bin.pol.social

thatsTheCatch, do gaming w Process optimization games?

I usually call them management games. Looking at the Steam tags for Factorio and RimWorld, they both have “Management” and Factorio additionally has “Resource Management”. But I think “Management” is your best bet.

I think RTS games don’t usually fall under management and instead are just called RTS.

In terms of my favourite ones, I love FTL: Faster Than Light. I’m picking it up again at the moment actually. I also like RinWorld, Oxygen Not Included, and Dungeon of the Endless.

squidsarefriends,

FTL is so insanely good!

MJBrune,

I don’t know if I would call FTL a process optimization game. One thing I feel like it’s missing is feedback if your process is being optimized or if you just got lucky. With Rimworld, Roller Coaster Tycoon, and Factorio all include metrics that allow you to judge if you’ve made your process better but because of FTLs randomness, it’s hard to determine if you played better or just had better rolls. That said I love FTL and it’s an amazing game.

PapyrusOsiris,

I’ve played a good bit of FTL and never felt like I knew what I was doing.

MJBrune,

Absolutely how I felt. It’s heavy on the randomness and I’ve never beat it despite doing very well on some runs. I think the important thing about FTL is that it’s about the journey. The ending is always depressing.

GrayBackgroundMusic,

Oxygen Not Included

2nd vote for ONI. Many hundred hours in it.

Silviecat44,

Another +1 for ONI. Like running an ant farm of suicidal clones

bijuice, do gaming w New Rule announcement: Meme Monday's

How about creating a separate sub for that kind of content? It worked well for Reddit. They have r/games for discussion and r/gaming for memes and shitposts.

bermuda,

That would be a beehaw.org admin decision. It seems this decision was made by the c/gaming mods

bijuice,

I see. Well we could always ask the admins. I’d even be willing to contribute $5 for the logo of the new sub to get the unfunny memes off this sub 😂

chloyster,

Personally, I think a gaming meme community is too niche for our instance at the moment. Especially when our general jokes and humor community doesn’t see much posting. I would think this type of content could be posted there any day of the week

beehaw.org/c/humor

FightLightPollution, do gaming w Process optimization games?

Factorio. The factory must grow.

CeleryFC, do gaming w New Rule announcement: Meme Monday's

Seems weird to me that a platform starved for content and engagement would limit one of its largest forms of content to only be allowed on 1 day per week. 🤷‍♂️

Lionir,

Memes tend to not be a great discussion starter. If there is an overwhelming amount of memes, interactions and discussions can easily be buried and socially discouraged as a result.

CeleryFC,

That’s fair. I spent probably 15 years on that other site lurking some really fantastic conversations in the comments, but it’s hard to find any posts here with more than a few comments. I’d much prefer active comment sections, but I’d settle for memes. I get where you’re coming from, hopefully this will help the conversations.

uninvitedguest,
@uninvitedguest@lemmy.ca avatar

Matter of opinion. I would rather have an empty feed than have to scroll past all the memes I have no interest in.

Oneeightnine,
!deleted4231 avatar

Agreed. It gets to the point where if anything, it’s inhibitive to growth because people just zip right on past it before ultimately unsubscribing.

Gordon_Freeman,
@Gordon_Freeman@kbin.social avatar

I blocked the user who flooded the community with shitposting, I prefer no content rather than shitty, low quality content

I left plenty of subreddits because that kind of content was rampant and it was hard to find actual quality content, because those posts were buried in shitty memes

SamPond,
@SamPond@lemmy.blahaj.zone avatar

The usage of “content” and “engagement” in this post is genuinely depressing. People clearly want to have conversations and discussions, not feed an algorithm machine.

______, do gaming w Pet peeve, games that won't let you save

The only reason is hardware limitation. I imagine it’s more difficult to load at any point in the game in a massive game due to how much is stored in your memory.

Let’s say you’re playing a game and there’s 6 NPCs outside and they’re doing their own thing.

