Comments 76

Re: Tired Of Waiting For Bandai Namco, Someone Has Finally Given Us 'Ridge Racer HD' - But It's Only In Dreams

metaphysician

@ItsAlwaysSunnyyy

The optimistic theory: They realized how abusive Roblox is and decided they didn't really want to get involved in something that was likely to draw bad PR and regulation eventually.

The cynical theory: They hate the idea of even theoretically having to share money with content creators, versus a GAAS where they get all the money themselves.

The most likely theory: The idea simply didn't occur to them, not at a relevant time. They just aren't that creative or insightful.

Re: Tired Of Waiting For Bandai Namco, Someone Has Finally Given Us 'Ridge Racer HD' - But It's Only In Dreams

metaphysician

@MARl0

Depends. In terms of "ceasing to be major ongoing franchises", I'd say its mostly a matter of shifting trends + only wanting to invest in the biggest moneymakers. AAA publishers especially seem to have a bad habit of undervaluing diversity of library. Why spend money on Ridge Racer if racing games aren't doing so well, while fighting games are selling tons- just make Tekken and Soul Calibur. "Great" idea, until you've overinvested in one genre or series, needing ridiculously high sales to pay it back, and the tastes shift again.

In terms of keeping classic games in circulation? I think that's mostly a matter of organizational culture, along with "Are you bad at actually saving your work?" Bandai Namco does seem to be unusually bad about this. You'd think at the very least they'd do some cheap and easy Tekken and Soul Calibur collections for easy money off their marquis franchises, but its like they hate the idea of people buying their old games.

Re: We're Now Entering The Era Of Folding-Screen Gaming Handhelds

metaphysician

@Axelay71

Steam Deck and other handhelds. . . that cost considerably more than a Switch 2. To the degree that, aside from the Steam Deck, none of them are market relevant in the slightest ( remember, even the Steam Deck, by far the most successful handheld PC, has sold such few units that it does not even register in the console market ).

Or, no. No matter whether one random person on an internet comments thread might be willing to spend $600+ on a folding screen Switch 2, the audience in general for such isn't there.

Re: Roguecraft DX Is Coming To The Amiga, Mega65, And Game Boy Color

metaphysician

This does make me wonder: what is the most technically impressive "homebrew" game developed for each console? Which, admittedly, would first require what "counts" and is allowable. For instance, would the Roadblaster "port" to SNES be legal, or would it be disqualified due to using an "expansion chip" that never existed to run CD-ROM data that the SNES could never read?

Re: Best Of 2025: Tomohiro Nishikado On Making 'Space Invaders' And What Makes Games Fun

metaphysician

I think the key that too many people overlook is that older simpler games. . . yes, they may be older and simpler. But that is exactly what makes them work better as learning tools for modern developers. Its not that single screen arcade games are "better". Its that single screen arcade games, or the like, have fewer components and thus bring greater clarity to the game design. You can more readily learn about dynamic difficulty, and how to generate difficulty from mechanics, via something like Space Invaders than from RE4, for example.

Re: Who Created The Term "Metroidvania"? Gaming Historian Critical Kate Tries To Find Out

metaphysician

@Fallingshadow

"Better" is a very dicey word, is the thing. It wouldn't reference specific keystone titles, but whether that's actually a merit in real life is highly debatable. Especially since, while referencing games like Metroid and SOTN might not be "elegant", its also a lot less ambiguous. Whereas "Adventure-Platformer" uses one of the most broad and vague genre labels ( Adventure ), and manages to say absolutely nothing about the navigational focus of actual metroidvanias.

And, regardless of all the theoreticals? Any suggested alternative term has to overcome the fact that 'metroidvania' is jargon we already have and already use. It takes a lot more benefit to justify the greater effort of replacing an existing term, versus creating an entirely new term.

Re: "Retrobrighting" Might Actually Cause More Harm Than Good To Your Yellowing Consoles

metaphysician

As someone whose heard of retrobrighting, but never actually investigated how its one: so it involves using hydrogen peroxide? Well then, I'm not shocked you get damage. Hydrogen peroxide bleaches things by oxidizing them. You know what causes a big chunk of damage to plastic? Oxidation. While plastic chemistry can be complicated, this feels kind of like trying to repair burn damage to an object by "cleaning" away charring with a blowtorch.

