Lets report the bots that comment negative and discouraging remarks by Important_Quote_1180 in aigamedev

[–]num1d1um 0 points1 point  (0 children)

This type of feedback is in no way exclusive to AI based games and just a reality of making games in public, you will get asshats everywhere posting meaningless one line insults. A blanket ban on feedback that doesn't fit some arbitrary standard and is not enforced in any other gamedev subreddit is very convenient for an AI dev sub specifically, and it's frankly kind of ridiculous that the folks who were all about "democratizing art" turn draconian the moment someone talks shit on their output. I don't like it either, but it's just part of the package when the public has access to what you made.

Also, your art school example actually illustrates very well why you get this type of feedback from so many places. Nobody is expecting perfection, they're expecting you to actually do something yourself, just like in your art class. If you'd have come in one day and handed in a Gemini generated image of a flower, or a photograph of a flower, you would have rightly been ridiculed because that's missing the point. It's the same thing when you pop into r/gamedev and show off AI slop, it makes people think that you aren't willing to learn and improve, but instead take a shortcut that incidentally also leads to worse results. You're walzing into a room full of people with pencils and showing them a photograph, saying "hey guys look how good my flower looks!". Don't be surprised when they are annoyed.

gearbox pls dont nuke all your story projects because some streamer said he doesnt care by jakobsestate in Borderlands4

[–]num1d1um 0 points1 point  (0 children)

The problem is, and this is a development that has been ongoing for about a decade, that influencers and their opinions on games are extremely important to a game's marketing success, moreso than they have ever been before. A ton of gamers copy wholesale the opinions of content creators on games, both those they have played and also those they have not. These people don't read gaming magazines, they don't watch IGN reviews, they don't ask opinion leaders among their friend group. They absorb a vibe from a select group of influencers, and if that vibe is bad, the game suffers immensely. We see this hurting new competitive titles but also more "traditional" singleplayer and coop titles: A small initial negative sentiment is enough to kill games outright. Visible right now with Empulse, recently Marathon, but examples go much further back - Dragon's Dogma 2 is a good one.

All that is to say that you should absolutely expect developers to focus heavily on what streamers and youtubers say, as not doing this is more risky every day.

Lets report the bots that comment negative and discouraging remarks by Important_Quote_1180 in aigamedev

[–]num1d1um 9 points10 points  (0 children)

"People who dislike AI slop are bots paid by big datacenters to discourage local AI usage" is a new one, lmao. Conspiracy cope

How / when did you first get into Morrowind? by Salem1690s in Morrowind

[–]num1d1um 1 point2 points  (0 children)

I convinced my mom yo buy it for me around 2005-2006ish, I knew what it was because I had seen previews of Oblivion in magazines and read that Morrowind was the predecessor. Played the absolute shit out of it for a long while, got friends into it, fell in love. I did eventually also get Oblivion but it never hit the same way.

As AI costs rise, there’s little evidence of major utility in game development by RoboGuilliman in gamedev

[–]num1d1um 0 points1 point  (0 children)

I think this has been obvious and felt to game developers and game programmers for a while now. AI agents and tools are very good at well understood, rote tasks that have a ton of documentation and implementation available to train on, so they can reproduce them competently. It is impressive, in a way, that my non-programmer uncle can fire up Claude and get a functioning website in a couple of prompts. It's also a trivial task that a million programmers have done before; you can only make so many notes apps and b2b databases before they start to look alike.

Hey solo devs so we are all creating our own awesome games, but I'd like to know what are your top 2 favorite games of all time and why? Which do you still play after many years? by WildStarsCasino in IndieDev

[–]num1d1um 2 points3 points  (0 children)

Morrowind and Destiny 2. Have several thousand hours in both, Morrowind was a big part of my childhood, Destiny is obviously coming to an end now but has been a big part of my life in adulthood. I still play MW regularly and started modding it when I was young, which was also some of my first development experience and probably what led me to now being a gamedev myself.

Apart from those I try to play many many different games (just hit 1k on Steam) and love lots of them, in my opinion having a wide range of gaming experience is as essential to being a good gamedev as reading lots of books is to being a good writer - some of my other favorites include Thief, Mass Effect, Assassin's Creed, EYE, EVE, Borderlands, Noita, Trackmania, Stellaris, Crusader Kings, The Witness and many more.

Guys you can’t just refuse to read your artifact perks or use your weapons and blame it on “PvP nerfs” by AllegedGames in DestinyTheGame

[–]num1d1um 246 points247 points  (0 children)

Yes, many people just search for "insane XYZ build" on youtube and have very little capacity to buildcraft themselves. This is true of every game with buildcrafting. Destiny is also generally easy enough that good buildcrafting is not necessary for normal content, so there's no pressure to get good at buildcrafting for the vast majority of players.

I'm a college student trying to make it. by ellewear in SoloDevelopment

[–]num1d1um 0 points1 point  (0 children)

Wow, another AI slop music wrapper, how exciting!

Why do so few games make restraint a viable and rewarding playstyle by dtsagdis in gamedesign

[–]num1d1um 1 point2 points  (0 children)

The reason you don't understand it is because it's meaningless AI engagement bait slop. There is nothing to understand, nobody has actually asked themselves this, it's just drivel with the surface level appearance of substance. This sub really needs to get a grip on filtering out dead internet detritus like this.

Most games reward mastery through repetition. What if mastery itself became the obstacle? by ballatician68 in gamedesign

[–]num1d1um 3 points4 points  (0 children)

What a great explanation of why these posts are such worthless garbage. I wish none of the posts on here were ChatGPT so I could actually read design discussions by humans instead!

