda what they did to obisidian.Unless it releases in a state even worse than their previous games I feel like this is going to be their biggest game since Skyrim.
Despite many of the locations in Oblivion, Fallout 3, Fallout 4, Skyrim, having a ton of copy-paste looking areas, they still had unique locations to explore, even if those locations inevitably end up becoming slashing/shooting galleries.I would however think having a bunch of different planets will see a return of some more interesting looking locations.
they were still there, and i highly doubt Starfield will be any different, Bethesda has clearly gained tons of money from doing what they do, and they haven't seen a single reason to stop, even those who hate their games eventually purchase it, whether it be on release, or two years from release, and that's my point. bethesda doesn't have some secret employee there who views each customer complaint individually and the reason being is that they've done the same game with the same design philosophy as before, and it always earned them a massive amount of money so in which case they see their method of developing video games to be perfectly fine. Despite the lots, lots of flaws many of the fans have highlighted about their games, and it's also not a coincidence how 90% of gameplay they highlighted in the trailer was shooting.