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Joined 2 years ago
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Cake day: July 15th, 2023

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  • Taking chances is my guess. Each weapon is a “life experience”

    The basic pistol is your normal day to day. The shotgun is your night out.

    But that gauss cannon, or rocket launcher are those big risk moments like asking that person out, or going to that once in a lifetime concert.

    “I can’t go to that concert I have work tomorrow” “But it’s literally their retirement tour and you love them!” “I know but…I really need this job”

    Yeah it’s the responsible decision to go into work, but you’re going to regret missing a day of work way less compared to missing that once in a lifetime event.

    If you’re saving money it’s fiscally responsible not to spend it, but your peak years of health are going to be wasted “saving for your future” when you’re 60 and your body isn’t as capable as it used to be. So you’re ruining the overall “game”(life) by trying to conserve and inducing more struggle onto yourself just to save an extra buck here and there.


  • Unless I’m not seeing something, game production is expensive. Most studios are 1-2 bad games away from closing their doors. Games are expensive as hell to produce and as much as it sucks the “going public” option is sometimes the only way to go.

    It’s easy to forget but most small (1-3 people) team indie devs probably aren’t even working a salary. They split the earnings from the game and either live off of that or reinvest it into their company but the moment salaries need to get paid, or office space needs to be used (not really necessary for small teams) that’s when expenses get insanely high. I’m not a business person but I can understand why you’d want to “trim the fat” (I don’t support it at all but to play devil’s advocate, I can see the logic despite the flaws). Growth means structure, and structure means expense.





  • To be fair the price includes 10 or so original indie titles which if you go by the store front’s average game pricetag ($5.36) that accounts for $53.6 worth. (And that’s really not fair to some of the games I’ve played)

    Correction: The first season of games that come with the device total out at 24 so going off of that original 5.36 average you’d actually have about $129 give or take worth of game value, leaving the actual Playdate device at a $71 purchase for the device itself.










  • I agree, huge open worlds are often exhausting for me, and the developer need to fill it often ends up with cheap copy and past Ubisoft methods (collectibles, etc)

    If Skyrim was the size of say, Assassins Creed Odyssey, it would’ve honestly suffered horribly, largely because one of Skyrims best features was the fact that their map was handcrafted and full of detail and secrets.

    Sure you can add secrets to a procgen map, but that developer process that lead to the best ones are largely gone.



  • Modal transport design is probably a huge reason why this works. I would be interested to see the pedestrian deaths in a packed busy city like NYC vs the wide suburban roads of the rest of America.

    My theory is that roads designed with the purpose of driving faster (designed with a higher modal level) are commonly placed within high pedestrian areas within the US (Stroads) and due to that higher modal mental state people are “comfortable” and thus use their phones as their brains are less occupied. While in a busy city street they’re in that 1st modal mental state so they are focused on their surroundings way more.