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Cake day: July 4th, 2023

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  • Ignoring whether or not AI is able to deliver the same quality as humans, it boils down to that capitalism views human beings as a unit of work. So many of those units of work are necessary to achieve a product. AI is supposed to cost less than humans to produce the same amount of work.

    Humans, however, aren’t just a simple measurement of what they can put out. Your worth isn’t tied to your productivity, or the amount of capital you have. Those factors might affect your total worth, but capitalism would have you believe that these are the only metrics that matter. Creative activity has been a staple of humanity throughout history, and it’s now a job where you can produce something that has some semblance of soul attached to it.

    So when it comes to replacing artists with AI, there’s the offense that companies are trying to stifle what artists can get work by replacing them with versions that are mimicry, at best. I’ve seen fantastic works of AI art, but every single instance of it used by companies is replacing a creative human job for the sake of saving costs.

    But AI doesn’t do a good job at most things. It has a terrible record of answering questions accurately, self-driving technology isn’t yet to the point where it’s been deemed safe, and we don’t have robots at the point where they can replace a human doing something as simple as stocking shelves. But what it can do, really well, is imitate art, whether it’s drawing, or vocal performances, or to an extent physical performances. People are worried about artists because those are the jobs affected right now. But the minute those other jobs are able to be automated away in a cost-effective manner, you’ll see people pissed about that, too.




  • KovukonotoGames@lemmy.world*Permanently Deleted*
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    52 months ago

    It kind of felt like the game was trying to tackle language as a barrier to entry in the same way that Tunic did, but ultimately failed to properly teach. The first language is learnable, but most of the others had extremely frustrating attempts to get the last few words. It fortunately tells you when the word is correct in your pocket dictionary, but if you haven’t encountered the item it references yet, you have to assign it what you think it is, rely on it, and figure out what exactly is wrong.

    I get that it’s a puzzle game, but there’s supposed to be a moment of “Oh, that’s how it works” euphoria when you finish a puzzle, not a consistent “Seriously? I got it this wrong again?” and an encouragement for random trial and error due to frustration. It’s cool that there’s different languages, based on different existing language structures, but it felt like the execution of unraveling it fell flat.









  • I like collecting achievements, so if it’s a requirement, I usually do. The last one was Silent Hill 2, which kind of doesn’t count. You start with nothing, and the only difference is that items appear when they weren’t there on the first run. I’ve done the FromSoft Soulsborne games, but Elden Ring had so much content that I had to take a long break before going back. The ones I’ve enjoyed most though are games that have upgrade systems that you can’t complete without a ton of grinding, like Ratchet and Clank (plus NG+ has the RYNO). They just can’t be super-long. I’m probably never replaying Persona 5, just because of the time commitment.







  • Regarding Elden Ring, I would argue it does the sense of exploration better than Hollow Knight, but only by a small degree. For every area, there’s no map at the start, and the entire map’s size is obscured since it only shows what you’ve traveled through. It gets bigger as you go, but it’s still obscured by a fog of war for areas that fit inside the map, but you don’t have a map fragment for. You can see on the map where you can obtain the fragment, but not how to get there. Most times you can just cut a straight line to it, but sometimes it’s a pain.

    All that said, the thing it does better than Hollow Knight for exploration is a limitation of Hollow Knight’s map system. It’s split into different rooms, and each room has finite entrances and exits. Because you fill out the map through exploration, you’re going to know what you have and haven’t found.

    Because Elden Ring gives you the entirety of the map, it’s both helpful and not. You can figure out (mostly) how to get from point A to point B, and you have markers for everywhere you’ve been. There’s two minor issues with that, though. It’s a 2D map for a 3D world, which means you end up with some locations not being properly shown, because they’re underneath cliffs. The second is that the map does almost nothing to show what places of interest there are. You have large buildings shown, but that excludes all the catacombs (dungeon areas) you can visit. There are areas on the map that are right there, but due to the topography you have no idea how to get there. Going by the map alone means you’re going to miss out on a solid amount of the content available.

    It’s because the map is so limiting that it feels so good. You’re able to use it to figure where places are in directional relation, but you still have to look yourself to try and uncover areas. My first run, I prided myself on uncovering everything. I searched high and low, inspected the map to make sure I went to every corner, and really made sure I knew what was out there, and it felt amazing in terms of how much content there was and how much exploration you could do. I started a second run when the DLC came out, and found an area that, somehow, I had entirely missed. It took over a hundred and forty hours of searching, really searching, to get what I thought was complete, and it still wasn’t. It was a fantastic feeling on my second run.

    Hollow Knight’s map is excellent. The gameplay is excellent, the exploration is rewarding and challenging. But the issue it has is that it only has those two dimensions to work with. Elden Ring really works to emphasize that third dimension when scouring for secrets.