[–] 14 points 2 months ago

Nothing new. This is the same bullshit legal framework that underpins the entire software industry and extends back to the mid 90s. It's just front-and-center in games now because the industry has transitioned from a growth industry to a mature one wherein producers need to extract more revenue per user and predictably enshittify their platforms to do so.

I've basically decided that I will not buy any game that I cannot play offline. If I do a buy game, I will also pirate it to ensure continued access. If I can't pirate it, I won't buy it.

Fuck em.

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  • [–] 21 points 2 months ago* (last edited 2 months ago)

    Even if I agreed that such export controls were of significant strategic importance, I don't think it's worth applying extreme pressure to our allies to accomplish it. The notion that China can't innovate becomes less true by the year.

    The AI build out is an engineering disaster. China will catch up irrespective of what controls we apply to inhibit them. If we can't out-compete them, then we lose.

    It would probably be much easier to out-compete them if we weren't actively destroying the greatest network of alliances in human history. We're fucking morons.

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    I fully expect to be skewered for this take. But I think this could be a fun debate.

    I am not stating that Halo 3 is the greatest game ever. Rather, that as a complete gaming experience on day one, Halo 3 was feature-complete (despite a litany of novel features) and debuted with a level of polish and engineering excellence that the industry has rarely, if ever, replicated at a similar scale.

    ​Today, we are plagued with games-as-a-service drivel--meaning features are stripped out at launch and trickled in over years. H3 launched as a fully realized ecosystem on day one. It didn't just have a campaign and multiplayer. It launched with forge, theater mode, and bungie.net fully integrated. To my knowledge, these were all new and transformative to the console space.

    • Forge: A real-time, multiplayer map editor running on a console in 2007. The synchronization required to let multiple players manipulate physics objects simultaneously in a shared peer-to-peer session was an incredible networking feat at the time.
    • Theater: The game didn't record video. it recorded the network traffic data and controller inputs of the match. This allowed players to rewatch games from any angle, detach the camera, and take screenshots. And the file sizes were tiny.
    • Bungie.net: Stat-tracking and heat maps of where you died on a specific map. And the file share system for custom games/maps.

    ​When H3 launched, millions of players hit the servers simultaneously. Roughly ~$170m in first-day sales.

    ​By modern standards, we expect a launch of that scale to crash the servers, cause massive matchmaking queues, or require a 50GB day-one patch. H3...just worked. The matchmaking netcode was rock solid out of the box and Bungie was ready for the compute demand.

    If a game tried to launch today with a comparatively ambitious feature set, development would likely descend into a silo'd nightmare. Forge would be delayed six months. And theater mode would be cut for budget.

    2007 is often remembered as the best year in the history of console gaming. I think H3 was its apex. ​Creative ambition was matched by elite engineering--backed by a publisher willing to let the developers ship a finished product. Imagine that.

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