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Cake day: July 3rd, 2023

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  • It’s not that confusing. The Activision deal almost didn’t happen following all of the scrutiny Microsoft received from their earlier buying of Bethesda and making all of their new games Xbox exclusives. They squeaked by and sealed the deal in the end, but presumably they don’t want Activision to be their last acquisition ever. To that end, they’re third-partying some of their high-profile-but-probably-not-big-earner games so that when some regulatory agency tries to make that same argument for their next big purchase, they can point at the few titles they published on other consoles as proof that they promise not to be anticompetitive.










  • I don’t think any company would want to keep a separate auth system if they can help it, though. No one wants to spend resources maintaining redundant account systems and interfaces between them when they have the option to consolidate.

    But I suppose I just don’t see why there had to be a deadline at all. They know the email addresses associated to the original accounts, so there should just be a database they can reference to check if that email address has an unmigrated account and prompt to convert when next they log in. This is beyond “I don’t want to maintain two account systems,” it’s “Let’s just throw away this old table of email addresses so we can make more room on our servers for telemetry data.”







  • The copy/paste aspect of it is what really got me, and made me want to stop playing.

    I’m okay with procedural generation, and there’s a lot of games that handle that sort of thing well. I never feel like exploration is a waste of time in Minecraft, for example, because there are always unique sorts of quirks about how the world is assembled that can still surprise you even if you’ve played for a while.

    Starfield was fun for me early on. I was enjoying some of the sidequests and taking some time to just wander aimlessly in different planets. I would actually wake up feeling excited to play more during that first week.

    But there was one moment where I was exploring a new planet, and I came upon the exact copy of a dungeon that I had done once already. Exactly the same, down to the layout of the halls, the trip mines placed up near the entrance, the locations of the enemies, and so on. That’s when it felt like I was running out of things to do. The world is procedurally generated, but it’s procedurally generated in a bad way, where there’s really only a small handful of different “things” that can just be anywhere, and there’s nothing really different in the ways that you can interact with them.

    Plus the comedy of being on a no-atmosphere planet and seeing some of the clutter on outdoor balconies be, like, open food and drink packages as if people are just casually snacking in the vacuum of space.