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Is it about transphobic Nazi bigots?
JEEE-sus, I just noticed that Jake streamed for 12 hours straight a day or two ago, with only a couple of breaks that lasted a few minutes each.![]()
Behold:Jake straight up says it, women he disagrees with should not be allowed autonomy. (it's Maria Maclachlan again)
View attachment 1561622
View attachment 1561623
View attachment 1561624
The last tweet from whoever that is is also good.
He's also retweeting what I assume is a troon angry about KF and Caroline Farrow(has a thread here). There's some good mental gymnastics going on there, the crazy troons have been harassing her and this is Kiwifarms fault.
This one's a goldmine. In the same screed Jake demands autistic levels of realism at the expense of mechanical balance and the ability of people with real lives to make any significant progress AND says you can just have game time progress with the plot and nobody will question the immersion. It's one thing to miss the point that games are entertainment media and realism is counterproductive beyond a certain level, but to simultaneously get that point and not make the connection is pure Jake. Also some choice quotes to go with those latest selfies:View attachment 1563703
We really need 1:1 time passage in games.
I play a lot of games. I particularly play a whole lot of RPGs, strategy things, survival games, and these all tend to be games that try to create an extra sense of immersion with hunger, thirst, and a day night cycle. And WOW do they ever end up doing the exact opposite with the implementation!
Like, let’s just start with food. If I am playing a survival game, and I choose not to eat for a while, my little hunger meter will bottom out, and I will start taking damage then eventually die. This tends to take like, one real life hour/in-game day, give or take to kick in, and then death comes within like, maybe 5 minutes if they’re generous? And I stave this off by… usually finding, killing, cooking, and eating, 2 entire turkeys per real hour/in-game day.
So… what the hell is any of that!?
So we have hunger, and we’re representing it as this slowly draining meter you have to keep an eye on. Already, that’s just weird. In my experience, you can go an entire day, not eating a damn thing, and not feel a thing out of the ordinary. But when you do actually get hungry, it can be overwhelming and impossible to ignore (have you eaten yet today by the way? My meal schedule’s gotten totally weird). Nothing about that makes sense to simulate as a slowly lowering bar. If you want realism, you have absolutely no onscreen hunger meter, and then like every 4-24 hours or so you have some incredibly distracting hunger indicator kick in and stay kicked in. Like, activate rumble packs and leave’em going at a steady pulse sort of annoying. And it gets worse when you’re actually preparing food.
Also feeling hungry is not an early indicator that you are going to suddenly die of starvation, or even that you’re anywhere near that point. I had dinner 6 hours ago, I’m a little hungry now. It varies a lot, but actually starving to death can take upwards of going TWO WHOLE MONTHS without any food at all. Like if we’re representing that as a meter, “hungry” kicks in when it drops to 99% full. Starvation is not a particularly common cause of death. If you’re dying of starvation, either someone is intentionally starving you to death, or some horrific catastrophe has just wiped out completely absolutely every potential food source in an area you somehow cannot wander your way out of even if you have months to do so. Relevant real world fact- Any time you see stuff about people dying of starvation, that’s never “farming just is not a thing that works in this area,” it’s “some malicious tyrant is actively preventing these people from accessing food in a deliberate effort to cause them to starve.” It’s really not actually a concern in any sort of survival story, unless we’re going real long term.
