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Friday Fun Thread for January 26, 2024

Be advised: this thread is not for serious in-depth discussion of weighty topics (we have a link for that), this thread is not for anything Culture War related. This thread is for Fun. You got jokes? Share 'em. You got silly questions? Ask 'em.

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Not sure if people here play vidya, but I've seen scattered mentions so why not, this is now a vidya subthread. Have you played anything recently?

I've recently sunk an embarrassing amount of hours into Palworld, the "Pokemon at home" game that continues to break all-time records on Steam (second only to PUBG atm) and make Twitter seethe ever since it released into (very) early access a week ago. It's very janky and barebones, but the Pokemon Pal designs are imo solid and the core idea is incredibly fun. I wanted a more mature take on Pokemon and/or a proper open-world game in the franchise for decades - and judging by the absolute fecal tornadoes all over Twitter, Steam forums, 4chan etc. I'm far from the only one - and this game, while obviously being a parody, very much delivers both in one package.

Despite the obvious, obvious Pokemon parallels, the core gameplay is more reminiscent of ARK and other survival basebuilding games, with the key distinctions being 1) real-time combat, 2) the player being an entity on their own with weapons and shit instead of just a walking roster of pokemon, 3) base management revolving around putting your pokemon pals to work: some can chop or mine, Fire-types kindle ore furnaces, crops are planted by Grass-types and watered by Water-types, humanoid ones craft or harvest with their hands, etc. etc.

There are human NPCs in the game too, and if decades ago you've ever wondered what would happen if you threw a pokeball at a human, Palworld's answer is pretty decisive. Call me a rube but this pleases me greatly. American Pokemon, indeed.

The (Japanese, ironically) devs are a proper Ragtag Bunch of Misfits if 4chan translations of their JP TV interviews are to be believed. Bonus points for their (similarly unverified) justifications for guns and the typical current-year "Type 1/Type 2" character creator.

Of course I cannot fail to mention that the #69 entry of the Pokedex Paldeck is, I shit you not, a giant pink sex lizard complete with a heart-shaped crotch plate, whose ingame description explicitly mentions its taste for humans. My first encounter was having my base raided by a bunch of them and it was hysterical, I dislike furries/scalies but I cannot bring myself to disrespect such a mind-bogglingly based approach. Salazzle ain't shit.

The fact of how shameless the game is about itself probably says a lot about our gaming society in the current year, but personally I enjoy both the game itself and the controversy it generates. It's already been accused of everything under the sun, from the obvious animal abuse/slavery complaints, to blatantly ripping off Pokemon, to using AI for its models (I mean, take one look at Lovander above and tell me that is AI generated). Be warned - it is extremely janky and definitely not for everyone, it's in dire need of fixes ASAP, but the core gameplay feels incredibly fresh and I pray devs (having become millionaires overnight) will keep their collective nose to the grindstone. Game Freak urgently needs competition like 15 years ago.

and judging by the absolute fecal tornadoes all over Twitter, Steam forums, 4chan etc.

Can someone steelman the shitstorm for me? My brain keeps boiling it down to "these losers have no right to be this successful" and "brand loyalty gone too far", am I missing something?

The steelman is that it looks and feels a lot like shovelware, and both Minecraft-likes and the basebuilding genres are filled with them, to the genres' detriment.

Rayon bring up ARK, and that gets pretty bad at times -- the game is notoriously buggy (and so prone to subtle save-breaking glitches that most servers will run up days or up to a week of save backups, at 100+mb per), depended on user mods for basic QoL functionality for the better part of a decade, is hilariously (500GB install!) badly optimized, and throws out increasingly unbalanced expansion- or map-specific content into a heavily PvP-focused game -- but the worst part is that it's a success story, despite the flirtations with bankruptcy. It made it to a mostly-working final release, it has a fandom today, you can (and imo should) run your own servers, the story completed with the third expansion (and then got two fillers to bridge to the sequel, releasing in 2022 2024 SoonTM). Similarly, Eco is still getting updates five years in, and always been as much as political statement as an actual game, but it's also mostly been lipstick on a pig.

By contrast, Windborne died a pretty awful death, and TUG was taken down to await a v2.0 that will never come. Planet Explorers is at least free to play (with story DLC), which I absolutely can't recommend. Skysaga] actually got a small fandom together before falling over. And those are the memorable ones.

Even where it's not that overt of a failure, there's just a lot of stuff that gets made with asset flips, feted at length, given a long and shiny roadmap, and then completely ignored. There's nothing that inherently prevents this stuff from having tons of polish, or unique or clever mechanics or story, but there's a lot of reasons to be suspicious, not least of all that the previous game from the same dev has a lot of mechanical overlap... and are still in early access.

Palworld seems like it has more work put toward it, and it looks more competent, but no small amount of that reflects the Unity sphere have better cheap assets available. And especially if Nintendo decides to leave a Rapidash Rooby's head in the developer's bed, there's more reasons than normal to expect that this game might not get out of eternal early access. Which gets to the more common complaint.

