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Cake day: June 13th, 2023

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  • OpenMW is literally the recreation of the Gamebryo engine. The goal is to rebuild the engine on modern architecture so you could get the Morrowind experience like it was 20 years ago (with some modern functionality like better draw distance). And you also get the added bonus that some Morrowind mods, like Tamriel Rebuilt are compatible with OpenMW.

    You may want a remake but for anyone wanting the OG Morrowind experience OpenMW is probably the best solution.


  • Yeah, I would always pick the law over the union. I once had an employer try to fuck me over the pettiest thing. they had incorrectly, probably deliberately, terminated my contract so that I was ineligible for unemployment benefits. They don’t pay that benefit and it takes them literally 5 minutes to fix it, so it pretty much would cost them nothing to make that change. But it meant the world for me because that would’ve been the only way for me to put food on the table. I argued with them for days and the entire time they’re gaslighting me with “You don’t know what you’re talking about, we did everything right. Nothing is wrong.” Eventually I got fed up. I told them “I don’t need to deal with this shit. Give me the official reason why you can’t change the reason for me termination. I’ll forward it to the labour office and you can deal with them.” literally the next thing they said was “fine, we’ll fix it.” and 5 minutes later it was done.

    I imagine a union would’ve also helped me in that scenario, but I enjoyed the safety of knowing I could stick the law in their face and tell them to eat shit. My opinion is that worker unions are great but labor laws are even better.



  • Because it’s largely irrelevant? If someone says “This is the best lock you can use on your front door” and someone else replies “not if you leave the key in the lock” do you think that’s a important thing to mention? No lock is safe if you leave the key in the lock. Maybe it’s important to remind people that you shouldn’t leave your key in the lock, but that statement says nothing about the security of the lock.

    Similarly maybe it’s important to remind people that their phones might already be rooted, but that statement says nothing about whether Signal is good or bad from a security point of view.








  • There are upsides and downsides to everything. Open votes means it’s harder to manufacture consent. That’s something someone on Reddit could do, where they bot vote their own content to the top of the feed and nobody would be none the wiser because you don’t know how and when someone voted. And it’s not really a “could do”, it’s something that (at least a few years ago) happened regularly.

    But on Lemmy voting is open so if someone starts up a bot farm to push their content to the top it is (relatively) easy to discover.


  • I’ve been saying for some time that the biggest reason ray tracing looks lackluster is because it’s being held back by games needing to support rasterization. We’ve mastered rasterization which means any scene you can rasterize will look almost identical to a ray traced scene. And you don’t see scenes where ray tracing would blow your mind because those scenes most likely can’t be rasterized, which means they don’t added to the game. So for the end user ray tracing looks kinda meh because you don’t really get any significant benefits and the marginal differences between ray traced and rasterized scenes are not worth the performance cost.

    It’s like having a 3D engine but you can only use it for 2D games.





  • It takes time to alter the course of the market. Intel has been shitting the bed with their CPU-s for over a decade and in that time frame the market has gone from something like 95% Intel, 5% AMD to ~60% Intel, 40% AMD. The average consumer doesn’t really care about Intel vs AMD either, but somehow the market has shifted. We just have to hope Nvidia shits the bed for the next decade.


  • GoodEye8@lemm.eetoGames@lemmy.worldEngagement Era gameplay
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    1 month ago

    This is why my online gaming has kinda died off. I don’t really mind matchmaking and I think skill-based matchmaking definitely has a place in actually competitive games, but I miss the communities that get built up around a dedicated server. My fondest memories of multiplayer games come from community servers, because eventually you just know who you’re playing with and it becomes a place to hang out.


  • But the story beat is static, it always gives you the same enemy in the same situation. The nemesis system turns that story beat dynamic. Every time you hit that story beat you get a different enemy in a different situation. It doesn’t give everyone the same story, it gives everyone their story. It’s innovation is how the system sets up stories and ties them into the gameplay. The system is designed to draw you into an encounter with a nemesis, there are multiple outcomes to that encounter. Those encounters become callbacks in the next encounter and so on and on until you’ve create a storyarc against that enemy.

    For example I remember having a nemesis I couldn’t kill with a sneak attack (which was very much my preferred way of getting rid of nemesis I wanted to get rid of). So I had to fight him head on and I set him on fire. He managed to escape while I was being overrun by grunts. One of the grunts slayed me and became a new nemesis. Meanwhile the one that got away gained a new weaknesses to fire. One storyline branched into two storylines. Not only did my individual story born from the nemesis system branch out, the gameplay encounters with those nemesis also changed from the previous encounter. The next time I fought my old nemesis I had a new trick up my sleeve, I could use fire against them. As for the new nemesis, well get to him.

    That’s the innovation of the nemesis system. It’s a story generator that gives you your story and each encounter alters the gameplay for the next encounter. But that’s only the foundation of the nemesis system. The Nemesis hierarchy and relations between them is an extra layer of storytelling. For example that grunt who killed me turned out to become a really annoying nemesis, I really struggled killing him and every encounter only made him stronger. So I devised a different strategy. I ended up turning other orks that surrounded him in the hierarchy and started using them to do my dirty work. In the end I wasn’t the one to slay my new nemesis, it was a different ork (under my control) who challenged him and killed him.

    And final note on what really makes all of it work is the presentation. The orks aren’t just a randomized collection of traits, they’re voiced and somewhat visually unique and whatever randomized outcome they get to at the end of the encounter gets properly presented in the next encounter. The presentation is the glue that ties all those encounters together into one story. You’re presented with an actual nemesis and not just some generic mute and they “remember” the things you did to them before. They feel like a nemesis and not just some randomly generated grunt.

    If you tried it and didn’t see the appeal I’m guessing the game was too easy. I wasn’t impressed by the nemesis system until the orks had a chance to escape or I was forced to retreat or I got killed. The system really opens up and gets interesting when the game gets so challenging that you’re no longer certain what will happen in any encounter.