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  1. From the stuff i got bookmarked and was not mentioned I think I could recommend these: ChaosD1, UberDanger, The Act Man, Tehsnaker, Matthewmatosis, Skill Up, Insp. Magnum, Gggmanlives (reviews) Pixelmusement (dos games) DWTerminator (a bit opinionated but its good to hear very different viewpoint sometimes) Super Bunnyhop, Strat-Edgy, Brownbear (reviews and more general talk about games) Mr Btongue, Spoony Experiment (pretty much dead but have worthwhile stuff) Whoisthisgit, Larry Bundy Jr (lists) Lorerunner (thoughts on various games and shows) Adam Millard (game concepts analysis) Zaric Zhakaron (if you are into Elder Scrolls) Not so sure but I'll mention just in case (I must have take a note of them for a reason): Dr. Jay, Matt Barton, RennsReviews, Overlord Gaming When it comes to movies etc. I still visit: Anime Abandon, Channel Awsome, The Mysterious Mr Enter, Lost in Adaptation, Cinemassacre, Cinema Snob, Phelan Porteous, Bobsheaux, ralphthemoviemaker. Hopefuly some of these will catch your interest.
  2. Well, the important thing is to not lose access to it. It does not matter than nobody can't see the game's code for the next two centuries. What matters is that copy of the code is in hands of some institution which has obligation to keep it around.
  3. I'm going to take the liberty of sharing my own experience with Linux which I'm using for two years now. I made the jump from Windows because of Windows 7 running out of support soon and since I had no experience with Linux I picked what looked like the simplest distribution to use - Linux Mint (18.3 at the time, now I'm on 19.3). The learning experience was not actually bad at all. Most stuff worked out of the box, the few things that were not to my liking I managed to fix through available GUIs and searching through the net. I asked for help once on Mint forums which resulted in me upgrading my kernel through update manager GUI and it solved my problem. I got to a point where I was running Windows games while still not understanding much about the OS itself, like how is the file system organized or what is upstream. I compiled one or two applications just following some instructions, never heard of makefile before, even though I work as a developer it seems alien when you are used to just open Visual Studio and hit build. Now I am after complete system reinstall which I did when upgrading to Mint 19.3, mainly so that I have clean system to work with now that I am more experienced. Again it went very smooth and in a few days I was back in business, running World of Warcraft Classic through Wine and Vulkan. And I still don't know much about Linux itself though I am learning about it here and there. In my opinion, most people would be fine using Linux Mint or similar distribution. If you take a basic computer user, who just wants to browse the web, check email, maybe write and print a little document and play some games, there is practically no difference between Mint and Windows for them. It's just icons you click and stuff happens. No need to touch the Terminal. And most of advanced users will open it only occasionally, like I do. So, GUI vs CLI. I understand the pain of writing GUI (I have to deal with Microsoft's WPF) but for anything more complex or with a lot of data to display I prefer GUI. I use Terminal just for basic stuff like sha256sum where I just add first few letters of the file, autocomplete with tab, hit enter and have the result. Or for copy-pasting commands from web. Or when there is just no GUI available. And finally a little more detail about gaming on Linux. I would divide it into 3 layers. Native: Just install Steam. It will run native Linux games and supported Windows games using Proton. Or download and execute GOG installer. It will drop an icon on your desktop and you are ready to go. Mainstream non-native: Install Lutris and Wine following instructions on Lutris wiki. It's basically a manager for games and engines/emulators they run on. It makes handling Wine easier and supports plenty of console emulators. You just need to search for a install script on their website, feed it your installation files and it will do the rest. Usually it works fine. You can also change Steam settings to allow running any game in Proton, a lot of them run quite well even though they are not officialy supported. Obscure non-native: When there is no one click solution or when it does not work perfectly (or at all). At this point you need to manually tweak setting in Lutris, maybe add in few Windows dlls using winetricks or, when common solutions don't work, look hard at the error output and ask around at WineHQ forums. Most (roughly over 90 %) of the games I tried running in Lutris I managed to get to work, for the rest I didn't spend much time on finding a solution and I have a backup plan of Windows XP virtual machine. Overall I would say if you don't like where Windows is headed, give Linux a try. However, if you rely on some modern Windows only applications, like MS Office, or you like playing freshly released games on max settings, you are better off with Windows. My friend had problems making Linux run on his computer simply because his hardware was not supported yet. On the other hand, if you rely on old windows software, you might have more luck running it in Wine. The backwards compatibility of Windows is getting worse, some stuff you could run on Windows 7 can't be run so easily on Windows 10. I actually have more confidence in being able to run my games in Wine after 10 years than I have in running closed source native Linux games on future Linux distributions. Backwards compatibility does not seem to have much focus on Linux and while open source apps can be modified to run on new systems, no such luck with games which are mostly closed source. Thats why when I archive my GOG installation files, I take the Windows ones over the Linux ones.
