Ms. ArmoredThirteen

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Joined 1 year ago
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Cake day: June 1st, 2023

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  • I’m in the game industry. This is entirely person observation I have not studied this topic so can’t source anything

    The people I saw going to early mobile market were a lot of handheld console and flash game devs and companies. They were adapting the closest existing game designs and brought with them a “small game small cost” philosophy. It also wasn’t really known yet how impulsive people are on phones. So it was an unproven market with smaller teams and people making yester era design choices. There also used to be a few bigger games with bigger price tags but people didn’t buy into those because anyone willing to spend that on a game at the time would have had a console or PC and could buy a better experience there for the same price.

    The only mobile game experience I have was back in like 2012, smart phones were really taking off, and the market for mobile games was proven. The company I worked for we built a release ready game but it never got released. We couldn’t sell it to investors because the monetization was never aggressive enough for them (the investor money at that point was less about making the game and more to fund marketing and stabilizing the studio as a long term business). I quit when my job stopped being dev work and started being round tables about how to psychologically trick players into paying more. Anyway with so much focus on heavy monetization it stopped being economically worth it for a lot of startups to actually make good games when thinly veiled skinner boxes pleased the investors all the same



  • Okay so the dumb part is a lot of this is me abstracting away our complex build system. I’ve basically bubble-gummed a dedicated build system in top of it for only the tasks I do. At a certain point if I start adding configurations or timing I might as well just wrap it in gradle or something. But the system that I’m calling is already their attempt at simplifying another build system that’s underneath it that was written by the old guard using arcane sorcery. The whole thing is a mess


  • This is part of why I still have manual kickoffs for mine. Never need to worry about work getting done while I’m away or getting done suspiciously fast. Also they should have paid you lol, the dingdongs. Would cost a lot more just in work lost having someone else spend time deciphering and fixing it. They could always get someone else up to speed with the system after it is fixed by you so there’s little or no down time






  • Oblivion suffers from middle child syndrome. It is the transition from the weird and fantastic of Morrowind to the mass appeal of Skyrim and it doesn’t really do either of those things well. I liked a lot of aspects of it. Like the changes they made with vampirism were interesting, dimension hopping was a blast, the addition of skills providing special bonuses like running on water helped liven up the skills. There was a lot of garbage though like how the level design was a clunky mix of simplified vs. capturing what Morrowind did, UI switch to prioritize consoles but didn’t even work well for console, the overall distancing of mechanics and the world. I remember it feeling like they put a lot of work into streamlining while keeping things unique which I appreciate but they didn’t hit the mark and ended up with a lot of hollow concepts.

    Skyrim never even attempted to be weird so I think it’s a lot more cohesive comparatively. Like there’s no pretending anywhere in that game about what it is and in that way they did a reasonably good job. Probably the biggest differences though is Morrowind is clearly a game made with incredible amounts of passion. Oblivion also has passion in it but there are a lot of areas you could see that were rushed or they kept the devs leashed. Skyrim’s rare flicker of care makes me feel sad mostly knowing the devs had the capacity to go hog wild with it but didn’t for probably a variety of reasons.

    It’s been a good while since I played oblivion though I’d probably have to run through it again to give you a proper answer (and might change what I’ve said here as I reevaluate it fresh). What’s your belated revelation on Oblivion?


  • Morrowind is the reason I’m in the game industry and has impacted my life more than any other single piece of media. It’s been heartbreaking for me to see the treatment Elder Scrolls has gotten. I was so excited for Skyrim it was the only game I’ve ever preordered, it’s the reason I originally got a Steam account, and the whole game is a let down start to finish.

    I was hesitantly optimistic for FO4 when I bought it, it was off-putting but I worked through the disappointment of running into invisible walls so often, and when I finally got the gear and the freedom to power armor my way to the roofs I was pumped until I discovered they put fuck all up there. Morrowind was designed with jumping and flying and they made a 3D world that was fascinating to explore, Skyrim is completely flat, FO4 pretends to have 3D space but it’s a contentless liar. I’m so jaded now I didn’t even get to the hesitantly optimistic step with Starfield I just assumed it was going to be empty filler



  • Unity employee here, idk anything specific about the departments that handle this I wouldn’t even know what their name is. With that caveat, I will say that all the layoffs last year going into this year, changing CEOs, and the competition between big company beurocracy and the dying breath of small company culture, a lot of departments are behaving erratically. I wouldn’t be surprised if nobody internally has a clear answer why this was banned but others aren’t. Some workers may legit be trying to help but their hands are tied for corporate or maybe even legal reasons, it could be people trying to keep their heads down and close tickets quickly to keep metrics up in the hopes they’re less likely to be fired. I think you all know this already but please don’t be too hard on the workers we’re doing what we can but it’s a corporate mess right now