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Joined 1 year ago
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Cake day: July 5th, 2023

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  • PlzGivHugs@sh.itjust.workstoFediverse@lemmy.worldWhere are all the artists at?
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    6 days ago

    Its just been my personal experience browsing, sorting by new. Generally, anything that could potentially be viewed as an ad (nonetheless a paywall) gets downvoted. For example, I used to see more art shared, and often users who included watermarks (even non-disruptive ones), or links to a patreon would be immediately downvoted. I’ve also seen YouTube creators criticized here for simply selling merch. Even just a couple days ago, I commented on the same trend, and another user quickly replied to tell me its a good thing nothing here can be monitized because money ruins everything. There are exceptions, esspecially with open source software, but these seem more the exception than the norm, in my experience.







  • Honestly, this just highlights how badly thought out the gameplay is for non-dps classes in a lot of games. So often, both the healer and tank are left as second-class citizens, as all the emphasis is put on killing enemies. For example, in Overwatch, while tanks and healers were effective, there was little depth and little reward in the role compared to DPS characters. Orisa was a dps who couldn’t leave the objective and had to hit ‘e’ on the ground every few seconds. Mercy just followed someone around, with little agency of their own. Compare that with, for example, Junkrat, where you were encouraged to be flying around the map, bouncing grenades off walls to make yourself near impossible to hit while still killing dozens of enemies. Theres both more depth, and more frequent, significant gratification. This is a big part of why I like Dota - supports (tanks aren’t really a thing in the same sense) have a whole separate game they tend to be playing to manipulate the map in their favour, and can still impact fights with a plethora of significant abilities that are flashy and impactful in their own right.



  • Honestly, I think now is probably the best time in history for discoverablity by far. Things like YouTube have done a lot, but I think Steam has played a massive part. Compare it to most of the other options:

    Physical retailers tend to just be a wall of products, with the exception of games with a large marketing budget (esspecially those working out deals directly with the retailer) that often get special placement in their own shelf. Marketing budget is king, and everything else is hard to browse.

    Reviewers offer a bit of an advantage as they provide an easy way to assess if games are good or bad, but they are usually limitted in the number of reviews they can publish, and those reviews tend to go towards the games that get sent from powerful publishers or those with most hype, meaning it usually still comes down to marketing budget.

    A step up from that is most online retailers. Here, you have easier access to information about the games on display, and often have ways to sort by genre, price, or reviews. That said, a lot of emphasis is always placed on either the top grossing, games directly connected to the storefront owner, or games that directly buy space on the front page. This offers far more discoverability than anything that came before, but still tends to massively over-push higher-budget and/or higher-return games.

    Steam on the other hand, has put far more emphasis on featuring good games on their front page. You can’t buy the space, Valve doesn’t bias the store towards their own products as much, and revenue plays a generally smaller part in the algorithm. Instead, they have a much better personalized recommendation algorithm and more tools for customizing your storefront (such as blocking tags). On top of this, they have recognized that this isn’t enough, and introduced a myriad of (often half-baked) additional discovery tools, such the the Discovery Queue, Curators, and the various festivals like NextFest. Sure, its not perfect, but I can consistent find new games I’m interested in, whereas on other platforms its barely worth trying. I think this is a big part of Steam’s success that often gets overlooked.



  • There is an Avatar TTRPG and it faces similar problems to making a new game based on the series, and handles it similarly to what you’re suggesting.

    The TTRPG divides the setting into Eras, Kyoshi era with the nations still being established, Roku era with established nations, The Hundred Years War era taking place during the war but before Ang wakes, The Aang era, after the show and its sequel comics, and the Kora era taking place after TLoK and its comic trilogy. Notably, none take place during the events of the main series. This means that the can create new stories that better fit the medium and don’t break cannon, and at the same time, you can still interact with significant characters and tie your story into the cannon such as making a quest resulting from the reprocusions of, or a prerequisite for events in the main canon.

    Edit: clearly none of us read the article:

    It’ll put players in the role of an “all-new, never-before-seen Avatar” and take place thousands of years in the past.





  • I personally found the Inscryption scratched the same itch, albient in a different way. Its a very different game, being a sort-of narrative driven, Slay the Spire inspired card game. I won’t go into too much detail, given that spoilers, mechanical or narrative, take away a lot from the game, but I found that Inscryption did a great job of juggling a bunch of different mechanics to ensure I constantly had new tools to master, while also encouraging more lateral exploration through its plethora of secrets, and drip feeding story fragments to be peiced together as I progressed.