I had a similar experience with writing, in my case it included print exercises.
It was very frustrating and it took me a long time to gain an appreciation for writing after they finally caved and found a cheap old DOS PC for me to do work on.
Yeah... selling games other than CS. The reason CS is still under active development is because the market economy rakes in huge amounts of money. Some analysts have added up figure for the numbers of case keys sold, and those alone sell $1 billion / year. Plus they take cut of all of the other market transactions.
Mostly AA and indie game titles. The simulator scene is still going strong with dedicated servers (like squad, arma, farming simulator, the hunter etc etc).
Larger titles swapped over to more control in order to extract more money from the players, but also control the experience.
There is however some AAA titles every now and then which support hosting your own servers. But they're quite few these days
Mostly non-AAA studio games. Then there's plenty of games with steam workshop or nexusmods support, even easier to mod these days as they use Unity or Unreal and you don't have to rely on an homegrown SDK release.
These days? Not many. I’m sure there are some but probably one of the most popular that I’m aware of is Minecraft. There are quite a few custom server implementations alongside the official Java one.
Timely, I was just wondering yesterday (as I was launching the BF6 beta) if there was a current FPS with a mod scene like we had for Half Life and BF 1942.
The conclusion I came to is that this is due to the availability of game engines and game distribution, which have made modding pointless. Why expend countless hours building a game mode for someone else's game, in a world where that has copyright implications, when you can just build your own game?
Modding is a lot more approachable than making a whole new game. The only issue is most games aren't moddable. Some people still try to mod games that don't support modding and that's where you're likely to run into copyright issues.
I think its both. Modding has become harder, and making games easier. At some point they are close enough to parity that it just makes sense to put in the extra effort to avoid all the tertiary issues, like copyright/trademark violations.
Even if you get by the legal implications, you still have to deal with building a sandcastle on a surface that wasn't designed for it. Yes, that has always been the case to varying degrees, but I think it can make a big difference, too. Factorio has a good modding scene, and it's in part because it was wholly and intentionally embraced by the developers in their engine design.
In the FPS space, there used to be only three games worth modding for: Quake, Unreal Tournament, Half Life. You could make a mod back then and get tons of press and players if you could follow through. I was interviewed in popular gaming websites! The games themselves were quite simple graphically so anyone with a drip of talent, time, and motivation could contribute. That specific environment doesn't exist anymore. There are so many games now, it's an ocean, developers have exerted more control over their games, and the talent required to create content for FPS games is too high a bar now.
However, lithium fires burn hotter and can't be contained as easily. So, that firewall may need an update, too.
Plus, as I noted in the weight part, an engine in a compartment is designed to detach and slide down to protect the cell. Can every retrofitter guarantee the same thing for their battery packs?
Various shareholders, or fund managers on behalf of shareholders. What difference does it make? It is still inconsistent to blame “Wall Street” for one company when the SP500 has plenty of examples of success.
Wall Street has more examples of failure than success. It's just that the returns from the successes outweigh the losses from the failures. They could be making decisions that are good for the SP500 but bad for Intel.
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