The more common complaint is that it's incredibly overt in its cloning, even by the standards of satire. Now, that satire is genuinely present, if sometimes crossing the line from 'biting and clever' to 'Rick and Morty would think it a little too low', but even if this (might -- Japan doesn't really have a fair use exception for parody) make it legal as a matter of law, it makes a lot of things feel particularly shallow at first glance, and lazy more often. I don't know that this would have been as big an issue five years ago, but AI-gen and Palworld dev's takes on AI don't help, even if I'm skeptical that any AI-gen was used here -- I think that's a lot of what started things off.

((And it doesn't just borrow the mons, which tbf are only sometimes that bad. The tech tree's UI layout is very reminiscent of Ark's, for example, which... why? It's famously bad there, why not at least steal something that doesn't suck?))

The... less charitable take is that the line between condone and criticize has almost completely dissolved for at least some of the political field. The game features firearms, animal cruelty, slave labor, pokepal-cannibalism and -shields (and whatever the 'pal essence' gimmick is), so on, all as things the players can do, and some that you're pretty strongly incentivized to do. And whatever charity that some people might have been willing to extend (or overextend) if they liked the stuff, they're absolutely going to hate on it if they already didn't want to like the game's concept.

Eco

That brings me back. I no-lifed Eco for a couple of weeks on a public server with a few friends close to the Steam release and it was a surprisingly fun game to optimize (until our group got called into a "tribunal" for suspicion of exploiting, because our 4 players had progressed much further than the rest of the 200+ player server: supposedly we were abusing a bug that let you respec professions for free, in reality we simply specialized purely into unlocking better tech and completely ignored all of the efficiency bonuses, powering through with raw playtime). The player economy stuff was great: our currency become the de facto standard by cornering the market on higher-tier tech, and then we could discreetly mint more coins as we needed to buy up raw resources for "free". I haven't kept up with the game since, but as I understand it there were quite a few updates to prevent that particular style of gameplay.

Re: Palworld, I think your assessment is largely on the mark, though with a caveat that Palworld, mechanically, does interesting things that other (multiplayer) survival/base builder games don't. Or at least it tries to, anyway -- there are obvious issues that may or may not be addressed. Sure, Conan Exiles had a similar "recruitment" feature where you kidnapped enemies and forced them to work in your base, and you could even bring them along in a party, but it was quite horribly executed (IIRC with default settings you needed to "break them on the wheel" in classic Conan-fashion for literal hours: in Palworld you just toss a sphere and pray to RNGesus). Pals have needs and will path around your base to fulfill them: if you drop resources, they'll actually go pick them up and deliver them. This isn't technically impressive or anything like that, but it brings Palworld a step closer to something like Kenshi vs. a game like Conan where the NPCs are just crafting boosts. I recently played Enshrouded, another new Early Access survival game, and while I love the voxel-based building system (though I wish there were a few Valheim-style restrictions, like with smoke/structural support) the "NPCs" there are literally just crafting stations: you dump them in a spot and then they're completely static. At least in Terraria NPCs wander around a bit! It is shocking that no other game attempts what Palworld does. Hell, even Starfield, which is singleplayer(!!) has an utterly undeveloped base-building system compared to Palworld, and that's a game that had both Fallout 76 and Fallout 4 to build off of, but somehow managed to be a major step backwards.

Dealing with NPCs doing things in any not-fake way is surprisingly rough, especially if you have any serious amount of building or terrain movement going on -- I dunno whether it's technically impressive, but getting it to behave non-crazy ways without chugging down a server takes more effort than you might expect.

I did some unrelated small work (json and ui futzing) on a Minecraft mod called Minecolonies a few years ago, which tried to have 4 to 250 npcs doing pretty basic activities in a well-defined range, and the developers who were running the main pathfinding code had to pull some amazing tricks and awkward compromises to have it work, and it was still extremely scary just trying to help diagnose or replicate failure modes. Just the question of 'find trees in X blocks from X position had a million different ways to break.

Ark/Palworld is a slightly easier version of the problem since there's fewer nav updates (building, not block), it's a sparser field to work with, and you can more easily register just the relevant ones, but it's still something where I've got a huge amount of patience for people who try it and get a slightly-buggy result.

(Though, uh, too buggy can be a problem: Ark's solution still occasionally resulted in disappearing critters ten years in, bad enough that one of the most popular mods was a hitching post, and that was only Terraria-level wandering.)

I think there are a lot of defenses, and far more possibility: Palworld is, after all, just recently into early access, and some few games have done amazing things with the model, and just by allowing private servers and a modding api they've done a lot better than some of the more obnoxious Steam shovelware (and just by releasing something playable, they're better than the typical kickstarter scam). I'll probably try the game eventually once my free time has been consumed less by work and stem outreach stuff.

But I think there's something more than Arjin's proposed causes, than loser-hate or Nintendo-loyalty (or immune reaction to AIgen proponents).