my extremely accurate and not-at-all wishful thinking predictions for gaming news in 2025:
Bethesda announces that they will stop using the GameBryo/Creation engine and are going to work with the modding community to create a robust set of modding/development tools for Unreal instead, while also porting all useful functionality from Creation to their new engine. the project is expected to take several years, but is going to happen alongside a remake of Oblivion that is going to use Morrowind’s dialog system and emphasize player freedom even more than the original. also they’re going to be releasing the source code for all of their previous games so that the modding community can just go fucking crazy
the indie world becomes obsessed with scifi tactical shooters inspired by Hideous Destructor and GZDoom modding. it becomes yet another massive indie trend until AAA studios try to capitalize on it
id reveals that they’re officially renaming DOOM (2016) to Doom: The Newer One (2016) to avoid any further confusion. also they’re giving up on Doom: The Dark Ages because “we still can’t figure out what makes the original Doom fun, even after three games.” instead, their next project is going to be teaming up with the creators of Hideous Destructor to create a spiritual successor set in the Doom universe - jumping on the AAA bandwagon
Ubisoft announces that the next Watch Dogs game is going to be a remake of Watch Dogs 2 and this time there will be no crunching or deadlines at any time during development, adding “we don’t know what we were thinking last time. for the remake we’re going to give our workers the time and space needed to make something that’s actually well-written and high-effort”
EA publicly apologizes for using the name “Star Wars: Battlefront” for their low-effort microtransaction trash. then they reveal that they’re going to remake and expand the original Battlefront games in the Frostbite engine while keeping as true to the original gameplay as possible
Shigeru Miyamoto reveals that Pikmin 5 is going to have RTS controls that will work using the Switch 2’s mouse mode, and it will also be available on PC
Skyrim made so much money that all AAA studios and publishers become Skyrim-lusted. they all collectively give up on launching live service matchmaking hero-shooters and start releasing immersive first-person open world roleplaying games with a heavy emphasis on emergent systems, atmosphere, and player freedom. also they’re going to make these games as moddable as possible
all JRPG studios start focusing on the Skyrim formula too and their games are full of adorable anime characters that you can make friends with and date. also they completely give up on overcomplicated RPG mechanics and focus that energy into food and cool clothes/armor like in Monster Hunter
Nintendo announces that their next Zelda project will have a tone and art style similar to the child Link parts of Ocarina of Time with gameplay heavily inspired by Wind Waker, but they’re going to de-emphasize cutscene- and dialog-based storytelling and you can disable scrolling text in the main menu
I absolutely loved the twisty convoluted battle-of-wits logic in Death Note (even though of course it would be very impractical in a real life battle of wits) and in theory I feel like Kaguya-sama’s comedy spin on it is actually really clever because it’s just as entertaining and it’s funny and it’s good satire. but omg as a former Gifted Kid™, it is way too real for me lol. I can’t watch it at all - it hurts
also I tried Code Geass because I had heard that it had similar battle of wits stuff as in Death Note, but the problem is that they handwave all of the clever stuff instead of showing how the characters are being clever. it’s just like “suddenly, Guy Protagonist has an army of mechs because he’s smart or something. don’t think about it”
strangely enough, I felt like No Game No Life (sexualized loli warning for that show btw) did a better job of giving me that same feeling of watching clever plots unfold, where I need to pause the video and think about things to be able to even follow it lol. I feel like the people who write NGNL are really nerdy about mathematically breaking down games using stuff like game theory and it shows and I’ve learned (and then probably forgotten) lots of cool stuff from that show
i think the idea of a wrapper class should have more first class support in languages
inheritance: hey, i-
no
is there any frontend or tool that supports easy account switching? 
something i think a lot about is community, social and individual needs, and the conditioning against community in the united states.
mutual aid is a fascinating case study to me. online i’ve seen it pejoratively referred to as “ebegging” – even by people who do it. outside of the gross insulting version of this to discourage others from asking for help, i assume this is some type of admission of guilt or shame associated with engaging in the act and it makes me very sad we can reach a point like this, but it also makes a lot of sense to me. americans tend to be very proud of their individual achievements and aren’t very good at recognizing their involvement in groups or communities. many often suffer in silence because they feel as if their needs are too insignificant, or perhaps even that they are not in need enough to ask for help. worse yet is when someone believes they’re not worth helping.
however, when i talk to others about how would want to help others, they’re very passionate about all the ways they’d love to do it. paying off debts in creative ways, offering highly advanced and unique skills that are hard to find. they really want to show value in a way that is nuanced, personalized, and lasting. it’s very sweet and endearing but also really interesting – both to hear the contrast of accepting help versus providing it but also how grandiose it can be. i suspect many of them would not accept the help they would want to offer to others. why?
