Official Lemmy account for MetaStatistical @ YouTube. I’m also on PeerTube.

Welcome to MetaStatistical

  • 10 Posts
  • 39 Comments
Joined 2 years ago
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Cake day: November 11th, 2023

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  • I have REALLY gotten sick of the “git gud” crowd.

    I’ve always been sick of it. It’s impacted how developers create games.

    Once upon a time, hard and difficult games on 8-bit and 16-bit platforms were created accidentally, either because of design bugs, or developers not having time to run through proper play-test cycles, or only doing the play testing themselves. We put up with it because we were kids and had a limited budget for games, so we played what we had. It was never intentional, since they wanted to make sure it was balanced enough to appeal to the general audience, but still have difficulty levels for people who wanted to try out a second harder playthrough.

    Then, games like Dark Souls came along, which pretended that hard games were a From Software invention, and propped up a community of egoists and digital sadomasochists. All they did was make the designs more deliberate, to the point of developer trolling. (I know this started earlier on in the indie scene, especially roguelikes, but Dark Souls popularized it.)

    The “git gud” crowd pushes this narrative of “if it’s possible to do, then it’s the player’s fault for not having the skill to do so”, to the point of personifying a game with statements like “the game is punishing me with bad RNG” or “the game is actively trying to kill me”. This completely ignores the developers’ responsibility of instituting balanced difficulty levels, since it’s the developers’ fault that “the game” does these things.

    Again, it has really impacted how developers create games nowadays. First, the “git gud” crowd is loud enough that developers now think they deserve a voice, as if difficult games weren’t absolutely everywhere, even before Dark Souls. The popularity of speed running makes them think that have to cater to that crowd, and streamers streaming impossible challenges skews that difficulty Overton window even more. Developers think they have to make some impossibly difficult game, so that streamers, who famously play video games for a living for thousands of hours a year, will advertise their game and push it to the top.


  • This predates the ai bubble. There used to be a really common “plagiarism detector” (something like CheckMeIn?] that would generate a “similarity score” with a database of literature. Institutions were welcome to set their own thresholds of what they considered too similar. I hit the threshold multiple times in completely original works by using language that was simply too literary or formal in nature.

    This is because all art are forms of remixing, whether it’s intentional or not. We’re teaching the wrong lessons here.

    For many many centuries, art and artists, whether it’s musicians, artists, actors, writers, essayists, whoever, they have been facing an uphill battle of oversaturation in each creative industry. It’s only gotten worse in the past 50-75 years, and we’re more exposed to the sheer numbers now. We are throwing a drop of water into an ocean and hoping people will notice.

    Trying to use “plagiarism detectors” against databases of millions or billions of pages is about as pointless as accusing songwriters of plagiarizing songs based on four notes. There are only so many musically-useful combinations of four notes, and they have all been used. Adam Neely has been reporting on this garbage for years.

    LLMs are just making the problem even more obvious: creativity is not unique, it is not unique to people, and people have been mentally trained to expect uniqueness so much that we purposely ignore 99.999% of the material that is offered to us. As such, only 0.0001% of the ones who create earn any sort of popularity, and the rest starve to death. We ourselves are starved for content, as we consume anything that fits our extremely narrow definition of creativity like the voracious vampires we are.







  • That was a long watch, but worth it.

    Thanks!

    I missed some of the aspects discussed in the video when playing through Soma the first time, because I was expecting Amnesia like scary monsters.

    Funny, I didn’t even know who the studio was until much later, so I had the opposite reaction. I found out they made Amnesia and thought “huh, okay, that explains the Proxies and other monsters”.



  • Space Quest Historian put out a good video talking about these kinds of games. I think it’s too easy for people to get so hung up on these definitions. I know everybody has these kind of expectations of what a “computer game” is supposed to be, but story-focused “walking simulators” still have a place in an interactive medium.

    You can’t put yourself in Simon’s shoes like this in a movie or TV series, because you’re controlling him in a first-person view. It just wouldn’t be the same perspective, which is critically important in a game where the POV is almost a centerpiece to the story.

    It’s a different kind of game, sure, and not everybody is going to like the lack of traditional “gameplay” or whatever you want to call it. But, it’s a category of game that should be respected as just a valid a “game” as any other computer game. It’s just far more story-focused than most.








  • if I remember right, so peopld using ublock don’t even count towards the creator’s views now :-/ this may be outdated now

    This was a temporary problem that was discovered by a bunch of creators and eventually fixed by uBlock Origin.

    I’m fine paying for YT Premium, because I watch YouTube all the time, but I don’t even understand why people try to use YouTube’s monetization. It’s pennies compared to getting subscriptions from Patreon.

    I turn off ads for all of my videos, because I’d rather just have the freedom to not worry about de-monetization. If I ever end up needing the money, I’ll use Patreon to fund the channel.





  • Terraria has always been $10. Stardew Valley: $15. Undertale: $10. Braid was $15 when it launched, and even then, people were bitching about the price. So, the price tag has always been in that range since the first indie game launched.

    I think you’re ignoring the incredible amount of oversaturation in the industry. Games are everywhere. I could throw a thousand sticks into the wilderness and it would smack into a thousand different game studios, all working for years on their big hit that (in their eyes) would make them millions of dollars.

    But, people don’t have time to even play their own Steam backlog. On average, people buy more games than they even have time to play, and that’s not even counting the sheer amount of movies, music, TV shows, YouTube videos, whatever that is competing for people’s time. If they are playing video games, then they are not watching or listening to other media.

    It’s not just the gaming industry. The entire creative industry is propped up on the backing of a 98% failure rate, or sometimes even a 99.99% failure rate. The lucky few get to spout off their survivorship biases, under the bones of former companies and individuals, crunched under the weight of oversaturation.





  • Even with places like YouTube, where LUFS level is strictly defined, there’s sooo many creators who have no earthly idea what LUFS is, which levels YouTube enforces, and how it corrects for it. They post their videos with quiet narration and wonder why viewers get annoyed at all of the turning up and turning down of volume on each video.

    See, YouTube enforces LUFS on videos by reducing volume on loud videos down to -14 LUFS. But, it doesn’t do anything to quiet videos. If you ever bring up the “Stats for Nerds” and look at the “Volume / Normalized” value, you might see something like “content loudness -5.9dB”. That means it’s -5.9dB quieter than it should be, and the creator should have amplified the video to normalize the volume levels before uploading it to YouTube.

    So, you end up with a video that’s about -6dB quieter, and you have to turn up the volume to actually hear the narration. Then your TV or whatever device you’re watching will get blasted by the next video, which is properly normalized at around 0dB, and you’re forced to turn the damn volume back down.

    YouTube has finally started to acknowledge the problem by introducing the Stable Volume feature. But, really, creators should educate themselves on how to properly mix their audio. I know editing is hard and there’s so many moving parts to deal with for YouTube uploads. But, audio quality is everything in a YouTube video. Nobody cares about whatever random B-roll video game footage, or PowerPoint slide presentation, or watermarked stock images, or videos of you presenting the narration with a lapel mic tied to a tree branch you’re using on the video side. It’s all about narration and audio quality.