Katana314

joined 2 years ago
[–] Katana314@lemmy.world 1 points 4 hours ago

My libraries still lend out a lot of DVDs. I ended up getting Fallout S1 in that format, and while it was a resolution drop, it was perfectly bearable.

I can guess for the audience using discs, a lot still have archaic hardware to play them on.

[–] Katana314@lemmy.world 4 points 5 hours ago (2 children)

Man I want to finish the campaign and enjoy this game, but as long as they have this split-lock issue on Linux causing severely low framerate every few minutes, I basically can't. ProtonDB for more info...

[–] Katana314@lemmy.world 1 points 2 days ago (1 children)

What kind of organism do you think the government is made of? That’s right - People. Where do you think today’s Republicans and cops grew up?

Every person that’s managed to exit cults of toxicity has admitted they inherited a poisoned worldview because it surrounded them - they never would have felt “Black people are subhuman” if they didn’t have messaging all around them saying it so.

If you have resigned yourself to the idea none of these people will ever change, and they’re fated to be that way from birth, stay in your own bubble and stop commenting anywhere about it because by your own admission conversation doesn’t do anything.

[–] Katana314@lemmy.world 1 points 2 days ago (1 children)

Even if they had it, a lot of smaller developers don’t even want to be serving as chaperones for their playerbase. Some have even said they don’t want their game page to create a Steam subforum.

[–] Katana314@lemmy.world 3 points 2 days ago

Trails in the Sky became bearable because of this. It was so well enjoyed that the full remake of the game kept the feature around.

[–] Katana314@lemmy.world 1 points 2 days ago

Nothing will ever get better

Stop suggesting policies and theories. Don’t vote. Don’t even suggest taxing the rich.

/s

[–] Katana314@lemmy.world 2 points 3 days ago

I’ve said this before about games like Dragon Quest. I’ll play a good JRPG, but it needs a hook to make it stand out and seem interesting, be that storywise, combat wise, etc. A game showing off swords and magic still needs to define why it’s different and why I should care.

[–] Katana314@lemmy.world 2 points 3 days ago (2 children)

Might be another time to push Elizabeth Warren’s Accountable Capitalism Act, in which workers of a company must vote in a show of support for a large number of chair members. That would likely help a lot of industries get perspective below the sacred MBA.

[–] Katana314@lemmy.world 9 points 3 days ago

I think all it takes is a good E3 reaction to make me understand just how much developers want to own those reveal moments, position them perfectly. If you find out 5 hours ahead of time that you have a surprise birthday party waiting for you at home, that's "really nice", but probably doesn't have anywhere near the same impact as if it goes off just as the planners organized.

I've also heard of on-paper spoilers that sound really stupid and aggravating how an article describes them, but then playing through the game events that lead into it, I end up respecting the outcome quite a bit more as something that makes sense. This happened for the oft-forgotten Prince of Persia reboot; the one where you have a teleporting lady cohort with you the whole game.

Prince of PersiaThe game ends with the lady being locked away in order to seal off the evil that had been plaguing the land. An article lamented how the game's full ending is to just have the prince undo the locks, reversing all your hard work over the game, and releasing the woman he'd been getting to know all game. The bit they didn't describe was how the credits had already rolled, signalling it as an ending, and no objective marker actually told you to do as such - it's just something you can do if you're left unsatisfied post-credits, making it a decision owned by the player.

[–] Katana314@lemmy.world 4 points 3 days ago

It's definitely more towards character-scenes than any overarching plot where a big bad wants to use a virus to rule the world. I genuinely think the messed-up behavior of Jack from Resident Evil 7 was well-done though. The general theme of "a weird, angry, and incredibly decisive guy" is generally underused.

It's not beyond them to write something pretty good on that vein.

[–] Katana314@lemmy.world 3 points 6 days ago

People follow "rules/systems" and notice "patterns" when pulling slots too.

[–] Katana314@lemmy.world 15 points 6 days ago* (last edited 4 days ago) (3 children)

I feel sorry for this game, because it was a pretty well-written story and a bit of a better grappling with anger and the dark side. Also a great choice for a story, given that it occupies a span of Star Wars lore where "The Empire is winning, and none of the heroes can change that until Luke flips his dad."

As mentioned, the performance issues make it hard for anyone to experience that. I think I heard a claim that it performs better on Linux than Windows, which I didn't take time to verify yet. Sadly, while they've made some cool findings here I don't think this is enough for anyone to pick it up. If I ruled EA, I'd want them putting out a re-release by fixing the issues themselves, and throwing in some new skin or something to market it.

