dillekant

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Starfield design lead says players are "disconnected" from how games are actually made: "Don't fool yourself into thinking you know why it is the way it is" (www.gamesradar.com)

apparently this is in response to a few threads on Reddit flaming Starfield—in general, it’s been rather interesting to see Bethesda take what i can only describe as a “try to debate Starfield to popularity” approach with the game’s skeptics in the past month or two. not entirely sure it’s a winning strategy,...

dillekant,

100% this. The whole process of creation and critique goes way back to the dawn of film and probably before. The entire construction of positions and job titles (creative director, design lead, etc) all draw from these theories. This requires the critique to be separate from the process of creation.

Idea for disrespecting cars

OK so I came up with a slightly crazy idea. Do you know how cars are emblazoned with logos and emblems? Like the brand name (Toyota), the car name (Kluger), engine and other doodads (V6 etc etc). What if we made like jokey versions of these to replace on our cars? Like make a Toyota logo but it looks a bit more like a penis....

dillekant,

Wait that lawsuit is still going on???

dillekant,

I think this is less corruption and more vanity. There are a lot of charitable organisations out there who will routinely donate over a million dollars. They’ll get a hospital wing or entrance or statue or something named after them. I think compared to those charities, open hand is incredibly small.

My guess is their strategy was to do a bulk donation to get some kind of recognition for their mum. They were probably hoping they’d have much larger sums in a shorter time, and then time just kept on going.

The problem is, that would have been fine if it was their money they were doing this with, but they’re doing these shenanigans with other people’s money, and now open hand is probably done for as a charity.

dillekant,

Putting aside apocalyptic cli-fi, Solarpunk specifically and optimistic cli-fi is meant to keep the same space as hard sci-fi, the kind of imaginative work which spurs budding scientists with new ideas, just as cyberpunk did for computers or space sci-fi did for space research. There was optimism about a possible future world, and we largely built it.

I just think the “direct action” the writer talks about is fighting against something, not fighting towards something, and the latter is what we need.

dillekant,

I think a lot of arguments put money at the root. The point of money is to remove context from the equation. The example is:

  • I will bake you a cake because I like you, but
  • I will not bake a cake for the king because fuck that guy.
  • Oh wait he’s threatening to kill me.
  • The king is annoyed that he has to threaten to kill everyone all the time.
  • King invents money and taxes. Now he only threatens people who don’t pay tax
  • He has money so he can ask baker to make him a cake.
  • Baker now has no option. Money is effectively a proxy to violence
  • Baker has to buy cheaper flour from his enemies across the river
  • Enemies across the river get flour from slave labour and profit massively
  • Globalisation.

So, money is the tool, yes, but it’s also how the king can be completely evil and get away with it. Being evil in non-fungible, but you can turn that into money, which is fungible.

dillekant,

the King could very well go through Martha, that everyone loves, because “she doesn’t do politics”.

What do you mean “go through”? You mean Martha would just do the King a favour by asking everyone for cakes and things? And Martha would do this because??? Remember the King needs to do this at scale, so eventually I think people would get sick of Martha asking for everything all the time.

the threat of violence was there

Yes, that’s what I said, but the king needs some way to be a middleman between soldiers and cake. Otherwise the soldiers can just be warlords. Yeah, kings do try on the whole “we are ordained by god” or whatever, but I think the only thing which sticks is the knife.

Money starts being necessary at the scale where you do not know all the people

“necessary” would imply that it would exist without the king, which is not the case. Not knowing the people means not knowing the context. My whole point is: “The point of money is to remove context from the equation”. It doesn’t matter that my flour is from slavers. Money launders the context. The only people who actively want to do this are bad people.

They don’t do it through money (if we talk actual slavery) but through weapons, whips and chains

Err no, they do it through money? Almost all slavery today happens through a debt.You could call the debt “made up” or whatever, but the intent of the debt is to claim that the slave could theoretically pay it off and then they are free. It’s not an equal contract.