If the game has a traditional save system, when you exit the save location it’s normal for these entities to rest let their position. Maybe at best their properties (maybe they were wet because of rain) are saved.

But it’s much easier to just not save any of this info and reload everything from scratch and only save your progress and location.

nlm,
!deleted4210 avatar

Some games seem to manage it quite well though? But yeah, they probably had to pit a lot more energy into implementing it.

______,

I think some custom game engines have creative solutions for handling instant saving and loading. For example System Shock has save and load without any delay. But it is a fairily simplistic game at the same time.

NuPNuA,

Ironically Bethesda games track tons of stuff on the world state and still let you save pretty much anywhere.

______,

That is one thing they got right I guess.

r00ty, do gaming w Pet peeve, games that won't let you save
@r00ty@kbin.life avatar

Back in the day of 8/16bit computers we had the solution for this. The action replay cartridge. Could save the exact machine state at any time.

nlm,
!deleted4210 avatar

Save states would be nice. Just dump the game’s data from ram to disk.

That would probably take up a ton of space though. :)

Davel23, do gaming w Pet peeve, games that won't let you save

The thing I fucking hate is when the game doesn't make it obvious when a checkpoint is activated. Then you go to quit the game: "Everything since the last checkpoint will be lost". Well WHEN WAS THE LAST MOTHERFUCKING CHECKPOINT, ASSHOLE?

nlm,
!deleted4210 avatar

Yeah, it really can’t be that hard to show a saving indicator…

995a3c3c3c3c2424,

I hate that even when it is obvious. If I save and then immediately quit and it says “everything since the last save will be lost” I’m always paranoid that it means I didn’t actually save correctly.

Erk,

“obvious” means, I think, that it says something like “last saved 5 seconds ago”

995a3c3c3c3c2424,

I mean, I hate that too. “I’m going to lose 5 seconds of progress?! Oh no!” It ought to be able to see that I didn’t do anything progress-relevant in those 5 seconds and just skip the dialog…

fuzzywolf23,

Now you’re talking about doing a save state comparison to avoid one line of dialogue. Have fun with the preceding lag spike, I guess.

Skates,

Add counters to progression:
20/180 quests completed
1805/9456 dialogue choices explored
567/568 npcs killed
95/102 areas explored
And whatever else you define as progress

Add this info into your save data. When quitting the game, open the most recent save, read the counters, compare to current values, display a nondescript “you’ve had a little/a lot of/no progress since you last saved, are you sure you want to quit without saving?” Shouldn’t take so long that it triggers a lag spike, I don’t think.

sukhmel,

Will a change in position be considered a progress though? How far?

There are a lot of questions to answer in such a case, so I’d argue that a timer is good enough

Squirrel, do gaming w Pet peeve, games that won't let you save
@Squirrel@thelemmy.club avatar

That’s a large part of why, with older games, I prefer to use emulators, even if they’re available to me in other ways. I love the “save state” option. It’s terribly exploitable, of course, but it sure is convenient to be able to save literally anywhere.

howsetheraven,

The exploitable argument never made sense to me for single player games. I play Fallout, if I wanted anything and everything with a 100ft tall character, every companion, and infinite health. But of course I don’t do any of that because it would ruin my own fun.

conciselyverbose,

I get what you're saying, but save scumming is a pretty easy trap to fall into.

Coelacanth,

@conciselyverbose

I agree, though I think part of why that is is that so few games make failure interesting. The only one I can think of that truly accomplished making failure compelling is Disco Elysium.

conciselyverbose, (edited )

I'm perfectly fine with it being a setting you can disable, but I do personally strongly prefer a game to enforce some kind of save restriction.

Coelacanth,

Again, I see the desire to savescum as a symptom more than anything else. If you find yourself reaching for the quickload button, it's because the game didn't make it interesting enough to keep going despite something going wrong.

This is at least the case for choice-based situations, where it's incredibly common for there to be an "optimal route" and for the alternative or failure-state to be much inferior in both rewards and enjoyment.

