Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
meheleventyone
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
9 ms
·
91.
▲
by
meheleventyone
1y ago
> If what I'm saying is true, then to succeed you simply need to build a game that does none of the things that lead to failure. This is true but it’s also equally true that no plan survives contact with the enemy. No one can perfec
92.
▲
by
meheleventyone
1y ago
This video is great but ironically it is largely about marketing which includes all the positioning, market analysis and case for the game as well as PR and advertising.
93.
▲
by
meheleventyone
1y ago
What I’d suggest is taking a look through the games published by a company like Raw Fury that has a stellar reputation. There are plenty of good games by that definition that didn’t do well commercially on their books. https://ra
94.
▲
by
meheleventyone
1y ago
For an article aimed at juniors to understand good arguments about these concepts I wish it was better thought out. For example interfaces can be extremely bad when they are overused and make a codebase hard to navigate because understandin
95.
▲
by
meheleventyone
1y ago
To be fair it's not like the script is any different outside of government either.
96.
▲
by
meheleventyone
1y ago
It’s hard to read because it’s tedious not because you need to be smart though.
97.
▲
by
meheleventyone
1y ago
It’s obviously partisan so presenting the figures in the worst possible light but the link to the original article has this: > Total compensation was $70.8 million for the 134 lifeguards last year, and includes the following: base pay, o
98.
▲
by
meheleventyone
1y ago
> Their argument is more like -- what if all programmers were like John Carmack and Michael Abrash? Instead of recognizing software is an economic activity and certain marginal performance gains are often left on the table, because most
99.
▲
by
meheleventyone
1y ago
AAA these days is not nearly as bad as it once was and smaller teams aren’t magically immune from bad management or workplace exploitation. In particular where studios are scaling after success or larger funding can be a pinch point as the
100.
▲
by
meheleventyone
1y ago
> Only because you are being purposely obtuse, gesturing at licensing as something that makes game development impossible without making games previously purchased by consumers unavailable. Please show me where I said that! If that’s wha
101.
▲
by
meheleventyone
1y ago
We’re talking about distribution so maybe you’ve come in to the conversation in a weird way there. To be clear the developer cannot continue to distribute content they no longer have rights to. With physical media you don’t go back to the p
102.
▲
by
meheleventyone
1y ago
No they don’t need perpetual licenses for physical copies. They just need to stop distributing physical copies when they lose the license. For example a reissue of a rhythm-action game (or a release on another platform) might be missing son
103.
▲
by
meheleventyone
1y ago
That’s because distribution is seperate from sale. For example Spotify has a license to distribute music but not sell it. I suspect if you’re expecting to undo decades of IP law with this then you’ll be disappointed. I also suspect that the
104.
▲
by
meheleventyone
1y ago
If you’re saying that a change like SKG would lead to developers needing to take a perpetual license then you should say that rather than alluding to it with a non-sequitur like this. If that’s what you mean then I’d say maybe but doing so
105.
▲
by
meheleventyone
1y ago
The framing was your own so it’s not the gotcha you feel it is. I also don’t know what you think I’m exposing because I’m broadly in agreement that games at their EOL, particularly single player should continue to work. I am interested in d
106.
▲
by
meheleventyone
1y ago
Offering the game for download but not sale is still distributing it and you’d still need licenses for all the content you’re distributing. In the cases you mention the games still hold the licenses which is common but not universal.
107.
▲
by
meheleventyone
1y ago
I don’t think you’ve followed the discussion then.
108.
▲
by
meheleventyone
1y ago
What is a server executable? With a lot of modern games it could be a whole stacks worth of systems that neither the game client or server side game runtime will work without.
109.
▲
by
meheleventyone
1y ago
That entirely depends on the content, some is fungible and some isn’t. For the majority of general content developers are already getting a perpetual license so it’s really these special cases that will remain an issue and are unlikely to b
110.
▲
by
meheleventyone
1y ago
The reason for that is that the game is continuing to be distributed and the nature of digital distribution is ephemeral so contents like music are removed from the distribution when the license expires. If you own the game on physical medi
111.
▲
by
meheleventyone
1y ago
> If the licensing costs without fucking over consumers is prohibitive, then maybe those games should not exist. Wow, who is killing games now?
112.
▲
by
meheleventyone
1y ago
It’s about the distribution of games, doesn’t matter whether it’s online or offline you need a license to distribute IP that you don’t own. Never making a licensed product or using third-party IP is definitely one solution but I don’t think
113.
▲
by
meheleventyone
1y ago
No I’m talking about the distribution of games. With physical media that’s all fine because once the license expires they stop making new copies. People that own a copy are fine. With digital distribution once you’ve EOL’d a product you sti
114.
▲
by
meheleventyone
1y ago
When you’re licensing content from third parties the more permissive rights you need the more expensive it is. Music is a very good example where it might not even be possible to get a perpetual license. A bunch of games have removed music
115.
▲
by
meheleventyone
1y ago
It’ll make licensing more expensive because the net result is more permissive. Or in the hypothetical the content could be removed and replaced with something bespoke or cheaper to licence. But both of these options will make the game more
116.
▲
by
meheleventyone
1y ago
I don’t think I’m trying to make that argument but thanks for putting it in my mouth. I do pay (or via employment get paid access) for a lot of products that have AI features that I don’t care about so from personal experience I know that a
117.
▲
by
meheleventyone
1y ago
Given everyone and their mother is putting AI in to their products it makes me wonder how that revenue breaks down between people incidentally paying for it versus deliberately paying for it versus being subsidized by VC. Obviously ultimate
118.
▲
by
meheleventyone
1y ago
Whether something should be the case has little bearing on whether it has been the case for any length of time particularly in something as flexible as the organization of society. It should largely be fine to point at something and say &qu
119.
▲
by
meheleventyone
1y ago
The cost goes beyond the mere material cost of the house itself but if you have a sizable new development how does it fit within the infrastructure where it would be built. Everything from providing services to having adequate road infrastr
120.
▲
by
meheleventyone
1y ago
You said the organizers couldn't agree on what it means. I'm just stating that doesn't seem to be true and I didn't give my definition of Zionism but what it seemed to be based on the article. Finally I used the words &#
More ›