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Everything posted by NightNord

  1. NightNord

    State of Mind

    I meant - it's when player already understands everything, but heroes are acting clueless. This is actually imparting gameplay because you have to find "proof" of something you've already understood.
  2. NightNord

    The Station

    Story with a twist, even though the twist message isn't really very twisty. Very short. Very nice UI and overall game execution. Looks like a tech-demo or presentation for something bigger. Walking simulator with very light "puzzles" (mostly need to solve riddles of sorts).
  3. NightNord

    The Spectrum Retreat

    It's a puzzle actually. Portal-like with narrative walking simulator intermissions. Puzzle mechanics are solid, varied enough, even if somewhat short. Story is god-awful. Attempts to introduce "atmosphere" are made in such way that it's better not to have any story (at one puzzle level you'll be forced to solve a puzzle that uses a trick unseen before and after, under constant sound of a woman crying). Tons of melodrama. Like the whole story, except for the very end when it turns out it's not melodrama, but you are already fed up with it.
  4. NightNord

    State of Mind

    Looks like someone's magnum opus. Untypically lengthy. While not ideal, attempts to shake usual "run around and click stuff" routine with refreshing gameplay elements are made. Lots of melodrama and "heroes are idiots" moments though.
  5. NightNord


    Interesting, but short and filled with authors forth-wall breaking (and utterly uninteresting) dev-blogs. Walking simulator, very minimal gameplay.
  6. NightNord


    Very primitive gameplay - not entirely walking simulator, but close. Otherwise, slightly interactive movie. Quite lengthy for the format.
  7. NightNord


    Ross: "I am picky!" Me: "cool! let's take a look!" *Looks through 3 pages of adventures* Me: "oh, I found 4 games I didn't played of like 20 I would even consider playing" (Not to bash on Ross, after all, you can't be the guy who makes a show about weird games, unless you consider playing weird games) There are few games that missing there and look like matching overall criteria (based on other games) - the whole WadjetEye catalog (with exception of the Golden Wake and The Shivah, they are quite different from others) is very solid, especially Primordia and Gemini Rue, but it really depends on who like which setting. Anna's Quest is very good (as in "not evil") fantazy fable with some solid gameplay.
  8. NightNord

    Unforeseen Incidents

    The art style is weird (it looks like it was drawn on paper. Watercolor? How that's called, I dunno), but the story is very solid. The gameplay is your usual adventure - collect stuff and use stuff, but without pixel hunting or weird logic. It's rare case of adventure that does not require a walkthrough, but is not easy. "Ross will like it" remark because it's all about conspiracy on top of conspiracy. And zero drama nonsense.
  9. NightNord


    Oh, looks interest- waitasecond... did I play this game?.. Riiight, I vaguely remember some of those screenshots! What it was about... eh...
  10. NightNord

    The Last Night

    Probably will never come out. Developer was hit by some unknown "financial and legal problems" and disappeared. Pity
  11. NightNord

    Gemini Rue

    Solid story, solid logic, good setting and superb atmosphere. If you like dark sci-fi and detectives - it's a must-play.
  12. NightNord

    The Dark Eye: Chains of Satinav

    Moon logic and pixel hunting is strong with that game, especially closer to the end, but very good style and story is quite enjoyable.
  13. NightNord

    Edna & Harvey: The Breakout

    Moonlogicish, but quite enjoyable with intricate story and interesting style and characters
  14. NightNord

    The Last Door

    Very specific story, but it's practically made of moon logic. It's like the point of the game, to be very moonlogically.
  15. NightNord


    Good. Solid logic, good story without excessive melodrama (though there is a drama), nice setting and style
  16. NightNord

    The Uncertain

    It's basically a telltale style of adventure with very-very low budget and production quality. Story cuts off and episode 2 is nowhere to be seen. Consider this (very much) incomplete game
  17. NightNord


    Decent-ish, but so it makes several gamedesign crime against humanity. There is SHITLOAD of backtracking. With lots of loading screens. Moon logic in some portions. Basically in the beginning it's ok, but then it becomes just so tedious that I would not recommend playing without walkthrough. And story is kinda meh.
  18. NightNord

