@Kodiakmax-101 Yes, but the toggle in no way affects the rating of the game. The game would have the same rating, toggle or no toggle. The toggle exists to make it possible for streamers to stream the game.
The point I am driving at when comparing PSO2 to Cyberpunk is to show how much more extreme Cyberpunk goes than PSO2 does while still having the same ESRB rating. To give an example of a game that was highly anticipated and made more headlines than PSO2 while having far more graphic content. If people are fine with that existing in a video game, then is there really any worry about the censored content in PSO2 being uncensored? Even when censored, Cyberpunk is still more graphic than PSO2.
@RainGnyu said in Can we not cut out anymore story scenes and stop it with censorship in general.:
That is my point! You come on here as tho you know and what you say is factual. People can be experts behind a computer screen and claim to have a self proclaimed credited degree all day long just to push their own agenda. Where is your proof that the logistics to implement the toggle censorship system is difficult for Sega to implement.
I have given lawful discussion about how games can influence behavior. How the rating system for gaming is vague and how some company have taken responsibility interpreting want is best for their gaming community beyond the greed for money.
Also if you don’t believe games don’t influence behavior then why do we have a 100+ pages on censorship in this thread alone?
This is what you linked: https://medium.com/@baemisaalbybae/sexual-innuendos-in-childrens-cartoons-in-depth-analysis-f0138333719f
It is a blog website. This is what the owner of the blog described themselves as: "Social Media Nerd who’s using her degree in Liberal Arts & Social Sciences to educate the rest of the population one article at a time."
It is far from hard scientific proof.
Here I can link a study as well: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4478390/
Here they focus on neurobiology, discuss about the failings of past research attempts on pedophilia. In the section when they discuss the development of pedophilia, they note how there have been flaws in past research on the topic. Furthermore, if you look at research on how media affects behavior, such as video game violence, you find that the studies have been shown to be rather inconclusive.
As for actual proof that a toggle can be difficult to implement. I have stated that a toggle that simply decides to load or not load a character based on their height is relatively simple and easy to implement. While something that is more involved with specific items is much more difficult.
Pseudo Code for basic height based toggle:
//You basically get the height of the character and store it in a vaiable
height = GetCharHeight(character);
//Then depending on whether if the height is above or under the minimum amount in the current version, it would load or not load a character. While this is an overall simplification, the logic behind is easy to visualize.
if height < 150 then
{
DoNotLoadCharacter(character)
}
else
{
LoadCharacter(character)
}
Now if we want to get more complicated with various items. Then you need to look at how items are coded. Based on the job postings from Sega where they are looking for programmers with experience in C++ and C# for NGS, it is safe to say that PSO2 uses those languages. Both are object orientated languages. Thus, it is likely that items are a type of object within the games codes with a variety of fields. A simplification written in pseudo code can be:
Class Item
{
//Variables
Name
Model
Textures
Item(name, model, textures)
{
//Constructor method
}
}
It then likely reads a database and parses the information in the database and uses a constructor method to generate the different items we see and own in game. Obviously there are more variables, but this is just a simplification written in pseudo-code.
Now to make the toggle more item specific, you then need to add an additional variable; likely a boolean variable to determine whether or not the item is affected by the toggle. Adjust the constructor method for the additional variable and the database for the additional variable, not to mention adjust how the game loads items as it now needs to read that additional variable and determine the course of action depending on whether the toggle is on and if the new boolean affects. And again, this is all just a simplification of the actual process; there is optimization, checking for bugs, make sure it functions properly on a variety of hardware, etc. There is a reason why games can take years to develop.
I'm pretty sure I've shown and explained that programming can be a very intensive process.
Also yes, I know I am horrible at explaining these things in layman terms.