• 4 Posts
  • 32 Comments
Joined 1 year ago
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Cake day: June 6th, 2023

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  • Arm-chair babbling idiot who plays too much video games here, I am one hundred percent convinced that it has nothing to do with visual fidelity and everything to do with that asthmatic engine they’ve been dragging since Morrowind.

    Code doesn’t go bad with time, that’s not really how it works. And game engines tend to be a Ship of Theseus situation, where just because it’s still the same “engine” in theory, doesn’t mean that large parts (or all of it), haven’t eventually been replaced or refactored over the years.

    Unreal Engine has been around for 30 years at this point, would you also consider that an “asthmatic engine”?



  • Just beat the Diablo IV campaign over the weekend.

    Much of the games I play these days aren’t really completable, or I’m playing stuff I’ve beaten before without really intending to complete the game. That includes Destiny 2, LotRO, and another new character in Elden Ring.

    Which means in the past month I’ve only “beaten” SOMA and Breath of the Wild (for the second time).


  • Is this the part where I refer to people worried about pre-orders as “basement dwelling losers having nothing in their lives worth caring about other than whether other people pre-order games” and then we trade insults for a few comments trying to get the last word until one of us gets bored?

    I mean, that’s what we would do on Reddit, but not sure if that’s the case around these parts.



  • Why are people preordering a DIGITAL, BETHESDA game?! It’s still the Creation Engine (Creation Engine 2 so hopefully they fixed it!) so it’s probably gonna be a buggy mess at release.

    Unlike many online gaming communities, there are many people in the world that enjoy playing video games. So, when they see a game that looks fun to play, they buy it or pre-order it.









  • But you sound more in the now about their internal processes, so you’re probably right and I misinterpreted what they meant by that quote.

    The general summary of how “bugs” work in software development is simple at a high level.

    1. Someone reports the bug (developer, qa, player, user, etc)
    2. Someone prioritizes the bug
    3. Lower priority issues are put on a backlog to potentially be worked on later
    4. Higher priority issues get fixed (most of the time)

    The product releases when an acceptable level of bugs from steps 3 and 4 are reached, and “acceptable” never means zero or even close to it.