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Re: Games

Posted: Mon May 11, 2026 5:07 pm
by Dr Strangelove

Re: Games

Posted: Wed May 13, 2026 4:00 pm
by Dr Strangelove

Re: Games

Posted: Sat May 23, 2026 8:20 pm
by Dr Strangelove

The Contract Dispute: Krafton acquired Unknown Worlds in 2021 with a performance-based earnout agreement of up to $250 million. Fearing a massive payout as financial projections for Subnautica 2 surged, Krafton CEO Chang-han Kim attempted to delay the game and fire the studio's leadership to avoid the contractual bonus (0:52 - 1:24).
Court Intervention: After a year of legal drama, the court sided with the Unknown Worlds founders, restoring CEO Tad Gil to his position and granting him control over the game's release on Steam (1:56 - 2:06).
Financial Consequences: The court ruled that if Unknown Worlds surpasses a revenue threshold of $69.8 million, Krafton must pay $312 for every additional dollar earned, up to the $250 million cap. With Subnautica 2 selling over 2 million copies within 12 hours, Krafton is now facing the exact financial liability they sought to avoid (7:27 - 9:18).
Potential Future Penalties: The legal battle is ongoing. A second phase of the court case will determine if Krafton owes further damages for their attempts to breach the contract and the subsequent chaos caused (12:45 - 13:08).
Community Impact: Despite the corporate drama, Subnautica 2 has achieved massive success, with millions of wishlists and high concurrent player counts, demonstrating that fan support for the developers remains strong (4:42 - 5:08).

K, now i gotta get it

Re: Games

Posted: Mon Jun 01, 2026 3:23 pm
by Dr Strangelove

Extreme Efficiency: With only ~360 employees, Valve generates nearly $50 million in revenue per employee, outperforming major tech giants. The company maintains a "hard ceiling" on hiring rather than pursuing aggressive growth (1:07 - 2:27).
The Zero-Dollar Marketing Model: Valve avoids massive traditional marketing budgets, relying instead on community-driven growth and word-of-mouth for titles like Deadlock. This is contrasted with Sony’s high-budget failure with Concord (2:46 - 5:08).
Cohesive Ecosystem: Valve excels because its projects are interconnected. Each new release, such as the Steam Deck or Counter-Strike 2, leverages existing infrastructure like Steam, Proton, and long-standing player bases, rather than starting from scratch (5:09 - 7:15).
Shadow Hierarchy: While Valve is known for its flat structure, the reality involves "cabals"—groups of experienced employees who influence project funding and culture. This creates a high-pressure environment that favors autonomy and performance but would be difficult to sustain in a public company (7:16 - 9:34).
Passive Revenue Streams: The massive success of the Steam store and the in-game item marketplaces for Dota 2 and Counter-Strike 2 provides a permanent, passive cash flow. This financial independence allows Valve to take long-term risks, such as the 10-year development of Steam OS and the Steam Deck (9:35 - 14:02).
Controlled Openness: While Steam is marketed as an open platform, the company actively uses algorithms to curate the store, burying low-quality content and "slop" to protect the user experience (14:03 - 16:13).
Ultimately, the video posits that Valve operates more like a sovereign state than a typical corporation, proving that a small, focused team with long-term patience can outmaneuver companies driven by short-term shareholder demands (17:24 - 19:34).

Re: Games

Posted: Wed Jul 01, 2026 2:57 pm
by Dr Strangelove
Combat Overhaul (0:56 - 3:12): Large-scale battles often felt awkward or indecisive. The update improves turret accuracy, AI behavior, capital ship movement, and missile mechanics to make combat easier to read and more engaging.

Fleet Control & UI (3:12 - 5:06): Players previously struggled with an opaque UI that made managing an empire feel like a chore. New priority orders and UI improvements are designed to make command feel more immediate, responsive, and better suited to the game's grand scale.

Dynamic Economy (5:06 - 6:23): The economy is being updated to feel less like a background spreadsheet and more like a visible, integrated part of the world. Changes include new recycling mechanics for ship wrecks and adjustments to resource depletion, making the simulation feel more grounded.

The Big Picture
By addressing these core systems, Egosoft is shifting X4 away from being a collection of separate features toward a unified, living simulation. The creator emphasizes that this update isn't about changing the game's identity, but rather removing the "friction" that has historically held back its ambition, finally delivering the space sim experience that was promised years ago.


A game 25 years in the making. I got burnt out of Eve online and Elite Dangerous PVP ganking and I could never really get into no man sky no matter how many times I tried but X4 is a universe on your PC that you can mod into star wars:


Sandbox Freedom: The game is compared to Kenshi in space; it offers a massive, procedurally generated galaxy where players can trade, engage in combat, or build industrial empires (1:36 - 2:49).
Economic Simulation: At its heart, it is an economic simulator where every ship and station is part of a complex, simulated supply chain. The player manages their own production facilities, such as energy, wheat, and meat, and must navigate a challenging, menu-heavy interface to optimize profits (3:53 - 8:36, 29:35 - 31:31).
Action & Factions:

Combat: SplatterCat often engages in bounty hunting and combat, though he emphasizes the importance of fleet management and avoiding "zero self-preservation" AI behavior during massive explosions (5:58 - 11:21, 46:00 - 48:50).
Politics: The universe features numerous factions with distinct traits, such as the aggressive Xenon machines, the profit-driven Teladi, the militaristic Terran Protectorate, and the space-cultist Holy Order of the Pontifex (13:38 - 15:47).
Recommendations for New Players:

Learning Curve: The UI is described as monstrous and initial tutorials can be insufficient. It takes time to untangle the mechanics (3:20 - 3:45, 49:55 - 50:02).
Starting Point: SplatterCat highly recommends starting with the Terran Cadet scenario, as it integrates tutorials directly into the gameplay flow (50:06 - 50:18).
Customization: The game supports extensive modding and ship customization, including Diablo-style equipment mods and fleet loadout management (28:38 - 29:03, 34:10 - 34:39, 36:58 - 38:08).

Re: Games

Posted: Sun Jul 12, 2026 10:38 pm
by Dr Strangelove
Fallout's New Direction: Following a long period of inactivity for the main Fallout franchise under Bethesda Game Studios, it has been reported that Obsidian Entertainment is now leading development on a new Fallout game, with Josh Sawyer serving as project lead (4:51, 6:17, 7:07).
Leadership Reset: The video contrasts the previous era under Phil Spencer—which it characterizes as passive regarding these IPs—with the new, more efficiency-driven approach of Asha Sharma (0:31, 2:32, 2:40).
Bethesda & id Software Impact: The restructuring has led to substantial layoffs across Bethesda Game Studios and id Software. The creator highlights concerns regarding the efficiency of Bethesda Game Studios as its headcount grew significantly (to around 400 for Starfield) without a corresponding increase in output speed or quality (11:20, 12:49, 15:20).
Industry Context: The video reflects on the current state of AAA game development, noting that project timelines have ballooned significantly compared to the 18-month development cycle of Fallout: New Vegas (9:20, 9:45).


Thank GOD! Tod, shit or get off the pot. Obsidian getting the reigns to fallout is a great thing.