Meanwhile, have game designers ever actually, like, eaten food? Like I said, 2 whole turkeys per real hour/game day seems to be the going standard and like… have you had a turkey? I live in America, there is this tradition on Thanksgiving to go get a turkey, spend a day cooking it, and serving it as part of a meal served to one’s whole extended family. You’ve got that one turkey (granted, generally with a lot of side dishes) feeding like… a dozen people, easily. And at the end of the day, you’ve only MAYBE collectively made your way through like half a breast. You carve up a bunch more and send everyone home with a ton of leftovers. Then you’ve still got this giant mountain of turkey left, and you’re eating it for like the next week until you’re completely sick of turkey and throw the rest out, with plenty of meat entirely uneaten on the bird. Or hey, do you eat hamburgers? You know how the standard for a really kinda too big to responsibly be ordering it hamburger is “a quarter-pounder?” Which refers to the 0.25 lbs. of meat on the bun? Just quickly googling “beef weight” and copying the preview text from the oddly named first hit, on beef2live.com… “An average beef animal weighs about 1200 pounds and has a hanging hot carcass weight (HCW) of about 750 pounds.“ I can’t honestly say I know what “hanging hot carcass weight” is and I kinda doing want to, but I’m assuming that’s how much you have to work with after stripping out all the bones and organs and such. Multiply that by 4 to get how many oversized burgers you get out of one “beef animal” (why does it not say cow? I’m growing increasingly unsettled)- 3000 burgers. Give or take. You go smack that one Mnecraft cow with your sword, you should be fine for like 5 years. At least assuming we’re not simulating food spoilage. And if we are, HEY THAT TAKES SIGNIFICANTLY LONGER THAN ONE DAY, 2 IF YOU SALT IT!
And I mean, on top of that, we’ve got this whole standard I keep citing of 1 real world hour/1 in-game day. That kinda seems to be one of the more common standards for the passage of time video games use. That or 1 minute=1 hour. And I… really don’t understand why we have these scales?
Like, the earliest example of a day/night cycle in a game is Dragon Quest 3, where 1 steps on the over world map=12 minutes passing, or 120 steps=1 day. That’s a weird scale I’m having to use, but that’s because as the most traditional of JRPGs, DQ3′s sense of both time AND space are super abstracted and walking a short distance across the world map is this super compressed and simplified conveyance of a big long epic journey through the untamed wilderness. The first games I can think of offhand to really do it as a real time elapsed ratio thing are like… The Sims and GTA 3? Let me look at each of those in turn in a bit here.
So, The Sims has to pass days pretty quick, because that’s like, the whole idea. We’re watching this little household drama unfold in a compressed time scale… but the scale is really messed up? Like, we start off pretty simple. Sims work their shifts of like 9-5 on the in-game clock, need an appropriate amount of sleep… but then MOST things have timing based off having animations play at a reasonable pace, which is to say, 1 to 1 time, not 1 to 60. It takes like 3 in-game minutes for a Sim to get up out of a chair, several more minutes to walk to the kitchen and even start cooking, altogether just getting up, making a meal, cleaning up, and sitting back down is going to end up being this hours long affair, most of that being travel time from one room to another. It’s weird, and practically speaking you end up having them eat one meal, use the toilet once, and take a shower once per in game day, because less than that problems occur, and more than that, it’s a huge pain. And forget conversations. Those are like 12 hour commitments.
And then we have GTA3, where 1 real minute=1 in game hour… and this isn’t tied to anything in-game at all really. You don’t eat, you don’t sleep, nothing really has business hours to deal with, the whole day/night cycle is just there to give you a nice cycling change of scenery… and also again, breaks immersion, because the animation speed is 1:1. According to a video I just watched, walking end to end across the map of GTA3 takes a full 48 in-game hours (121 in GTA5). And I mean… there’s races, and high speed chases, and all this other stuff that according to the in-game clock are at such slow speeds you can barely tell anything’s moving. It’s weird and arbitrary! And also unnecessary! Like, I’m pretty sure I sank at least 80 hours into my first playthrough of GTA3. I definitely spent enough time cruising around any given island that if time passed in a 1:1 ratio, I’d still see what everything looked like at every time of day. And hell if you rigged it up to a real world clock I could plan around that, do all the cool missions right at sundown.
