Wesley van Harskamp

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Wesley van Harskamp

Wesley van Harskamp

@wesmoen

Your typical Dutch nerd, gamer, game developer, complainer, animation-lover, professional deviant and more!

Katılım Ekim 2009
427 Takip Edilen147 Takipçiler
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Wesley van Harskamp
Wesley van Harskamp@wesmoen·
Sweet, 100 followers! Thank you for following.
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Yahya_Still_Gaming
Yahya_Still_Gaming@YahyaStillGamin·
@Black_D_Gamer1 Maybe he already owns it but wanted no drm with his game I pirate all the drm heavy games I buy Tekken 7 was terrible at launch with its DRM Once I finished everything I wanted offline, went to the online with the steam version You don't know the exact context
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BlackSageD : The Titanfall Evangelist 🤖
Reminder that Batman Akrham Knight is about $3.99 right now, on Steam. The game is practically given away for free. If you feel the need to pirate a game, that's already legally available for you to buy, i'd suggest sorting out your financial situation ASAP.
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Pirat_Nation 🔴@Pirat_Nation

A gamer went viral on Reddit after his C: drive renamed itself to “Batman Arkham Knight”. He downloaded a pirated game and got infected with malware. He had to format the entire PC.

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ⱤɆ₳Ⱡ ฿Ɇ₦
ⱤɆ₳Ⱡ ฿Ɇ₦@AtRealBen·
Dude is on point 💯
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Gunther Eagleman™
Gunther Eagleman™@GuntherEagleman·
Spot the difference?
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RPCS3
RPCS3@rpcs3·
Netplay messages and invites now display a notification in-game on RPCS3!
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main謝
main謝@mainxxie·
If you're doing cosplay porn, PLEASE STAY IN COSPLAY IT DEFEATS THE PURPOSE OTHERWISE
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ToonHive
ToonHive@ToonHive·
Sean Stevens has passed away at the age of 47 following a battle with cancer. He was known for working on the Aqua Teen Hunger Force Movie Film for theaters ad campaign, which led to the infamous 2007 Boston “bomb scare” incident.
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Wesley van Harskamp
Wesley van Harskamp@wesmoen·
Come on, it's not that hard. Sunken costs fallacy and challenge conquest is literally the game here. Yes, the barrier is higher, but the payoff as well.
thomasmahler@thomasmahler

There’s a pattern we should talk about that has quietly killed a lot of great games over the years. It usually pans out like so: 1) Developers listen to players and think they do them a favor by giving them exactly what they asked for. 2) Players love it - at first. 3) After that, for some 'mysterious' reason, players lose interest and the game slowly dies and nobody is quite sure why that happened. The truth is that players will always push for fewer restrictions. They'll always argue for endless farming, easy power creep, never getting locked out of any content, making things more convenient, removing any sort of gates, etc. etc. And usually, even if you give in to things that will hurt a game in the long run, you get applause, at first. But you also just removed some of the very things that made the game special. Magic in games often comes from limitations. Scarcity, anticipation, effort, friction... all of these things have meaning. And if you remove those out of the equation, you logically remove meaning. Christmas is magical exactly because it happens once a year. If you had Christmas every day, you wouldn’t make it better - you’d destroy what made it special. As a parent, I know how excited my boys are when December hits and they start dreaming about how amazing Christmas will be. They start talking about which awesome presents they'll receive and every day they come up with new things. The parents challenge is then to intently listen and to understand what your kid really wishes for - and after thoughtful deliberation, you turn THAT into their present. You don't give them everything they wanted, you give them what they deep down truly wished for. And that's what makes it magical for them, because you actually spent the time and were thoughtful enough to truly understand who they are. And the same is true for games. When everything is always available, then: - Nothing feels special - Nothing is worth planning for - Nothing creates stories anymore You’ve optimized the fun out of the system. We’ve seen this over and over: You remove keys, costs, or gates and players gleefully cheer you on. But suddenly: - The gameplay loop breaks - The economy collapses - The sense of progression disappears Another example: social friction. The magic of early World of Warcraft was that it was basically the first social network. You had to actively talk to people, organize raids, build relationships and in the process a lot of people created life-long friends. Then players kept asking for features like LFG and developers caved in with the argument that removing friction is good. But suddenly, your friends didn't need you anymore. You weren't seen as an important part of their group anymore, you became an annoying obstacle that could be side-tracked. And losing your friends is a horrible feeling, as it should be. Here’s the uncomfortable truth: Players are very good at optimizing for short-term satisfaction. But they are incredibly bad at protecting long-term fun. THAT is the developer’s job. Sometimes you have to stand your ground and say no. Not to frustrate players, but to protect their experience. Because if you give players everything they want… You might be taking away the reason they loved your game in the first place.

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SwagKirb
SwagKirb@Swag_K1RBY·
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ZXX
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Peter
Peter@pagb666·
This one goes hard
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Zach Fuller
Zach Fuller@zachtothefuller·
I think @maximilian_ nailed generative AI right on the head
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Many A True Nerd
Many A True Nerd@ManyATrueNerd·
'Well actually Jon, you can just turn off and ignore DLSS5' Ok, sure, can I also turn off the massively inflated prices of PC parts caused by Nvidia fucking up the market as part of its huge AI push that's closely tied to DLSS5's AI models? Oh, so I can't just ignore it then.
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