this post was submitted on 16 Jun 2024
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[–] Potatos_are_not_friends@lemmy.world 36 points 5 months ago* (last edited 5 months ago) (4 children)

This is not the flex they think it is. It's not that fetch quests suck, it's how they're presented.

Ubisoft sucks at it. Grab 100 feathers. Climb all 20 towers. It's mechanical in its delivery and the payoff is often stupid like a bump to your stats.

But look at Zelda. Find all 8 triforce pieces. Or Dark Souls. Get the two halves of the elevator medallion. The journey feels real. Even Skyrim's optional fetch quest - collect all the dragon masks, the delivery is amazing.

And in a role playing game, hanging out and enjoying the world has its benefits.

I just started DA:I again and am indeed collecting shards in the Hinterlands. But it feels OK, so far. I have so many memories of that game, with the first playthrough clocking in at about 100 hours. I like being able to run around and discover stuff and with the influence score it feels like progress. But I'll still give Veilguard a chance.

[–] johsny@lemmy.world 6 points 5 months ago

Ex fucking zactly.

[–] SuperSaiyanSwag@lemmy.zip 1 points 5 months ago

I don’t think they are “flexing” in that way, they are just saying that they are moving away from their last game’s formula

[–] beebarfbadger@lemmy.world 1 points 5 months ago

"People were complaining that I sent them to fetch me a sandwich every five minutes, so we listened to their complaints and next game, the player character will have no legs and thus not be able to move anymore."

[–] jjjalljs@ttrpg.network 25 points 5 months ago* (last edited 5 months ago) (3 children)

At least you can go back to previous areas

I kind of hate the thing in games where it's like "you didn't look in the second bathroom so you didn't get the staff of mega fireballs. No, you can't go back to the house. It's still there but you can't go in.".

That and the common "no matter what the game says, do the quest objective last because that might move you past something important" thing.

Playing Mass Effect 2 and there's a lot of "go fight them and save the day!" And I'm like hold on I need to check every corner for upgrades real quick.

[–] hikaru755@feddit.de 5 points 5 months ago (1 children)

Iirc,mass effect lets you buy anything you miss in a store later, at least

[–] jjjalljs@ttrpg.network 7 points 5 months ago

Only the third game does that, I'm pretty sure. It's not a terrible solution, though it can be annoying when money is finite.

[–] beebarfbadger@lemmy.world 1 points 5 months ago

FOMO - the game

[–] scrubbles@poptalk.scrubbles.tech 12 points 5 months ago

That's probably because of how Shakey inquisition was with it, and then how much of a flip Andromeda was, which admittedly I still liked. Me2 and 3 were mission focused and are 2 of my favorite games of all time

[–] njm1314@lemmy.world 9 points 5 months ago (1 children)

I'm a little torn on this, because I loved the Hinterlands. It was every other map I started to hate. If it was just one open world section I think I would like it more

[–] alilbee@lemmy.world 4 points 5 months ago (1 children)

I also love the Hinterlands, but you and I are in the vast minority based on the initial feedback to Inquisition. It was super common to hear "just push past the Hinterlands, it's so much better afterwards". Even more generally, I've been hearing "why are all the devs making all their games open world for no reason?"

I'm also an open-world junkie because I love exploration. I'm saddened by this design choice, but I do completely understand where it comes from. It can still be done well and I love the lore of Thedas, so I'll be there to see, I guess.

[–] jacksilver@lemmy.world 3 points 5 months ago (1 children)

I think the real issue is the large, typically procedurally generated, open worlds that feel empty. Even BOTW lacks a lot of substance to the world they built (villages feel smaller and less important, little/no ovwrworld secrets, etc.). I think games like God of War did a good job of openish worlds with some exploration, but still crafted.

[–] alilbee@lemmy.world 1 points 5 months ago

There's nuance in it, for certain, but there is a large contingent of people who play games that find most open worlds boring. I love a big open world, even a lot of the procedurally-generated ones are fine with me when it's done correctly (looking at you, Starfield 😒). There are myriad options in between there, where it sounds like you might fall as well.

The key is, as you say, making the world in such a way that it drives the core gameplay loop. This is such a bizarre example, but I just played Animal Well recently and I think it's actually a fantastic example of this. Every area of this large map that you retread over and over again has hidden, intentional elements that clearly drive at the core gameplay loop of "discover secrets everywhere". It's also a 7 year passion project not likely to be replicated. I do think though that the lessons can be learned and applied on less intense projects.

Sit down, consider your loop. Why is the player here, having fun with your game? Is it to discover secrets? Hide secrets everywhere. Is it to drive around in a souped up car? Add more space and interesting driving conditions. Is it to kill big enemies? Add huge roaming bosses. I think after that focus is determined, then you should shrink it as much as possible while still fitting into your design constraints.

This is all layman's conjecture though.

[–] Renacles@lemmy.world 7 points 5 months ago (1 children)

We definitely need more linear RPGs

[–] Potatos_are_not_friends@lemmy.world -1 points 5 months ago* (last edited 5 months ago)

I dunno about that.

Just make it a narrative action game then.

If I see a game with a massive inventory, a bunch of stats, and killing monsters with my sword increases my sword speciality by 1... I'm going to have a lot of other expectations.

Edit: I love the downvote because you disagree. Reply why. Don't be like reddit.

[–] SuperSaiyanSwag@lemmy.zip 3 points 5 months ago (1 children)

I get why people are cautious about BioWare’s next entry, but this game’s showcase is being nitpicked to oblivion. Why are you guys so pessimistic?

[–] beebarfbadger@lemmy.world 1 points 5 months ago

Experience and memory, mostly.

[–] Blizzard@lemmy.zip 2 points 5 months ago

I would prefer an open world actually.

[–] therealjcdenton@lemmy.zip 1 points 5 months ago (1 children)

You'll be picking up blue sparkles like in jrpgs instead

[–] beebarfbadger@lemmy.world 1 points 5 months ago

No, it'll be running THAT cave from DA2 over and over, but this time in different colours!