But I mean, also, there’s these things called movies and TV shows? You may have heard of them, because it’s where games get a whole bunch of terms they use all the time. Like camera, and scene. So the thing there is, when, say, a movie switches to a new scene, they’ll often arbitrarily jump the day/night cycle ahead by several in-movie hours, or even days, so the lighting is appropriate to what’s going to happen in that scene. You can actually just… do that in games, too. It’s OK. Nobody’s going to stop you or say it’s breaking immersion. I talk to this guy to start this mission at what’s clearly noon, then we fade to back, and I come back out onto the street late at night so I can do this daring nighttime raid. That’s.. OK. You can do that. Honest. No need to have the sun doing crazy fast laps in the background.
Anyway, other games since have all copied that time scale, because blindly copying things from GTA3 was kinda… how people made games for a good stretch of time (and yeah yeah yeah, Elder Scrolls was probably already doing it, whatever… hell so was Robinson’s Requiem I’m pretty sure, and Drakken I know was paced something like that). But anyway, we mixed that sort of time scale with Survival Gameplay and we’re just kinda mashing these problems together. We’re doing everything in this one to one time scale, but the in-game clock is running at like 60 times that, and our already ridiculous food intake needs are downright absurd, and suddenly we’re destroying absolutely all life on sight to sate our ever-present ravenous hunger (and possibly never sleeping).
And like… survival games don’t actually need that? Like the interesting bits of the angle are finding sources of things like clean water and shelter so you don’t die of exposure once the sun’s down and stuff. And these are things you really just need to do once and you’re set. You could… basically set up a whole game, running in real time, where these are early potential fail states. Get some kind of shelter set up within the first 5 hours or so, sleep to advance straight to the next day after pulling that off, then you have like 3 days total to find drinkable water, and… honestly at that point we’re talking like a good 45 minutes of gameplay and you could really end it there, or start your last goal. But instead, no, we’re making some kinda crude axe/bow and killing everything to eat.
Not only is it not realistic, not only does it take me out of the experience by checking the math, the whole affair feels kinda like I’m being put through someone’s weird hyper-masculine cargo cult fantasy of what it would have been like if they grew up Hunting With Dad and like…. OK people who actually do that still kill like one animal, then drag it home, throw it in a big fridge, and eat it for quite a long time, or sell it, or leave it to rot because they’re just really into ending the lives of innocent creatures and don’t want weird gamey meat at all.
So yeah, just let time be time, and don’t ever actually make me eat if we’re trying for some kind of gritty realism thing. I really don’t get hungry nearly that often and fill up quick.
- I really don’t get hungry nearly that often and fill up quick.
- In my experience, you can go an entire day, not eating a damn thing, and not feel a thing out of the ordinary.
Jake you fucking sperg most of us have better things to do than live 24/7 in a survival game. Get a job and an actual social life and you'll realize thisView attachment 1563703
We really need 1:1 time passage in games.
I play a lot of games. I particularly play a whole lot of RPGs, strategy things, survival games, and these all tend to be games that try to create an extra sense of immersion with hunger, thirst, and a day night cycle. And WOW do they ever end up doing the exact opposite with the implementation!
Like, let’s just start with food. If I am playing a survival game, and I choose not to eat for a while, my little hunger meter will bottom out, and I will start taking damage then eventually die. This tends to take like, one real life hour/in-game day, give or take to kick in, and then death comes within like, maybe 5 minutes if they’re generous? And I stave this off by… usually finding, killing, cooking, and eating, 2 entire turkeys per real hour/in-game day.
So… what the hell is any of that!?
So we have hunger, and we’re representing it as this slowly draining meter you have to keep an eye on. Already, that’s just weird. In my experience, you can go an entire day, not eating a damn thing, and not feel a thing out of the ordinary. But when you do actually get hungry, it can be overwhelming and impossible to ignore (have you eaten yet today by the way? My meal schedule’s gotten totally weird). Nothing about that makes sense to simulate as a slowly lowering bar. If you want realism, you have absolutely no onscreen hunger meter, and then like every 4-24 hours or so you have some incredibly distracting hunger indicator kick in and stay kicked in. Like, activate rumble packs and leave’em going at a steady pulse sort of annoying. And it gets worse when you’re actually preparing food.