For games where overcoming a challenge is the primary experience, such a beating a Dark Souls boss, then sure. Being able to quicksave at the start of each phase of a boss would be bad since the point is to overcome the challenge of managing to scrape through the entire fight.

conciselyverbose,

I think that's a matter of preference. I don't think many video games have good writing (even compared to a lot of casual popular "beach read" type books), so I get my story telling from however many audiobooks I can squeeze into 2x 40-50 hours a week. I want challenges in games and I want distinct fail states to punish failure.

Piers,

The issue from a design perspective is that many players have a tendency to optimise the fun out of the games they play. Meaning that if there is a fun thing to do that you carefully made for them to enjoy but there’s an unfun thing to do that wasn’t the point but is a slightly more effective strategy, many players will find themselves drawn to do the unfun thing and hate playing the game, whereas if they had only had the option to do the fun thing, they would have done, wouldn’t have cared in the slightest about the lack of a hypothetical better strategy not existing and loved the time they spent with the game.

Good game design always has to meet people where they are and attempt to ensure they have a great experience with the game irrespective of how they might intuitively approach it.

So… Not having ways for players to optimise all the fun out of their own experience is an important thing to consider.

Mummelpuffin,
@Mummelpuffin@beehaw.org avatar

I’m this person and god do I wish I wasn’t, sometimes. So many games have been way less interesting than they could’ve been for me because for me, fun is learning to play the game well. I’m not sure what frustrates me more, the way people who don’t have that attitude say “I play games to have fun” as if I don’t, or me looking at the recent LoZ games as failures design-wise because they’re too easy to cheese.

Piers,

I definitely lean this way too, though I’ve become better able to step away from that mindset in games I want to enjoy without it.

I think part of what has helped for me is, having an awareness of that tendency, I now try to actively feed or restrict it.

IE, I play a lot of games where that is the intended fun experience. Stuff like Magnum Opus (or any Zachtronic’s title), Slay the Spire (or other roguelikes), Overwatch (or other competitive games) are all designed from the ground up for the fun to be in playing the game at the highest level of execution possible (some more mechanically others more intellectually.) I try to make sure I’m playing something like that if I feel like I’m at all likely to want to scratch that optimisation itch with that gaming session.

Otherwise, when playing games where that isn’t really the point, I find it easier to engage with the intended experience knowing that if I want to do the optimisation thing I could switch to something that is much more satisfying for that, but I also try to optimise how well I do the thing the game wants. If it’s a roleplaying game, I might try to challenge myself to most perfectly do as the character would actually do, rather than what I might do, or what the mechanics of the game might incentivise me to do. Often that can actually lead to more challenging gameplay too as you are restricting yourself to making the less mechanically optimal choices because you’ve challenged yourself to only do so where it aligns with the character.

NuPNuA,

Diablo 4 was a perfect example of this. People were optimising their run to the end then complaining about a lack of content within a week. Then there’s people like me who spent a good 60 hours already with plenty of stuff still to do as I’m enjoying my journey.

Piers,

One of the more important skills of good game design is to understand that whenever your players are complaining about something, there is something wrong that you need to identify and address whilst also recognising that it’s rarely the thing the players think is what’s wrong (as they just see the negative end result) and that they tend to express those complaints as demands for the solution they think is best to what they think the problem is.

In this case players are yelling at Blizzard “There’s not enough content!” when in fact, as you’ve observed, there actually is plenty of content, it’s just (seemingly, I’ve not actually played it myself to say for sure first hand) that Blizzard made it too easy to optimise your way past all of that content as a minor inconvenience on your way to, uh, nothing.