Money only has the purpose of exploitation, it is only a proxy for violence. If you didn’t have to pay your debts, then how exactly would a monetary system work?

dillekant,

Mia Mulder did a video I’m just going to link that.

dillekant,

Solarpunk is a Science Fiction genre. I don’t think the Hippie movement was a sci-fi genre?

dillekant,

It’s all right dude just think solarpunk thoughts. We are going to be ok.

deleted_by_author

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  • dillekant,

    My issue is who is driving and what the roads look like. Somehow the government still pays for roads? No road rolls? Petrol / biofuel at reasonable prices? All cars aren’t for the ultra rich?

    dillekant,

    TIL. Nevertheless, it must cost a lot more than it does in game.

    dillekant,

    I’m sorry but this is rubbish. It’s a hellscape but also very fun and easy. The government or similar entity still pays for road infrastructure. Biofuel is cheap or free (do you ever fill up in game?). Hellscape but your character isn’t effectively a chattel slave and you don’t have any debt. At least have the design explore the problem. Make it so if you use a car in your heist you will end up losing money. Do something with the premise. Anything. Don’t be like “whee this is fun and consequence free wow this is a corporate hellscape”

    dillekant,

    Upvoting. Thanks for understanding my premise. Firstly, there are a lot of cars in the game, and you can still carjack, and the requisite physics must exist. You are a cop, so obviously cop chases don’t make sense, but an enormous amount of time and effort was put into driving given it’s got nothing to do with the game.

    dillekant,

    All the stuff you talk about is either hard sci-fi, or an inch away from hard sci-fi. A car that is efficient and makes a vroom vroom noise is not hard sci-fi. It’s fantasy.

    it’s not like 20 eddies a litre would be cost prohibitive anyway? You drop 10-15k on implants all the time.

    This part is a fair point, you are incredibly consequential in the world, but that kind of adds to the idea that a car is not something everyday people can afford.

    dillekant,

    Any game where the AI cores of modern GPUs are used for actual AI and not graphics.

    dillekant,

    The AI cores? I’m pretty sure they’re for AI right?

    dillekant,

    it’s not the game that does it, it’s literally the graphic cards that does it The game is just software. It will execute on the GPU and CPU. DLSS (proprietary) and XeSS (OSS) are both libraries to run the AI bits of the cards for upscaling, because they weren’t really being used for anything. Gamedevs have the skills to use them just like regular AI devs do.

    By AI here I mean what is traditionally meant by “game AI”, pathfinding, decisionmaking, co-ordination, etc. There is a counterstrike bot which uses neural nets (CPU), and it’s been around for decades now. It is trained like normal bots are trained. You can train an AI in a game and then have the AI as NPCs, enemies, etc.

    We should use the AI cores to do AI.

    dillekant,

    what is the benefit over just using classical algorithms

    Utilisation. A CPU isn’t really built for deep AI code, so it can’t really do realistic AI given the frame budget of doing other things. This is famously why games have bad AI. Training AI via AI algorithms could make the NPCs more realistic or smarter, and you could do this within reasonable frame budgets.

    dillekant,

    so perhaps the AI will have to be tuned down based on the hardware they run on…

    Yes, similar to Raytracing which still needs a traditional pipeline, with AI you will have “enhanced” (Neural Nets) and “basic” (if statements).

    dillekant,

    He has denied their denial.

    dillekant,

    Fair point, but having not read the comics, I can hardly copy them unless I pirate the original comics now can I. The author would probably be on board with me doing that.

    dillekant,

    If you’re not paying for it, you’re the product.

    Wait no… it seems like capitalists will charge for whatever they can get away with. Those bastards!

    dillekant,

    🤣 true dat. I guess the capitalist fiction we have to swallow every day is even more infuriating.

    dillekant,

    I want to separate my critique from a critique of Solarpunk itself. I love the stories and I want to see more, but the “and then everyone came together and held hands and now we have paradise” trope is bad.