Also feeling hungry is not an early indicator that you are going to suddenly die of starvation, or even that you’re anywhere near that point. I had dinner 6 hours ago, I’m a little hungry now. It varies a lot, but actually starving to death can take upwards of going TWO WHOLE MONTHS without any food at all. Like if we’re representing that as a meter, “hungry” kicks in when it drops to 99% full. Starvation is not a particularly common cause of death. If you’re dying of starvation, either someone is intentionally starving you to death, or some horrific catastrophe has just wiped out completely absolutely every potential food source in an area you somehow cannot wander your way out of even if you have months to do so. Relevant real world fact- Any time you see stuff about people dying of starvation, that’s never “farming just is not a thing that works in this area,” it’s “some malicious tyrant is actively preventing these people from accessing food in a deliberate effort to cause them to starve.” It’s really not actually a concern in any sort of survival story, unless we’re going real long term.
Meanwhile, have game designers ever actually, like, eaten food? Like I said, 2 whole turkeys per real hour/game day seems to be the going standard and like… have you had a turkey? I live in America, there is this tradition on Thanksgiving to go get a turkey, spend a day cooking it, and serving it as part of a meal served to one’s whole extended family. You’ve got that one turkey (granted, generally with a lot of side dishes) feeding like… a dozen people, easily. And at the end of the day, you’ve only MAYBE collectively made your way through like half a breast. You carve up a bunch more and send everyone home with a ton of leftovers. Then you’ve still got this giant mountain of turkey left, and you’re eating it for like the next week until you’re completely sick of turkey and throw the rest out, with plenty of meat entirely uneaten on the bird. Or hey, do you eat hamburgers? You know how the standard for a really kinda too big to responsibly be ordering it hamburger is “a quarter-pounder?” Which refers to the 0.25 lbs. of meat on the bun? Just quickly googling “beef weight” and copying the preview text from the oddly named first hit, on beef2live.com… “An average beef animal weighs about 1200 pounds and has a hanging hot carcass weight (HCW) of about 750 pounds.“ I can’t honestly say I know what “hanging hot carcass weight” is and I kinda doing want to, but I’m assuming that’s how much you have to work with after stripping out all the bones and organs and such. Multiply that by 4 to get how many oversized burgers you get out of one “beef animal” (why does it not say cow? I’m growing increasingly unsettled)- 3000 burgers. Give or take. You go smack that one Mnecraft cow with your sword, you should be fine for like 5 years. At least assuming we’re not simulating food spoilage. And if we are, HEY THAT TAKES SIGNIFICANTLY LONGER THAN ONE DAY, 2 IF YOU SALT IT!
And I mean, on top of that, we’ve got this whole standard I keep citing of 1 real world hour/1 in-game day. That kinda seems to be one of the more common standards for the passage of time video games use. That or 1 minute=1 hour. And I… really don’t understand why we have these scales?
Like, the earliest example of a day/night cycle in a game is Dragon Quest 3, where 1 steps on the over world map=12 minutes passing, or 120 steps=1 day. That’s a weird scale I’m having to use, but that’s because as the most traditional of JRPGs, DQ3′s sense of both time AND space are super abstracted and walking a short distance across the world map is this super compressed and simplified conveyance of a big long epic journey through the untamed wilderness. The first games I can think of offhand to really do it as a real time elapsed ratio thing are like… The Sims and GTA 3? Let me look at each of those in turn in a bit here.
