bin.pol.social

Phen, do gaming w When was a game's price worth it to you?

Well civ 6 was like $10 with all DLCs and I’ve played for over 500 hours. Hard to get a better ratio than that.

CarlsIII, do gaming w When was a game's price worth it to you?

If I enjoy playing the game.

Moonguide, do gaming w When was a game's price worth it to you?

Ditto on what others have said. Hours/price is a lousy metric because nowadays lots of games have some pretty toxic mechanics that incentivize sticking with a boring experience (New World, Assassin’s Creed, etc.), inflating how much time you’d spend in a game that should be much shorter.

Games I’ve paid full price and I don’t regret: Rimworld, Baldur’s Gate III, Wasteland 2, Doom 2016, Celeste, Project Zomboid.

OutlierBlue,

It’s still a valid metric because why would you keep playing a game you’re not enjoying? The number of hours isn’t a measure of how much time it takes to beat, or how much time I feel I should get out of it. It’s how much time I do get out of it.

I don’t care if a $30 game claims to have 100 hours of content. If I only play it for 2 hours before I drop it for being boring, then the cost/time is $15/hour.

all-knight-party,
@all-knight-party@kbin.run avatar

I think they're talking about hours to price that you get from other people or websites. Your personal hours to price of course is worth quite a bit, but there's no way to know it for sure until you've already paid, at which point its use as purchasing advice is already lost.

tal,
@tal@lemmy.today avatar

Project Zomboid

I like the theme, like the ambiance, like the open world, and absolutely hate the combat in that game. Have you ever played Cataclysm: Dark Days Ahead? Same sort of setting and game, but turn-based, and significantly more-complex, and particularly since I see Rimworld on your list, I’m wondering if you might like it.

Moonguide,

I’ve seen it mentioned, but havent tried it.

tal,
@tal@lemmy.today avatar

It’s free and open-source (though one of the devs put a build up for $20 on Steam, which basically amounts to a donation). I’d definitely recommend it to someone who enjoys Project Zomboid and Rimworld.

Moonguide,

Oh, I had no idea it was open source. I’ll take a look, at the very least. Thanks for the rec!

Remmock, do games w Anyone have good memories of (or still belong to) a gaming clan or guild?

When StarCraft was still relatively new the Blizzard games had a Chat function that spanned all of their games. If they belonged to another game you would see that Chatter’s game as an icon to the right of their name. You could speak to someone playing Diablo at any time. The social setup drove high engagement between players who regularly used to seek playing at a time when the gameplay was typically hosted on a player’s computer rather than on a server.

Clans didn’t have a ready in-game functionality, but fortunately Blizzard had allowed Chatters not only the freedom to change their username quite easily, but to also create Chat Rooms with custom names. By holding the Chat room, you could maintain Administrator rights over the channel.

Early Guilds had to have their users change their names to include the tags in their names, which meant virtually anyone could edit their name to include the tag they wanted. The expanded tag would be used as the name for the Chat Room, which allowed both members and non-members to find it easily enough.

The advent of bots using a Battle.Net login to hold the Chat Rooms and provide admin rights regularly to specific users spiked a new age as Clans became more stable. The bot would be used to blacklist trolls, recognize officers in the Clans, and create rosters to stop people from masquerading.

It created a boom, and in these early days clans rose and fell like the sun. Smaller clans were quicker to join other larger clans and conglomerate into new structures that would require testing and vetting of player skills. Friendships between real players, who formed clans only to incorporate better players from absorbing other clans, were sorely tested as some friends found their skills did not allow them to play regularly any more.

I was in one of these early guilds at the time, a group called the Silver Arrows. I had recently proved that while I lacked strategy for unit construction (as we were playing StarCraft) and combat, I was methodically organized in base construction and could start generating Protoss Scouts while Zerg players were still searching for others to conduct Zergling raids. I was still new to the game at that time and was flounderIng my way through the Campaign. As part of the Clan I found myself playing more often and seeking out games if only to spend time with my clanmates.