The answer to the problem is twofold. One you need to plug those holes in your balance so players are no longer incentivised to optimise their way past actually playing and enjoying your game (now I talk about it I think I vaguely remember reading an article that Blizzard are doing exactly that and having a hard time cleanly pitching the benefits of it to the player-base, which is why you also need to.) Two, try to put the horse back into the stable by now, sadly, actually having to create the end game content that players have bursted their way through to because your game design unintentionally promised it would be there (or just write those players off as a lost cause. Which seems like a dreadful idea as they are the ones who were the most passionate early buyers of your product…)

Alternatively… If they’d caught these issues before release (which is often, though not always, a matter of giving the developers and designers the resources to do so) they could simply have caught those issues of optimal builds being too powerful for the content and adjusted either or both to be a better match and ended up with a title that players liked more than they will like the harder to make version Blizzard now needs to turn Diablo 4 into (not to mention, that the work they need to do to introduce worthwhile end-game content could have just gone to a paid expansion for their more well regarded release instead.)

But then the Bobby Kotick’s of the world are boastfully proud of their complete inability/unwillingness to think about the development of their games in that way so here we are…

Fubarberry, do gaming w Pet peeve, games that won't let you save
@Fubarberry@sopuli.xyz avatar

This is a big part of what I like about the steam deck, being able to stop instantly is huge, especially on a handheld.

TheOakTree,

Piggybacking your comment to mention that for single player games on PC, setting CheatEngine’s “speedhack” to 0x multiplier will effectively pause many games, albeit this does eventually crash some games.

I use it on a toggle hotkey to go get water, let the dogs out, take out my laundry, sign for a delivery, etc. when playing games with no pause system.

ASK_ME_ABOUT_LOOM,

In my opinion, single player games without a pause function are disrespectful to the player and I’m not going to reward them with money.

“But my game is hard! You should never be able to feel safe! Not even to pause! Because it’s hard!

Yes, well, sometimes I have to use the toilet.

I never thought “being able to pause the game” would be on a list of deal breakers for me, but here we are.

Kuunha, (edited ) do gaming w Games similar to Ship of Harkinian?

If you use steam, this project github.com/luxtorpeda-dev/luxtorpeda, converts proprietary engines to use opensource versions when available. Here: luxtorpeda-dev.github.io is a list of games supported by this. How to use Luxtorpeda on Steamdeck: gamingonlinux.com/…/steam-deck-using-luxtorpeda-f…

Thorandor,
@Thorandor@lemmy.ml avatar

Appreciate it!

wizardbeard,
@wizardbeard@lemmy.dbzer0.com avatar

Additionally (apologies for no links)

Sonic 3 has Sonic 3 A.I.R. (Angel Island Revisited)

There’s Sonic 1 GameGear Remake and Sonic 2 GameGear Remake too.

Daggerfall Unity for the first open world Elder Scrolls game, OpenMW for Morrowind.

OpenXcom for the OG XCOM, OpenTFTD for it’s sequel Terror From The Deep.

OpenRCT2 for Roller Coaster Tycoon 2, OpenTTD for Transport Tycoon Deluxe.

The 4chan/8chan Emulation General Wiki has a good page on this sort of stuff: …gametechwiki.com/…/Game_engine_recreations_and_s…

Thorandor,
@Thorandor@lemmy.ml avatar

Thank you!!

torvusbogpod,

Don't forget about OpenMW for Morrowind, which is also on Flathub!

soben, do gaming w Pet peeve, games that won't let you save

I just watched a video that covered this in part. You want to keep the player immersed in the game experience. The more interfaces you give them, the more they’re taken out of the experience.

So autosaves are a great way to keep the user interacting with the game and feeling immersed.

nlm,
!deleted4210 avatar

Autosaves are great and all… I just want to be able to quit whenever. There’s usually a confirmation when you’re trying to quit anyway. Just save and quit then. :P

I’m glad at least some games still allow you to do that.

vanquesse,

The easiest way to break immersion is frustration. Not adding options to take color blindness into account does not add immersion for colorblind people because it’s more like the real world or has less UI. It adds frustration and ruins any chance of them being immersed. What frustrates us is not a universal and static list of concepts, so neither is immersion.

dutchkimble, do gaming w Pet peeve, games that won't let you save

Rest mode if you’re on the PS

nlm,
!deleted4210 avatar

Yeah, quick resume on xbox as well and that’s great, most modern games use it. Not all though and not on PC.

