Spyke

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Former Starfield dev says all decisions on Bethesda RPGs "run through" Todd Howard: "He would hate, hate, hate me for saying that"

I've read similar things about the development of Morrowind, about creative decisions needing to get past Todd, in this excellent article about its development.

Here are some quotes from Michael Kirkbride:

The game was originally set in the Summerset Isles. And then we got bored and decided, “Man, this is really boring. How about we put it in a volcano with like giant bugs everywhere?” And people were like, “What?” So Todd Howard — the easiest way to get anything past Todd, at that time, was you basically just had to say “Star Wars.” Which was true for me and anybody then. So I was like, “The game should be like Dark Crystal meets Star Wars.” And he was immediately hooked. I got all the bug creatures I ever needed, we moved it from Summerset Isles to this weird dark-elf place on the map, and we just went from there.

I used to have this thing with Todd, because he was one of the ones that’s like, “Let’s not make it too weird.” So I’d bamboozle him. There was a period where I would actually draw two different versions of a monster — the one that was weird and that I wanted to be in the game, and then one that was fucking crazy. And so I’d go to Todd, and I’m like, “OK, I think I’ve got the mid-level creature set.” And I’d show him a picture. He’d be like, “Nah, dude, that’s crazy.” Then I’d go back to my office and I would act like I was drawing something new, and I’d just come back with the original drawing of what I really wanted to be in there. Like, “Hey, is this what you were thinking?” And he’d be all, “Oh, yeah, that’s much better. That’s great.”

I can definitely believe his influence has become immense following the studio's success - though it definitely feels like he needs to hand the reins over to somebody else.

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Minimizing instance defederation now

I think a perfectly acceptable line to draw is "Is it reasonable to expect a large majority of the people on this instance would want this other instance blocked?" If the answer is yes, block them. If somebody has a problem with that, move to a different instance.

I don't really understand what the problem is.

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Peter Molyneux is ready to disappoint us again with his latest game, a blockchain-based business sim

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Why all the hate towards this guy?

As time went on, he developed a reputation for big promises and hype and underdelivering - viewed by some as straight up lying. He arguably killed the Fable brand. He presented a tech demo for the launch of the Kinect that was thought to be a real game, that was mostly smoke and mirrors. Following Fable 3's poor reception, he makes his own company and hypes up "Curiosity", essentially a bad clicker game with a promised prize to the person who gets the final click. The tech was bad, and the "prize" was supposedly a share of the revenue from their following project Godus. That project was not good (which was only expected to be at all due to his penchant for inflating expectations), and the cherry on top was that the person who won the prize for the aforementioned Curiosity game never received a dime.

After that, people stopped caring.

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What's the best response to someone who believes in hard determinism but also uses this to deny responsibility for any immoral actions they commit?

I'm a fairly hardcore/radical determinist, and tend to agree that individuals shouldn't be held morally responsible for actions, any more than a hammer is morally responsible for driving a nail. However, that does not mean people should be free from consequence. There are plenty of reasons - even as a hardcore determinist - to hold people to account for their actions, either as a social corrective mechanism, public safety, deterrent, or personal sanity.

As for getting their actions to align with your morals, that's a more complicated question that depends on the type of person they are.

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What trait instantly makes you despise a person beyond belief?

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I understand the sentiment, but there are things not worth knowing. I don't care who was drafted in 1987 by the San Diego NFL team. I don't care about the extras who appear in the 1957 film Witness for the Prosecution. I don't care what you had for breakfast. My point is, I think your issue is less about curiosity, but of values. People who don't value the things you care about, or worse, don't even value the things they purport to care about.

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Fellow atheists: How do you know your senses and reasoning are reliable and valid? How do you know that you know anything? Solipsism vs Nihilism

is all knowledge based on faith

It's based on assumption, not faith. If we can trust our senses, and if things will continue to be as they have been, then the things we are learning have value. As long as you can recognize that everything could in theory end or completely change at any moment, it's not blind belief.

