ギリ犯罪じゃないレベルの危うい作品だなぁ……
Valveがボツにした『Portal』の前日譚ゲーム、有志の手で復元される。Steam旧システムの漏洩と、“謎のデータ提供者”登場によって
automaton-media.com/articles…
32ヘル飯884 retweeted
今、運営は東京ゲームダンジョン14の準備で◯んでますが、2ヶ月後に開催する #大阪ゲームダンジョン2 も忘れてないよ!
12月26日(土)、大阪・堺筋本町で開催😈
年末お暇な方はインディゲーム沼にハマりにおいで🫠
32ヘル飯884 retweeted
CGWORLDの講義、こういう感じで非グラフィック畑の人間がインディーゲームの絵のクオリティ競争に食らいつくにはどうするか!? みたいな観点で話します!
多分一番ハードル低い講義になってると思うのでぜひ!
cgworld.jp/special/gamegraph…
@CGWjp
32ヘル飯884 retweeted
誰もがそれぞれの理由で嘘をついてました。
圧倒的好評を誇るミステリーアドベンチャーゲーム『未解決事件は終わらせないといけないから』の証言を時系列に並べた約200ページに及ぶシナリオブックが現在予約受付中です!お見逃しなく!
32ヘル飯884 retweeted
💧🔥💧🔥プレゼント企画💧🔥💧🔥
マジック:ザ・ギャザリング
『リアリティ・フラクチャー』
製品&Amazonギフトカードのセットを3名様にプレゼント
応募条件:フォロー&RP&いいね
応募締切:2026年11月11日(水)終日まで
応募詳細はこちらをチェック!
realsound.jp/tech/2026/10/po…
32ヘル飯884 retweeted
【前売り券 販売中!】
11月21日 (土) 開催
「京都インディーボドゲ祭2026」の前売り券を、下記の店舗様でお買い求めいただけます!
前売り : 500円 (当日 : 800円)
---
・GAME BAR CLANTZ
・Cafe & Bar Laurel
・異世界酒場 パンドラの匣
・ボードゲームカフェ HideOut
・ボードゲームカフェ BRESPI
・ボードゲームカフェ dicea
販売店舗様は今後追加になる場合がございます。最新情報は SNS でお知らせします。
素敵な店舗様ばかりですので、前売り券をお求めの際はぜひ足を運んでいただけたら嬉しいです!
32ヘル飯884 retweeted
★カードショップガルタ通販サイトOPEN記念★
本日から月末までに通販サイトにて3000円以上お買い上げの方に抽選で日本語版リアリティーフラクチャーコレクターブースター1パックをプレゼント致します!
ぜひこの機会にご利用下さい!
拡散もお願いします🙇♂️
cardshopghalta.com/cards?in_…
32ヘル飯884 retweeted
『de ou par MARCEL DUCHAMP ou RROSE SÉLAVY』 Marcel Duchamp / Boîte-en-valise 洋書 マルセル・デュシャン』 webと日本の古本屋で販売中
プロフィール見て横転
Ai嫌いと海賊版肯定は両立する!
32ヘル飯884 retweeted
本日より、梅田ロフト6階で「MOTHERのSUMMER」巡回展が始まりました。秋ですが、SUMMERで行きます!『MOTHER2』に出てくる海辺の街サマーズの大きな壁紙と、たくさんグッズを揃えて、みなさんのお越しをお待ちしています。会期は11/1まで。お近くの方はお見逃しなくです!
1101.com/mother_project/even…
結局Aiの発達によってゲーム業界にもたらされたものは既得権益の強化でしかなかったというオチ
無名インディーはAiスロップによって対消滅していくなか、ブランドに支えられたゲームはその信頼性をかえって高めていくという
It's time. Game developers need to read Clayton Christensen's Disruptive Innovation, because he explained how this was going to go decades ago.
Let's start with how Disruptive Innovation happened in the industry since inception, with the previously strong moats of distribution, technology, assets and cost all now gone.
Consoles were the biggest moats. Dev kits were expensive, not everyone could access them (you needed a relationship), you needed to be able to afford to pass their cert + print discs + convince retailers who bought your product and resold to customers.