I was a member of the -[SA]- clan for about a month when the Silent Assassins {SA} entered into talks with our clan. Different clans with the same initials claimed different forms of their tags. We folded into their ranks and with the additional experience under my belt I found myself joining their first line. I played for a while, but as the boom/bust cycle continued it wasn’t long before I found myself playing relatively alone. Without a support group I gravitated towards Diablo and ultimately Diablo 2, only playing StarCraft socially with my real life friends.

ArmoredCavalry,
@ArmoredCavalry@lemmy.world avatar

I played a ton of StarCraft back in the day! I was never too serious about joining a clan (just dabbled), but I now remember some of the things you mentioned with the chat rooms, and clan “tags”. I might be imagining it, but wasn’t there also some way to set colors on letters in names too (holding down alt and pressing numbers or something…) That might have honestly been my first experience with “bots” for things adjacent to games.

Good memories, thanks very much for sharing!

Remmock,

I have no idea anymore, but I do distinctly remember some bots having red names instead of green.

Glad to bring that all back for ya.

sandriver, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?

I have cognitive impairments and it does my head in that it’s still hit or miss whether games have rewindable text and voiceovers. Definitely my favourite thing in a game is eing ale to open a dialogue log and even replay voiced lines. Should be in every game, it’s such a small accessibility thing.

DebatableRaccoon, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?

Call me a madman but I’d love to see the feature of games that work on launch day without a patch.

Resizable UI/text everywhere. Not every gamer plays at a desk.

BastingChemina, do games w What's your favorite game through the ears of Original Soundtrack?

Journey !

The soundtrack of the game is amazing !

Stovetop,

When the game’s story is told without words, the soundtrack does a lot of legwork delivering such an emotional impact.

Few games have moved me to tears, but Journey is one of them.

ijeff, do gaming w Well, Cities: Skylines 2 is here, and it's another broken game release.
@ijeff@lemdro.id avatar

Well that’s disappointing. Also noticed this review: www.gamesradar.com/cities-skylines-2-review/

tal, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?
@tal@lemmy.today avatar

Don’t do unskippable cutscenes. Even if you’re using them to cover up for a loading screen or something, at least give me the option to not watch them. Let me tap a button to skip the scene.

saigot,

And always have a way to pause cutscenes.

kratoz29,
@kratoz29@lemm.ee avatar

Same comment I did to parent comment:

“I thought modern games didn’t do this anymore”

I don’t know if it is a console feature or what, but I can “pause” some cutscenes with my PS4 for all the games I tried, and it worked with many games too on my PS3… It annoyed me when it didn’t though.

AnonStoleMyPants,

And to rewatch if you accidentally dismiss the cutscene.

fell,
!deleted1953 avatar

@AnonStoleMyPants @tal And being able to pause a cutscene (That includes putting the system to sleep now!)

ono,

Cut scenes should have the standard playback controls: Pause, stop, next/previous part, subtitles. They should also be available for later replay.

tal,
@tal@lemmy.today avatar

They should also be available for later replay.

Hmm. That works for games with static cutscenes. But some games don’t have fixed cutscenes. Like, okay, take Starfield. A bunch of your actions can affect what people say in a given cutscene. So what you’ll see in a given cutscene may change.

ono,

If you can store player decisions long enough to assemble a cut scene once, you can store them long enough do it again. The decision tree is already there. It’s not difficult or expensive.

tal,
@tal@lemmy.today avatar

Hmm. I guess that’d work if you have a per-save-game list of cinematics. I was thinking of this more in the sense of games that have cinematics that are unlocked and accessible from the main menu.

Fisch,
@Fisch@lemmy.ml avatar

Never thought about this but this would help a lot. If you stop paying attention for a short time or something happens, like your drink falling over, where you have to take your attention away, you’ll miss part of the cutscene and rewinding or watching it again would allow you to just watch what you missed again.

ono,

Yes, exactly. Or if a loud noise outside keeps you from hearing something important. Or if the voice actor mumbles. Or any number of other things that happen in real life.

tal,
@tal@lemmy.today avatar

Or if a loud noise outside keeps you from hearing something important.

At one point in my life, during the pre-Tivo era, I lived directly beneath the approach route for an airport. It wasn’t the highest-traffic airport out there, and you learn to just tune the airplanes out for most things – but the one thing that there wasn’t a great workaround for was the occasional snippet of television shows getting drowned out when they decided to have a critical bit of plot right when the 8:00 PM flight was coming in.

