Game

Sunday Newspaper | Rock-paper-scissors pistol


Sunday is for unreasonably excited excitement at the prospect of a Gousto box. Before unpacking, read this week’s best articles on games (and game-related things).

On Bloomberg, Rachel Metz asked: “How important is it to you that someone writes the news you read?”. Metz spoke to the editorial director of VentureBeat, who suggested that his readers might not care whether the AI ​​wrote some paragraphs of the paper. Huh. What do you do with it all?

“I’m not trying to get a press release, go through the system and get an article, even though I can,” he said. Nuñez thinks the debate over whether to use small machine-written texts will be short-lived. “If you are taking sentences or clauses or small chunks of ideas from the big language model — in my opinion, we’ll discuss it in six months — and I guarantee, in two years, that that won’t be a problem. “

Ade Adeniji wrote a post for Waypoint on why is there no place for suburbs in open world games. Adeniji talks to the developers about the beige color of the suburbs and having to trim the fat, which, unfortunately, means cutting out the mundane.

Carly Kocurek, who teaches in the Game Design and Experiential Communication program at Illinois Tech, says the suburbs operating in the “perceived beige” sector make it hard to imagine them as the setting. for the types of stories and worlds that we most often see in open world Games. Within the strongly-appearing suburbs, these spaces often act as a starting point or transition point for a character, perhaps like the first 10 minutes of a movie or the midpoint of a movie. .

For Hit Points, Nathan Brown writes lyric about Red Dead Redemption 2. Brown focuses on the state of Redfall, the Jedi Star Wars Survivor, and the future of the industry, as he contemplates the brilliant open world of RDR2.

What really appealed to me about RDR2 this time around is how refreshing it still feels. It’s almost five years old, and while I enjoy seeing old games destroyed by the brute force of a new PC, they can often show their age. I rebooted GTAV for the eleventh time a few months ago, and while it works great for a game that’s been almost a decade old, it’s clearly almost a decade old. It had done some work, sure, and it still had the old glint in its eyes, but it stooped slightly. It creaks a little when it sits down, grunts when it gets up. Red Dead, though? It still feels like it was yesterday.

On Intelligencer, John Herrman asked if Temu is the future of shopping. I’ve never heard of Temu, but its gamification style sounds horrible! I’m sure that means it’s going to take over the world.

In a one-minute period, the original buy seven get three promotion turns into a buy four get two free offer; “Gifts” pile up in your inbox, taking you through fake casino-style games that promise free products and even cash, in exchange for inviting friends; $2 products arriving later than expected result in $6 shopping credit. In any other context, either of these sales techniques would be seen as deceptive and ludicrous. In Temu, they combine into an overall and strangely engaging promotional experience, in which prices and timers continue to drop while different credits are in your account — cash, codes announcements, invitations — keep rising, suggesting some kind of climax: a payout or, more likely, a small first purchase of just a few dollars.

This week’s music is Proof by Teen Daze. This is Spotify link And YouTube link. Soft dance.

That’s it for this week, take care of yourselves and see you next week!

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