A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.
Silksong was developed by two people and the launch has crashed every gaming platform
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None. But since on other stores, running the game is tied to using their platform, they provide extra services to be more appealing, such as cloud saves, achievements, Steam Workshop, Steam Input, Linux support, remote play...I never really considered cloud saves. That's an excellent point. GOG has linux support (or at least lutris offers gog-specific wine config when you launch something windowsy). To be fair I have no idea what Workshop, Input or Remote Play are, so I'll go along with them being wanted features. But I feel a lot of things are not really the responsibility of the shop and more of the client software.
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This is the reason why pre-purchases are a thing. The whole thing could have been less severe if the game was available for purchase with preloading some days earlier.1. Fuck preorders 2. This isn't a post _complaining_ that Silksong brought the networks down, it's people _celebrating_ it, because it's amazing to see a small studio doing so well and absolutely crushing their launch - not because they had an insane marketing budget, but because the community is just organically so excited for it. And all at a low price that puts big studios to shame.
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None. But since on other stores, running the game is tied to using their platform, they provide extra services to be more appealing, such as cloud saves, achievements, Steam Workshop, Steam Input, Linux support, remote play...
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I never really considered cloud saves. That's an excellent point. GOG has linux support (or at least lutris offers gog-specific wine config when you launch something windowsy). To be fair I have no idea what Workshop, Input or Remote Play are, so I'll go along with them being wanted features. But I feel a lot of things are not really the responsibility of the shop and more of the client software.
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I never really considered cloud saves. That's an excellent point. GOG has linux support (or at least lutris offers gog-specific wine config when you launch something windowsy). To be fair I have no idea what Workshop, Input or Remote Play are, so I'll go along with them being wanted features. But I feel a lot of things are not really the responsibility of the shop and more of the client software.Workshop is a built-in mod store. Input is controller remapping and emulation (typically used to play older games that don't support modern controllers, or controllers at all). Remote is exactly what it sounds like (run a game on your powerful PC and stream it to your old laptop or phone). Those things are the responsibility of the client software, but on all stores except GOG, the client software is also the store client. You can't (normally) run games without the client. GOG has a client (Galaxy) but it's nowhere near as advanced as Steam.
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This is the reason why pre-purchases are a thing. The whole thing could have been less severe if the game was available for purchase with preloading some days earlier.here's an idea: wait a couple hours. or days. games aren't fruit; they don't go bad all that fast.
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Game dev is so much more than just programming, there's also: 1. Music/Audio engineer. 2. Art (character, environmental, UI) 3. Game design/level design 4. Writer/Storybuilder/lore writer Each of them are just as important as actually coding a game. You can make a super optimized game, but without the rest, there would be no direction and no flavor to the game. Music and art are the first things you'd be exposed to, just by watching a trailer. It's usually what hooks people in and gets someone to try a game. Think about games like Ori, Tunic, etc. if you heard of those games, you most likely were first exposed to their art or music. These things set the tone for a game. A serious scene would be ruined if the music didn't fit, and likewise, you wouldn't want to hear serene piano music for a goofy game like TF2, who loves to use horns and trumpets for their goofy war game. Game design is functionally separate from programming because programming does not rquate to being able to create good level design. Think about zelda games. Each region had to be planned out to provide a unique experience and avoid repeition. Lots of platformers do the same. Even multiplayer games need level design in the form of maps. Part of the fun of FPS games is being able to play different maps, like dust2 to nuke in CS. Writing is an interesting part where some games might not need much, and some games need a lot of it. Games that rely on storytelling like the walking dead, abzu, etc. require a cohesive story, while others might just need a simple draft, like plants vs zombies or possibly none at all (think simple puzzle games like flow) Obviously, people can work in multiple categories. I've done both art and programming for some college indie projects, and other game devs usually also have experience in multiple fields if they do indie.
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Except for GOG. Way to go Poland!
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This is the reason why pre-purchases are a thing. The whole thing could have been less severe if the game was available for purchase with preloading some days earlier.
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1. Fuck preorders 2. This isn't a post _complaining_ that Silksong brought the networks down, it's people _celebrating_ it, because it's amazing to see a small studio doing so well and absolutely crushing their launch - not because they had an insane marketing budget, but because the community is just organically so excited for it. And all at a low price that puts big studios to shame.
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Disregard the down votes and comments. Your question is an honest one from anyone who hasn't read gaming news or is a techy. I'm not sure why everyone responding feels the need to, you know, not just answer your question. In most programs, games or otherwise, there are "programmers", often called "developers" that write code. But the overall "development" of said program is done by the whole team. So making and developing mean the same thing here.
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Disregard the down votes and comments. Your question is an honest one from anyone who hasn't read gaming news or is a techy. I'm not sure why everyone responding feels the need to, you know, not just answer your question. In most programs, games or otherwise, there are "programmers", often called "developers" that write code. But the overall "development" of said program is done by the whole team. So making and developing mean the same thing here.
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This is the reason why pre-purchases are a thing. The whole thing could have been less severe if the game was available for purchase with preloading some days earlier.
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> Every platform scales their servers to their userbase so even if GOG had a dozen users they could still crash the servers by all downloading at the same time. I mean if they had a dozen users, it'd likely be because they're just starting out, in which case they'd likely anticipate growth and have enough resources for a few thousand users. Nobody wants to botch the launch of a new platform.
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Can you give an example? I'm assuming we're looking for something that works on Linux using Steam or some other store, but not using GOG - either directly or through lutris/proton. That might clear up what's being asked.
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I tried playing Hollow Knight. But I couldn't even beat Mother Gruz, despite trying more than a few times. I gave up in the end. I understand that the problem lies with me. But, I really wanted to experience the world. What is the point of process, if it inevitably leads to frustration?I can sympathize with that. I've put down my fair share of games when it just gets too frustrating, even games I was otherwise enjoying. I think a lot of people come at soulslikes with the wrong approach, hence the comment, but for some it just won't click. Unfortunately not all games are for all people. We all have games like that.
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Personally I hate it. Just keep in mind that not everyone likes it and the fanbase likes to suppress criticism. So buyer beware, and keep an eye on you're play time. If you're not enjoying it in the first 2 hours, feel free to return it if you're playing on Steam, like with any game
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Honestly I understand. People watch movies too, and that's very easy mode. But yeah, you'll probably want to stay away from anything labeled "soulslike" then. I haven't played Hollow Knight, but these games are typically about perfecting your skill and tactics by dying repeatedly> your skill and tactics by dying repeatedly Personally, this is more generous than I'd call it