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Joined 2 years ago
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Cake day: June 13th, 2023

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  • Helping with complex Terminal commands/shell scripts is basically my #1 practical use-case for AI right now… especially if you use tools like JQ a lot. Saving keystrokes is a lifestyle, after all.

    I am also a really big fan of Warp, and was even before they added the AI feature (the editor-style functionality is wonderful). For the record, the AI isn’t always running in Warp, to use it you start a prompt with hash (#) and then ask for what you want and it presents options.










  • Daggerfall remains, to this day, one of the best games ever made. I still have my original boxed copy, and several pre-patched CDs that Bethesda would mail out back in the day. I replay it a few times a year, because it’s held up so well and there is nothing else that scratches the same itch.

    I frequently wonder what Bethesda would be like today if Peterson, Lakshman, and Lefay had stayed at the company and Todd had been chased out, instead. Those three created The Elder Scrolls from scratch - lore, gameplay concepts, all of it. They had a TES Bible covering the story from Arena to Oblivion… and one by one, Todd excised all their influence from the franchise.

    I miss the oppressive, grimdark atmosphere and lore, the complex world simulation, the unprecedented freedom, the unflinching maturity, and the epic, massive dungeon crawls.

    I don’t see anyone trying to make a game like that again, ever. Certainly not Todd Howard’s Bethesda.










  • Daggerfall had some basic guiding principles that have been slowly stripped away by every new release…

    1. It was unapologetically grimdark. The lore was dark, sinister, and scary… very Robert E Howard meets Lovecraft.

    2. It was obsessed with simulation. They wanted a world that functioned logically… hour to hour, day to day, season to season, character to character, and as seamlessly as possible.

    3. It strove for tabletop-level freedom without limits. You could climb, sneak, swim… across rooftops, in streets, in dungeons… there were no barriers whatsoever.

    4. It reinforced that decisions have consequences, with multiple paths if you followed the main story.

    With Morrowind, they killed the grimdark and gutted the lore. They replaced the existential dread of the lore with “weirdness”. They took the mature, unflinching tone out behind the shed… replacing it with T-rated YA content. Oblivion finally completed the transition from grimdark to sterile high fantasy. This is especially heinous because the Elder Scrolls Bible laid out the franchise from Daggerfall through Oblivion, and Oblivion was supposed to be the final, the darkest, most oppressive game in the series, being literally about the end of the world.

    While Morrowind strove to preserve some of the simulation, the grand multi-season scope pared this back somewhat. From there, it never evolved or advanced at all, with each new game using the same minimal, basic simulation.

    The tabletop level freedom was completely axed as a guiding principle. Instead, the gameplay became much more gamey. No longer would you sink if you tried to swim while carrying too much weight, climbing has been completely non-existent, dungeoneering mechanics - and dungeoneering as a major gameplay loop - were removed en masse… and all while the seamless open world has had more and more seams - loading zones, invisible walls, etc - added.

    And finally, all consequences were removed as basic principles. You could join any and all guilds or factions, your choices had no ramifications or outcomes or branching paths… there was not so much as an attempt to maintain an illusion of impact on the story or simulation.

    These are the things people are talking about when they complain about each new TES game being lesser than the one before. And worst of all, they took all this withering away of ambition and applied it to Fallout, gutting the IP’s very soul… and nobody really noticed this trend until Starfield, because it was a new IP that was less prone to being viewed through rose-tinted nostalgia.

    Every Bethesda game that comes out (not just TES) is worse than the previous. Objectively. Because Todd Howard has removed every shred of fearless ambition from the company.