https://youtu.be/l-c_ALpUA5I
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JVL

★
AnasAbdin
Game of Thrones Daily

祝日 / Permanent Vacation
he wasn't even looking at me and he found me
wallacepolsom
Not today Justin
"I'm Dorothy Gale from Kansas"

titsay

if i look back, i am lost

Janaina Medeiros

Discoholic 🪩
art blog(derogatory)
Three Goblin Art
taylor price

Origami Around

ellievsbear
Cosimo Galluzzi
seen from United Kingdom
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seen from Germany

seen from Malaysia
seen from United States

seen from Singapore
seen from Türkiye

seen from Canada

seen from United States

seen from Singapore
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seen from United States

seen from United States
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@belovedconsole
https://youtu.be/l-c_ALpUA5I
The Swordfish Lament by Legendary Pink Dots
WEDNESDAYS IN WINTER WERE _BAD_DAYS_
Start with Flaming Lips and segue to Pink Dots
1st song is Cry Wolf by a-ha, 2nd song I don’t know, maybe Disco Duck. 3rd song is an old one by me
Bad Day, that’s not for me
https://youtu.be/7j2FTBYrhao?t=6m11s
http://youtu.be/GK8KDN1mCx0?t=12m22s
#commodore64
Cinematic Gameplay Music Videos by John Browning
Contemplative pieces set in the GTA 5 universe, featuring Esther
John Browning 2014
Forza 5 developers fail to use player data meaningfully, fail next-gen
In Forza 5 you can win an achievement: 10 people used a design that you created.
That means that some custom car you made, people saw it, liked it, and used your design. You’ve got fans, as it were. This provides incentive to you as an artist.
You wonder: what car did I make that people liked so much? Was it that white Celica with the perfect red half-stripe? Or was it that ridiculous ‘rebel’ Scirocco?
The game doesn’t tell you.
You won an achievement saying that 10 people liked your car. Only the game won’t tell you what car it is.
It knows what car it is, because you got the achievement: it had to track that 10 people liked and used your design. Yet it fails to tell you which of your hundreds of cars it was.
The game doesn’t really care, and the developers don’t really care because they don’t get the big picture. Turn 10, the makers of Forza 5, are still making demos. The game is a series of flashpoints, with no persistence of meaningful data, so that the user can develop their own narrative.
Another example of Forza 5’s failure to use or keep meaningful data and thus contribute to meaningful, un-imposed and un-predicted gameplay (player narrative):
In Forza 5, any time you race a lap by yourself, your lap time is not saved in any meaningful way. It is saved to a roster of other players, and these number in the thousands. To search, you step through tens and then hundreds of names trying to pinpoint comparative data. The display is slow. If you drove a 74 Toyota on a lap and got a certain time, and you wanted to see how your 72 Mazda did on that same lap, you better hope their lap times are within seconds, or you’re stepping through data that is slower and more dense than microfiche.
Player narrative: take 3 cars from the 70’s out on the same track at the same time of day with the same tires and see how they perform. Compare each of the three laps, and save a replay of each.
Forza 5: NO.
Forza 5: get a pen and paper and write down your own lap times. This is 1985. We don’t handle data in a meaningful way and we certainly don’t care about lap times. This is not a… driving or racing… simulation. People who drive cars do not care about lap times. If there’s one thing that people who drive cars do not care about, it’s lap times. Especially not in racing.
The only way your lap time is presented to you in Forza 5 is as a comparison to another player. And if you play rivals, the player that beat you is always up there, no other choice. You can’t reset it. You go to the lap and again and again, you see the same player.
You never go to laps clean, with Forza. You never go thinking, “I’ll save a replay of my ghost in the Mazda and then compare it in the Toyota. Then I’ll save the ghost of the Toyota and compare that to a Chevy. Then I’ll save those three, and bring out the Ford. I’ll have a ghost of each best lap time, they’ll be saved in my data for each track, and whenever I go to that track I’ll know that my last 10 best lap times will be posted and saved. Like if I had a personal coach at the track, keeping track of all my lap times. Something we could have computers do.
Only Turn 10 refuses to implement anything like this, as if this data doesn’t matter to the gaming experience. That kind of failure is what makes this game end up being a string of demos. Because most of the player’s data does not exist in any usable form, the player has entered a chain of mini-games that are not tied to the one piece of data that all racing and all judgement of cars is tied to: lap times. If a “next-gen” game can’t even be bothered to save the players’ lap times? It’s not only NOT next-gen, but it fails the last generation and the one before it.
This reticence to handle data is typical in these times, where everything is cloud, cloud, and developers would rather tie data down than allow it to breathe, because they’re afraid of cloud interactions and the like. But every xbox one has a hard drive, and player’s data could be stored locally.