  4. Personally, I don't expect open source games to become common any time soon. Here's why. Making your code open source is feasible when: You don't write it to get paid. Your software is tied to hardware (which you either sell (automated tools) or own (servers)). Your software is something which is expected to be continuously developed (so people pay you to keep improving it). Games have been and still mostly are a piece of software which is developed until it is done and then sold as it is. Releasing the code would mean that anyone, who is a bit computer savvy or can at least follow a guide, can compile the game and play it for free. There would be no reason to buy the game except to support the developers, which would mean that instead of salary they are fed by donations. And I can't imagine that majority of game developers would decide to rely on donations. In case of multiplayer games with servers, developers can compensate this by running the servers, which costs money and would allow for a subscribtion system even when anyone can get the game for free. Of course if your game is already free to play, there is no reason not to have it open source except that the code uses software with restrictive licenses. Theoretically you could give out only the part you wrote and leave it to users to obtain license for engine etc. on which the game runs so they can build it, but that only moves the problem. Although for software used by many games, like engines, it is less probable that they would get lost. Lastly, if I'm not missing something, all you need to preserve a game is a working compiled copy and access to environment in which it will run. The source code is still there, the computer can read the instructions and developers should be able to reconstruct source code based on it. It would be a crazy amount of work but it should be possible. Having the source code accessible would of course be the ideal situation. At best I could see some law which would make game companies hand over code to an archiving institution which could then make it accessible after X years goes by.
  5. On a more general note, of why AI did not advance much in the past years, I think that it is simply a problem of indies not having enough resources to develop something better and the bigger companies not having a reason to do it. As already mentioned it is a job for them, games with poor AI are still selling, so why bother improving it when improving graphics is easier. Honestly, I don't remember the AI in F.E.A.R. being notably smarter. The simulated radio chat was nice and I remember them flanking me once but most of the time it didn't seem different than most shooters. But sure, in side by side comparison with other games it would come on top. One of the reasons it didn't seem so good could also be that the map layout did not have that many tactical options. I guess the best when it comes to AI in gaming now comes from AIs developed to work as a player. Like all those Starcraft playing AIs and more recently MOBA AIs. I think I also remember someone boasting about an neural network based AI, though NNs are basically just good old throwing more hardware at the problem. With the hardware we have today there is an opportunity to grab some graphicaly undemanding engine and use that spare power to create something really ambitious, like those games which simulated whole space systems with economy and NPCs traveling around but even bigger. I would like to see that. A capable AI squadmate would be cool too. Or a believable stealth game.
  6. I don't know Mac gaming much but I know of Marathon. Pretty much a predecessor to Halo, very inovative for it's time. It has been released on other platforms than Mac however but I guess that won't help if all you got is Mac. On that note, you can give Wine a try. From the little I gathered it did not run on new MacOS but they managed to put something together already. Either you can try making it work yourself or pay for the comercial CrossOver which has support for it and should be much easier to set up. Don't know if it also runs 32 bit games at this time but it looks like they are working on it.
  7. I'm going to guess it's Rising Lands. If it is, then you didn't spend quite enough time on wikipedia's list of real-time strategies because it is listed there. The second one could be Outcast. The player character does not wear a jumpsuit, just orange shirt but that could be hazy memory. There is a snow planet/level, stargate-like portals and aliens can be talked to.
  8. I know about Gangland, I just didn't notice anything what would set it apart from other games like it. And yeah, I didn't say these are all good games. NS2 does just enough to be a RTS though, at least in my book - you gather resources from resource points, you put down buildings and you can even produce few units which you control directly.
  9. Some time ago I decided to go through Wikipedia's list of real time strategies, looking for games which do something I didn't see before. So I took a deeper look on every entry from 1990 to 2019 and found quite a few games which I added to my ever-growing backlog. What I found I combined with games I already know of and the result is the following list. Every game mentioned here is not necessarily a good game but it does do something different from the games most people are familiar with - Command & Conquer games, Relic games (e.g. Dawn of War), Paradox games (e.g. Hearts of Iron), Age of Empires, Warcraft, Total Annihilation... Also, keep in mind that I think of RTS as a game where you gather resources, build army and fight enemy force, all of that at the same time. So I didn't include games which fall more into real-time tactics territory, often the crucial difference being in the inability to produce additional units during a mission. Achron Age of Empires 3 Anno 1404 Arena Wars Battleforge Battle Isle Andosia War Black & White 2 Brütal Legend Chaos Island: Lost World Colobot Conflict Zone Cossacks 2 Creeper World 3 Crusader Kings 2 Dawn of War 3 DEFCON: Everybody Dies D&D Dragonshard Earth 2160 Genewars Halo Wars Heroes of Annihilated Empires Homeworld Emergence Hooligans: Storm over Europe Kingdom Wars Maelstorm: Battle for Earth Begins Magic the Gathering: Battlegrounds Majesty Metal Fatigue Natural Selection 2 NetStorm: Islands at War Nightside Offworld Trading Company Original War Outpost 2 ParaWorld Perimeter Planetary Annihilation: Titans Rise and Fall: Civilizations at War Rise of Nations Rock Raiders R.U.S.E. Sacrifice Seven Kingdoms 2 Sins of Solar Empire: Rebellion Star Trek Armada State of War Steel Division 2 Stronghold SunAge: Battle for Elysium Tanktics They Are Billions Tooth & Tail Tone Rebellion War for the Overworld Warlords Battlecry 3 Worldshift
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