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Machefi @lemm.ee

My accounts on other instances: @[email protected] @[email protected]

Posts 4
Comments 11
Zen Z
Discussion: What made Sword Art Online, the fictional MMORPG, special?
  • There are some war-themed ones, so realistic MMORPGs definitely exist. Sword Art Online however is fictional in the sense it's not an actual released game. It's made up as the central element of a light novel series of the same title, later adapted into a popular anime.

  • Discussion: What made Sword Art Online, the fictional MMORPG, special?

    This post is not about the anime and related works themselves, but the game as an element of the fictional world. Spoilers ahead.

    Spoilers

    There's the obvious: full immersion and "you die in real life", but I feel like there's more to the game that sets it apart.

    First and foremost, progression in SAO was collective. For example, once a floor boss was beaten by anyone, a new floor would be unlocked for all players. This stands in contrast to existing MMOs, where players progress individually and interactions between them often feel optional. Of course, cooperative multiplayer games exist, but I can't recall a single one where this concept would be taken to a larger scale.

    Secondly, since not all players needed to beat bosses, others could specialize. In most if not all RPGs there's a concept of classes and skill that impact how you beat the main story line and what side content you encounter, but in SAO you could make side aspects your main aspect, like the smiths we've seen in the series. I've found similar quality in multiplayer Factorio, a sandbox game of automation and tower-defense-like fighting, where oftentimes some players would focus on base building, while the others went out for combat.

    It is mentioned in the series that quests are automatically created by the main system (what we would call procedural generation). While there were certainly hard-coded elements, infinite variety of procedural content is an interesting aspect, especially in times when almost all information about popular games can be looked up on numerous wikis. Starbound is a game that made heavy use of procedural planets, weapons, enemies and quests. For me similarities eventually became apparent and items lost the freshness, however the quality of being unable to perfectly min-max everything remained and I appreciated it.

    Is there something else that you think SAO had, that existing games don't? Do you know other games that experiment with these concepts?

    31

    Question: Where is federated content stored?

    I've been on Lemmy for some time now and it's time for me to finally understand how Federation works. I have general idea and I have accounts on three federated instances, but I need some details.

    Let Alpha, Beta, Gamma and Delta be four federated instances. I have an account on Alpha and create a post in a community on Beta. A persoson from Gamma comments on it and a person from Delta upvotes the post and the comment.

    The question: On which instances are the post, the comment and the upvotes stored?

    51

    Noob question: What's special about the first layer?

    Not so long ago I bought my first 3D printer. It hasn't shipped yet, but I'm gathering knowledge so hopefully I'll be able to use it when it arrives.

    One of the things I noticed while choosing the printer was that many specified "perfect first layer". What's so special about it? What should a beginner such as I know about it?

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    Python Docs now have a dark theme
  • The screenshot might look a little weird, because I resized the browser window. Also the colors seem to be a little off, probably because of image compression. I'm not sure if that's a Lemmy thing, or perhaps just my instance

  • Python Docs now have a dark theme

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