 

The prompt for this one might seem wildly unexpected. To start with: Yes, some libraries let people borrow video games. Generally, the easiest system for them is just to buy Switch / Playstation carts/discs for people to borrow and return.

However, many great indie games have never really had the publishing resources to put out physical releases, especially with the Switch's printing expenses. Even those that have, don't always have them widely available. But, it's now common for many libraries to offer DRM-driven, digital services to account for their gaps and failings (and so people don't need to make so many trips in the dead of winter). Hoopla and Kanopy are examples of such services: Content providers can give bulk licenses for media, with an agreed price the library pays (presumably often just per item for infinite borrows)

So to bring back to the original point, if the logistic hurdles were cleared so that a solo dev could take their Steam-only Unity game, and sell it to libraries as well, so that lower-income gamers could run them anywhere, what games do you think could have the best societal impact for people to be able to play? It'd be great to have plenty of mindless, pure-fun games on offer, but I'm also thinking about introspective, social-literacy games that most people wouldn't pay money for just looking at the thumbnail.

 

The Quake community regularly performs map jams. While I haven't tracked the efforts of the previous ones, this jam results in a large, nonsequential set of maps on offer, combined with a full conversion that creates new enemy variants, and remixes Quake's known weapons into new forms (dual nailguns, a rebar cannon, a multi-missile launcher, and a gemstone that functions like Doom 3's soul cube).

When you load in, you're brought to a museum-like "gallery" with portals into each of the maps created for the jam, denoting their author and difficulty level; sorted into "main offerings", "new faces", and other sections.

The simplest way to set the mod up is as a mod for Quake (though ironically, you'll be replacing both the main paks, AND the engine)

 

Hadn't heard much of this project until now. Apparently, Crytek, a previous holder of the IP, has at one point given their direct blessing for this project to exist, so it should be safe from immediate legal threats. The project aims to recreate multiplayer as well as the singleplayer. Great to have another awesome free game available, so it'll be reliant on natural social media spread.

 

Something I've picked up on with my gaming preference is stories that don't simply focus on one "mood" for the game, but alter it to fit the situation. Players get a relaxed time exploring or diving into combat, and the world is inviting and colorful, but when the story builds, it puts brutal tests of character in front of the heroes.

Some examples of generally-great games that might fail this test:

  • Silent Hill 2: A game well-known for plumbing the depths of the human psyche. But it's missing any real moments of levity, leading players to pretty much be on guard the whole time.
  • Monkey Island: Undoubtedly a funny game. But since it breaks the fourth wall so much, and revels in its own illogical deus ex machinas to fit the "hero cannot die" tropes, it's never going to make the situation feel tense or at risk even when it tries to (and Telltale did try).
  • Call of Duty: Though a dudebro series, one can't deny the series has occasionally had some great storyline twists. Many of us may not remember them years later though, because as cool as characters like Captain Price are in the moment, they don't form a lasting impression as someone "complete" with flaws and weaknesses, in part because the storyline is often rushing you forward with action rather than poignance.
  • GTA: As a crime drama, pretty much everything is falling apart all the time in GTA, whether it's the plan, the heroes' relationship, or the entire city. There's moments of humor for sure, but little in the game makes you feel "awesome" or heroic, like your violence is achieving something.

Some games that prevail:

  • The Walking Dead: While it is a serious game like Silent Hill, it's more often going to have meaningful, positive and tender moments to settle from the horrors the characters are going through, as well as allowing players to creatively express themselves even if that means having Lee say something boisterous or silly to the other survivors.
  • Yakuza: Sort of the posterchild for these emotional oscillations even within individual side quests. One might start through a silly situation where a man is throwing snow cones in the air, and end with using diaper fabric to simulate a snowstorm - so that a terminal cancer patient has a perfect sendoff in her final hours.
  • Final Fantasy: Thinking of the one I've played the most, XIV, but plenty of the others have had the heroes cross-dress to get back their taken party member, perform in plays for children, before having to dive into hell and confront their dark past, or consider ending an entire civilization to save the world.
  • Ace Attorney: The passion for murder tends to run hot. But, Ace Attorney is good at introducing ridiculous characters that tend to soften the blow. They may take premises as simple as security guards or journalists, and find every way they can to exaggerate their appearance and mannerisms. On the other end, the emotions behind proving the state and prosecution wrong about your innocent defendant are always worthwhile. Even when you do your best, the game delivers some poignant and well-written sad endings as well as many good ones.
  • Metal Gear Solid: Though diving hard into the "Tacti-cool", strategic warfare theme, MGS has always leaned hard into silly and highly characterized moments that have made the hard-hitting ones more impactful, as a result winning it lifetime fans.
  • Borderlands: Thought I'd throw another Western developer on here. I haven't played many of the others, but Borderlands 2 at least mastered the idea of having characters be flippant and silly 80% of the time, but getting you to really care when the jokes drop. A certain few moments around Handsome Jack come to mind in particular.

