bin.pol.social

mbryson, do gaming w Has anyone heard anything about a game called "YEAH! YOU WANT 'THOSE GAMES RIGHT' SO HERE YOU GO, NOW LET'S SEE YOU CLEAR THEM!"
@mbryson@lemmy.ca avatar

I haven’t played it but I heard about it on a podcast I enjoy: Podquisition. One of the hosts - Laura K Buzz - seemed favourable towards it and recommended it to those drawn to that style of quick to understand but continuously engaging games with simple tasks to complete, and after listening it genuinely made me want to give it a shot.

Maven, do gaming w Has anyone heard anything about a game called "YEAH! YOU WANT 'THOSE GAMES RIGHT' SO HERE YOU GO, NOW LET'S SEE YOU CLEAR THEM!"
@Maven@lemmy.sdf.org avatar

So the gimmick is like, there’s a lot of deceptive mobile ads that show simple but satisfying puzzle games, like unjamming a traffic jam or pulling pins the right order to let a guy free, butthen when you click on it, it’s some totally unrelated trashfire of a game. The irony is that a lot of people would actually like to play the games shown in the ads, but they’re entirely made up to trick you.

Until now; this game is a collection of the made-up games that appear in cell phone ads.

zergling_man, do gaming w Time to Move on From PS5?
@zergling_man@lemmy.perthchat.org avatar

still playing AAA games wwwww

DebatableRaccoon, do gaming w Has anyone heard anything about a game called "YEAH! YOU WANT 'THOSE GAMES RIGHT' SO HERE YOU GO, NOW LET'S SEE YOU CLEAR THEM!"

Having played it, I can say the games are what you’re led to expect from the adverts. If they were actually on mobile devices, I think they’d be fine but feel a bit too simple for PC, in my opinion. They aren’t bad but they’re the sorts of games one would idly play on a bus, in a waiting room or something so I find they aren’t engaging enough.

counselwolf, do gaming w Android Compatibility on 8bitdo Ultimate Bluetooth?

Latest Firmware update log on the website for the 2.4ghz said

Firmware v2.00 <br> 1. Added the Bluetooth connection for Dinput mode.

Does that mean it supports Android on Bluetooth better now?

firmware update log for the ultimate Bluetooth was not the same.

mp3,
@mp3@lemmy.ca avatar

For now the Ultimate Bluetooth version only officially supports the Nintendo Switch over Bluetooth :(

I hope they’ll bring their more expensive version with Hall Effect joysticks up to the same features someday…

cupcakezealot, do gaming w What's the age cut off for socially acceptable gaming
@cupcakezealot@lemmy.blahaj.zone avatar

So the question, there must be some sort of cut off age at which video games are no longer an acceptable pastime.

When you no longer enjoy it

worfamerryman, do gaming w Games similar to Ship of Harkinian?

I’ve heard of a few but I honestly can’t recall I think maybe link to the past was decompiled. Maybe one of the sonic games.

I used to ai to the regames subreddit which was all about reverse engineering.

Thorandor,
@Thorandor@lemmy.ml avatar

Ah that’s interesting, I’ll definitely have a look at what I can find about those, appreciate it. I’ll also check out the subreddit

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

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!

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.

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.

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.

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!

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.

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…

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