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Cake day: June 11th, 2023

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  • I did this with a controller for the longest time. Specifically, the thing was not first/third person byt “do I have a visible crosshair or not”, as that defined if I am directly moving the camera/head, or if the crosshair is like a laser pointer I move on the screen and the character looks towards it.
    I finally had to decide one way or the other with Monster Hunter: World as the sling requires switching between the two rapidly and while you actually can set separate inverts for first and third person, it means you can’t “follow” a monster smoothly while switching to the sling, you need to also quickly flick the stick to the other direction. Took me roughly 20 hours of rather chaotic gameplay for it to finally “click” in an instant.
    I chose non-inverted as it was easier to imagine a crosshair than it was to ignore one that existed.









  • But there would be no-one to do so. In a copyrightless world George R.R Martin would need to have another job to pay the bills and wouldn’t be able to dedicate his time for writing, and HBO or anyone else pouring massive amounts of money to create shows also wouldn’t be able to exist as they would gain no profit from what they do as their creations would also be in the public domain. Unless you live in an utopia with universal income and replicators that completely eradicate any need for money or ownership of anything, copyright itself as a concept is vital, the issue is just how corrupted the current system has become - which is mostly due to the greed of Disney.







  • Usually they don’t. Something like Horizon Forbidden West credits almost 3500 people even though Guerilla Game has less than 500 employees, most of the rest is absolutely massive bloat from different outsourced teams and Sony departments - like the “Head of Opportunity Markets Business Operations Tim Stokes from Sony Interactive Entertainment Inc.: Global Business Operations” was undoubtedly very important for the development of the game.

    As for Baldurs Gate 3, Larian Studios currently has 450 employees in 6 different locations, so they are actually around the same size as Guerilla. I wouldn’t be surprised if the credits end up being well above a thousand people (D:OS2 has around 500 credits even though Larian back then had only 130 people).