Bashfluff
dorkydonkeyboy.bsky.social
Bashfluff
@dorkydonkeyboy.bsky.social
Happily married. I write about good games and occasionally make bad games. Abolish copyright and radicalize the internet! 18+
Reposted by Bashfluff
folks audition writers like they're training kpop stars
December 16, 2025 at 7:55 PM
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So yeah, don't use Generative AI even if it seems like it's a harmless task. Doing things is good. Thinking about things is good. Friction is good. THE PROCESS IS IMPORTANT.
December 16, 2025 at 7:53 PM
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Larian is setting themselves up to make something in GenAI for prototyping that looks "good enough" for production and accidentally letting it slip through the cracks.
December 16, 2025 at 7:53 PM
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He said one of the biggest lessons he learned from making that game was to make sure that placeholder assets LOOK placeholder. They need to look bad and low fidelity so that they are unacceptable to leave in the final product.
December 16, 2025 at 7:53 PM
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IGA has said in interviews that that menu screen was originally meant to be a placeholder. But, it didn't stick out as a "placeholder" or something that needed to be fixed down the line; it was too high fidelity. So replacing was constantly de-prioritized until it just never happened.
December 16, 2025 at 7:53 PM
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It is a solid blue wall, ontop of which sits ugly white text. Basically no design or aesthetic thought has been put into it at all. There is weird information provided to you like how many unique rooms you have entered.

Why?
December 16, 2025 at 7:53 PM
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On the flipside of things, Castlevania: Symphony of the Night

This game is absolutely beautiful, stylish, and filled to the brim with creativity and a wide variety of ideas. Truly the pinnacle of 2D game design at the time. And then there is the menu screen and system...
December 16, 2025 at 7:53 PM
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If they hadn't thrown that Adol sprite into the game and made it some Ys spinoff, would it even be remembered today? The process of creation is as important as the final piece itself. And the decisions we make along the way are vital to that final piece.
December 16, 2025 at 7:53 PM
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And despite being wildly different, it still feels very much like an Ys game. It's familiar but different, tries new things but brings back old familiar ones. And it didn't land for everyone, as is often the case with experimentation. But it laid the ground work for Falcom to do a lot more.
December 16, 2025 at 7:53 PM
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As a placeholder they put an Adol (the protagonist from Ys 1 + 2) sprite in for the player character.

Development continued, they decided more and more that they liked what they were doing and that it actually could be a mainline Ys game.

Ys systems were added to the game (equipment screen, rings)
December 16, 2025 at 7:53 PM
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this isn't to blame the players for once, either. if a company is willing to compromise their own output for a goal that's pretty intertwined with profit, of course they're gonna fall for the AI trap. be for real.
December 16, 2025 at 4:22 PM
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"i can't believe they're pushing towards making mass-market slop with no creative voice or intent!" is a funny thing to say about a company that lobotomized their own game in early access and in subsequent patches so as to cushion the playerbase's feelings. this is not a surprising development.
December 16, 2025 at 4:17 PM
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they don't tell you about the part of fascism where the people who were initially the most plugged in end up just sort of competing to be the least bothered or surprised when the next fascist thing happens
December 10, 2025 at 9:32 AM