So, The Sims has to pass days pretty quick, because that’s like, the whole idea. We’re watching this little household drama unfold in a compressed time scale… but the scale is really messed up? Like, we start off pretty simple. Sims work their shifts of like 9-5 on the in-game clock, need an appropriate amount of sleep… but then MOST things have timing based off having animations play at a reasonable pace, which is to say, 1 to 1 time, not 1 to 60. It takes like 3 in-game minutes for a Sim to get up out of a chair, several more minutes to walk to the kitchen and even start cooking, altogether just getting up, making a meal, cleaning up, and sitting back down is going to end up being this hours long affair, most of that being travel time from one room to another. It’s weird, and practically speaking you end up having them eat one meal, use the toilet once, and take a shower once per in game day, because less than that problems occur, and more than that, it’s a huge pain. And forget conversations. Those are like 12 hour commitments.
And then we have GTA3, where 1 real minute=1 in game hour… and this isn’t tied to anything in-game at all really. You don’t eat, you don’t sleep, nothing really has business hours to deal with, the whole day/night cycle is just there to give you a nice cycling change of scenery… and also again, breaks immersion, because the animation speed is 1:1. According to a video I just watched, walking end to end across the map of GTA3 takes a full 48 in-game hours (121 in GTA5). And I mean… there’s races, and high speed chases, and all this other stuff that according to the in-game clock are at such slow speeds you can barely tell anything’s moving. It’s weird and arbitrary! And also unnecessary! Like, I’m pretty sure I sank at least 80 hours into my first playthrough of GTA3. I definitely spent enough time cruising around any given island that if time passed in a 1:1 ratio, I’d still see what everything looked like at every time of day. And hell if you rigged it up to a real world clock I could plan around that, do all the cool missions right at sundown.
But I mean, also, there’s these things called movies and TV shows? You may have heard of them, because it’s where games get a whole bunch of terms they use all the time. Like camera, and scene. So the thing there is, when, say, a movie switches to a new scene, they’ll often arbitrarily jump the day/night cycle ahead by several in-movie hours, or even days, so the lighting is appropriate to what’s going to happen in that scene. You can actually just… do that in games, too. It’s OK. Nobody’s going to stop you or say it’s breaking immersion. I talk to this guy to start this mission at what’s clearly noon, then we fade to back, and I come back out onto the street late at night so I can do this daring nighttime raid. That’s.. OK. You can do that. Honest. No need to have the sun doing crazy fast laps in the background.
Anyway, other games since have all copied that time scale, because blindly copying things from GTA3 was kinda… how people made games for a good stretch of time (and yeah yeah yeah, Elder Scrolls was probably already doing it, whatever… hell so was Robinson’s Requiem I’m pretty sure, and Drakken I know was paced something like that). But anyway, we mixed that sort of time scale with Survival Gameplay and we’re just kinda mashing these problems together. We’re doing everything in this one to one time scale, but the in-game clock is running at like 60 times that, and our already ridiculous food intake needs are downright absurd, and suddenly we’re destroying absolutely all life on sight to sate our ever-present ravenous hunger (and possibly never sleeping).
And like… survival games don’t actually need that? Like the interesting bits of the angle are finding sources of things like clean water and shelter so you don’t die of exposure once the sun’s down and stuff. And these are things you really just need to do once and you’re set. You could… basically set up a whole game, running in real time, where these are early potential fail states. Get some kind of shelter set up within the first 5 hours or so, sleep to advance straight to the next day after pulling that off, then you have like 3 days total to find drinkable water, and… honestly at that point we’re talking like a good 45 minutes of gameplay and you could really end it there, or start your last goal. But instead, no, we’re making some kinda crude axe/bow and killing everything to eat.
Not only is it not realistic, not only does it take me out of the experience by checking the math, the whole affair feels kinda like I’m being put through someone’s weird hyper-masculine cargo cult fantasy of what it would have been like if they grew up Hunting With Dad and like…. OK people who actually do that still kill like one animal, then drag it home, throw it in a big fridge, and eat it for quite a long time, or sell it, or leave it to rot because they’re just really into ending the lives of innocent creatures and don’t want weird gamey meat at all.
So yeah, just let time be time, and don’t ever actually make me eat if we’re trying for some kind of gritty realism thing. I really don’t get hungry nearly that often and fill up quick.
