Earlier quoted context omitted.
So long as personal information is not collected, consent is not morally necessary. If I collect information on how often a coin-op Street Fighter II game is played in an arcade, while collecting no personal information, consent is not needed.
Because using someone else's hardware in a public space is clearly equivalent to using your own hardware in the privacy of your own home.
enclose.horse
171–180 of 242 posts
Re: enclose.horse
#172I am curious on how you would algorithmically find the optimal solution for this kind of problem for much bigger grids. I wanted to do some seed finding in Factorio for the same exact problem using the generated map images, but never found a good solution that was fast enough.
https://cs.stackexchange.com/questions/176005/how-to-remove-...
Re: enclose.horse
#173Earlier quoted context omitted.
Because using someone else's hardware in a public space is clearly equivalent to using your own hardware in the privacy of your own home.
If the data gathered is only on gameplay, and not something that can be used as PII like IP addresses or device information, then it should be fine. Gathering things like the score and time spent completing the level, isn't a problem. This could be used to rank the levels, without gathering any user information.
Re: enclose.horse
#174Earlier quoted context omitted.
> I hope the author is collecting juicy analytics. I hope they're not. Can't we have a few things in this world that are just fun without going and sticking surveillance on them?
'analytics' and 'surveillance' are not the same thing trying to understand player behavior in the context of a board or video game (though there is some overlap!) is not the same as trying to understand user behavior in the context of social media or purchasing behavior - the data of both of which derive their value from being sold to THIRD PARTIES as a commodity. being able to tune a fun little video game is not the…
Re: enclose.horse
#175Nice game! Out of curiosity, are the daily levels built by hand or algorithmically? Is there some way to measure their difficulty computationally, other than just trying to do it yourself or seeing how many people get a perfect score? I'm also working on a grid-based browser game and both those questions have come up for me, I'm keen to see how other people tackle it.
Re: enclose.horse
#176I dont understand what is the goal of this game
Re: enclose.horse
#177Earlier quoted context omitted.
It's effectively the same, except people volunteer or are paid to play test. This whole industry really needs a lesson on consent.
There are games that let you opt-out, hell even ones that ask you when you first open the game. There are bad apples, but there are plenty of good ones too.
If I want to play a game and provide my feedback, the default should be that that doesn't happen unless I explicitly say it should.
Opt-out means that, by default, you're collecting metrics from my plays, until I find the means to opt-out.
Re: enclose.horse
#178Great game, I love it! I hope the author is collecting juicy analytics. They would be useful if they ever want to bundle 100 levels in order of difficulty and release this as a Steam game (which I would absolutely buy!) I don’t think the gates should animate up into the air. It breaks the visual logic of 2D for no benefit. It’s subconsciously confusing to see a gate I place in one cell move to occupy pixels in the ce…
Re: enclose.horse
#179I would like to be able to compare/switch optimal with my solution with single click.
I took a screenshot of my solution and the optimal one - and then I could compare like this.
Re: enclose.horse
#180Great game, I love it! I hope the author is collecting juicy analytics. They would be useful if they ever want to bundle 100 levels in order of difficulty and release this as a Steam game (which I would absolutely buy!) I don’t think the gates should animate up into the air. It breaks the visual logic of 2D for no benefit. It’s subconsciously confusing to see a gate I place in one cell move to occupy pixels in the ce…
There is definitely a turn-based minigame here - get the most "distance" travelled by the horse, every turn the horse moves one block towards it's closest escape and you can drop walls to cause it to find a new path - in this one you actually lose when the horse can't get out but the goal is to get the horse to move as many blocks as possible using your limited number of walls (or apples which can attract it).
But, you absolutely could make this a turn based game where the horse is trying to escape and you (playing as the farmer), work to fence it in as it meanders towards a gate.