    Kathy Rain

    Good start, ok-ish ending. Made by die-hard SJWs that start with some good ideas, but degrade into agenda-pushing towards the end. This one though is at least trying, so it's slightly melodramatic in bits, but it doesn't go too far and overall story still prevails. But their next game is just a disaster.
  19. NightNord


    WadjetEye adventures (it's published by them) are usually an easy pick - they don't do complete trash. But this one is very good, it have some interesting questions, choices, dramatic and well-written story. Gameplay is more or less common for adventures. There are some bits with pixel hunting (due to visual style, it's hard to see things) and a bit of moon logic in portions on story when it's a given. But it's a solid one.
  20. NightNord

    Quern - Undying Thoughts

    Very good game indeed. It is like Myst, but with much better story and more modern puzzles.
  21. NightNord

    Unforeseen Incidents

    This is very good one. Ross will surely like it, it's very fitting stuff he says he likes
  22. NightNord


    Damn. I see some of the games on the list that I've played and I am sure Ross will hate. I want to make bets on eventual-if-ever rating now. But really I guess I am just grabbing every adventure on the list. There is plenty I've never seen and look promising.
  23. NightNord

    "Games as a service" is fraud.

    We've already discussed that above (based on EFF article). Yes, it does allow bypassing DRM, but that's it. But again, I am not a lawyer, I am just plain-reading that stuff. I.e. you can't restore MMO with that, you may only circumvent online DRM (for local play). Can you convert MMO to single-player experience maybe? Well, no, because as you've quoted I.e. you can't use copyrighted material on the server (say quests) and, as per EFF, Library of Congress explicitly disallowed reconstruction of that material. In other words - if you somehow got the server data, you can only use it if you are a library to enable playing the network game only within physical bounds of your library; and if you didn't get server data, you are not allowed to reconstruct it. I.e. unless we are talking about just DRM, but some actual server-side logic you are screwed. Say even Diablo 3 is already out of reach. This is interesting bit, but I can't plain-read it. It's a bit too much legalize here. It does sound like it would allow reversing game protocols to "achive interoperability" with "independently created computer program" (i.e. custom server emulator), but I think the problem of "infringement" still stands - you may create an emulator, legally, but not fill it with contents. Though even if that's it - this is still a loophole - you may create an emulator and then contents will just happen to be created totally independent and who cares if they are illegal - the emulator itself is not. Yet the idea was to somehow force developers expose information required to make process of creating an emulator easier and I do believe that convicing judges to consider that loophole will be problematic. Plus Ross already gave up on US anyway, because US is a land of crony capitalizm and corporation is always right :P
  24. NightNord

    Legal analysis roundup (for USA)

    Yeah, YouTuber Law guy is pretty good one, a lot better than Lennard who sufferes from lack of attention to detail and coherent production. Though it's funny how he calls you "Ms. Scott" P.S. And yes, his solution is actually quite good. Provide incentive, so big companies will start doing it for profit and small companies will do that because it's cool. And if will create a clear single repository you may commit stuff to, which is a lot easier than inventing your own solutions - just put it into library of sorts and then it's library problem. It works for books.
  25. NightNord

    "Games as a service" is fraud.

