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Joined 3 years ago
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Cake day: October 1st, 2023

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  • Mumble dialog is intentional, directors want movie and show dialog to sound natural, which often involves under-enunciation. I have a great home theater setup and while it fixes the vast majority of issues, I still don’t watch anything without subtitles






  • I don’t think the wage gap exists as a blanket “women get paid $0.70 for the same job a man makes $1” While that definitely still exists in some sectors, I think the issue is much more deep seated systemically, and that’s why it can be hard to pin down. Women are more likely to be in lower paying positions. They are more likely to skip out on career growth due to having/raising children. Women’s performance is evaluated more harshly than men’s, so they end up working more hours to ensure they don’t lose their jobs. This isn’t an extensive list by any means, but that’s the type of issues that can result in women’s work to be considered less valuable than a man’s.

    This is why it’s important for programs that combat these types of issues to exist. I know that anecdotally, especially in the service industry, it’s easy to say women can make more money, are more likely to be managers, etc. I’ve seen that as well, but the service industry isn’t exactly a high-playing sector. This is a demonstration of my first point that women are more likely to be in lower paying positions.

    Also, I think it’s pretty lame that you’re getting downvoted for saying your stance in an effort to allow yourself to be educated. I think that it’s impressive to admit blind spots if your goal is to improve.

    Oh, and for the 20% of people committing 80% of the crime, that one is probably close to accurate just numerically, the problem is that people say this is true because the 20% committing crimes aren’t white, which is empirically untrue.





  • I do. A self-hosted password manager makes it only a second or two inconvenience for most sites. The worst ones are the ones that send you a code for 2FA, but still, with those it’s a 10-15 second inconvenience. One thing I’ve learned in my quest for proper digital privacy is that I had to give up my obsession of convenience. I used to be the guy that lost my mind when my internet was even a tiny bit slow, but I’ve had to get comfortable with not getting what I want immediately. I genuinely think it’s made me a better person in other areas as well, but that could just be cope lol





  • Carrot@lemmy.todaytoGaming@lemmy.worldThe news as of late
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    11 days ago

    I think you’ve misunderstood. I make games as a single person. I’ve made multiplayer games. So I’ve got a pretty good idea of what goes into this.

    Let’s talk about the breakdown of indie games real quick. Unfortunately, I can’t seem to find any concrete numbers, but I’m pretty confident in the fact that the majority of indie games are single player experiences. Any game that is single player only doesn’t have to do anything to comply with Stop Killing Games.

    Next, most multiplayer indie games are using P2P networking. This essentially turns one player’s game into a host, which acts as the server for that session. As long as game devs aren’t using purchased, proprietary networking solutions for this (which most indie devs aren’t, because they are expensive and free alternatives are easy to come by) they also don’t have to do a single thing to comply with Stop Killing Games. This is what Steam’s free built-in networking is. The biggest indie multiplayer games right now all use this (Peak, Meccha Chameleon, Pal World*, etc.)

    The last big group of games, multiplayer games with a central server that the company owns, is the group that is getting affected here. Unsurprisingly, the vast majority of indie games do not fit in this category. The reason behind this is simple. It costs a lot of money to host servers. Compared to P2P, it’s significantly more complicated to design and maintain these servers. What do the companies that run these games need to do to comply with Stop Killing Games? They need to release a version of the server that can be deployed on anyone’s computer, rather than just their servers. This isn’t a ton of work, since they’ve already done the hard part, mostly just changing a few endpoints, addresses, etc. to be configurable. This becomes a bit more of a headache if they are using a paid for proprietary networking solution, because they likely won’t have the distribution rights for it, but again, for most indies that’s those proprietary options are prohibitively expensive. Most companies that run games like this have the budgets and manpower to comply without any issues.

    The last game type that barely gets a mention are “Online” single player games, which require an Internet connection to play a game by yourself. These in all honestly shouldn’t even exist, but it’s a simple patch to remove the internet requirement from these.

    There are other nuances that exist, but none that make it harder for the indie developer, only easier.

    *Pal world supports both P2P model and central server model. They also let users host their own servers, so they wouldn’t get affected at all.





  • I agree. I buy any game I can on GOG or physical media, but still use steam. The only reason I’m fine using steam is that I have backed up every game I own, and there are piracy tools that can break steam’s DRM. This way, if valve disappears, I can still play all my games without worry, except for the multiplayer parts of games that had multiplayer using steam servers exclusively.

    However, there already exist emulators that let you play those multiplayer games on LAN without a connection to steam or the internet, so I’d imagine folks will figure out a hostable version for over-internet play if the need arises