Just your typical internet guy with questionable humor

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Joined 3 years ago
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Cake day: June 22nd, 2023

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  • Had a RPG colleague try and argue that getting data on TV viewers’ habits was more reliable than what Netflix could have on their own users, because “[Netflix] doesn’t know whether the person is actually sitting down and watching, or sleeping on the couch”. I couldn’t get through his thick skull that TV viewers’ habits aren’t magically measured, only a small percentage of homes, usually only in the largest metropolitan city no less, have (or had, in the past) some specific equipment that tracked which channels were being viewed, while any internet service can get super accurate info on their users.







  • Man, I gotta check how the battery for my PSP3000 is, and the microSD card on it. The internals work perfectly, those two things are the only ones that seem likely to give out anytime soon. My little buddy is 14yo now. I don’t think I ever played any of the 3 UMD games that came with it, I immediately jailbroke it after purchase

    It’s not “retro” in the same way a much older console is. It’s closer, more relatable, and maybe more importantly, more usable. It still fits into modern life without needing to be explained.

    I think this is something extremely important. Looking at stuff from 20 years ago was much different when the current year was 2006 - we’d be looking at the mid 80s. Computers of the 80s and even the early 90s became obsolete fast, whatever you had in 2006, even if it was 4 years old at the time, felt light years ahead of anything from 1986 and would be internet capable.

    Games from the 80s were also comparably “archaic”, as the hardware limitations were much more significant and several then current games could never happen in that old hardware (NES, C64, ZX Spectrum, Amiga 500), and that’s ignoring graphical complexity. Meanwhile, a number of current day games could exist in 2006, so long as the graphics were appropriately scaled down (Total War games being a perfect example).



  • One of my favorite, unexpected gems was Kenka Bancho. You’re a bancho (high school delinquent badass) and you have 7 days during a school trip before graduation to punch other school banchos into submission to prove you’re the best of all banchos. A real shame that only one game got localized, there are several others in the series.

    I was also sad that Maverick Hunter X didn’t get sequels, so it became the sole 3D remake of Mega Man X, but it’s really good and you can even play as Vile. Speaking of Capcom, you could also play Monster Hunter 1, 2 or 3 on your PSP. I spent a significant amount of time on 2 and got nowhere near the mid game. I kept getting my ass handed by some bosses. Kushala Daora became my arch nemesis. On the other hand, beating Basarios was a piece of cake with bow and (piercing) arrow





  • World of Warcraft. After it, a lot of player retention mechanics became super obvious in other games for me, especially because a lot of said games were copying “the king of MMOs”

    Dwarf Fortress is my main go-to example of procgen done right. Whenever there’s discussions of “game X sucks and is lifeless because it’s mostly procgenned”, I look back at DF. Lazy procgen is the problem.

    I know at some point I saw a game with absurdly high damage and health numbers, I can’t remember which one it was, whether a mobile thing around 2014 or a korean mmo, but that was the point where I very easily understood “big number better” is total bullshit

    Elder Scrolls Morrowind was the first game I’ve played that gave almost complete freedom to the player, with lots of things carrying consequence, especially in relation to NPCs. That shopkeeper you killed? Still dead. This essential NPC that is a literal demigod? Yeah, you can kill him, have fun in this broken timeline you just created where you can no longer advance the main quest.