I’ve been ripping my hair out trying to get through Nodecore, a game for Minetest. It’s basically minecraft but without an inventory menu and in-world crafting. You can’t punch a tree down, but you can tear down the leaves and put together some branches to make an adze, which you can drop gravel on to cleave through one (1) log from a tree, which you can then carve with the adze to make planks, and then tool heads – it goes on like that.
So far I’ve discovered stone-tipped tools and how to melt singular items like sand. I’m trying to figure out how to do concrete in such a way that isn’t mindbogglingly tedious, and I still have to figure out how to find metal - torches don’t last forever, you see, so spelunking is an expensive and time-consuming task. If you delve too deep without proper preparations, you’re proper stuck in the dark. Subterranean pits can be save enders.
Its kind of like a puzzle game. You’re given hints as to what you can do, its just a matter of figuring out how to actually do it. At the endgame, there are machines you can put together that I presume automate a lot of the more tedious labors. I don’t actually know if that’s true though, its just what I’ve seen in screenshots. There’s a wiki, but its woefully incomplete.
The Dreamcast ended itself because it had no pirating protections. You could literally copy games and play the copies on your console. I’m not against pirating, but the dreamcast’s own fans killed it, by copying all the games instead of buying them. Support your game devs, pirate old games
I've heard this argument before, but I'm not sure that the numbers support it. Despite the Dreamcast having a head start, the PS2 started eclipsing the DC's sales almost immediately, and that's even with the PS2 having some supply problems early on.
If piracy was the main problem, I would expect to see huge system sales and small game sales. Instead, the DC just didn't sell very well outside of its initial launch.
I'm not saying piracy didn't exist, but Sega had lost so much support from customers and developers with the 32X, Sega CD, and Saturn, I suspect those are more to blame. They'd have been able to handle the problem of game copying better if they didn't have a dozen other problems at the same time. Heck, it was the first console with built-in online services, and that's the industry's main way of dealing with piracy now.
It wasn’t really an issue while the console was still alive though, at least not until very near the end at least. It would have became a massive issue if the console continued though.
My PC gaming friends get mad cause they have gotten less attention from game devs recently and games don’t release on PC as much anymore, it’s cause 35% of PC gamers pirate games, so it’s no surprise that companies aren’t rushing to that market. Pirate old games all you want, but if you pirate new games, you don’t get to complain about the game companies not catering to you
I happened across We Happy Few a long while back in Game Pass. I initially came into it thinking it was going to be a small indie game that would take me a day or two tops, to finish. My god it was far larger than i thought.
I got about halfway through Act 1 before a few other games caught my attention for a while, but this game always stuck in the back of my mind, and i was determined that i would return to finish it at some point.
When i did come back, it was no longer on game pass so i ended up buying the full thing with all of the DLC, and the story just sucked me in for a week! And that was just blowing through the main quests as i was so intrigued i couldn’t bear to do any side quests. I finally did beat it the other day, and started on to the first DLC. It is just as long as the main story!! I’m still having a blast playing it!
I’ve been recommending it to everyone, and to at the very least, put it in their wishlist!
Never seen anyone change it for the mouse, but I think for a joystick and especially gyro it is more common to have them different. Same basic principal applies to all three inputs though.
In first person games the distance you need to move horizontally is often far more then the distance you need to move vertically, quite often only needing to look up/down a small amount. So you can get better accuracy in the vertical direction by turning down the sensitivity without sacrificing the ability to move quickly up and down. But in the horizontal direction being able to move quickly is generally more important than better accuracy.
Not sure how important the difference is for the mouse though, likely why people don’t use it. But it is an easy setting to split up for the developers so why not give players control over it and set it however they like? Would be nice if you could lock them together, but that is a little more complex and requires more thought to do. And I don’t see game devs giving that much thought about the minor user experience improvements in their games settings when they have a load of gameplay still to worry about.
Since you mentioned joysticks, Joystick Gremlin is a great piece of software if you want to take the customization up a notch and have full sensitivity curves for your joysticks. You can even have modes dedicated to landing vs normal flight at different sensitivity levels.
I’ve definitely seen people use different X and Y settings, on all kinds of different joystick-style deices. I’ve even occasionally set different X and Y values on those, myself.
I’m specifically talking about the mouse situation.
Would be nice if you could lock them together, but that is a little more complex and requires more thought to do
I think the reverse is true. Up until a few years ago, it was VERY rare to see any games (or any other apps) give users separated control over each axis, for the mouse. Back in the day, there wasn’t ALWAYS even a GUI-enabled setting for sensitivity, at all. You’d just type a console command, and it would adjust the overall mouse sensitivity, which would be applied to both the X and Y.
I’m sure there were some of those games, where you could indeed use a different console command to change each axis, separately.
At any rate, once you’ve implemented a setting in the graphical user interface menu system for changing the X and Y, it technically would involve a bit more effort to provide an option to lock them together, so I don’t mind just adjusting X and Y to the same values, myself.
I was just curious whether anyone out there actually is setting their horizontal and vertical mouse movement to different values, at all, or if it’s just an option with nobody making use of it.
No one’s suggested it yet, so I’ll say Fire Emblem: Three Houses - lots of gameplay hours, especially if you want to go through each of the four storylines, albeit can be a bit repetitive getting to that point.
Gotta be Breath of the Wild, for me. Taken together with Tears of the Kingdom, the series’ storytelling and immersion has never been better, I think, and as a game, Breath of the Wild was the tighter, more-satisfying experience, overall.
Wind Waker is a veeerrrrrrry close second. I think it’s the most-polished entry in the whole series, in both categories. I’m really not sure what I would change, if given the chance.
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