bin.pol.social

flemtone, do games w Recommendations for "girly" games?
@flemtone@lemmy.world avatar

Sable, Supraland.

trashboat, do games w Recommendations for "girly" games?
@trashboat@midwest.social avatar

Don’t know if this fits the bill for you or not but my partner occasionally falls into the clutches of the Sims on their laptop. They’ve customized their installation with lots of outfit + hairstyle mods and expansions, so you kinda get to make it your own

Gregg, do games w Oblivion Remastered - Bugs, Glitches, and Fixes

I was doing a quest in Cheydenhal when the guards were leaving the barracks. All of them came out naked for some reason. After going into an inn and returning outside they were armored like they should have been.

PoopMonster,

Hey man, no kink shaming!

BossDj, do games w Looking for a local co-op game to play with my SO (Steam Deck)

Split Fiction is peak, gonna be hard to beat. Too bad you can’t do ‘a way out’ it’s very well done. Might want to look into tweaks for those “unsupported” games, as many of them work fine. Unraveled 2 is a good example.

Otherwise, If this is something that is really becoming your thing, it might be time to hook your PC to the TV or invest in a console. If you go console, you additionally open up the world of games that require individual screens (crossplay games-you on steam deck screen and them on TV screen, but still sitting together OR you on pc and them on TV if same room).

Our couch coop at some points was me with my laptop on a stack of books on the coffee table while she was on a ps4. Played Aragami this way, for one.

They may seem silly, but there are a slew of Lego games that people get really into and are very impressive. Human Fall Flat also has some silliness, but good puzzles at times

pathief,
@pathief@lemmy.world avatar

I don’t know why I didn’t remember this. I do have a decent PC and the streaming functionality works quite well. I played Path of Exile 2 this way and it was great. Thanks for reminding me!

drmoose, do games w Looking for a local co-op game to play with my SO (Steam Deck)

Ship of Fools is -60% on steam right now and I can’t recommend this game enough. It’s a rogue lite where you both need to protect a ship from monsters maning the cannons and it’s an absolute blast! It has good progression and it’s intense but not in annoying sort of way.

pathief,
@pathief@lemmy.world avatar

It looks sick, definitely something I’d enjoy playing. Unfortunately I feel like it would fall under the same umbrella as Overcooked or Moving Out. Too chaotic, I think.

drmoose,

Its much more approachable and not nearly as frustrating or difficult as those. We finished the game while being stoned if that tells you anything lol

Coelacanth, do games w Recommendations for "girly" games?
@Coelacanth@feddit.nu avatar

I feel like Lost Records: Bloom & Rage that came out recently might be a candidate? I haven’t played it myself because I don’t think I’m the target audience but it seems like sort of what you’re looking for?

LordGennai, do games w Looking for a local co-op game to play with my SO (Steam Deck)

I really like the Life Is Strange series for “playing together” with my wife.

It’s not multiplayer, but it’s like watching a movie and making choices for the characters along the way.

perviouslyiner, do games w Recommendations for "girly" games?

No Place Like Home?

donuts, do games w Recommendations for "girly" games?

A recent one is Wanderstop, loved the vibes on that one. If you want to read more I wrote up some demo impressions here: lemmy.world/post/26452334

slazer2au, do games w Recommendations for "girly" games?

Hello Kitty Adventure Island is the game my friends and I use when we want something that isn’t a shooter

ampersandrew, do games w Looking for a local co-op game to play with my SO (Steam Deck)
@ampersandrew@lemmy.world avatar

If you like puzzle games, you might try a game that’s not technically multiplayer but that the two of you can work on solving together, which is what my wife and I do. Good candidates for that are Case/Rise of the Golden Idol, Lorelei and the Laser Eyes, and we’re currently playing Blue Prince.

onoki,

Baba Is You belongs to the same category. One of my favorite puzzles.

pathief,
@pathief@lemmy.world avatar

I have Baba Is You! It’s a brilliant game, love it to pieces, but it’s not a good fit for my SO. She’d lose interest very fast, looking for something more chill and casual.

pathief,
@pathief@lemmy.world avatar

Blue Prince is definitely something I’ve been considering but I’m unsure if she’d enjoy games that are just puzzles. Pretty sure Lorelei is just too thinky for her to enjoy.

Definitely looking into more chill games to blow off some steam.

ampersandrew,
@ampersandrew@lemmy.world avatar

I’d say check out Case of the Golden Idol on a deep sale to test the waters. Lorelei is definitely hard mode if you’re not sure if this is something you’d want, but we found that having two people to approach solving the puzzles helped a lot.

fistac0rpse, do games w Looking for a local co-op game to play with my SO (Steam Deck)

Cult of the Lamb maybe?

pathief,
@pathief@lemmy.world avatar

I think the combat portion of the game would be a big turnoff for her. I do own the game so it doesn’t cost anything to try it.