Re: Random: Tommy Tallarico Got Bodied So Badly He's Now Using A Fake Name

metaphysician

This is not exclusive to the video game industry, sadly. One notable example from the tabletop gaming business: the company "Dyskami Publishing" basically exists the distance new products like the current edition of BESM from "Mark MacKinnon", their creator. Why? Because his name is still at least moderately toxic, even a couple decades later, for basically grabbing the cash box and running across the border when the RPG industry started contracting after the peak d20 OGL days.

Re: If The Oliver Twins' Ghost Hunters Is The Future Of GenAI Gaming, Then We Have Nothing To Worry About

metaphysician

@MontyMole

The one game I've seen anything about that seems to be trying to use AI for something actually interesting:

https://store.steampowered.com/app/1685310/The_Wayward_Realms/

Basically, not using AI as a tool to create a game, but using AI as part of the game, with an LLM serving as a "virtual GM" to manage to ( more traditionally designed ) procedural content. Its ridiculously ambitious and I only give it maybe 20% odds of working out well. . .but even if it fails it'll at least be the right kind of failure.

Re: "There Weren't A Lot Of Extras, So It Had To Be Done Right" - Fallout Co-Creator Reveals What Modern Game Devs Can Still Learn From The '80s

metaphysician

I would say the key is not precisely that games these days have "too much" stuff, but that they have too much extraneous stuff. Things added, not because its part of the Core Vision of the game or contributes to such; but because that individual item is perceived as popular and thus hopefully leads to more people trying and buying the game. Which definitely emerges from the "trying to be everything for everybody" concept. Big AAA studios generally hate greenlighting anything that isn't at least potentially aiming to be The Next Big Thing That Earns All The Money And Dominates The Industry.

Re: More Than $25,000 Of Rare Coin-Op Components Stolen From North American Arcade

metaphysician

I wouldn't rule out "thieves stole loot without a plan for what to do with it". Its shockingly common that even seemingly-talented thieves able to pull of quite clean heists, have no actual idea of the challenges of turning the stolen items into usable cash. Which could lead to the items showing up on Craigs List, or it could lead to the mouldering in some storage unit for years.

Re: "There's Basically Nothing" - Final Fantasy VII Remake's Director Reveals "Almost No Documentation" Exists For The Original

metaphysician

@NatiaAdamo

Its not that shocking in retrospect: Nintendo is by far the oldest company in the industry. More than any other, they probably came in with a corporate culture of long term thinking. "Ooops we lost important info" is probably a mistake Nintendo made, and learned from, decades before most of the people in the industry were even born.

Re: The Oliver Twins Are Reviving Ghost Hunters Using (Shudder) Generative AI

metaphysician

@Sn0w

There's at least one game in development that is more or less aiming for this.

https://store.steampowered.com/app/1685310/The_Wayward_Realms/

Basically, a modern Daggerfall using GenAI tech as a "virtual GM" managing the procedural content.

It is ridiculously ambitious, and I'd personally only give it a 25% chance of living up to its aspirations at best. However, its the right kind of ambition to be interesting ( maybe even if it fails ), and an example of how to use GenAI tech in video games as something other than a questionable excuse to reduce labor costs.

Re: The Oliver Twins Are Reviving Ghost Hunters Using (Shudder) Generative AI

metaphysician

@breach187

I think the key here would not using GenAI as part of developing the game, but using GenAI as part of the game engine itself. Which is to say, procedural games already effectively involve "training" the procedural engine to produce the desired array of results in game. Now you could do the exact same thing, only with the much more powerful GenAI tech as the underlying procedural "engine".

Of course, the "problem" with this is that it would require just as much work producing appropriate bespoke art for the training, and labor in doing the training, as it takes with current procedural games. Except that's only a problem if your goal with using GenAI is to produce a magic free "infinite art forever" button. For everyone else, it would just be a tool to do procedural design, only better than before.

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