aside from the variety of personal reasons that someone could have which can’t be generalized in a nice, neat, analytically useful way, i suspect that much of it comes from wanting to be valued by others. they want to be uniquely desirable and helpful to those around them. i can’t be certain but it’s the best explanation i can come up with. one of the reasons i think this is because of our tendency to compare ourselves on the global stage. it’s not satisfying to be a big fish in a small pond but also because most of our exposure to our specialization and interests leads us to discover the most prolific identities and personalities associated with that thing. the most commercially successful artists, computer scientists, engineers, and so on; the absolutely most recognized and disproportionately advantaged individuals become our baseline for comparison. if we can’t be as good as them, how can we ever hope to be useful to our in-group?
with all of that in mind, i can’t help but feel that there’s an incredible amount of pressure to be highly proficient at something and expect nothing in return. almost like a real life hero. we become so good at something that we can solve problems for others in a way that is completely unique to our skillset. i think that’s a really cool thing and leads to a lot of amazing innovation, but i think it’s not so useful for framing mutual aid.
most people i know who desperately need mutual aid don’t need a hero. they need someone to help with the dishes, or look after their pet while they’re at work, or maybe even just be around to keep them company to feel like they’re worth it. sure, it’d be nice to meet batman or superman who could instantly pay off our mortgage or finish the home repairs in 0.5 seconds, but i think we equally need someone who is just willing to do the boring, mundane stuff too. groceries happen every week or so, cleaning happens.. well, seemingly constantly. it’s a lot. and i think that’s what community and mutual aid looks like. it’s doing what’s needed, and we need a lot of really boring regular stuff.
some tips for people like me who get sensory issues from wearing sunscreen:
it’s amazing how much better my health can become when I’m within walking distance of literally anything other than suburbs
it’s really weird to me that the import path influences the identity of a type in javascript (at least in firefox, anyway)
import { AType } from './type.js'
import { AType as AType2 } from './/type.js'
import { AType as AType3 } from './type.js'
console.log(AType === AType2) // false
console.log(AType === AType3) // true
I’ve been playing #Pikmin4 and I think it’s overall a really interesting evolution of the series with some extremely welcome QoL improvements. it’s clear that a lot of work went into making this game very featureful for powerusers like me and I love that. also Oachi is the greatest video game character of all time and I would die for them /ex
I wish the game had been designed with more of a focus on multitasking, though. like Pikmin 2 - where breaking down a gate took like half a day and you’d want to switch between characters in order to do something else in the meantime
I feel like #Pikmin and Creeper World are the two closest things to RTSes that I’ll be able to enjoy lol - although I’ve been wanting to make an “RTS” of my own (it would have an RTS control scheme and RTS units but the gameplay would be very very different)
but I think that for me to enjoy a game, I need there to be a safe state* that is essentially the default state, and that I need to actively choose to leave. and RTSes aren’t really designed this way - you’re always in danger in some way or other because the enemies are proactively coming after you and becoming more dangerous over time as they ramp up their economies
* in Doom, this is when there are no aggroed enemies left. in Minecraft this is when I’m inside of my base, where no enemies can get to me. in Creeper World this is once I have enough defensive structures to sustainably repel the creep
Depending by your taste in music, this will make "a thousand miles" either better or worse.
writing a 3d renderer is funny because it’s like oops, i put a 0 where the 1 should be and now the cube is doing backflips and also noneuclidean and i think time is turned inside out
Succubard's Library
If you haven't already, sub to my new youtube account for the reading portion of me being a bard
https://www.youtube.com/@SuccubardsLibrary
(though Twitch has better audio quality... https://www.twitch.tv/octaviaconamore)
I think I really like when games (especially in a familiar/approachable genre) are hard to wrap your head around at first, where you have to build a whole new intuition around how to play them
that was what drew me to Portal initially (I wanted to be able to intuitively grasp portalling around) and then to Receiver, Duskers, Hideous Destructor, Receiver 2, 4D Miner, 4D Golf, and Beyond Citadel in roughly that order
and I think that’s what keeps drawing me to #RTS games, despite the fact that I dislike other RTS genre conventions like the fast-paced constant-pressure nature of the gameplay
I think what makes me want to play them is because they look really weird and counterintuitive and difficult to wrap your head around at first, since you’re supposed to be controlling a whole map’s worth of units at once. and I think I’d really enjoy learning how to do that, if the gameplay were much more chill and at-your-own-pace
I have a rough game idea for an “RTS” that’s very chill and more focused on slow exploration and expansion (very similar to the Creeper World games) but I hope that we’ll see more chill RTSes in the future too. I have some hope for Wartorn being that way, despite the demo having 200+ ms of input lag for me T_T
...and yeah, this shirt works so much better with pants that are not jeans
i actually love this fit, i need to get some better boots for it and maybe a gold chain for the belt, or some other jewelery
holding the website down with my foot & pointing my sword at them as I check this box:
TCG level 0: my card has an effect
TCG level 1: my card negates your effect
TCG level 2: my card’s effect cannot be negated (statistically, your game is probably here right now)
TCG level 3: my card negates your effect that cannot normally be negated
TCG level 4: my card cannot be negated, even by effects that negate effects that cannot normally be negated
TCG level 5: singularity