    I watched the Lenard video and holy shit it got derailed. I mean the whole discussion about is it legally "fraud" or not is like "who cares, is it legal?" and the last part about art work. Games are not art for quite a while now, imo. It's a product and yes, it must be under consumer protection laws even if restricts "artists". Being an artist is not a free pass on anything. But the main part I get from what he said is basically that if there is a company that invented a flying car that works on a very special fuel (totally justified) that only them can produce and then after some period stops producing that fuel because they've got better car that requires different fuel (again totally justified) and everyone got that better car and it's just no longer viable to produce old fuel - they can totally do that. Yes, your old car will be a brick, because there is no old fuel left, but you are not entitled to it. You are entitled to some period of having a fully working car after purchase, but once they've stopped selling old cars they may shutdown the fuel production given that period have passed since the last car was sold. What you saying basically is that they should be legally forced to either transfer fuel production technology to another company that would produce old fuel in lesser quantities to still be viable, or release that technology and any patents to the public domain, or at least publish the fundamental principles so everyone else can have a chance at figuring it out. What I am saying that in that "at least" case they also have to remove patents. Because recreating the fuel with violate their patents and you can't make a law that expects that as reasonable outcome. IMO, of course. You probably talked to non-game developers? I can tell you that if you would ask Wargaming to release just the network communication documentation on WoWS or WoT - they don't have it and it will take quite a while to write it. Because it's a mess. Game development is a mess. Hell, even at Yandex most internal protocols were coded without any documentation or even design or even sometimes version checks. What you call "packet description" is not "packet" as in TCP/IP packet or "game packet". It's "message". One packet contain many messages and each message contain different data. See the huge post I've made above. Basically if you think that reverse is allowed, then just removing the encryption would be enough. If it's not, then nothing short of complete protocol documentation with all the messages and communication quirks will be enough. And if we are talking about "how hard it will be" - figuring out the overall packet structure from dumps is easy-ish, figuring out messages is much harder and will require a much bigger data dump to analyze. Figuring out quirks is so-so - client may just crash, it's simple to notice, may be hard to understand why (especially if you are not allowed to reverse). Or it may desync. If a game that may desync just by itself, because it's poorly written - that would be a hell to find out. No, I believe you understand it wrong. It's only allowed to circumvent the DRM (including online DRM) AND it's for museums and such. Preservation does not imply individual play, from what I can get. Also what Lenard was saying (and it was quite painful to watch tbh, because clearly both of you have not enough technical expertise on the topic, so your questions and his responses were all over the place and never actually covered the actual problem core) - basically if the only thing you are making is the server code and just it - then maybe it's legal (though I am still not convinced you are free to reverse the client to do so), but if you are also producing anything else (any asset) - that is covered by copyright and you can't do that. That's what I get from there - i.e. if you have say a Quake style server that basically just relays the messages everywhere and does some simple movement/shooting logic - it's fine. But if it's say Destiny server that have quest definitions only on the server (while all the dialogs, cutscenes, etc are on the client) - if you reproduce them, you actually infringing their copyright on those quests - even if you've never seen the actual server data (and if you not copy them you probably making derivative work, which is also forbidden by the license). At least in Russian law you can't much such a law as a law. Basically you need a goal of the law. Goal of the law is - games have a chance of being restored by reasonable effort. Sanity check: do conditions and restrictions proposed by the law reach that goal? No - because you can't consider illegal actions being taken as part of restoration process - so unless you are ruling party or just a nice guy or managed to bundle it with some other law that everyone want - that law won't make it through. Now what Lenard says is that you can make it a certification mark. If you can hype-up some certification mark (which is kinda hard/impossible, but let's assume it is) or provide some incentive in using it - say persuade some countries to give tax cuts on sales of objects with that mark - you may demand practically anything as part of certification. Including such gray area stuff as just publishing docs "for research" while understanding in full that it will he used to create possibly illegal works. The only problem is - I think you'll have hard times proposing anyone to create incentive for using that mark with such unclear goals. Maybe you want to shoot further. I don't really understand that obsession with half-backed minimal effort solution - it's not really working for 99% of games simply because there will be not enough people caring about them to actually create the emulator. Nor it's any different for developers from just freaking releasing the server if they have it. If they don't (i.e. server is very complex or something), then they will circumvent your restrictions anyway by fancy license wording. They won't bother with providing documentation, because even if it's 2 days, it's still longer than 1 day needed to change text on a site (probably copy-paste from someone else) saying "by pressing that button you agree with EULA and your license is renewed by 6 month" From what I get from there - under US law (well, actually it's the same in Russian law) you are allowed to cheat people if you tell them in advance that you are going to cheat them. Basically if you are starting a financial pyramid and telling everyone applying that it is a financial pyramid and it will collapse at some point - that's not a fraud. It's just you being an asshole and using people stupidity. On other hand - some other laws may forbid financial pyramids anyway, no matter what, just because they protect people from being stupid. Like forbidding gambling. So you can have a consumer-protection law that will say "you are not allowed to do X" and in that case you'll face penalties steaming from that law if you do X, but most probably it's going to be some sort of economical punishment - a fine, or something like that. And some companies may decide to just bite the bullet and pay the fine and ignore the law and do X anyway (while telling everyone that they do X, so it's not fraud).

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