The further illustration of Turn 10’s poor decisions to lock data to the cloud (and thereby severely restrict which data is used, and how) is to see how they handle replays. You can only save 10 replays. 10. Replays are not saved as image data, so they’re very small. We could save hundreds of replays on last gen games, indeed even in the ps2 era. But Turn 10 only allows 10. No explanation. It’s your money, but it’s our code and you only get 10. But the real reason is just as cynical: they want to force players to use the “xbox record that” feature of the Kinect. Which takes WAY more data. But who cares. They deemed it cooler, and that’s that.
Turn 10 is a perfect example of a developer who has completely lost sight of what a game is. They have become these pandering wimps with their rumps stuck up in the air to take it one more time: we’ll do all the 1080p 60fps you want, also orange peel but gaming, No. We’re not doing that. We’re here to be a poster boy for Microsoft, a company which is failing.
And so, we fail.
Other things:
Next-gen is not about the sun being in exactly the same spot at exactly the same time every time I around the track at that corner. Suns move. Weather happens. Turn 10 fails.
Next-gen is not about watching a replay show the exact same camera angle every single time. Yet Forza 5 does this, just like Forza 4 did in the last generation. Are these games not art? Do we not give a fuck about art, here? Who the hell wants to see your stupid camera angle the same, every effing time? What is wrong with you people? There is something wrong with you. The thing that is wrong with you is that you are morons.
Sorry, I started talking directly to Turn 10.
Dan, got a question. Two questions. Like racing, right? You watch racing, right? So fix your fucking replays you goddamn moron. Other question. When I go to the track I always arrive at the same time, right? Exactly the same time. I know, because the sun is always in the same spot and time never moves. Never. Nothing ever changes. That’s real, right Dan? Like all the times you’ve driven your car. It’s always been day. It’s never been night. And there’s never been any rain. That’s realistic. That’s why you made your piece-of-shit game not have any time or weather, right? Because that’s next-gen.
Look. Here is how you play a racing/driving simulator. You go out to a certain track at a certain time of day and you take some cars. You choose the time of day, just like in real life. Sometimes it’s raining, that’s okay. Rain is atmospheric, poetic. (I’m not talking about your game, Dan). You do some laps in your first car, and you save the best time, just like you would write it down if you were there. Only the computer does this for you. Like in 1985. Then you take the 2nd car. The sun is proceeding in the sky, the rain let up, and it’s afternoon now. Save your best lap, take a 3rd car. The sun is setting. You’re racing the ghost of your 1st car and wondering how you in that first car are beating yourself in this third car, which is higher performance. Or maybe it’s just that you’re noticing how beautiful the setting sun looks.
The next day you come back to the track and your lap times are all there, and you decide: I wonder what would happen if I drove all these cars with better tires. Or I brought an old crappy car but fixed it up, could it keep up with these? etc.
And how did we pull that off? Persistence of data. Remember when the player makes meaningful data and store it in a meaningful way. Give the player the ability to control their own data and player narrative can emerge. Turn 10 is not some studio capable of developing narrative. Nor should games like this try. Games like this should allow narrative to emerge by storing and quantifying data in such a way that the player can draw a story from the data.
Revengeance weird choice of voice 'talent', animation
Weird experience. Don't usually watch these things but realized I would probably not play this game (having sucked horribly at Metal Gear(s) in general) but would appreciate the writing, presentation, gameplay.
I was shocked by the brutality of the fighting animations, and the sounds. Nonetheless, it appeared correct, superbly done. It appeared balletic. It sounded pulsy and visceral. So I believe the small action fighting sequence I saw is an example of this sort of gameplay at it's finest in terms of presentation in all aspects of sound, visuals, effects, and gameplay. The blue whoosh things, for instance, and that orange spidery thing, really a lot going on at once, and yet very balanced, visually. So the persons who put this together, this depiction, of video game fighting; these persons are highly talented and have achieved a sort of 'meta' in this area in that they have synchronized and adapted modern and old styles from various other disciplines not limited to just film and sound, dance and martial arts-- but including costume talent, tech talent, history talent, story talent, etc.
I do not intend to gush. This is simply what I remember experiencing in those few moments; I shan't run it again now for fear of losing the thread of this thought. But I've only watched up to maybe 7 minutes or something and the talking, I was like, no, this is bizarre, I don't like this any more, I am not impressed.
I am stymied!