Starting in the mid-2000s digital platforms on PC began to grow, but digital didn't truly shift until Steam's moved away from a closed market to an open market in the early 2010s, paired at the same time with mobile app stores also being default open, and finally consoles also enable digital stores that allowed more open distribution than before on their digital stores.
As open platforms enabled distribution to everyone the next moat to fall was technical. Unity and Unreal played a hand here- before you needed to have your own engine or buy components requiring a dedicated team. Now, you could easily license the most complex part of software development
Further gates fell in the late 2010s as asset marketplaces toppled inexpensive access channels to the inner moat, which was the creation of assets, animations, textures, etc. The moat still remained somewhat strong, though, because if you used marketplace content you were getting the same look as others, meaning you were undifferentiated, or couldn't copy the latest popular trend.
Then there was one final, smaller moat: the speed by which you could program a game, and its cost.
AI killed the last two moats in one shot for many indie titles. It can replicate unique assets, and it can quickly, for effectively zero cost, enable someone to make a copy of your game, assuming the game was simple enough.
All barriers to entry (console access, distribution access, engine access, asset access, time/cost to make) are gone.
The result is many games are now commoditized.
Clayton said that when capabilities become commoditized the advantages of established producers erode and their margins come under pressure.
He also said that markets evolve through functionality → reliability → convenience → price. As performance becomes good enough, customers place greater value on other attributes in the chain.
The appearance of AI-generated copies of games, especially indie games, is a predictable consequence of technical moats being eliminated.
Those whose moat was only the last one will sell fewer games because all moats are gone. The market is flooded with copies of your game that swamp the algorithm with lookalike thumbnails and gameplay. Your competitors just have to price at or below you to earn a customer because they have zero marginal cost.
You have no defense, it's the equivalent of having a business making screws. We don't make screws in America anymore because Chinese factories can make them for a fraction of the price, and they're generic with no particular defense or reason to buy one brand over another.
We don't want to think of games like screws, but now they are.
An additional lesson from Clayton for game developers is that the market doesn't necessarily reward the effort required to produce something. It rewards the value customers perceive relative to the alternatives available to them.
Competitive advantages in games increasingly have to come from things harder to replicate: community, distribution, brand/known IP, network effects, game complexity and innovation that outpaces the commoditization of your moat.
GTA6, for example, has many of those advantages (notably the game is so big that AI cannot easily reproduce it).
For many game developers, the basis of competition will shift away from any form of creative work that anyone can instantly copy. You will need to find a new moat.
That doesn't mean you shouldn't make games. Now is the best time to do so with AI making it so cheap and affordable. But think about how you can develop a moat for your game that isn't based on assets or design that cannot quickly/easily be copied.
This could be, for example, forming a copyright around unique IP that you can use to do takedowns. Generic fish and visuals do not work. Unique fish and visuals do. Even the influencer who first generated Tung Tung Tung Sachar, the AI-made Brainrot, gets his pound of flesh from Roblox games trying to use the character.
正直言って、企画は書類通った時点であとは面接力勝負。
だってポートフォリオの証明なんて昔も今も正味できんし。
ぶっちゃけ学生時代の経験なんてヒラの企画にあんまり活かされないから、研修しっかりしてるとこほど人格で選びがち
見た感じ、この人は公式じゃなくてデュエプレの英語パッチを同人で作ってる人なのかな?
だとするなら、普通にコレは割れに当たるわけだが…
🆕 New Duel Masters sim "Duel Online" is live!
✅ Fully automatic
✅ TCG era format: DM01-DM12
✅ + Full Shobu era format: DM01-DM39
✅ Ranked PvP & VS some very smart AI bots
If you run into a Romanov Sign or Knight Control player, it's likely me :)
#デュエマ
🔽Link below!
32ヘル飯884 retweeted
人格が入れ替わるナビの誘導を頼りに、
バグの残る未完成ゲームを攻略するゲーム
『ワカレタナビ』のSteam版を開発中です!
Steam版ではブラウザ版には出来なかったギミックを多数追加予定です
ウィンドウが小さくなったり動いたり…
#スーパーゲ制デー





























