loobkoob

joined 1 year ago
[–] loobkoob@kbin.social 4 points 9 months ago* (last edited 9 months ago) (2 children)

I can definitely think of quite a few non-live-service games with an "end game" that I've enjoyed:

  • (Older) Pokémon games with their battle towers, where putting together a flexible team with as few weaknesses as possible is the aim.
  • Loot games like Borderlands, Grim Dawn and Last Epoch where I want to make new builds and test their limits against harder and harder challenges.
  • Factorio, where I want to optimise my factory. Although there's absolutely an argument to be made that that is the game, but I think it becomes more about player-set goals once you've launched the rocket.

All of them are either offline or have offline modes available. All of them have potentially infinite "content" if you're the sort of person who like optimising, or just being able to set yourself new targets. They're all enjoyable to play for their "campaigns" alone, but they also have very strong sandboxes that players can continue to engage with even after the game stops giving them objectives.

I don't necessarily disagree with your overall sentiment, though. I think MMO-style "end games" where you login for your daily, time-gated quests and do the same thing you always do with no variation or sense of progression (be it narrative, emotional, build-related or some other kind of progression) isn't necessarily healthy. And I dislike the way "end games" have tended to move away from being optional post-game content for people who aren't ready to finish playing yet and instead are often viewed as the main game that you have to get through the sorry excuse for a campaign/story to access.

[–] loobkoob@kbin.social 5 points 9 months ago

Ahh, that's the same path Facebook went down a decade ago then. Yay, capitalism...

[–] loobkoob@kbin.social 2 points 9 months ago (6 children)

What's changed about Instagram? I'm not familiar enough to know, but I don't feel like I've heard anything all that controversial about it outside of Meta's general "pay to remove ads" thing. I certainly haven't heard anything about systemic enshittification like I have with Twitter, Reddit and TikTok; have I missed anything?

[–] loobkoob@kbin.social 4 points 9 months ago

Even of that were true (which it may be), there are loot games and loot games. Personally, I want itemisation to make a meaningful difference to how my build feels to play and how it performs. I want to be able to have a unique/legendary item drop and think, "wow, I'm going to make a while new build around this".

Games where the loot is just +1 damage or 7% extra armour, and where there's no real depth to the loot, would be better off without loot, I think - I'd rather just see an armoury where I pick the weapon I want, and not have to deal with the loot scaling, enemy level scaling, etc. Save the looter aspects for games like Path Of Exile or Borderlands where loot is actually engaging and impactful.

[–] loobkoob@kbin.social 4 points 9 months ago (6 children)

And also just websites compressing images without the user getting any input. A meme that goes from Facebook to Twitter to Reddit to Twitter to Tumblr to Reddit to here will likely be compressed every time it gets reuploaded. Most social media sites use some form of image compression.

And it obviously doesn't help that artefacts from compression are multiplicative.

[–] loobkoob@kbin.social 2 points 9 months ago (1 children)

Mine, too! It really showcases the kind of narrative that is only possible with the interactivity of video games as a medium. If I could experience any game again for the first time, it'd be Outer Wilds!

[–] loobkoob@kbin.social 1 points 9 months ago

Absolutely. I think perhaps my all-time favourite romance of any RPG is Parvati's from The Outer Worlds, where you play wingman and confidant to Parvati. It feels so much more fleshed out and intimate than any player romance has ever felt to me, despite the player only being an onlooker.

Branching dialogue and decision trees are great for letting players decide what actions to take, but I feel that giving players that level of freedom with their romantic relationships feels very limiting and shallow - especially when the player is given multiple romanceable NPCs to choose from. The fact that the player character is often a blank slate means it's impossible for there to be any real chemistry built up, too.

Give me railroaded romances between clearly defined characters where I can actually believe the characters are into each other, or give me no romances at all.

[–] loobkoob@kbin.social 2 points 9 months ago (3 children)

Around 15 hours for someone who goes in completely blind, I think. Or 20 minutes for someone who knows what they're doing!

[–] loobkoob@kbin.social 12 points 9 months ago

Yes, as long as they're also white and middle/upper class!

[–] loobkoob@kbin.social 24 points 9 months ago (4 children)

I'm kind of surprised Apple is willing to fragment things so much just to avoid these consumer-friendly rulings as much as they can. Obviously it's profit-driven - I get that - but it seems to go against their branding a little, where the Apple ecosystem is typically very simple to use and has parity across devices.

[–] loobkoob@kbin.social 6 points 10 months ago (2 children)

I reckon the number of sales of the game was pretty irrelevant to them. They lived off investor money for years, and the fact that they released something makes it rather difficult for them to be sued for fraud. I suspect that's why they never took pre-orders, too - it makes it more difficult for any "false advertisement" class action suits to get any traction if they weren't accepting any money.

Here's something that isn't that widely known outside of developers/publishers: Steam holds any money from the sales of a game until the end of the following month - it makes refunds easier, it gives them time to deal with processing fees, etc. So The Day Before's devs, who said they had to shut the studio because they'd run out of money and couldn't afford to stay open because the game hadn't sold well enough, wouldn't have seen any money from the game until next week anyway. And they'd have known this - this wasn't their first game.

[–] loobkoob@kbin.social 33 points 10 months ago (3 children)

I don't think all adverts are propaganda. For instance, someone in my village has a sign outside their house that says "EGGS FOR SALE" - that is 100% an advert, but I'm not sure you could convince me it's propaganda.

I agree that there's a lot of overlap between advertising and corporate propaganda, but they're definitely different things.

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