So how much human involvement is required for something to become eligible for Copyright? If I'm an artist and I draw a character all by myself, but use AI to fill in the background, would that be eligible? If I'm a software developer and I occasionally let copilot autocomplete a line because it suggested the correct thing, does that mean the entire programm is now impossible to Copyright? Where is the line?
PrinzKasper
Toem is a very cozy polished little game that you can 100% in just over 4 hours. If you have an afternoon or two to kill, I definitely recommend it.
I'm glad he could learn a valuable lesson.
There's also a lemmy instance TTRPG.network, as well as an instance dedicated to Pathfinder and Starfinder pathfinder.social
NPC numbers for attack bonus, HP, AC and spell DC usually scale slightly differently than they do for PCs. What I do when I create custom NPCs is look at existing statblocks from level appropriate monsters and patchwork pieces together.
Man, a Sunday there would be perfect... relax at the beach, walk 50 meters, watch an F1 race, then go back to the beach...
Check out Stalker Anomaly, that should fit the bill.
Not until two years after consoles
I mean, if that was their reasoning they should be leaving Twitter as well
In theory, modders asking to be compensated for their work is not that outlandish of an idea, however in practice there are a ton of problems that need to be solved when going down this rabbit hole:
- IP and ownership: Is the mod really 100% originally created by the seller?
- Compatibility: The game is going to be recieving big updates, is there a garantuee that the mod will remain compatible, or be updated as well?
- Dependencies: Does the mod require other mods? Are the creators of that mod OK with their work being used to make money by others? What if the required mod breaks or becomes unavailable?
- Load order: Anyone who's modded Skyrim or Fallout before knows how fickle mods can be, often requiring specific configs and tweaks to the load order. Is Bethesda going to offer tools for that alongside their store?
- Quality Assurance: Am I even getting my money's worth? Is there a refund policy?
All of these proved to be major issues when they tried a paid mod store for Skyrim. Stolen mods, a fishing mod that required an animation framework mod who's creater demanded the fishing mod be taken down, mods that had major incompatibilities with other popular mods, and bought mods just inserting themselves wherever they felt like in the load order.
If Bethesda wanted to create an official mod store, it would need to be carefully curated, with contracts with the modders requiring them to keep their mods updated, and seriously upgraded tools for configuring purchased mods. Honestly, I just don't quite see it happening.
MW2 had many iterations of fan servers. It started with alterIWnet, and ended with IW4X, which was recently shut down by Activision with a cease and desist. Fan modded versions of the game with dedicated servers and a server browser, with known security vulnerabilities like this one already patched out. Thanks to Activision, there's now no way to safely play this game anymore.