sorted by: new top controversial old
[-] Skasi@lemmy.world 5 points 3 weeks ago* (last edited 3 weeks ago)

I don't really know much about this topic even after reading the article. It does bother me however that there's so many channels/server on Telegram full of spammers that seem to offer drugs and prostitution. It's almost like those were the only things that exist in this world. Which is such a huge waste of a chat program.

Also who the hell listens to any of the nonsense influencers/politicians write in their heavily biased channels, seriously, I can't find a sane reason to join those, yet strangely that seems to be the only reason the masses use this tool. It's all just confusing.

[-] Skasi@lemmy.world 30 points 1 month ago* (last edited 1 month ago)

What's the definition of "all powerful"? Would an all-powerful being need to be able to draw a square without it being a rectangle? Or to build a house without walls?

If the answer is "no", then I'd argue that the left most arrow/conclusion is logically wrong/misplaced/invalid. Assuming that "free will" is not possible without "evil".

[-] Skasi@lemmy.world 9 points 2 months ago

I feel like comparing OTTD to OpenLoco is a bit similar to comparing Freeciv to Freecol. OTTD and Freeciv just had so much more popularity and development. But OpenLoco and Freecol are still nice to try.

[-] Skasi@lemmy.world 23 points 2 months ago* (last edited 2 months ago)

Of course! TTD and Locomotion were developed by the same person. From my understanding Locomotion is closer to the Roller Coaster Tycoon engine and UI. Also I think I remember reading an interview in which Chris Sawyer said Locomotion had the cleanest code out of the three.

On that note, considering the original engines are similar I wonder if OpenRCT2 and OpenLoco have any big similarities in the code base as well...

[-] Skasi@lemmy.world 13 points 2 months ago

Looking at those feet I feel like some people could get jealous.

[-] Skasi@lemmy.world 4 points 3 months ago

Do you still like catching sticks and eating food from the floor?

[-] Skasi@lemmy.world 1 points 5 months ago

Very true, but only the fact that the game had such an incredible and easy to use map editor was the reason this was possible.

[-] Skasi@lemmy.world 1 points 5 months ago* (last edited 5 months ago)

I'm aware of that and also see the problem, but argue that that's partially because most people just aren't used to this. People's actions depend a lot on what they consider the norm. Take waiters or other service people as an example - in some cultures it's usual to tip them, in others it's unusual or even frowned upon.

You would have to at least have a base minimum purchase price and then accept tips on top.

That's also fine. If the initial price were lower than other comparable games then I assume that more people could be convinced to tip. Or even just if a company is very open about their work / income and dedicated to communicating to their players. I think there's already some companies like that, though perhaps not necessarily the big ones.

[-] Skasi@lemmy.world 1 points 5 months ago* (last edited 5 months ago)

That's where work contracts can help. Any form of tipping and how it is split would have to be handled by a contract anyway.

[-] Skasi@lemmy.world 0 points 5 months ago

He’s not talking about donations though, he’s talking about paying full price THEN tipping.

I'm aware of that. The "Pay what you want." concept mentioned in my first paragraph was its own idea/suggestion/thought, since it kinda fits the topic. It's a different thing.

It’s a blatant excuse to pay developers less while placing financial guilt on the people paying for the product. It’s the same way tipping at a restaurant works.

Not really, really good video games take months or even years to complete, so your developers will want to be paid for that time before they become profitable. At restaurants the initial investment isn't quite as high, as far as wages are concerned. I'd argue that you get tipped before even getting your first monthly paycheck. That can not be the case for video game tips.

I assume software developers and other people in the IT sector are also in higher demand than waiters, so they don't have it quite as bad as waiters. That's why I think they're not comparable.

That said, I do believe that a company that is open about the tips it receives could be interesting for developers. If I saw that tips were actually split evenly among all the employees and their work hours then I think it'd be worth considering applying there. Though I guess for fairness those tips should even be paid out if employees quit or get kicked out so you'd have to track how much each person contributed to each product and that could be a bit of a bureaucratic hassle.

[-] Skasi@lemmy.world 15 points 5 months ago

I think the concept of "Pay what you want." is a very friendly approach to this. It already exists on platforms like itch.io and some free to play games financed through donations, like Dwarf Fortress, also became extremely popular. Humble Bundles are also pretty famous for this. And of course kickstarters do something a bit similar to this.

Personally I'd love to see donation buttons/infos especially for all the free music and games that exist out there. But I want to make sure my donations reach the people who actually worked on it, so I dislike products like paypal or patreon where a portion of the money goes to men in the middle and their managers/owners, etc. A bank account number or something along those lines where I can transfer money a bit more directly would be nice, but some creators only provide paypal buttons, so I won't donate.

view more: next ›

Skasi

joined 1 year ago