I assumed this was Kojima... the use of the word 'insertion' all but guarantees it. Or does it? Isn't that exactly what an imposter would do? But then again... would not Kojima himself, for this generation, drop a simple line that works for every generation and that is in fact a simple sort of signature? With this argument we see the artist saying to the old crowd, Here's some of the usual... and offered at the beginning, with the implication, supplicated by the player's heightened sense of anticipation (and hope? Some old players get jaded, like how people used to get mad when their band changed their sound!), that there would be more to come, and deeper.
The English voices are terrible. If I did play this game I would hate to play it with these. I would MUCH rather play with the Japanese voices and read the subtitles. Hell, I don't even need subtitles just give me that good voice acting. I feel something went awry with the English actors.
For instance: the main guy, that sort of high-wolfy sounding guy, YOU, I guess... sounds like a bitch, and then you think... he must not be the main character, not the character you play... (I don't know, lolz... this is a damn speculative post, SON!) maybe he's going to be your enemy? If so, that's great. You will love tearing that guy up.
The sounds this person makes are really weird, the vocalizations, there is a blurring, it reminds me of when I try to do an English accent and there are words I've never heard them say so I synthesize them, and I can tell when I hear myself say them that I've got it all wrong and I worry in a pub, someone says, "J'ACCUSE!!!!"
EEEEEMPOSTAAAAAAAAHHHHHHHHHHH!!!!!!!!
just kidding but I really think that anyways
I was listening to this guy talk and I said, okay it's a person doing an American accent! These are fun to spot, because I've never thought about it before! Now I like to find them. I think it actually started way back when Nick Cave used to try do an American accent in this song and he said something like, "The biscuits and bread basket" and he said it with a deep Texas drawl, real nice (Texans might disagree... but I don't know what other kind of states we put in front of the word 'drawl' (IMMA DRAWL U NOW) Hi K anyways) but Nick would say "Bahskit" instead of "BAYASKIT" or "BAYSKIT", like. I was like how could he get that so wrong. But he didn't know, why we have voice coaches and the like, oh yeah it's strong actin son
So I dunno. I thought Kojima was maybe playing a game making the American sound so bad. But the 'black dude' sounds horrible, also. It's not bad that the voice doesn't match his body type, it's bad that the voice is acted so badly. So I was watching it, thinking I might go through and do my own voicings, over say that dreads character. So then I'm watching the animation, and I'm going okay, they pieced together different movements, and they've got lip-sync going on the face. And that's fine. But that character moves a LOT when he talks. And he doesn't appear African American, he appears British. He SOUNDS like a person doing an accent. Like an Asian guy doing an American accent, but not an Asian American guy, maybe he's a European Asian. Maybe an Asian Asian. wtf what am i TALKING ABOUT
no but I also thought Australian, that was my first impression when he was doing weird things with his vowels, a highness of tone, a slurring where it wouldn't be, because he was synthesizing, and that's where part of the error occurs, a whole swath of sound in a sequence of audio emulation not quite tuned.... that is to say, the human doing that voicing did not display the ability to correctly demonstrate the character style he was attempting, as evidenced by these repeated 'dirty zones' where the talk is mushy because the emulator doesn't have sufficient resolution. In a human, he would just go to a voice instructor or whatever or check out shit on youtube damn they got some people actin some different voices, SON and you can watch their faces and learn that way. So I was disappointed in this person's performance but again I didn't know if Kojima was playing a joke: hire bad or cheap voice talent, for the 'American' version? I shudder to think the studio couldn't find better talent than this?
So I was thinking of how I would voice that character, with his movements. But the problem is that his movements are strange. Because they're pieced together. And he has a weird axis of rotation. I thought... should I make him sound like a robot?
All that said, I was very impressed with the visuals, and I had seen something earlier of that game engine at work, and I am very happy visually with where we are at in this generation. Visually, I thought this game so far (7 minutes or whatever I watched) looked like the height offered right now by this generation. We'll soon see more that we can compare it to.
http://youtu.be/pANxfV-nzjk
I have no words for this gif - Imgur
So, the Subscription Model
Ownership of lives via some corporate suite of products has been desirable for various companies for a while, and it's been joked about, and so on.
I remember references to "the hub", with pointers at Apple's ecosystem started in the late-90's... I felt like it was obvious when I walked into a Best Buy back then and saw the then-new iMac with the DVD burning and photo and music management, and so on. All very pretty and interlinked, and working together, and so on. This might actually have been after 2000. Anyways. I myself was floored, I felt like someone had got it right and I wanted it but I couldn't afford it so I spent a decade piecing together PC "hubs".
