• 0 Posts
  • 338 Comments
Joined 2 years ago
cake
Cake day: August 15th, 2023

help-circle
  • discouraging people from calling help when they need it

    This is literally why they’re doing it. Government makes simply existing illegal for a huge class of workers so companies abuse them as much as they want while they’re too scared to call for help, no matter how bad it gets. Bonus points if the general population hates them too so even publicity doesn’t matter. (Hey, totally unrelated, isn’t it great how convicts are so heavily vilified for life?) I know the phrase is way overused, but The Cruelty Is The Point isn’t (only) about how psycho some of these people are, it points to how they’ll do anything for money.

    In the end, though, this a great way for gangs gain power. People aren’t going to stop calling for help, they’re going to stop calling the police for help. I guess the party of law and order would love a good crime wave.
















  • They also care about ruining trans people’s lives in any way possible. I’m sure there are plenty of transphobes who simply haven’t thought the bathroom thing through, but don’t forget the other reason they’d be happy to put passing trans men in women’s bathrooms: it forces them into an impossible decision. When an angry mob drags a trans man out of the women’s toilet, you think they’re going to listen to protestations of being AFAB? If anything, that’d just rile them up further. So a when someone is faced with the decision of choosing either the room they’re least likely to be noticed in, or the one the law technically assigned to them, they may instead choose to stay home. They may even start considering detransitioning. This is a feature, not a bug.


  • They do often talk about “it needs to be new,” but for the most part the things they release don’t actually follow that philosophy. Artifact was trying to follow the likes of Hearthstone. CS2 is a glowup of CS:GO. DOTA2, League. Deadlock is the closest they’ve come to something genuinely innovative in at least a decade, but even that is still following on the heels of MOBA/FPS hybrids like OW and Paladins, just taking more elements from MOBAs.

    And the “not caring about money” thing wasn’t true in 2008. They were probably getting to that point around 2012, as Steam began to turn into a money printer and their microtransaction games took off, but that wouldn’t have been until after HL3 had been cancelled at least once. At some point Valve talked about the difficulties in selling Portal 2 (I think it might have been in the dev commentary? Idk it’s been years) and one of the points they bring up was how even a huge success like that game wasn’t living up to their other titles. They tried to implement microtransactions with the co-op mode, but they learned lessons about how that model only worked in bigger multiplayer games. One of the big stories they tell in both the HL1 and HL2 documentaries were the troubles they ran into with funding, and I guarantee they were not looking to repeat those experiences by continuing work on a game that had far less potential for return on investment. Again, that might have changed by 2012, but by then the momentum was already gone.


  • I’m not sure I believe that Valve ran out of ideas for HL3. That’s clearly the image they want to project, and maybe even what they tell themselves, but judging from the ideas they did have for Episode 3 they showcased in that documentary, there was more than enough to justify releasing a game. Certainly there was as much or more new stuff than there was for either EP1 or 2. I think it’s much more likely they simply decided their other projects at the time–CS:GO, DOTA 2, even TF2–had way more moneymaking potential. And I mean, they were right! They made a ton of money off of lootboxes and cosmetics for their multiplayer titles. I don’t think Steam had totally taken over the market yet, so they were hedging their bets on multiplayer microtransactions.

    I dunno. The whole “it needs to be new” philosophy they constantly espouse to hasn’t really been true at least as far back as Portal 2. Even Alyx wasn’t particularly revolutionary as far as VR titles go. Maybe doing that type of design was new to Valve, but the only standout features that distinguishes Alyx from other games are the graphics and the (genuinely very good) grabbity glove object pickup system. Pretty much everything else is several steps behind other VR shooter games in the name of Accessibility™, from movement to weapon selection to the painfully dumb AI.

    They didn’t run out of ideas. The movement FPS genre is alive and well for a reason, even today: there’s lots to be done. They just lost interest in it themselves, and I believe the reason for that is primarily monetary.