Does he play so much vidya Bc he doesn’t have enough room for his sacred yoga matJEEE-sus, I just noticed that Jake streamed for 12 hours straight
I mean, if survival games were realistic, Jake would be dead in a couple of hours. He can’t even navigate adult life, let alone a post-apocalyptic world full of zombies.View attachment 1563703
We really need 1:1 time passage in games.
I play a lot of games. I particularly play a whole lot of RPGs, strategy things, survival games, and these all tend to be games that try to create an extra sense of immersion with hunger, thirst, and a day night cycle. And WOW do they ever end up doing the exact opposite with the implementation!
Like, let’s just start with food. If I am playing a survival game, and I choose not to eat for a while, my little hunger meter will bottom out, and I will start taking damage then eventually die. This tends to take like, one real life hour/in-game day, give or take to kick in, and then death comes within like, maybe 5 minutes if they’re generous? And I stave this off by… usually finding, killing, cooking, and eating, 2 entire turkeys per real hour/in-game day.
So… what the hell is any of that!?
So we have hunger, and we’re representing it as this slowly draining meter you have to keep an eye on. Already, that’s just weird. In my experience, you can go an entire day, not eating a damn thing, and not feel a thing out of the ordinary. But when you do actually get hungry, it can be overwhelming and impossible to ignore (have you eaten yet today by the way? My meal schedule’s gotten totally weird). Nothing about that makes sense to simulate as a slowly lowering bar. If you want realism, you have absolutely no onscreen hunger meter, and then like every 4-24 hours or so you have some incredibly distracting hunger indicator kick in and stay kicked in. Like, activate rumble packs and leave’em going at a steady pulse sort of annoying. And it gets worse when you’re actually preparing food.
Also feeling hungry is not an early indicator that you are going to suddenly die of starvation, or even that you’re anywhere near that point. I had dinner 6 hours ago, I’m a little hungry now. It varies a lot, but actually starving to death can take upwards of going TWO WHOLE MONTHS without any food at all. Like if we’re representing that as a meter, “hungry” kicks in when it drops to 99% full. Starvation is not a particularly common cause of death. If you’re dying of starvation, either someone is intentionally starving you to death, or some horrific catastrophe has just wiped out completely absolutely every potential food source in an area you somehow cannot wander your way out of even if you have months to do so. Relevant real world fact- Any time you see stuff about people dying of starvation, that’s never “farming just is not a thing that works in this area,” it’s “some malicious tyrant is actively preventing these people from accessing food in a deliberate effort to cause them to starve.” It’s really not actually a concern in any sort of survival story, unless we’re going real long term.
Meanwhile, have game designers ever actually, like, eaten food? Like I said, 2 whole turkeys per real hour/game day seems to be the going standard and like… have you had a turkey? I live in America, there is this tradition on Thanksgiving to go get a turkey, spend a day cooking it, and serving it as part of a meal served to one’s whole extended family. You’ve got that one turkey (granted, generally with a lot of side dishes) feeding like… a dozen people, easily. And at the end of the day, you’ve only MAYBE collectively made your way through like half a breast. You carve up a bunch more and send everyone home with a ton of leftovers. Then you’ve still got this giant mountain of turkey left, and you’re eating it for like the next week until you’re completely sick of turkey and throw the rest out, with plenty of meat entirely uneaten on the bird. Or hey, do you eat hamburgers? You know how the standard for a really kinda too big to responsibly be ordering it hamburger is “a quarter-pounder?” Which refers to the 0.25 lbs. of meat on the bun? Just quickly googling “beef weight” and copying the preview text from the oddly named first hit, on beef2live.com… “An average beef animal weighs about 1200 pounds and has a hanging hot carcass weight (HCW) of about 750 pounds.“ I can’t honestly say I know what “hanging hot carcass weight” is and I kinda doing want to, but I’m assuming that’s how much you have to work with after stripping out all the bones and organs and such. Multiply that by 4 to get how many oversized burgers you get out of one “beef animal” (why does it not say cow? I’m growing increasingly unsettled)- 3000 burgers. Give or take. You go smack that one Mnecraft cow with your sword, you should be fine for like 5 years. At least assuming we’re not simulating food spoilage. And if we are, HEY THAT TAKES SIGNIFICANTLY LONGER THAN ONE DAY, 2 IF YOU SALT IT!