Shikadi, do gaming w Pet peeve, games that won't let you save

Kill enemy, save, make certain jump, save. Takes a lot of risk out of the game. I like when games let you save anywhere but if you restart the game or load your save you start in the beginning of a room regardless of where you saved from. (Like ocarina of time)

Seathru,

I liked on Postal where if you saved too often it would announce “My grandmother could beat the game if she saved as much as you do”

ono,

Takes a lot of risk out of the game.

Indeed. But on the other hand, the thing at risk is the player’s time, and only the player can manage it appropriately. A game that doesn’t respect that can quickly become a chore.

Shikadi,

It’s a balancing act, artistic choice and such. Also depending on the company, it might be designed to increase engagement to keep you addicted

ono,

it might be designed to increase engagement to keep you addicted

Perhaps, but that can just as easily backfire. A game that disrespects my time earns my contempt, both for it and for the people who made it.

For example, I returned Red Dead Redemption 2 and now avoid Rockstar games, in part for this reason.

BudgieMania,

I have to agree with this, for certain games limiting the saves is the correct answer honestly.

Something like the Fear and Hunger series wouldn't work as well with unlimited saves anywhere because a large part of the appeal is to have to struggle and power through horrible conditions, that would be lost if you could reload every time one of your pals got their arm cut off in a fight and stuff like that

hypelightfly,

This just reads to me as an excuse for people with no self control to ruin the experience for others. I you want to limit saves, no one is making you use a quick save feature but yourself.

some_guy,
@some_guy@kbin.social avatar

That’s the reason for a lot of gameplay design decisions these days.

Players have zero self-discipline so developers need to adjust their games so that players don’t optimize the fun out of them.

ampersandrew,
@ampersandrew@kbin.social avatar

The medium is full of design decisions that measurably saved players from ruining their own good time.

some_guy,
@some_guy@kbin.social avatar

For a well adjusted person that seems absolutely, ludicrously stupid.

I will avoid or return any game that doesn’t respect my agency as a human being. I don’t need external systems to limit me because I’m not a mental toddler and I understand how to have fun.

Noxar,

I understand limiting saves to avoid savescumming. Not allowing you to save and quit whenever you want in Funger makes no sense though. I quickly installed a mod for Termina to suspend and resume the game because it’s ridiculous to have to play 3+ hours straight before being allowed to close the game.

Piers,

That can be overcome by handling save and exit and continuing from those saves differently to normal saves (is have normal saves be possible whilst continuing to play and be loadable as many times as you wish until it is overwritten, but have “save and exit” create a seperate save file that is deleted after successfully loaded.) One type of save allows you to undo in game events, the other only allows you to end your session an resume it at another time.

Does mean more work to do to make it work properly though.

nottheengineer, do gaming w Pet peeve, games that won't let you save

Implementation probably. Checkpoints are easy because you don’t have to save the entire game state, just the progression.

nlm,
!deleted4210 avatar

Yeah, good point and that’s a valid reason I suppose.

It’s still very nice when you have more flexibility.

Wish PC games could implement something like the xbox quick resume or something.

nottheengineer,

That’s already a thing on the steam deck and it works with almost any game.

Microsoft could implement it for Windows too, but people will want still use their computer when pausing a game so it’s a lot harder to do.

nlm,
!deleted4210 avatar

Wonder is Valve could implement that on windows as well?

Piers,

Iirc they are working to integrate it into the Steam client on desktop wherever possible (and to try to allow for cloud syncing the game state between devices.) Not sure how it’s been going but iirc it was never going to be made available until after the UI update (which came out quite recently.)

nlm,
!deleted4210 avatar

That would be awesome, I hope they can do it!

entropicdrift, do gaming w Games similar to Ship of Harkinian?
!deleted5697 avatar

Not quite the same thing, but Project '06 is a ground-up fan remake of Sonic '06 in Unity engine that’s actually fun to play

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