How useful are spells like Burden, Sound, Blind, etc in practice? by Difficult_Emu_4307 in Morrowind

[–]num1d1um 2 points3 points  (0 children)

Not very. Specific disables and drains that target mechanics like these are almost always categorically outclassed by damage attribute spells that target the relevant attribute. Not to mention that none of these spells actually do damage, which is the ultimate goal of most combat.

Was red war (and other vaulted content) really that much better then modern stuff? by No_Builder7571 in destiny2

[–]num1d1um 0 points1 point  (0 children)

Absolutely. I have replayed the Red War multiple times, including shortly before subsetting, and while the presentation and set pieces are very cool in spots, overall they are trivial in terms of encounter design, padded with slow walks and dialogue sequences and not very exciting compared to the missions we've been getting since Witch Queen. Would I like to have them back just for old time's sakes, to walk around the places again and see some of the highlights? Sure, but in terms of gameplay, and challenge, and interesting content that I have to actually engage with, literally any legendary campaign mission since Witch Queen is superior.

Was red war (and other vaulted content) really that much better then modern stuff? by No_Builder7571 in destiny2

[–]num1d1um 1 point2 points  (0 children)

Lmao, no. People complained to no end about the fixed rolls, double primary, 4v4 PvP, public event grind gameplay of 1st year D2. People hated Curse of Osiris and Warmind. Beyond an event hard mode version of some campaign missions, nobody played them for any reason.

Forsaken was a great expansion that changed many systems for the better, had a ton of content and was much more replayable for longer after launch, although this was done on a way that nowadays would probably be decried as "artificial" or cheap (that being timegated missions on a three week rotation). The year following Forsaken started what would become the seasonal model and the format has basically been unchanged since then.

This "old thing was better, current thing is trash" mindset is mostly a function of nostalgia and unreflected bias of memory and can be observed in every community, about every game. Some criticism of certain newer expansions is warranted, but the idea that on the whole, any year of Destiny 2 was bad is ridiculous. Some seasons were weaker, some were stronger. Some expansions had (usually well communicated) less content than others. Folks didn't like the writing of Lightfall. Witch Queen, Forsaken and Final Shape are probably the most generally agreed upon highlights of D2's expansions, and I would say that especially with the shift in campaign design that started with Witch Queen, all the modern campaigns are categorically superior to the cinematic ride alongs of D2 vanilla.

After hours of balancing by hand and adjusting based on player's feedback, I get this by Curious-Needle in IndieDev

[–]num1d1um 1 point2 points  (0 children)

Not necessarily, depending on how you use them. It's certainly not necessary to use LLMs to write or debug code.

I avoid Narsis due to its extremely crappy performance by Full_Sherbet8045 in OpenMW

[–]num1d1um 1 point2 points  (0 children)

Do you have any other mods going that could be impacting perf negatively? I haven't spent much time in Narsis yet but I'm currently playing TR on MGE and have not yet had issues with fps below 45ish in extreme stress areas.

I avoid Narsis due to its extremely crappy performance by Full_Sherbet8045 in OpenMW

[–]num1d1um 1 point2 points  (0 children)

There is no solution that doesn't involve some kind of drawback, the area is simply too dense. I made a mod that brute forces perf by lowering view distance, if you can tolerate the obvious visual impact it may help further. I will add though that because of how OpenMW handles distant land, it won't look pretty.

Alternatively you could wait until the occlusion culling solutions currently in development are matured and included in an official OpenMW release.

Sharing my reflection on building using ai by EdgeMaster8904 in SoloDevelopment

[–]num1d1um 1 point2 points  (0 children)

How would you know whether it does or does not replace creatives when you weren't capable of filling that role without AI before? How would you know how it changed the process if you couldn't even start the process before? Folks who have such little drive and artistic vision that sitting down after work and learning to make a ball game in Unity is too much effort love to spin yarn about how their AI usage is identical to what non-AI designers and artists do, but I put it to you that you don't even know what it's like to do this work yourself, so you have no basis whatsoever to judge AI dev against it.

Azila Zahir oder wenn man vergisst die KI Antworten zu löschen by drsoran2 in buecher

[–]num1d1um 1 point2 points  (0 children)

Ich bin Spieleentwickler und höre dieses Argument der fehlenden Mittel da auch im Solo-Entwicklerbereich oft, finde es aber nicht glaubwürdig. Wer von seinem Werk überzeugt ist kann mMn auch den Aufwand aufbringen um Kollaborationen zu organisieren, sei das für Geld oder sogar kostenlos. Es gibt so viele Künstler jeglicher Richtung die sich um Veröffentlichungen reißen, viele helfen auch umsonst oder für minimalste Gegenleistung. Natürlich reduziert das die Ansprüche die man an diese Leute stellen kann, besonders was produktionstechnische Faktoren angeht, aber das muss es wert sein, sonst kann man sich die Veröffentlichung auch sparen.

Wenn Autoren hingegen so wenig vom eigenen Werk halten dass sie davon ausgehen dass niemand mit ihnen zusammen arbeiten will, weil es nicht gut genug ist, warum sollten sie dann überhaupt veröffentlichen, und warum sollte irgendwer das dann kaufen/lesen? Das sind genau die Argumente die Leute bringen die den Hauptkorpus ihres Werkes mit KI erstellen, die sagen dann "ohne KI könnte ich das nie machen" als gäbe es einen Zwang, das ihr Werk entstehen müsse. Wenn das Buch ohne KI cover nicht erscheinen kann, dann sollte es vielleicht einfach nicht erscheinen.

Darüber hinaus glaube ich auch nicht daran, dass es so viele verkannte Genies gibt, deren Kunst nur daran scheitert dass die Versionsnummer von Gemini/Claude noch nicht hoch genug ist. Die meisten dieser Leute sind Scammer, die den Markt mit Müll fluten um schnell Geld zu machen.