And I mean, on top of that, we’ve got this whole standard I keep citing of 1 real world hour/1 in-game day. That kinda seems to be one of the more common standards for the passage of time video games use. That or 1 minute=1 hour. And I… really don’t understand why we have these scales?
Like, the earliest example of a day/night cycle in a game is Dragon Quest 3, where 1 steps on the over world map=12 minutes passing, or 120 steps=1 day. That’s a weird scale I’m having to use, but that’s because as the most traditional of JRPGs, DQ3′s sense of both time AND space are super abstracted and walking a short distance across the world map is this super compressed and simplified conveyance of a big long epic journey through the untamed wilderness. The first games I can think of offhand to really do it as a real time elapsed ratio thing are like… The Sims and GTA 3? Let me look at each of those in turn in a bit here.
So, The Sims has to pass days pretty quick, because that’s like, the whole idea. We’re watching this little household drama unfold in a compressed time scale… but the scale is really messed up? Like, we start off pretty simple. Sims work their shifts of like 9-5 on the in-game clock, need an appropriate amount of sleep… but then MOST things have timing based off having animations play at a reasonable pace, which is to say, 1 to 1 time, not 1 to 60. It takes like 3 in-game minutes for a Sim to get up out of a chair, several more minutes to walk to the kitchen and even start cooking, altogether just getting up, making a meal, cleaning up, and sitting back down is going to end up being this hours long affair, most of that being travel time from one room to another. It’s weird, and practically speaking you end up having them eat one meal, use the toilet once, and take a shower once per in game day, because less than that problems occur, and more than that, it’s a huge pain. And forget conversations. Those are like 12 hour commitments.
And then we have GTA3, where 1 real minute=1 in game hour… and this isn’t tied to anything in-game at all really. You don’t eat, you don’t sleep, nothing really has business hours to deal with, the whole day/night cycle is just there to give you a nice cycling change of scenery… and also again, breaks immersion, because the animation speed is 1:1. According to a video I just watched, walking end to end across the map of GTA3 takes a full 48 in-game hours (121 in GTA5). And I mean… there’s races, and high speed chases, and all this other stuff that according to the in-game clock are at such slow speeds you can barely tell anything’s moving. It’s weird and arbitrary! And also unnecessary! Like, I’m pretty sure I sank at least 80 hours into my first playthrough of GTA3. I definitely spent enough time cruising around any given island that if time passed in a 1:1 ratio, I’d still see what everything looked like at every time of day. And hell if you rigged it up to a real world clock I could plan around that, do all the cool missions right at sundown.
But I mean, also, there’s these things called movies and TV shows? You may have heard of them, because it’s where games get a whole bunch of terms they use all the time. Like camera, and scene. So the thing there is, when, say, a movie switches to a new scene, they’ll often arbitrarily jump the day/night cycle ahead by several in-movie hours, or even days, so the lighting is appropriate to what’s going to happen in that scene. You can actually just… do that in games, too. It’s OK. Nobody’s going to stop you or say it’s breaking immersion. I talk to this guy to start this mission at what’s clearly noon, then we fade to back, and I come back out onto the street late at night so I can do this daring nighttime raid. That’s.. OK. You can do that. Honest. No need to have the sun doing crazy fast laps in the background.
