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Joined 4 years ago
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Cake day: May 31st, 2020

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  • I don’t think, there’s a special trick to making them. You can look at existing kaomoji lists and pick out individual symbols to create the shape that you want.

    Or you can combine kamojis. For example, maybe you want a cat handing over a flower, but you want it to look sad, like an apology.

    Then you find a sad cat kaomoji:

    /ᐠ • ˕ •マ
    

    And combine it with the kaomoji you posted:

    ⠀/\__/\
     (• ˕ •)    
    / >🌷< \
    

    Well, could be better, but just as an example. Combining different faces and arm shapes and such is relatively easy.

    As for managing them, I usually see tags assigned to them. On the webpage that you posted, it’s the little text boxes below the kaomoji.
    But in its simplest form, you could have a text document and just write a few words above each kaomoji, like e.g. “sad cat flower”. Then if you search the text document with Ctrl+F for “cat”, this will be one of the results.






  • Ephera@lemmy.mltoGames@lemmy.world[Opinion] Why do so many cozy games suck?
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    6 days ago

    They’re not really for me, as I find it difficult to relax while playing them, but I’m glad they exist.

    Gaming had a real identity crisis around the 2000s, when every other game was a brown military shooter.
    Now we’ve got cute games and cozy games and artsy games, and I feel like that opens up the genre to more people and enriches the whole medium.

    Cozy games are more difficult to make, though, because the gameplay is not anymore just “point cursor at screen and click in the right moment”. So, yeah, you will get some worse examples, especially as the genre is still figuring itself out.



  • I think, it works kind of well in games where you’re able to enslave/recruit the random encouters (Pokémon, Shin Megami Tensei and such), as it’s then a surprise what you’ll find, somewhat like a slot machine.
    But the way the more recent entries work in these series, that you find out what creatures roam the world by exploring, that kind of works, too.

    More generally, I don’t particularly like the problem that random encounters solve. Which is that you’ve got sections of gameplay where nothing happens, so you throw enemy encounters into there. That also goes for non-random encounters.

    RPGs do this and I used to enjoy RPGs as a form of escapism. But now that I’m doing more stuff in real-life, I want it condensed down in roguelike form, or I’ll just play other genres…



  • Big difference to the Wikimedia Foundation is how much money they need. The Mozilla Corporation (which develops Firefox) has around 750 employees.

    Optimistically, only 500 of those are devs and work on Firefox. If you pay those a wage of 100,000 USD, that makes 50 million USD of costs just for wages.

    Firefox has less than 200 million monthly active users, so everyone using it would need to donate $0.25, or alternatively 1% of users would need to donate $25, yearly.

    That’s a lot of money to hope people donate, and this is a very optimistic ballpark estimate.


  • Yeah, the amount of money they get from donations is so tiny compared to what they need for developing Firefox, that they don’t even divert it for Firefox.
    They use it for activism, community work and in the past, they’ve also passed it on to other open-source projects, which are also important for the web but don’t have the infrastructure or public awareness to get donations directly.


  • As I see it, the difference is that we now have capable game engines freely available. Indie studios can, for the most part, offer the same quality of gameplay. AAA studios can only really differentiate themselves by how much content they shove into a game.

    In particular, this also somewhat limits creativity of AAA games. In order to shove tons of content into there, the player character has to be a human, the gameplay has to involve an open world, there has to be a quest system etc…



  • I feel like this problem might be somewhat endemic to the US?

    In my experience, US culture in general is a lot more positive about everything. Like, if someone from the US is not praising the living shit out of something, that means they didn’t like it.
    Whereas here in Germany, it’s usually the other way around. If you don’t find anything to grumble about, that’s the highest form of praise.
    Obviously, US culture isn’t one massive blob, the extremely positive folks are probably just those I notice the most, but maybe that’s also what the video author is fed up with.

    Well, and then people from the US tend to also be a lot more positive about companies in general, presumably a remainder from Cold War propaganda. The journalists/entertainers from Germany and the UK that I watch, do criticize games quite directly…


  • I don’t? There’s also 4chan.

    Well, jokes aside, I’m not of the opinion that humans are either gross idiots or non-gross idiots. I rather think that their social context brings out the gross that lives in all of us.
    Reddit is big enough that people feel even more anonymous there, and that there’s enough people willing to share their gross interests to form communities. When those communities exist, you also get an influx of users specifically looking for all of that. Lemmy is just not big enough.


  • I’m still curious to see, if the Microsoft leadership pushes them to do that, especially with the more recent titles being duds, but in general, I don’t expect them to do it, because:

    1. As others said, mods and community remakes like OpenMW, Skywind, Skyblivion etc. reduce the value that an official remake would have. They would need to deliver something much better, otherwise they’ll get ridiculed.
    2. They don’t have an amazing story or anything like that, where there’s a strong argument for playing an old title rather than a new title.
    3. Their engine hasn’t made that many amazing advances since Oblivion. To make things look better, they’d pretty much need to update all the textures, which is a lot of work.




  • I don’t think the parent comment was trying to say that it’s particularly evil. They rather meant “greedy” in the sense that these companies get a bit too excited about money.

    Basically, live service games are pretty expensive to make and generally result in an incomplete/worse experience at launch. But if they’re successful and gain enough of a player base, then they pay for themselves manyfold.
    That’s why these companies keep on gambling, by building live service games, rather than two or three smaller games from the same budget.