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douche commented on Defining Environment Language for Video Games   80.lv/articles/defining-e... · Posted by u/okket
__david__ · 8 years ago
> In Minecraft, the art is decidedly unrealistic, bordering on abstract. But, in return for that, the world is incredibly interactive.

Absolutely. But the flipside of this is that Minecraft has no story. It's sort of up to you as a player to do what you want and make your own adventure. Naughty Dog, on the other hand, is famous for their games' stories. I suspect interactivity and story are at odds. I also agree that the more sandbox-y a game is, the harder it is to make it compelling for a long amount of time.

I personally don't think one end of the spectrum is better or worse than the other. There are games with extremely limited interactivity (walking simulators) that I've had a blast "playing". I've also sunk a ton of hours into Minecraft.

douche · 8 years ago
Sandboxy games definitely have more replayability. If I look at my steam stats, Medieval Total War 2 is in the lead, followed by Paradox grand strategy games, Mount & Blade, Skyrim, then things like Terraria, Rimworld, Stardew Valley, Prison Architect, Gamedev Tycoon, and so on. I have to go pretty far to hit something with a defined story.
douche commented on Defining Environment Language for Video Games   80.lv/articles/defining-e... · Posted by u/okket
TeMPOraL · 8 years ago
Personally, I treat high-budget AAA games as their own category, and appreciate them in their own way.

Consider e.g. Mass Effect trilogy. I absolutely LOVED those games, even though they were basically an interactive movie. They could've probably made ME as a visual novel, and the gist of the story would stay the same. Still, the form of the game was perfect, and was completely enjoyable as long as you didn't expect too much from it. It's not Minecraft in space.

The problem IMO is when game producers try to mix elements from other types of games into AAA movie-games. It fails, I think, because high-end AAA graphics are so hand-optimized that any attempt at giving players freedom of creation will start breaking stuff.

douche · 8 years ago
Mass Effect 1, at least, was most fun when you said to hell with the official objectives and just started treating it as a sandbox. I had so much fun using the sniper rifle from as far away as possible, or taking the mako places it really shouldn't have been able to go
douche commented on The iPhone killed my inner nerd   theverge.com/2017/6/29/15... · Posted by u/merlinpierce
dingo_bat · 8 years ago
> Windows 8... probably wouldn’t exist if it wasn’t for the iPhone.

I highly doubt Microsoft would have given up on new versions of Windows if iphone hadn't been released.

douche · 8 years ago
Quite possibly we would have been saved the pain of the start screen, "Metro" apps, and maybe Cortana.
douche commented on The iPhone killed my inner nerd   theverge.com/2017/6/29/15... · Posted by u/merlinpierce
collyw · 8 years ago
In saying that I notice that a lot of the developers I work with who are gamers always seem to know a lot more than me about networking. I assume that its related to setting up LAN parties and the likes.
douche · 8 years ago
Maybe this is changing, but in my generation, gamers are typically more proficient in a lot of the low-level nuts and bolts. Modding was such a big force in pc gaming, and typically the tools to do it were a little sketchy and rough.

I remember hacking around in data files for Civilization II, or poking at python scripts for Mount & Blade, way before I learned any proper programming.

douche commented on How do you cut a monolith in half?   programmingisterrible.com... · Posted by u/dedalus
douche · 8 years ago
Hmm, I submitted this yesterday, but it got lost in the scrum.

It's always interesting to hear real reports from the trenches that aren't essentially ads for technology XYZ. I'm afraid that all too often, we make things more complicated for bad reasons; whether ignorance, chasing the latest trend, or resume-driven-development...

douche commented on Increasing Rust’s Reach   blog.rust-lang.org/2017/0... · Posted by u/darwhy
Rusky · 8 years ago
In this case, the mentors for these projects are also the ones making some of the most significant technical contributions to Rust.
douche · 8 years ago
Once in a great while, unicorns are found.I
douche commented on Ask HN: What happened to the ORM?    · Posted by u/olalonde
douche · 8 years ago
I'm still using Linq-to-SQL in the .net world. For 99% of what I need it to do, it works golden. Once in a while I've got to go in and profile and rewrite a query when somebody that doesn't know what they are doing has introduced an n+1 query, or done something overly "clever" that's resulted in gnarly SQL being generated.

u/douche

KarmaCake day9095September 19, 2014
About
I am an enterprise C#/.NET developer. I do lots of back-end/database level code, but I hash out some prototype/proto-duction html/CSS/JS code when I have to to get things done.

On the hobby side, I do a lot of DirectX coding with SlimDX, as well as a fair amount of ASP.NET MVC and Nancy MVC code for my personal media servers.

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