Anyway, other games since have all copied that time scale, because blindly copying things from GTA3 was kinda… how people made games for a good stretch of time (and yeah yeah yeah, Elder Scrolls was probably already doing it, whatever… hell so was Robinson’s Requiem I’m pretty sure, and Drakken I know was paced something like that). But anyway, we mixed that sort of time scale with Survival Gameplay and we’re just kinda mashing these problems together. We’re doing everything in this one to one time scale, but the in-game clock is running at like 60 times that, and our already ridiculous food intake needs are downright absurd, and suddenly we’re destroying absolutely all life on sight to sate our ever-present ravenous hunger (and possibly never sleeping).
And like… survival games don’t actually need that? Like the interesting bits of the angle are finding sources of things like clean water and shelter so you don’t die of exposure once the sun’s down and stuff. And these are things you really just need to do once and you’re set. You could… basically set up a whole game, running in real time, where these are early potential fail states. Get some kind of shelter set up within the first 5 hours or so, sleep to advance straight to the next day after pulling that off, then you have like 3 days total to find drinkable water, and… honestly at that point we’re talking like a good 45 minutes of gameplay and you could really end it there, or start your last goal. But instead, no, we’re making some kinda crude axe/bow and killing everything to eat.
Not only is it not realistic, not only does it take me out of the experience by checking the math, the whole affair feels kinda like I’m being put through someone’s weird hyper-masculine cargo cult fantasy of what it would have been like if they grew up Hunting With Dad and like…. OK people who actually do that still kill like one animal, then drag it home, throw it in a big fridge, and eat it for quite a long time, or sell it, or leave it to rot because they’re just really into ending the lives of innocent creatures and don’t want weird gamey meat at all.
So yeah, just let time be time, and don’t ever actually make me eat if we’re trying for some kind of gritty realism thing. I really don’t get hungry nearly that often and fill up quick.
In my experience, you can go an entire day, not eating a damn thing, and not feel a thing out of the ordinary.
also jake said:"Haven't eaten all day. 4 hours ago someone told me they were preparing a big hearty meal for me to make up for it, and... that has not materialized. There WAS, but the person offering to make dinner for me... ate it during the period I was shooed out of the kitchen as something was theoretically being prepared. Yeah I'm kinda living in something of an abusive situation ATM."
I really don’t get hungry nearly that often and fill up quick.
That's because Jake only has experience in sitting on his fatass all day. Try doing 10 hours of summer landscaping without eating anything.In my experience, you can go an entire day, not eating a damn thing, and not feel a thing out of the ordinary.
That's because Jake only has experience in sitting on his fatass all day. Try doing 10 hours of summer landscaping without eating anything.
Funny thing is, Jake also didn't see the appeal of Westworld. So he's clearly interested in the concept, but not anything that involves getting off his fat ass and away from his screen.Jake you fucking sperg most of us have better things to do than live 24/7 in a survival game. Get a job and an actual social life and you'll realize this
I really don’t get hungry nearly that often and fill up quick.
Classic meals for one for the dainty woman who fills up quick:
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He also loves meatball grinders and buffalo chicken calzones. Buffalo chicken figures into a majority of the meals we hear about from the gnome when he talks on Discord, but he wonders why he's "internally bleeding" and can't make his guts stop hurting. Imagine thinking a brick of cream cheese would be a meal to someone who "fills up fast."
Also, a typical small to mid size turkey will yield only 4-5 pounds of usable meat. This would be about 3000-4000 calories of turkey. While that's more than most people intake, for any kind of "adventure" game with a hero who's burning a lot of calories daily doing epic feats, it's not totally absurd. It's also probably a 75th percentile calorie intake for a Jake day.
So yeah, just let time be time, and don’t ever actually make me eat if we’re trying for some kind of gritty realism thing. I really don’t get hungry nearly that often and fill up quick.
Removing all his screens would be ideal, but cutting off his net access would be hilarious. The only problem being we wouldn't get to see that resulting meltdown.
Its almost as if he thinks 1 tweet = 1 calorie burned off.