• 9 Posts
  • 651 Comments
Joined 2 years ago
cake
Cake day: July 1st, 2023

help-circle

  • MurrayLtookmatewanker@feddit.uklest we forget
    link
    fedilink
    English
    arrow-up
    6
    ·
    edit-2
    1 day ago

    The additional missing context is that in recent years the poppy has been co-opted by right wing flag-shaggers to the point where people not visibly wearing a poppy become a target for abuse. For anyone in the public eye it’s become literally mandatory if they don’t want to risk their job.

    What was supposed to be a way to honour the war dead has been turned into a gross nationalist purity test.









  • If you’re not copying setting, characters or story then you’re not copying everything. Those are also part of the recipe that makes the game work, through things like level design, narrative design, and game feel.

    Copying critically means not just copying blindly but understanding how things work and why they were designed that way to begin with. You talk about wanting to make changes, but do you know how they would affect all the other parts of the design?

    It’s very common for new game designers to dive into making changes without a full understanding of what they’re even trying to solve, let alone the knock on effects of their proposed solutions.



  • Developers can - and should - lift systems, mechanics, and whatever the hell else they want from any other title (occasional sticky legal protections aside). The problem arises when those things are copied uncritically.

    Good games are intricate systems of interlocking mechanics, and good game designers put a lot of work into designing those things to create the specific play experience they have in mind.

    If you want to reuse some or all of those aspects, you need to also understand how and why they work, so that you can apply them correctly in a new context. If you don’t, and instead just lazily copy with no plan or vision? That’s when people start calling things out as rip-offs.