MRY
Wormwood Studios
I share the sentiment. I’m curious whether (if you play it) you will think it is reasonably integrated or not. Obviously I thought it was.
Which hints did you find?I quickly discerned the token hints of cancer
Very nice words from all. It is a little weird for Primordia to go from being whipped by journos to being the whip they use to thrash Strangeland, but so it goes.
The mouse wheel might be used elsewhere but I wasn’t aware of any when proposing it to James. The smoothness compliment is a nice one to hear; it owes a lot to James in the first instance and then our tireless testers.
We experimented with having an "open inventory" option in the wheel itself, which proved to be more annoying than helpful. In another game, I might have clicking on the main character open inventory. Not sure.One slight issue with the mouse wheel inventory is that I kinda forgot to check if there was object combinations available, which are slightly more obvious when using the usual inventory. But that's a minor issue and more down to a player who's not playing a lot of adventure games and I don't see how you'd fix without removing the wheel (which is a good QoL feature).
RPS describes SL as "marmite-y" and I feel like a phone just rang in my head and Abe Goldfarb hissed, "How do you like incomprehensible references now, you idiot?"
I think Croteam's move is less an anti-piracy measure than it is a piece of performance art designed to attract paying customers to the game; of course they know pirates will work around it, and I can't imagine that they think that it will deter piracy. They probably don't even hope that it will cause a single pirate to buy the game, though I suppose some small number of them might in a touche kind of hat-tip. Rather, the audience is people who have already paid, who will feel better about having paid because they can laugh at pirates, and people who haven't bought the game but will hear about it, and/or about the developer, in a way that will make the game and/or developer seem clever. This seeming cleverness could attract customers to the game.
In my view, current technology does not offer a feasible way to stop piracy of traditional single-player games, so I don't think it's worth pretending otherwise if you're a developer. You have to accept piracy and work within a reality in which people can get your game for free almost as easily as they can buy it. That said, I think it's mistaken to believe that piracy harms no one. Pirates also need to accept reality, and reality is that widespread piracy causes major developers to implement DRM that harms the gaming experience in various ways. Even assuming piracy imposes no other costs, it worsens games in that regard. Moreover, the perception -- whether fair or not -- that piracy suppresses sales is probably a significant cause of various trends that have worsened games, specifically increased movement toward: (1) consoles; (2) games with inescapable online integration or at least an online-experience priority; (3) F2P with microtransactions; (4) "early access," crowdfunding, pre-ordering, and other ways of locking in money before piracy can conceivably suppress sales; and (5) using post-release patching (which is to say, premature release) to encourage legal purchasing. It's impossible for me to quantify the effect, and maybe I'm spinning a just-so story, but it certainly seems to me that the two are related. As someone who grew up in the age of standalone, well-made single-player game, it's distressing to see that type of game being relegated to a niche. Of course no individual act of piracy is responsible for this state of affairs, just like no individual purchase is responsible for a developer's financial well-being, and at least in certain circumstances it's hard to be annoyed at someone for pirating a game. Holding all else constant, as between someone pirating Primordia and not playing it at all, I'd much rather they pirate it.
As I get older, I'm slowly coming to the view that the market is the best system for pricing goods but that an individual participant in the market should not give controlling moral weight to the market. In other words, that customers are willing to pay a certain price does not necessarily mean that you shouldn't sell it cheaper, if you can; that sellers are willing to sell at a certain price does not necessarily mean you should offer not a penny more. I wish more developers would stop charging for their games when they can afford to give them away (esp., with older games), and I wish more gamers would not pirate games when they can afford to buy them.
Well, piracy is no more inevitable than DRM;* both are the result of people making decisions, not immutable laws of nature. (* DRM might be easier to stop because there are fewer decision makers, and those decision makers can more easily be held accountable, of course.) All I'm saying is that pirates who say, "We aren't hurting anything!" are factually wrong even if you accept the premise that they would never have bought the game.In other words, piracy is inevitable but they are too stubborn to accept that reality
When successful companies engage in some behavior that seems obviously foolish -- or when large numbers of people make choices that are seem plainly wrong -- I tend to try to second-guess my own assumptions. (For example, if you think, "Disney's decision with respect to Pixar/Marvel/Star Wars is dumb even to me, the company clearly doesn't know how to manage a brand!" -- and who hasn't thought that at some point? -- it's a useful corrective to remember that Disney has long successfully managed brands, while we never have.) So, for example, it seems to me quite possible that companies have gone through an analysis like: (1) DRM makes things worse for our paying customers; (2) DRM also makes things harder for pirates; (3) we've run the numbers and only a small but vocal minority of paying customers will actually stop buying because of DRM; (4) by contrast, a relatively large number of stupid people will be unable to pirate the game. I mean, I haven't run any such numbers or wouldn't even know where such numbers would come from, but it seems possible.Makes me wonder how they even manage to stay in business with such poor decision making.
As someone who scrupulously buys products -- since I don't watch/read/play all that much any more, it's not too expensive -- the thing that amazes me most is not gaming DRM but the unskippable shit on DVDs. BBC repays my courtesy in buying their product with a semi-unskippable set of ads, an unskippable FBI warning, an unskippable "commentaries are not our official policy" warning, an unskippable logo sequence, and then slow-ass menus. This is true for basically every company. (Disney is in some ways the most outrageous, announcing that their DVDs are "equipped with fast play" that can be "bypassed by pressing menu"; "fast play" actually means that if you press nothing, you watch a long series of ads, while pressing menu puts you through an unskippable series of warnings.)
Galactic Civilizations 2 is a decent example, but despite what they claimed, it did have a form of DRM, namely the release of a piece of shit game that required dozens of week-one patches that could only be downloaded with a valid purchase. Of course the patches were themselves ultimately cracked, etc., but as far as a I know, no developer has set it up so that pirates enjoy a game no worse than bona fide customers.At this point I'm waiting for a big developer/publisher to release a good game with no DRM whatoever and enjoy massive success, just to see the faces of all the "b-but it's a necessary evil!" people.
For myself, I've always tried to help Primordia pirates when I see them on Twitter, etc., mostly for the performance-art reason.
Obviously it would be a dumb price point. (Most prices are set to maximize revenue, so it's all greedy.) My point is that people pirating has less to do with actual inability to afford it and more a visceral reaction to whether they are being overcharged. Such small frauds are endemic (like people lying about their kids' age at Disneyland, etc.). Sometimes people cheat because they cannot afford not to, but a great deal of it (including piracy) comes when people think that the party benefiting from the rules is overreaching. "You're telling me that a game that can be won in 3 hours is worth $60? Fat chance!" Etc.But piracy is at least somewhat responsive to pricing and availability -- for instance, I suspect more people pirated music before iTunes was available because there was no quick and easy way to digitally purchase a single song. If iTunes raised its prices to $5 a song, more people would go back to piracy, I'm sure. Not because they couldn't afford the music, but because if they feel like the seller of an infinite good is being too greedy, their already low moral inhibition on piracy will be overcome.
5 usd a tune would be extremely greedy and stupid though. Let's say a normal album has 10 songs, so 50 bucks for an album? That would more than twice the cost of a new LP.
Wikipedia article on iTunes says songs there cost 99 cents and albums 9.99 usd, that's already near (or even equal to) the price of a CD. So their prices are as high as any non-retard would pay as it is, any higher and it would be cheaper to just buy the CD.