Comments 154

Re: "This Whole Thing Has Just Been A Slap To My Face" - Dreamcast RPG Tricolore Crise Just Got An AI Fan Patch, & People Aren't Happy

Thad

@AllieKitsune But the flipside of that is that there are only so many person-hours and if you devote yours to a project someone else is already working on, that's time you could be spending on an original project.

I mean, obviously people are free to spend their time however they want and they don't need permission. But I do think "what can I do that isn't already being done?" is a perfectly valid question to ask before setting out.

Re: "This Whole Thing Has Just Been A Slap To My Face" - Dreamcast RPG Tricolore Crise Just Got An AI Fan Patch, & People Aren't Happy

Thad

I'm not necessarily averse to AI as a translation tool if no other option is available; an AI translation is (hopefully) better than nothing.

But releasing an AI translation to compete with an actual, in-development translation that people are putting real work into is a bad look. You're not helping.

There are lots and lots of untranslated games out there. Choose one of the many options that people aren't already working on.

Re: "I Overestimated My Ability To Deliver" - Infamous Kickstarter 'Project Phoenix' Is Alive, But It Might Not Be Out Until 2031

Thad

@Sawboss It was early days and I don't think we'd quite gotten the hang of this whole Kickstarter thing yet.

Between this and Mighty No. 9, I learned an important lesson about contributing to game Kickstarters: don't.

(MN9 at least managed to release. Though maybe they should have spent 12 more years on it.)

At this point I've got two criteria for backing a Kickstarter project: either the work is already finished and the campaign is just for manufacturing and shipping, or the person/group doing it has a track record and has delivered in the past.

(And sometimes even a project that checks both those boxes still disappoints. I kicked in on Dynamite Comics' campaign to reprint some old Gargoyles comics and they ended up delivering a subpar product over a year late. I don't know how that happened but my best guess is they subcontracted it out to some other company that didn't have Dynamite's production pipeline or experience.)

Re: "Instead Of The Vita, We Should've Made PSP 2" - Shawn Layden Sticks It To Sony's Last Handheld

Thad

@-wc- I think what he means to say is that the kinds of games that are successful on other handhelds didn't use or need the control gimmicks the Vita had and that those features added to the price tag without being worth whatever gameplay innovations they brought to the table.

He's not necessarily wrong but gyro and touch controls have certainly proven popular on other systems; it's really just the back touch that seems to have been a deadend. And I don't think any of those things were as significant a drawback as the expensive proprietary memory cards.

Re: "The Only Way To Make A Better Internet Is To Build It Ourselves" - Say Hello To The AI- And Algorithm-Free Warp Point

Thad

@HammyHavoc This does seem to be one of those "reporting something we just read on ROM" articles.

Which I don't judge too harshly. Online publishing is a tough business and not every article is going to be unique. (I haven't read AV Club in years but I know for a long time they were under pressure from their corporate owners to do a feature called "Great Job, Internet!" that was basically describing stuff they saw on YouTube.)

Re: "It's Always Disappointing When A Game You've Been Working On Doesn't Come Out"

Thad

@Johnny_Arthur If they're working on the compilation, sure; they'll get paid for the new work. But as for whether the original devs get any kind of long-term profit interest in an old game, that's pretty rare. Most game development is done on a work-for-hire basis with no profit-sharing incentives. That goes double for licensed games; Mattel doesn't want to be responsible for paying out royalties decades after their contract with the licensee is up.

There are cases where developers might get a new paycheck for the rerelease of an old game, if the developer actually owns the copyright (like Jordan Mechner owns Karateka, and Jeff Minter owns most of the Llamasoft games), or if it's a particularly generous (probably small) publisher that made profit-sharing agreements with its devs. But for a licensed game owned by Mattel? I really doubt it.

Re: "I No Longer Wish To Spend My Limited Free Time Dealing With Negativity" - Sega Mania Kills Sonic The Comic AI Fan Remaster

Thad

@ojisan Yeah, using AI tools in upscaling and restoration isn't an inherently bad thing but you have to use the right tools and tune them correctly. It may not require the same level of time and effort as restoring everything by hand, but it does require expertise and attention to detail; if you just throw the files into a batch job and call it a day, the result's going to show that.

Re: Interview: "We Were Doing Nintendo A Favour" - Former Sega Head Of Marketing Al Nilsen on Genesis & The Birth Of 'Sonicmania'

Thad

> Mike [Katz, the former president of Atari at the time]

Wait, was he the former president of Atari at the time, or was he the president of Atari at the time and he's the former president of Atari now?

"Former president of Atari at the time" implies that he'd been the president, wasn't anymore, then became the president again at some later time, like a Steve Jobs situation.

Re: 'The Tetris Story' Aims To Chart The Incredible History Of "The One Game Nobody Can Ever Put Down"

Thad

@breach187 "This story's already been told, find something else" is a pretty weird way to look at history.

There's more than one way to look at past events. And while there are a number of resources dealing with the history of Tetris, the narrative to this point has been dominated by the Tetris Company's version of the story. There is a value to an outside perspective.

Re: "How Embarrassing" - Sega's Getting Some Serious Blowback For Using GenAI In Crazy Taxi: World Tour

Thad

@cyxceven "Not exactly sure how different it is to have AI assist with BG element design, or drawing/tiling over the big collections of reference materials SEGA has amassed over the years. As long as the AI used isn't trained on other people's stuff that they don't own, it does not seem so bad."

Is your argument that if Sega didn't have AI, they'd just reuse old assets and not pay the original work-for-hire artists for that, either?

Because, I mean, even if you're right that's...not a great defense?