211 lines
10 KiB
Plaintext
211 lines
10 KiB
Plaintext
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C I R C U M L U N A R
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T R A N S M I S S I O N S
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Issue One May 2021
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==================[ WHY I STILL GAME PROPRIETARY ]=================
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by wholesomedonut
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PROPRIETARY GAMING ISN'T ALL BAD
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Since getting into the FOSS community, I see a lot of pushback
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towards the gaming industry as a whole. I can see why: DRM runs
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rampant, terrible business practices regularly conflagrate internet
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forums, anti-cheat programs are basically consensual (and mandatory
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for official online play in some cases) trojans, and to make it all
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worse it costs a mint to get into the hobby nowadays due to
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scalpers and crypto miners running rampant in the market.
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I agree with all of those observations. They tire me. They concern
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me. They frustrate me daily.
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However! There are still reasons -not- to go the route of some I
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see in the FOSS world and eschew gaming altogether on anything but
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a FOSS platform, with FOSS games, because.... FOSS. That argument
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is just as dumb in practice, because it's an artificial limitation
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that stands on somewhat subjective, opinionated reasoning. "But
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wholesomedonut, thou angereth me!" I hear in the imaginary comments
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section because this is Gemini and you can't do that. I am certain
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you will find peace through measured contemplation and a cup of
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whatever warm or cold liquid you enjoy.
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WHY DO I USE STEAM?
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Well.... everyone else that isn't a computer nerd usually does too.
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And the overhead for getting people of minimum technical
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understanding (that like playing video games) into FOSS gaming
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generally is much more costly in terms of mental and social
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capacity than the clout I usually have with my friends or family on
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such matters.
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King's English: If I have to instruct them to download the latest
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version of the game directly from Github in the Releases tab, or
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from some random website they've never heard of (even if it looks
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nice and is HTTPS secure) instead of just adding it on Steam or
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Epic or Microsoft Store or PS/Xbox or some-other thing, there is a
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solid 90% chance I'm going to lose that argument unless they are
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very specifically interested in that particular kind of game, its'
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content, or have a better socially-driven reason. This comes from
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years of trying and f'nagling with people from many walks of life;
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the UI and UX of FOSS gaming needs to be on-par with modern
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commercial offerings; this means all the way from landing on a
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page, to funneling through a sales conversion or free download, to
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playing the game with their friends needs to be understandable,
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unobtrusive and transparent. That is, if the overall userbase is to
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grow and sustain itself on a higher magnitude than current.
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GIVE PEOPLE THE BENEFIT OF THE DOUBT
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People are intelligent, generally. They're very skilled in a
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multitude of things that aren't computers. But asking someone who
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-isn't- tech savvy to figure out how to pull down the right version
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of a FOSS game from a code repo (or heaven forbid build it
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themselves with cmake or whatever) is like asking ME to diagnose a
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car's problems using nothing but a flashlight and a screwdriver. I
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have no idea what the hell I'm doing anyway in that department.
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Without the proper tools and education too? I'm screwed. Therefore
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I urge empathy and patience in introducing others to FOSS gaming.
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It's a bit more finicky than the plug-and-play mentality commercial
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systems have fostered.
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ENTER THE MECH MAN
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A good example of a FOSS game that has plenty of good and bad would
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be MegaMek. It's basically a fully computerized version of the
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Classic Battletech rules, which is a board game that's existed
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since the 1980s and is going on 40 years of conniving,
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number-crunching tomfoolery that only a particular subset of people
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even enjoy. All in the name of combined-arms strategy on a hex
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board that involves groups of multi-ton robots, tanks, airplanes
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and infantry taking and giving damage to individual components,
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weapons and armor locations in a somewhat realistic and highly
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detailed simulation of 31st-century warfare.
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To alleviate the issue of significant calculational overhead for
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every-single-action-attack-or-damage-roll-ever, this program does
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all of the math, calculations, and rules proofing for you. So you
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can enjoy the game with others, wherever they may be, instead of
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reaching for your G.A.T.O.R. card for the tenth time to show the
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newbie of the group what happens when an SRM-6 missile spread hits
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a light vehicle whose armor is already exposed on its' left flank.
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There are plenty of grognards out there who know these rules well
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and can do half the game in their head: they're obviously not the
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target of this article.
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I shiver at the thought of doing all that stuff manually if I don't
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have to. That kind of tedium takes away from the moment-by-moment
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gameplay, forcing everybody to get ox-in-the-mired over details
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that don't matter overall instead of letting their big stompy
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robots blow each other up.