    As for fantasy, I think other than the hardest of science fictions, we need a bit of fantasy, if only because no one can really create a future world from whole cloth and have it obey the laws of physics and social dynamics. It’s just too hard. So some unrealistic stuff is OK, but That One Trope!

    dillekant,

    Yes.

    dillekant,

    I don’t mind optimism. We can be optimistic, we can have happy endings, we can have decent beginnings, but it doesn’t need to be one beat. I haven’t read The Postman, I’ll put it on the pile.

    dillekant,

    Nice. Love it!

    dillekant,

    Nice. It’s on the reading pile :)

    dillekant,

    The Series S and X are extremely similar hardware wise. Games really just need to scale to fit the two targets. The real issue is that the games and game makers which MS owns largely use a lot more CPU power, which doesn’t really scale down as easily as GPU power. Having a PC game maker act like a console game maker is the real gap in skillset, not the dual targets.

    dillekant,

    The S only has 10GB of RAM compared to 16 in the X,

    Yes, and the Switch is an ARM based architecture, the 360 was a PowerPC. Architecturally, the S and the X are very similar. Your argument seems to be “The Series S is slower and has less RAM”, which is true, but games should just scale properly. Lower res and lower framerate targets should work. They aren’t working because the game probably doesn’t scale across some critical axis. That’s basically a bug and they should fix it.

    I think it bothers people because they think that Series S is “holding back” Series X, which is simply not how it works. Fixing things fixes them everywhere. Series S makes Series X games run faster and better.

    dillekant,

    I don’t think there are palette limitations, but many games are running on the Series S at SD with FSR upscaling to 1080P. Quality wise they do look acceptable. See Immportals of Aveum as an example

    dillekant,

    I don’t think anyone in these comments has worked in gamedev.

    dillekant,

    who decided that it’s a good idea to have less RAM on the Series S than on the Series X…

    Supply chains are complicated, and MS probably did their due diligence to ensure minimal blockages. From seeing the memory structures of newer video cards, I’m pretty sure there are supply constraints to memory to think of.

    Honestly I think gamedevs leaning on memory this hard instead of compute is a mistake. You can have intelligently tiled, procedurally generated textures and have a lot more of them, but instead everyone is leaning on authored content on disc. This goes against industry trends in non-game rendering where procedural generation is the norm. If Doom Eternal can look that good with forward rendering, there are no excuses.

    My main beef with the hate on the Series S is that both times it’s been a big deal (BG3 and Halo Infinite), it has been split screen which has held back shipping. The community would be as justified going after split screen as they are going after the Series S.

    dillekant,

    OK so this is now offtopic for the conversation, but…

    However, that’s not the way artists traditionally work.

    To some extent, it’s authoring tools which affect how they work. A procedural materials pipeline can help them compose on top of already procedural content. In a way, you could see PBR as a part of that pipeline because PBR materials are physics modelled. Having said that I do take your point, even building out that pipeline takes time. Creating a PBR materials library is not super easy, and obviously organic stuff is very hard to model as a material.

    meshes made up a significantly larger amount of RAM usage

    From watching blender modelling, I thought the pattern was to have minimal rigging on the base mesh and then tesselation via normal maps + subdivision (apparently this is very doable even with sculpting). Obviously for animation you need a certain quality but beyond that I thought everything would be normal maps, reflection maps, etc etc.

    dillekant,

    TIL for no tessellation on skeletal meshes. I hope over time Unreal / Epic will put some effort in on minimising memory usage, even though I know they “just” got done with Nanite and friends.

    dillekant,

    “I want shorter games with worse graphics made by people who are paid more to work less and I’m not kidding”

    dillekant,

    It’s from a tweet. It’s earnest. You can google the quote to get more context.

    dillekant,

    If Rambo The Video Game (2014) was made with the tech of today, it would look much better while costing the devs the same amount of time.

    I don’t think this is quite correct. A while back devs were talking about a AAApocalypse. Basically as budgets keep on growing, having a game make its money back is exceedingly hard. This is why today’s games need all sorts of monetisation, are always sequels, have low-risk game mechanics, and ship in half broken states. Regardless of the industry basically abandoning novel game engines to focus on Unreal (which is also a bad thing for other reasons), game production times are increasing, and the reason is that while some of the time is amortised, the greater graphical fidelity makes the lower fidelity work stand out. I believe an “indie” or even AA game could look better today for the same amount of effort than 10 years ago, but not a AAA game.

    For example, you could not build Baldur’s Gate 3 in Unreal. This is an unhealthy state for the industry to be in.

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