Normally I'd disagree (because games written for a single console don't do well with hardware upgrades), but since the old console already runs at different speeds when handheld and docked, I'd expect most games to be able to handle faster processors safely. We'll have to see how that shakes out. If it really does run them better, and it has drift-proof sticks, I'm quite interested. Otherwise, I'll wait a year or 2 until there's a good, cheap library of games for it.
wccrawford
Besides that "one weird trick", the other is to just include a diverse sets of people/cultures in your game. There's no need to push their agendas, just don't misrepresent them. That's actually what they're asking for, even. It's a lot more effective, IMO.
Trolls will still complain your game is woke, but they won't have any teeth.
Gee, I think that's about the same time they decided that they community wanted more difficulty and made the decision to make the lowest levels of the game into bullet-sponges and to make no changes at all to the parts of the game that veteran players wanted more difficulty in.
Now it's super grindy for veterans, and not fun for newbies. Exactly the opposite of what was wanted by all.
I am not at all surprised that people are quitting.
I have another answer: It's because true innovation is hard.
We have a ton of super-popular violent games to source ideas from for new games. We take an idea and modify it a little, and it's fun.
We don't have nearly as many super-popular non-violent games to source from. They exist, but there just aren't as many of them, and they're generally pretty "cozy" instead of pumping the adrenaline. Sports/racing games are an exception, but "non-violent" still depends on the exact sport and implementation. Many of them aren't non-violent.
It's the same reason that fantasy often still uses elves, trolls, and dwarves. They're really easy to source from, and coming up with compelling new races that aren't essentially the same as the tropes is hard.
Indies are into innovation. AAAs are into money.
Right, hence I said "greatly reduces the chances". I know some people are still affected.
I think with careful, controlled exposure, they could greatly lessen this feeling (or maybe even eliminate it), but it'd be a long road and I question how important it actually would be to them, so I don't actually suggest it.
Personally, I love VR. I've always been an avid fan of 3D TV/Games and VR, and I always will be. I long for the day that AR is properly implemented.
But I also understand that others don't share that love, for personal or even physiological reasons.
No, because they weren't for games and they pretty much had always-on video passthrough, which greatly reduces the chances of getting nausea.
I think this is a pretty typical scenario for advancements. The old way was simple and easy to understand, and the new way is better, cheaper, more "green", etc. People around them will help them through the situation and it'll be fine. If it had been this way from the start, it would all be fine already.
Sure, but if he wants to play them, he'll need the client. And it sounds like actually does want to play them.
First off, I generally don't worry about DRY until there are 3 instances, not 2. With only 2, it's really easy to over-generalize or have a bad structure for the abstraction.
But otherwise, I disagree with the article. If it's complicated enough to bother abstracting the logic, the worst that can happen in the above situation is that you just duplicate that whole class once you discover that it's not the same. And if that never happens, you only have 1 copy to maintain.
The code in the article isn't complicated enough that I'd bother. It even ends up with about the same number of lines of code, hinting that you probably haven't simplified things much.
It's one guy claiming people around him are happy about it. He doesn't even say that he is personally excited about it.
Yup. Feeding the trolls. Doomed to failure.
In theory, it's possible for games that don't use encryption. None of which are official Switch games.