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Megamek works wonders in that regard. A game of Classic Battletech
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that could easily take 5 or 6 hours in person without any sort of
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calculator apps or an otherwise breakneck pace of gameplay and
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rules-lawyering will only take an hour or two maximum with Megamek.
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It's a godsend for a hobby that would otherwise be relegated to
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local play over predetermined days, not a "Hey want to play a
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match? Sure!" kind of casual pickup on a boring afternoon.
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BUT IT ISN'T ALL SUNSHINE AND RAINBOWS
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Nope! Megamek is, in my humble and donut-shaped opinion, a terrible
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example of UI and UX. I played a round recently, and another
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aficionado of the series played against me. Quoth my opponent:
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"This program looks like something out of Windows 95." Neither of
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us had played the most recent version of the game. I hadn't touched
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it in a year at least.
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Some changes were welcome, and the development progresses smoothly.
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But it's still just as much a spaghetti plate in terms of user
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experience: configuration options laid out in long lists of check
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boxes organized by multiple top-window tabs; a decidedly
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15-years-old design language that clashes with modern perceptions
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of UI and UX (which is bad considering that taking in new blood is
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crucial for both userbase and developer contribution reasons); and
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the final nail in the coffin is the fact that the much easier and
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more recent Alpha Strike ruleset isn't included at all by default,
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to my knowledge. You might be able to configure something like that
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using plugins, but we're already putting the cart before the horse
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at that point.
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TO BE FAIR
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The project started in 2000. It's 21 years old in some places, if
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only in logic and not literal syntax. It's written in Java. And
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it's been a community effort by dozens of talented people over the
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decades. The fact that it's alive at all is impressive, but so's
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the fact that the franchise whose boardgame it emulates even has a
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fanbase still. BT fans aren't quitters, certainly. And this is all
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considering the fact that trying to automate, obfuscate and
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de-FUBAR the mountain of minutiae that Battletech's rulesets and
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technical data (on a per unit and per variant basis no less) is a
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monumental task. I can hardly think of a video-game adaptation of a
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more complex board game that does a better job, in proportion to
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the complexity of the physical source material and gameplay flow.
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So considering it was made in the waning days of Win98 (because
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Windows ME doesn't exist and you can't convince me otherwise) it's
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expected that it's ugly as most things were back then. It was
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written in Java (yea verily, begone foul JVM!), which for all its'
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foibles makes a very easy cross-platform distributable program.
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It's solidly a relic of an earlier time of online gaming, where
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dial-up connections were still common. That's a given. And it is
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what it is. I won't waste time bemoaning those facts that are
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immutable in this context. I'm only stating them to set the stage.
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## I'm left at an interesting impasse. There is no other way I
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could ever play Battletech with friends from all over the world in
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such a great degree of fidelity. Megamek serves its' purpose very
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well for what it is: a highly detailed computerization of a niche
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franchise that has a fanbase spanning generations. However, it also
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stands out to me as one of the prime examples of a FOSS project
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being understandably opaque to newcomers. It's hard to use at
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first, hard to look at always, and sometimes hard to find other
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people to play it with. Those three things will nail the coffin of
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any fledgling game shut. That concept is true regardless of genre,
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art style, or UI/UX.
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So, I leave it to you to put the pieces together here. I can choose
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to play with average people that A) aren't technically inclined, B)
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don't have a heart that beats for free-as-in-freedom, and C) want
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something that "just works," or confine myself to a much smaller
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content base with an even smaller playerbase to share it with.
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Call me the gaming nerd Whore of Babylon, but I don't see the point
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in beating my head against the wall overtly trying to make my hobby
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free and open if there isn't a platform for those newcomers to even
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stand on and explore once (or if ever) they choose to get involved
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in FOSS gaming of their own volition.
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AT THE END OF THE DAY,
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I encourage people who play video games which are also interested
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in free and open source software to consider the prospect of
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inviting others into this world of free-as-in-freedom/beer/whatever
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with a grain of salt. Until we make it easier to onboard new people
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from all walks of life, significant adoption of FOSS systems or the
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games that run on them will not be seen. And therefore we will not
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see the requisite uptick in talent, contribution and playerbase
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that will consequently drive a growth in production quality,
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variety, and competitiveness in the market space of people's free
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time.
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- - -[ CONTACT ME ]- - -
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external email: wholesomedonut at tuta dot io
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mastodon: at wholesomedonut at fosstodon dot org
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matrix: at wholesomedonut colon matrix dot org
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- - - ------------------------------------------------------- - - -
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