Gibibit, (edited ) do games w Looking for a local co-op game to play with my SO (Steam Deck)
@Gibibit@lemmy.world avatar

Me and the wife played a few coop games.

  • DERU - The Art of Cooperation is a pretty puzzle game that is satisfying, not too difficult nor does it overstay its welcome.
  • We also enjoyed the snake-esque puzzler OmoTomO. Only on itch, not Steam, so you have to install it via the desktop mode. When you’re willing to dig a bit itch grants you some shiny gold nuggets for cheap.
  • In Lovers in a Dangerous Spacetime you have to run around a spaceship to operate the different parts (engine, guns, shield). More straightforward than it sounds, and the pacing is such that you’re not rushed but do get some tense moments.
  • Almost forgot Pode which is a very cute 3rd person puzzle adventure game.

Some games recommended by other people in the thread that we can corroborate

  • Trine series is good platforming fun with pretty graphics and dialog that is a little on the nose sometimes.
  • Kingdom: Two Crowns is good for a few hours at least, can’t say I cared about beating it because the levels just keep coming with only minor variations. Definitely a unique blend of tower defense and base building.

Personally I agree on Overcooked, once the novelty wears off it gets a bit frustrating because of the difficulty. Its still fun in groups though.

eaterofclowns, do games w Looking for a local co-op game to play with my SO (Steam Deck)

My wife and I were having fun doing co-op on the Trine games. Coordinating your character switches to cross obstacles can be pretty fun. The Lego Star Wars games were also fun for us both to just mess around and cause chaos.

lemmyng,
@lemmyng@lemmy.ca avatar

Lego Star Wars are quite bad for motion sickness, I find.

pathief,
@pathief@lemmy.world avatar

Trine sounds like a great idea, I already have the first two. Gonna give it a go.

We tried the lego lord of the rings game but it fell flat for us.

slazer2au, do games w Cities Skylines 2, Kerbal Space 2, Planet Coaster 2, Frostpunk 2... What Went Wrong?

C:S2 is likely too ambitious. Doing too many new things at once instead of incremental change.

KSP2 was a management fuck up. Let’s take this IP and give it to a completely seperate studio with no experience in this kind of work while not allowing the original Devs to help despite being part of the organisation.

victorz,

Let’s take this IP and give it to a completely seperate studio with no experience in this kind of work while not allowing the original Devs to help despite being part of the organisation.

The decision making behind this is incredibly hard for me to understand. Just a very, very nonsensical way to run the project, on paper. I wonder about the circumstances.

themeatbridge,

You see this a lot in project management. People go to school to learn to manage projects, and they think that all projects are pretty much the same. You define the deliverables, set the schedule, track the progress, and everything should work out fine. When the project is a success, they pat themselves on the back for getting everyone to the finish line, and when the project fails they examine where in the process unexpected things happened.

Video games are an art form. Creativity can’t be iterated into existence, and the spark of fun is more than the component parts of a good time. Capitalists believe that they can invest in the creative process and buy the value of the talent of extraordinary people. They have commoditized creation, dissecting each step and then squeezing it into a format that fits into a procedure.

Here’s a Kanban board of game features, pick one and move it to the next phase. Develop, test, evaluate, repeat. What are your blockers? Is this in scope? Do we need to push the deadline?

That can help you make something, but it won’t be art.

SwampYankee,

As an art appreciator, and someone whose professional duties include project management, I love this comment, especially “[project management] can help you make something, but it won’t be art.”

victorz,

Very insightful! Thank you!

philpo,

As a project manager (well sort of, but did IT projects for a while, have multiple friends in the gaming manager): Yes and no.

From my point of view: The problem isn’t the fact that games are art. While games have their creative side they also require good “brick and mortar work” in the back - as many games as went horribly wrong due to a lack of space for creativity went wrong due to a lack of “less than glamorous” brick and mortar work and overcreativity. (Most drastic example would be the reddit dragon MMO story)

This is actually a reason why people who are very invested in the subject matter of the project they manage often are horrible project managers - and vice versa people who have no clue can’t be good PMs either.

Project management has one core component: Knowing when to ask whom. A good PM knows that the dev(or dev team lead) will always know better how long “feature X” will take. Of course I can try to learn how to do things… but that wouldn’t help much as the exact dev or team will still have their individual speeds. But a good PM also will know when to ask someone else who is nore knowledgeable for advice or to confirm things. (I literally had an Dev trying to tell me a small feature would take two weeks. Fair enough. But interestingly enough two other Devs were fairly sure it takes 30min including documentation. Which sounded way more reasonable. Turned out said Dev always tried to pull these stunts with new PMs and his lead being on vacation)

A good PM will also know when to give people space for creativity - and defend this room towards the budget.

Sadly - and this is a problem existing on all sides around PM- in the end it all boils down to a simple thing: Everyone thinks they know better. The PM thinks they know the job of being a Dev(or engineer,etc. etc.) better than the actual people doing the job. And vice versa the Devs think they could do without PMs (they can’t for larger projects it’s impossible, for mid size projects often really inefficient) or know their job better.

