@MK2boogaloo@SuperSnekFriend I can take solace knowing I'm not pumping my body with dodgy chemicals from Brazil and Ukraine with irreversible side effects that age you rapidly
@MK2boogaloo@SuperSnekFriend the worst shit was losing Internet friends in the late 10s/early 20s and all the memories are gone or tainted because they took on a new stripper name and flipped out at their old friends
@coolboymew@Humpleupagus@Mr_NutterButter There was a post on 4chan that had the difference between imageboard discussion and Reddit a while back: Reddit's entire economy is about upvotes, usernames, and "karma".
@xianc78@Owl@coolboymew@lonestarr@noyoushutthefuckupdad The other thing with obscure OSes is that games have to have the source code available for the most part, the game has to be very portable (otherwise you'll need to modify the crap out of it to make it such, like with System Shock's source release being for the classic Mac port or Windows only games), and then someone on said platform has to care enough.
This is easier with something like BSD, but much less likely with Haiku, commercial UNIX, illumos, and any number of forgotten OSes.
@xianc78@lonestarr@Owl@coolboymew@noyoushutthefuckupdad >I thought about getting at least a cult following by porting my games to obscure operating systems like BSD or Haiku. There is probably an audience for people who want to play something other than Tux Racer on those platforms.
That's pretty much the idea behind homebrew games now, especially console games. Pier Solar and Xeno Crisis were ported to a LOT of things. The thing is, unlike obscure OSes there's someone who will buy a n64 game cartridge of a new homebrew game. As long as you're not targeting a platform too obscure like the Atari 7800, or at the very least have some way of wrapping it in an emulator for Steam, you can do a lot.
There's just less for stuff like classic Macs outside of "Hypercard games" all over itch.io (a bitch and a half to program for), Japanese computers (language barriers and apathy, this is in fact changing as some Japanese indie devs write new PC-88 or X68k games along with Project EGG offering new games), UNIX workstations (expensive and the people who own them could care less about games), and more. Most of the time when someone writes old computer games they solely target something that either was gaming oriented (Amiga, MSX, C64, etc.) or DOS.
@xianc78@lonestarr@Owl@coolboymew@noyoushutthefuckupdad That's because indie games are either four things: crybaby "my life sucks" walking simulators, games mimicking the old games you can run in emulators with a side dose of DEIslop, games that do fill a void, and schizokino outsider art.
@lonestarr@Owl@noyoushutthefuckupdad The problem is aside from DEIslop, you'll end up with oversaturated genres like "hero shooter", "loot shooter", "battle royale", and more. This leads to shit like Hyenas, Concord, Lawbreakers, Battleborn, and more.
These were all games that tried to chase the trend in an oversaturated market (and worse, charged money for them) when people were playing XYZ, without offering anything to set themselves apart. For example with Battle Royales, Fortnite set itself apart from PUBG with it's cartoony art style and being F2P initially, Apex Legends had fast paced movement, and Warzone was a spinoff of a successful franchise with the gameplay of said franchise intact as well.
It's no different than the "Halo Killer" meme of the 00s with games like Haze, Killzone, and others trying to ripoff aspects of Halo. Turns out, the real Halo Killer was an entirely different game with entirely different gameplay known as Call of Duty 4. Then the trend became to ape Call of Duty or major aspects of it's gameplay.
@coolboymew@lonestarr@Owl@noyoushutthefuckupdad The indie success stories you hear about are either games filling a void (Palworld), or games that do something new/unique. Even the short term success of early indie "art games" faded out as the clique's influence faded.
Nobody is going to care about another 3d platformer trying to mimic the same Nintendo games with trans flags and every character having pronouns and some mental disability, except for a small niche audience on Twitter.com and someone craving more slop. Those developers have the issue of being pigeonholed so hard that they end up making slop, and before the DEI stuff being added in these games had the issue of being samey.
Wow, you're making a Sonic influenced game that adds little new. That's really cool, but you can fire up Sonic 3 in an emulator.
@noyoushutthefuckupdad@miscbrains@lonestarr@Owl Well not only that, the other issue is you don't get sweet access to early builds and review keys. This isn't just a small time thing, it happens to big sites.
This has now also applied to any gaming journalist that also doesn't glaze up new games, hence why Dragon Age only has reviews mentioning the same exact phrases similar to the "gamers are dead" article series.
This hurts these reviewers as they cannot publish the coveted "day one" reviews when the embargo runs out. They have to do what us plebs have to do: buy a game from GameStop or Amazon and review it.
@noyoushutthefuckupdad@miscbrains@lonestarr@Owl It also works the other way around. If you run even a mid as shit gaming channel and have a "business e-mail", you will get spammed to shit with internet nobodies offering Steam keys for their mid game.
They know about how games like 5naf boomed from the early success of YouTube channels playing it and the same "reaction" mindset that led to Paranormal Activity's marketing campaign and many copycats. They don't understand that it also has to interest the YouTubers in some way, because YouTubers are just like you and me in some way and they have their own interests.
The PS2 online mode was never as well integrated or advertised as it was on the Xbox (or at least never as well advertised) but the fun part is it was free for most games. Some games were paid (EverQuest, PSU, FFXI, a few others), but most of them were free to play. You didn't need to give your credit card info to the console to play online.
Meanwhile the PS2 was similar (online was nearly all third party) but at some point Sony decided to both sell PS2 bundles with the online adapter, and then every Slim integrated it into the hardware. Really, online on the PS2 was like PC game online back in the day, each game had it's own publisher infrastructure (or outsourced to Demonware (now Activision lol) or GameSpy). The only real limitation was DNAS (an antipiracy measure), which has been cracked out of many PS2 games after that shutdown.