I've definitely seen that Japanese developers are often better at this form of emotional openness, but this is something that I've wanted to explore a bit more as a prompt; whether people agree this is a good goal for story/theme development, what causes some publishers to stumble in this approach, and especially what indie games people aren't aware of that pull this off particularly well.

 

Apologies for YouTuber link - as some of the sources cited are in Japanese, it’s harder to get to a direct English source. The video description includes links to the Yahoo.jp article.

 

Many of us only view a game's release in passing, and view it as an "event". Groundhog Smasher came out, it failed, and we don't hear of it again. Additionally, many of us associate "online" games with being "live service" - expecting the developers to announce a new skin, battle pass, game mechanic, or character every other week.

But some online games are just purely enjoyable, or get enough unremarkable patches, or sometimes don't even need a high playercount, to be enjoyed for years after the developers stopped emitting news.

This subject also gets confusing with cross-play games; even if one game has hardly anyone in its Steam playercount, sometimes between Playstation and Xbox there's just enough left to garner a following.

Which games do you play, or know about, that most people would've thought to be completely closed down, or at least had totally forgotten about?

 

Given how little libraries advertise, this is something that I found recently. Like many, I missed being able to easily/quickly rent games via Blockbuster. But, it turns out many librarians keep up with modern preferences and keep quite a few games for checkout. Even when the one closest library doesn't have something I want, it's often available in the others on the network.

Especially as Nintendo lifts their prices to $80, this may be something to seriously consider for people that have felt burned just two days into playing a game that isn't as fun as it looked in trailers.

 

Storyline? What kind of lore-addled whackjobs needed a storyline to get invested in two teams of knuckleheads killing each other endlessly in the Nevadan wasteland? Back when I played video games, it was two bleeping and blorping pixels that would gladly use their own guts as a rope to strangle the other. And you were lucky if you got any blorping!

Anyway, it ends on a happy note so you may as well enjoy it. Merry Smissmas!

 

For game designers, encouraging aggression is often a good thing. Too many players of StarCraft or even regular combat games end up "turtling", dropping initiative wherever possible to make their games slow and boring while playing as safe as possible.

But in other games, often of multiplayer variety, hyper-aggression can sometimes ruin pacing in the other direction. Imagine spawning into a game with dozens of mechanics to learn, but finding that the prevailing strategy of enemy players is to arrive directly into your base and overwhelm you with a large set of abilities, using either their just-large-enough HP pool, or some mitigation ability, while you were still curiously investigating mechanics and working on defenses.

Some players find this approach fun, and this may even be the appropriate situation for games of a competitive variety, where the ability to react to unexpectedly aggressive plays is an exciting element for both players and spectators.

Plus, this is a very necessary setup for speedrunners, who often optimize to find the best way of trivializing singleplayer encounters.

But other games have something of a more casual focus, which can give a sour feeling when trying to bring people into the experience without having to reflexively react to players that are abandoning caution. Even when a game isn't casual, aggression metas can trivialize the "ebb and flow, attack and defense" mechanics that the game traditionally tries to teach. This can also lead to speedruns becoming less interesting because one mechanic allows a player to skip much of what makes a game enjoyable (which can sometimes be solved by "No XGlitch%" run categories)

So, the prompt branches into a few questions:

  • What are fun occasions you've seen where players got absolutely destroyed for relying on various "rush metas" in certain kinds of games, because witty players knew just how to react?
  • What are some interesting game mechanics you've seen that don't ruin the fun of the game, but force players to consider other mechanics they'd otherwise just forget about in order to have a "zero HP, max-damage" build?
  • What are some games you know of that are currently ruined by "Aggression metas", and what ideas do you have for either players or designers to correct for them?
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