Such is life.

kartoffelsaft,

I believe the reason it happened, in short, is that Take2 (the publisher) were really obsessed with the release being a surprise, at the cost of far too much.

For one, this meant that basically every job listing for the game never described what the game you’d even work on was. Most of the devs they got were juniors who:

  1. were willing to sign more restrictive contracts without the confidence to push back
  2. did not necessarily know much about the game, or even the genre (supposedly, besides Nate, only 1 dev was an active KSP1 player and another was aware of the game but never really played)
  3. this game was their first sizeable project

For two, it meant that a lot of management roles were taken up by people from Take2 to enforce the secrecy (who also saw KSP as having franchise potential, but that’s a rant for another day). Few of them intimately understood what makes us dorky nerds enthusiastic about KSP.

This is also part of the reason they avoided talking to the KSP1 devs; they were afraid of some of them even hinting that a sequel was in the works. As to why they continued to not talk to them after announcing the game I’m not sure. Perhaps they were afraid they’d tell the uncomfortable truth that the game was making the same development mistakes as KSP1 and more.

dustyData,

Not just making the same mistakes, they were told to scrap years of development and reuse the exact same codebase of KSP1. They had to start over the project with a decade plus of technical debt from a team they weren’t allowed to talk to.

victorz,

they were told to scrap years of development

Why on earth where they told to do that?

dustyData,

Because remaking the same features from scratch was taking too long. They had already delayed the project due to covid at that point. They ended up with three games: the one they started before intercept was created (and that never saw the light of day), the one based on KSP with the upgrades and new features added (also never seen publicly), a neutered version without the incomplete new features (like multeplayer and improved heat simulation) that was launched as early access. Poor fellows were set up for failure.

raltoid,

The decision making behind this is incredibly hard for me to understand. Just a very, very nonsensical way to run the project, on paper. I wonder about the circumstances.

The rights were aquired by Take-Two Interactive in 2017, and they wanted a sequel to be released in 2020.

The dev studio shut down in 2023 and current status is unkown.

lockhart,

C:S2 is likely too ambitious. Doing too many new things at once instead of incremental change.

And C:S1’s bar to clear was SimCity 2013. C:S2’s bar to clear was C:S1 with several years worth of content updates

FireRetardant,

I never played cs1 on release, only played after it was nearly 10 years old, but my understanding is it vastly improved over updates and dlc (which unfortunately did cost more but did at least add meaningful changes for the most part).

Im curious to see where CS2 stands in 3-5 years when mods have really taken off and the devs had made most of their major tweaks.

Khrux,

I had it from release and honestly, even day 1 it smoked the competition in the city sim genre, releasing with features and scale than Sim City ever had.

The DLC often introduced more systems, but they did feel ‘extra’, the game was perfectly functional before parks or tourism or natural disasters etc.

The reason CS:2 felt so necessary is because the first was bloated and had underlying issues in it’s simulation logic, like unrealistically inefficient driving, or a large expansion to residential areas causing all the new residents to die of old age at the same time, crippling the city. Every part of the GUI and logic just felt clunky compared to modern, polished games.

FireRetardant,

I’d argue the DLCs did more than you imply. The extra modes of transit gave more options to move people, painting a custom park area made cities feel more realistic than premade square parks, universities could be a great centerpiece for a neighborhood. Its not like vanilla was unplayable, but the DLC defintely added more creativity for me.

Deceptichum,

What new things did C:S2 add? It felt like a slight graphical and qol improvement at best.

lockhart,

At release you couldn’t even reverse one-way roads in C:S1. Comparing it to C:S2’s road tools is hydrogen bomb vs coughing baby.

1984,

I didnt know it was a new studio too. Thats a classic mistake.

dustyData,

Oh, the fucks up are massive. They hired a new studio, but also, they pulled the funding then the project without warning. Then they poached the devs, forcing the studio to close and sending them to a newly funded studio. But then, they forced the devs to scrap years of work from scratch, and start over the project with the old codebase and only a year as a deadline. Finally, when it became obvious it wasn’t a massive success, they cut their funding too without warning, and sold the IP without telling the studio about it.

KSP was mishandled so wildly that it should be a case study of how profit oriented management kills creativity and destroys IPs. They killed two studios and a massive IP with their shenanigans. This is why you never let the MBAs run anything.

Creat,

I mean for ksp2 saying it failed cause they had “no experience with this kind of work” is kind of weird, since neither did the ksp1 devs when they started that. And they didn’t fuck it up either, let alone this badly. Remember that it was a passion project of harvester, working at a PR firm that just happened to let him do it under their roof and employment. The company did not even have any basic experience in game development, arguably even software development in general.

sheogorath,

Institutional knowledge is a real thing and also like you said, the first KSP started as a passion project. There’s a huge difference in terms of pressure and expectation between developing your own passion project compared to developing a sequel of a highly regarded game.

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