I remember references to Sony's desire of "ownership" (loosely defined here as a corporation's ability to "tie" a person or (now) family to a host of items created and maintained by the corporation, so that person or persons will come back again and again). So a company like Sony, it was said, would make things like the minidisc (however you spell it) a digital-only format that only Sony owned. And Sony would want everyone to jump on this thing and start using it. Other examples are their "home invasion" with the PSONE, the first Playstation, which came with a built-in CD player. So, if I as a consumer already want a CD player, I can justify the playstation because it has one built in. They did it with PS2 and the DVD player, and ps3 and the Blu-ray player.
We could go on and on with examples. Point is, there's now something way better than that for corporations, and it's the subscription model.
It's being used with phones, where they tie you to a 2 year commitment in order to get the latest and greatest hardware at a significantly reduced price. By tying you to this commitment and watching and controlling your data, they can influence your buying patterns and point you toward other corporate entities over which they have influence or receive income.
That led to (for them) this brilliant thing happening: humans automatically adapted and accepted a subscription model which tied them to a corporation and it's monetary entities in a much firmer and more controllable way than ever before.
An interpretation of a thread connected to a host of changes which occurred recently with the birth of the internet.
Anyways, a lot of people play games on phones and some like to say that phones will replace game consoles but there are various problems with that not the least being that many gamers have strong reasons for "subscribing to the console model" if you will.
That being you buy a new game console every 5-7 years, and said console features the latest and greatest hardware and games, yada yada.
Only now it doesn't. Computers now have so far passed the ps3 and xbox360 released just in 2006 or so, and any console released in a viable consumer price range right now would be so mediocre in power that it might not offer enough competition to people who already have a last-generation console or are perfectly happy with their computers and phones replacing a console.
So how do we get them to keep buying game consoles?
One of the biggest draws in gaming consoles for average people has been the promise of more computing power, better graphics and sound, and therefore better gameplay and stories, or whatever it is we want from video games. But power has always been a big draw. It's just like the way teens find cars, and compare them. Teens like video games and they like their console to be a hoss.
So here's what we do:
We either make a gaming console that costs $399 and is underpowered before it hits the shelves...
Or we make one that is $799-$899 (remember, this is only a new smartphone range) but sell it for $99-$199 with a 2-year subscription, including subscription to your respective "live" or "network" service as provided online by the console maker.
The benefits are obvious and large.
For the consumer, I get new tech every 2-3 years for cheap and my subscription stays in place so I'm basically just making maintenance/monthly payments, just like renting a cable box.
I wonder if we're going to have the equivelant of boostmobile for this stuff.
I wonder if there will be range of machines which play almost all games, but at various qualities.
So the big machine, the $2500, it's called the Matador or something, and people like, "I seen one of those, my buddy has one, man that thing is a beast, I couldn't believe how realistic the graphics were." And then always followed by, "But this little thing, it been puttin out real fine I been pleased with it's performance, and it really holds up to some of the bigger, more expensive ones." And that's the $800 one. That's the Dodge. etc.
At some point there could be... when hardware has gotten so fast that it doesn't matter what you throw at it (I dream, and yet...) in gaming terms (lol this will never happen, we'll just start needing to render on all 6 walls of your interior, we will always need more power doh)
So they've got all these people subscribed and they've got all these bizarre commitments locked inside or at least implied inside that commitment.
For instance, the company makes money from your two-year commitment, but they will also sell you VIRTUAL ITEMS for your video game, for REAL MONEY, and they will make money off that.
Look at what this is, politically.
At some point we have to allow regular shopkeepers. Regular people to run a business, a shop, inside a video game.
In the future. Soon. When your game is also an alternate world, and you're going around buying clothes for your character. You shouldn't just be buying them from Microsoft, etc. Say, but I'm buying them from the developer.
I know. For now.
But this is all only a very small part of a much larger phenomenon and I only created this branch here to quickly look at it. We'll come back here at various times because this node is connected to a lot of what is happening right now.
One reason this is important is because it democratizes further game development. Soon we all will have such tools to mod and create our own stories. What the stylus and paper was to that time, this soon will be to this time, and much sooner than some could think or dream.