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Joined 3 years ago
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Cake day: July 10th, 2023

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  • Edit: oops. This is old. Hope you’re OK and things improved.

    You’re grieving for what you built. It’s good to take pride and push for better. However, you don’t own it. They pay for your time and your expertise. Love your skills and the learning. If the environment stops being right for you, plot your escape at a time that suits. Companies make shit decisions, they have and always will. They sometimes lead you to believe you have influence while it benefits then with your commitment/engagement. When that no longer suits, its the end.

    What you feel is valid, it’s good you have standards and care. It’s now time to understand work is generally an exploitative relationship. Protect yourself and understand you’re being used. Find a situation where being used feels good for now and good for your bank balance.



  • So he’s capable enough to add new islands and content, but not change a trigger on how to save. One button. Same logic…

    A buggy mod by someone who didn’t write it doesn’t mean it’s not possible. Many mods are of poor standard and don’t have access to the same code or the facilitate a way to change something, so they often have to work around whatever APIs are exposed.

    It is a dark pattern. You can like a game and someone and still be able to be critical of a game design decision they make. Not everyone is good or bad. A hero or villain. No one is perfect.



  • This one is a fair point.

    Some games do create a need to depend on some. For example, in Old School Runescape, you make a decision in a quest and rely on someone who made a different decision. You cannot change it and you do depend on them. So they may feel obliged to reciprocate. The obligation is created due to a game design decision rather than because of an intrinsic decision of players.

    Some games are set in such a way where you cannot of progress without assistance. New players can get locked out of progression. Maybe this could be relevent in those cases.





  • In agile development. You do a little, release. Otherwise it is too big and may never be done. The fact they committed resources to improve this is a positive. The hope is they build on it and add more options.

    However, if they get trashed for trying, they and many other companies may not try. Why spend money to get a bad reputation when the spending nothing creates less I’ll will to the company. That is ultimately the decision Product Owners and Designers will weigh up.

    I think for progress, the best approach is maybe “positive first step but more options are needed for non-bonary for this to really make players feel comfortable”.

    From a technical perspective, separating pronoun hard coding from the models gives more scope to give more options in the future, however, as someone mentioned, there is a lot of art work needed on assets and animations so the new shapes function the same in all cases.