Modern video games with voice-acting do tend to mitigate this by having subtitles and turning them on by default, though. And video games usually do let you roll back to an earlier save, maybe lose a few minutes of play, but if you want badly enough to hear the thing, you can. So it’s not quite as bad as the television show, where missing the critical bit of a plot could be really irritating.

kratoz29,
@kratoz29@lemm.ee avatar

I thought modern games didn’t do this anymore.

Essence_of_Meh, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?

Some things were already mentioned so here my other pet peeves:

  • customizable difficulty - no default preset will be as good as one that can be modified to your liking. Sometimes the issue lies with difficulty making things more of a chore than a challenge, sometimes they tune things too much where you get stuck in a weird middle ground where one difficulty is way too easy and the other bashes your teeth in.
  • character speed control on PC - we had this stuff figured out in 2002, when Splinter Cell came out! Why the hell are we still stuck with terribly slow walk and slightly too fast jogging? This isn't hard to implement either - there are already multiple speed states when playing with a gamepad, all that's required is an option to control it with a keybind.
  • visible body in first person games - I always try to immerse myself as much as possible and having a physical body helps sell the idea that I'm a character in this world rather than just a floating camera.
OfficialThunderbolt,

Character speed control is even older than that; many of Sierra’s games in the 1980s/early 1990s (like King’s Quest, Space Quest, etc.) had them. Adjusting them made some of them even easier, because it didn’t affect enemies, allowing you to easily evade them during chase scenes.

I can only think of a few games that have had customizable difficulty. The problem with them is they complicate the user experience, and most people would rather not tinker with them.

Essence_of_Meh,

I was mostly thinking about action (or generally keyboard walking) games but that's good to know, I never got to play those titles honestly.

It's not like customizable difficulty would be mandatory - you have your default presets and an option to customize. You could even add a disclaimer about how "modifying difficulty can break the experience" or whatever.
I'd rather have a choice and not use it than be stuck with options that never feel "right".

I realize that games (and software in general) today are about simplifying things and removing any possibility of user messing up but it can make the end product way less engaging in my opinion.

CarlsIII,

To be fair, the speed options in those Sierra games actually adjusted the speed of the entire game, not just the walking; but I understand what you’re getting at.

tal,
@tal@lemmy.today avatar

character speed control on PC - we had this stuff figured out in 2002, when Splinter Cell came out! Why the hell are we still stuck with terribly slow walk and slightly too fast jogging?

So, this may not be a real problem if people aren’t dead-set on hard realism, but one point that I recall being made is that in general, in-game characters tend to move more-quickly than real world people do. IIRC from a long-ago article, Quake 2 was calculated to have the main character running at about 35 mph. Even an unencumbered Usain Bolt doing a short sprint isn’t gonna be in that neighborhood. That has some significant tactical impacts in a number of games in terms of, say, the ability to close on a ranged attacker or the value of ambushing.

A number of military sims that I’ve seen – a game genre where having realistic speeds often matter a lot – provide “time compression”, where one can speed up the game world to get through periods where nothing interesting is happening. That does require the game to be able to simulate the world at a higher rate than normal, though.

Essence_of_Meh,

That's not what I mean though. Back in Splinter Cell you could use mouse wheel to increase or decrease your character walking speed - similar to how you can do it with an analog stick. It's about giving player more gradual control on how fast/slow you move.

That said, customizable game time scale (not game speed) is also another thing I'd like to see in games.

tal,
@tal@lemmy.today avatar

Oh, I get what you mean. So you want something like analog input for movement.

Hmm. I think that a lot of FPSes use the mousewheel for “cycle weapon”. I guess you could have some kind of chording support, but I think that the problem is mostly that there isn’t a free analog input on keyboard+mouse for it.

The other thing would be that you only get one analog axis then, and a lot of games will need two analog axes for analog movement.

