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

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  • Personally, Im more of a creative-mode player at the moment so the majority of the problems don’t affect me. Its also been a couple months since I last tried Minetest (mostly on Mineclone). From what I remember, my personal dealbreakers were:

    • IMO much uglier graphics, and more significantly, its harder to graphically customize with mods and resource packs. Maybe its more versitile than I’m giving it credit for, but at the very least, its not used as there aren’t enough modders and artists making content for the game to even remotely compete.

    • Performance - Minecraft may not be optimized, but I was getting much worse performance on Minetest. In particular, I was getting massive frame drops any time I placed or broke a block, making it extremely nauseating to play.

    • UX - There were a ton of small roadblocks to actually playing the game as I wanted to. First, customizing the graphics settings - the menu was disorganized and defaults were really weird for my hardware. Then, I had to find and edit the permissions file to be able to fly and sprint on my creative world. Even after that, if I remember right, the controls or flight movement were limitted or weird but in a way that couldn’t easily be fixed.

    • Lack of world editting commands - Im sure theres mods for this one, but its more work to find, figure out, and set up and by the time I got to this point, having to put in even more work just to make the game comparable was a dealbreaker.









  • Sorry how is forcing me to run their stupid app that gobbles system resources, ugly as hell and super invasive to run every game good for the user?

    Valve doesn’t force you to run it, game devs do. Steam’s DRM isn’t mandatory for developers to implement. For example, I know FTL is drm free on Steam. If I remeber right, SteamPipe can also be used for a much more lightweight experience as well, if you don’t want to do anything but install games (and not use their DRM or features).

    You can’t move purchases out of your Steam account and Steam won’t even let you transfer it after you die. Not sure how that’s good for me like I’m dead you can’t let my kid have it because you’re so nice.

    They will ban you indefinitely even over a small dispute, like say a charge back or sometimes just a random violation of their TOS which says they can ban you for no reason.

    This isn’t good, but its standard and unless licensing laws and/or other big publishers change, I doubt this will. Its not something that makes Valve any less of a standout in the market when every other company does much worse than this.

    Needing an internet connection even for single player local games is also great stuff.

    For developers that do chose to implement DRM, the offline mode on Steam is relatively permissive.

    If you own a game and then buy a bundle with that game, they don’t give you another copy (that you could gift to someone) which is wild because you literally paid twice for it.

    Again, this is set by the publisher/dev. Valve offers the option to discount the pack by the given amount. Not as good as traditional physical software, but again, its not as bad as basically all of the competition so…

    But they are just as shit of a company as every other company. Like I said, they aren’t there for you. They just have good marketing and a good front facing VP.

    Yes, because providing tools for gaming on Linux doesn’t affect the customer buying/using their products. Neither does VR, or portable PC hardware as they’re exactly the same offerings as a desktop PC with better marketing. Neither does improved controller support - its just flashy UI for what was already easy to do. Neither does providing tools and hosting for a modding API - any dev who doesn’t launch with a home-made one is just too incompetent to be selling games anyway. None of these things are anything more than flashy marketing, so we should just be using itch.io’s VR headset for the lower rates and Epic’s Linux compatibility tools for those who don’t want to support Microsoft’s anti-consumer practices. And of course, instead of doing these things, they’re secretly buying exclusivity to every game and preventing you from repairing your devices despite the repair information provided (but you don’t realize because of marketing).

    Also they control so much that just wait another 5-10 years when management changes. It won’t be good for the user I can tell you that.

    Given that Gabe Newell owns a majority share from what we know, and he has shown a desire to build a stable, competitve company rather than just trying to join the race to the bottom, it’ll likely be longer than 5-10 years. That said, yes, this is a concern, but thats unavoidable, and “but someday they might not be good” isn’t a reason to dislike them as they are now.


  • I’m not talking about billion dollar studios. I’m talking about indie devs.

    Billion dollar studios like Notch, Battlestate games, and Roblox (pre-Roblox).

    Moreover, they take a 30% cut and no one has ever batted an eye, not even today.

    Because unlike Apple, you can choose to instead or also sell on dozens of other storefronts that also charge about 30%, such as Humble, GMG, Fanatical, Epic, Microsoft, GOG, IndieGala, or GamersGate, or one of a half dozen or so that charge less such as itch.io, or you can just put it on your website. A monopoly doesn’t mean something costs money, it means there are no other options. Theres more competition in the games retail market than there is most other areas.

    Their success has been to convince gamers they are friends. That’s all. Apple on the other hand garners insane antipathy from the public.

    The difference is that Apple follows the same sort of business practices as much of Steams competion, and the industry in general. They invest in measures to stifle competition, often at the cost of the user, rather than using their position for R&D or development that might help users. People view Steam positively because they’re one of a very small number of companies that try and make a good, or at least innovative product, even if their end goal is still to get your money. Compare that to Epic, where they immediately started limitting consumer choice by buying exclusivity and by doing things like removing the Linux versions of games they bought (even after they had already been paid for), or what you’re complaining about, Apple, where they prevent installing anything they didn’t approve (esspecially anything indie), and don’t allow devs to use services other than their own.



  • The problem is that, at least for Steam, they’re not a monopoly, nor are they necessary even within their market. Devs can and do distribute and/or market successful games without going through Steam and players can play games without ever getting Steam. I mean, if we were to take what I’d estimate are the most popular games right now:

    • Roblox - only a dedicated storefront/launcher
    • Minecraft - Up until recently, only a dedicated storefront/launcher, even now, not Steam
    • Fortnite - Originally only dedicated launcher, built a storefront off of that, still not Steam
    • Counter-Strike 2 - Steam
    • CoD - Not Steam? I think? Honestly its been such a mess in publishing I don’t know.
    • League of Legends - Only a dedicated storefront/launcher
    • Valorant - Only a dedicated storefront/launcher
    • GTA V - On Steam
    • Apex Legends - On Steam
    • Overwatch 2 - popularized off Steam, turned to Steam after massive mismanagement butchered the game

    Its absolutely possible to launch and maintain a successful game off Steam, and people have and continue to do so. Even exclusively talking about 3rd party storefront/launcher combos, theres a lot of options. Steam its just popular because its not only worth using (a bar most of the competition already fails to pass) but offers a lot both to users and developers from cheap, effective marketing, to tools to support Linux, to better controller support.







  • I really wouldn’t say the genre is oversaturated. TF2, Overwatch 2, Smite, and Paladins (if thats even still around) are the only ones that really come to mind.

    TF2 is obviously outdated, largely abandoned by the devs, as well as being very much on the shooter side rather than the Moba side.

    Overwatch 2 is a microtransaction filled mess that locks heros behind paywalls and grind.

    Paladins, I thought was pay to win, although I admittedly haven’t looked at it in years.

    Smite, I can’t personally play because my account got locked halfway through account creation so I can’t comment on that, although its probably the closest.

    If you want a game thats based on skill rather than your wallet, it seems like its just a very old fps, or Smite.


  • Currently two:

    War Thunder - It has so many issues from the grind, to unadressed design issues (IE 10kg HE shells doing no damage on a direct hit), to balance issues including p2w vehicles. That said, under all the shit, theres a solid foundation, and no other game comes close to replicating it.

    Super Auto Pets - Its an autobattler streamlined to the point where its the perfect casual game when I don’t feel like anything else. It also doesn’t have any of the normal f2p traps, and is monitized purely on cosmetics that can also be earned for free.

    Edit: I guess Dota 2 counts too. I put a ton of time into that. I’m not a particularly good player, but its one of the best team-based games out there, so I enjoy playing it with friends.