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What is your unpopular flim opinion

Gonna try to phrase this an inflammatory way:

People who like bad movies have been conditioned by consumerism to not appreciate art. They believe spectacle, humour, and a tight plot are 'good enough', and they don't value thoughtfulness, novelty, beauty, or abrasiveness nearly enough. Film is more than a way to fill time and have fun. Film is more than an explosion, a laugh, and a happy ending.

On an unrelated note: Mad Max: Fury Road is one of my favourite movies.

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Starfield Is Bethesda's Lowest-Rated Game On Steam

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I believe it amplifies some of the worst aspects of their games. If I think back to what I liked about Oblivion, it was a world that felt lived in. Objects had purpose, characters had homes, content was discovered. It relied a lot on procedural content, but it felt like there was a strong level of cohesion between the procedural elements and mechanics. The disparate aspects of the game fed into one another. With Starfield, you get this huge increase in scope, but each individual part feels kind of empty and boring and clunky and slow.

Here's a contrasting example:

In Oblivion, imagine if you wanted to steal something from a vendor. You have to wait for night, you have to pick the lock, items have actual value, you have to stealth in case they catch you, you know if they can see you, there are other things to do in the city in the meantime, and during all this you might find something unexpected along the way that completely tangents you off into a different direction. All these elements come together to create interesting player stories, and none if it needs to be tied to any guided narrative.

In Starfield, all of these elements fall apart. The scope of the game means you're constantly fast travelling from location to location. No single location has too much going on, and half the time what is there is sending you back out to space anyway, so you never really feel much connection to any physical place. The relative value of items is totally skewed because of the scale of ship related expenses compared to anything else, so what's the value of stealing a cool rock? It's also very difficult to tell relative weapon/item quality at a glance. I know that a steel sword is better than an iron sword; I have no clue why a Reflective Terrablazer is better than a Targeted Blurgun - and the default weapons usually don't matter anyway because I would much rather have cool modifiers. The stealth and lockpick mechanics are both behind skill tree unlocks, so you're far less likely to engage with those mechanics in the first place. The shops are all open 24/7 (I think? honestly don't even know) so the day/night cycle seems irrelevant, so sneaking in to the shop is a no go, and I feel pretty limited in lockpicks and don't really know where to reliably buy than a few at a time. And you never, ever, find anything surprising or compelling, and if you did it would be reduced to a quest checkbox.

So to summarize: I don't know who I'm stealing from, I don't know why I would care to steal anything, it's not obvious how stealthy anyway I am unless I skill into it, it's not worth using my lockpicks, I'll never be caught, and their door is always open. There's zero motivation to actually engage with the world in a way that makes it feel alive. But it's critical to note: all those systems are still there! You can do all this stuff in the game! But because of how things are structured, even though the game on a fundamental level is extremely similar, the way you interact with it is totally removed from the kind of emergent fun that makes exploring those worlds so fun. It's just a smooth path of monotony to the next thing. The systems often amount to less than the sum of their parts.

Now I'll admit, some of this could be on me. Maybe I've changed. It's possible. But man, I tried. Hey, what's that cool cave on this planet? I'll go check it out! Oh uhh, it's nothing? There's... a dead crab and a box with some old glue? Okay I guess?

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Amazon tells managers they can now fire employees who won't come into the office 3 times a week

This is a tangent, but you ever think about how arbitrary the week structure is? Like, if weeks were 6 or 8 days long, it would be a big shift in work-life balance regardless of how you split the days up. But thousands of years ago we decided on 7 and it just kind of stuck.

Assuming 8 hour days, here are some different splits for on and off:

  • 3 on 1 off: working 25% of the time
  • 5 on, 2 off: working 23.8% of the time
  • 4 on, 2 off: working 22.2% of the time
  • 5 on 3 off: working 20.8% of the time
  • 4 on 3 off: working 19.0% of the time