I was just reading the other day about some keyboard that apparently had keys with pressure-sensitive switches. I have no idea how many games actually support it, and bet that it’s obscenely expensive, but that’d provide necessary analog inputs, assuming that games add support.

googles

Ah, apparently it’s a thing with “gaming” PC keyboards right now.

pcgamer.com/cooler-master-launches-a-keyboard-wit…

Cooler Master launches a keyboard with pressure-sensitive keys for $200

www.amazon.com/…/B01MTA0OAP

tomshardware.com/…/razer-huntsman-v2-analog-keybo…

Razer Huntsman, $250.

thinks

You know, honestly, I think that this is at least partly a special case of what a lot of the other comments have asked for, which is basically a more-powerful input layer on the PC sitting between my devices and the game. Like, if I have a bunch of keyboards and joysticks and mice or whatever, let me attach axes and buttons however I want to functions in the game, do macros, whatever.

I had a comment complaining that I had a controller with two extra buttons than a standard XBox controller, but that most games can’t take advantage of that, even though they provide extensive support for rebinding keys on keyboards.

Someone else wanted to be able to bind any input to any game function, wanted macros and stuff.

You’re wanting the ability to link an analog input to existing code in the game that can take an analog value.

Several people have asked for the ability to rebind controller keys.

I also recall seeing, in a past discussion, a handicapped user talk about how the ability to rebind was important to them for accessibility reasons.

Essence_of_Meh,

I think you're making this a little bit more complicated than necessary. Those gadgets are cool but that would probably require more support by the devs than a simple keybinds and considering how niche this stuff is... I think the latter is a more probable option.

Those two axis you mentioned would be modified together anyway since we'd want the speed modifier to be the same no matter the direction. Alternatively one could make it into a separate variable included in speed calculations - this way you can keep the direct input value provided by the controller (whether it's a gamepad or a keyboard) and have one more piece that can sit unchanged when playing with analog controls.

Mouse scroll was an example since that's how it worked in Splinter Cell back in the day (it's also how Star Citizen does it today). You could just as well use any other key to increase/decrease the this muliplier (or make it mouse scroll + modifier key).

Overall, I do agree that more flexibility in input mapping would be a good thing. Can't go wrong with giving people more choice.

Rayspekt, do gaming w What is something (feature, modes, settings...) you would like to see become a standard in video games?

Proper benchmarking tools in the main menu. Even better if there's a demo for this.

Silvia, do games w Tom Clancy Ghosh Recon Wildlands vs Breakpoint
@Silvia@lemmy.world avatar

I tried both and I feel like Wildlands is better. The world is very alive and expansive, plus the movement feels better. Something feels very clunky about breakpoint’s movement. Oh, and I enjoyed Wildlands’ primary enemies quite a bit more than Breakpoint. Wildlands does a good job of letting you SEE just how depraved the Sicarios are and their effects on the world.

sheogorath, do games w You teleport into the last game world you played. What happens next?

Get fucked 25 different ways by a megacorp.

dannekrose, do gaming w PeerTube is amazing for streaming! :)
@dannekrose@kilioa.org avatar

@ReverseModule

As someone who really enjoys PeerTube, I also feel like the technical barriers to it being as popular as other platforms are a bit tougher to overcome.

I would love for it to be more popular. I also know it's really hard to convince content creators and live streamers to embrace it.

I love PeerTube. I have been trying to help the projects however I can. I also know that the economics of moving to PeerTube is quite different. Very few people make money microblogging (Twitter). Very few people make money posting to Reddit.

Streaming on Twitch or YouTube, or making content for YouTube can and for many people does bring in money, though. Creating an ecosystem where viewers are willing to pay, while increasing viewer counts of content so that sponsorships can be more common, all while trying to slowly convince people that we should be supporting things financially that up to now has been "free(not really, but experientially it 'feels' free)" is a lot of work.

I plan on supporting PeerTube as much as I can in the future. I want it to grow. Maybe someday, it will get there. I can hope.

keefshape, do games w You teleport into the last game world you played. What happens next?

Groan. That means I am stuck in boring but pretty Starfield forever.

Guess I would finally build an Outpost 😆

boeman,

But you’ll have cool dragon shouts powers.

TwattyMctwatterson,

I wouldn’t hate being a space trucker.

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