If your goal is to achieve realistic looking city streets the best way to do that isn’t an expensive online infrastructure and much more advanced simulation.
If the developers had the skills and time to do that they could more easily have more dense NPC crowds and richer local simulation.
The reason the games aren’t already like that is likely just cost, talent, and target performance, which you’d need a lot more of to execute your plan.
It is a nice concept in theory. It has a bit of resemblance to the metaverse minus monetary enshittification, but there are some challenges to this.
It would for example end up just as dead if the other players got bored of it and stopped playing. Then there is server costs for something where there really isn’t that much realtime interaction in, and all these metagames would need to be just as fun with a global time at a set flow, or be OK with synching only at the end of the day.
These of course aren’t impossible challenges.
You could leave the “online” part to a simple global api backend and skip the gameserver itself to greatly reduce costs. You wouldn’t see the other players in person but you’d see their shops grow each new day, and there could be an NPC of their owner walking around.
You could bankrupt inactive players and give their lands to new players, and implement import/export costs for distant shops incentivizing local trade. You’d probably still want normal NPCs, but their interactions would have to be predetermined each day if you don’t have a game server running all day, and want to prevent cheating.
The implementation difficulty and cost greatly varies depending on how much interaction and fairness you want, but setting up an API server is fairly easy if you don’t worry about scaling in case the game really takes off.
I never owned my own copy of Wind Waker. I borrowed it when I was a kid from a friend and then later I played the Wii-U version from a different friend. Now that I’m like, an adult (more or less) with my own console, I want a copy for myself. And also I want to play it again. Man! Love that game!
BoI is still one of the best feeling roguelites ever.
But it also very much suffers from the design philosophies of the 2010s. Because you are going to do one of:
Spend a LOT of brainpower memorizing all the upgrades and their synergies
Have a wiki open off to the side and reference it every few rooms
Just YOLO and feel like the entire game is RNG
Because there are way too many upgrades that end up being downgrades that can just kill a run completely unless you plan for them. And there is no good way to understand that in game.
Honestly, looking at how modern game development studios handle remakes, I wouldn’t want them anywhere near any of my beloved games. I haven’t played a single remake in the last 20 years where I felt like the studio that made it knocked it out of the park.
Also, I strongly believe good games should not be remade, and only remastered/ “deluxe remastered” (where even if the game is remade, its a 1:1 faithful recreation with additional features and gameplay mechanics being optional). Remake the games that weren’t great, give them another chance at big success.
Sonic 2006
the XenoSaga games (don’t @ me XS fans, you know the combat and boss design in those games were terrible, 1 had DOMO Carrier, Tiamat, and whatever was going on in Song of Nephilim)
I recommend giving it another try if your only experience was the game on release. It really received a labour of love and has very fun gameplay options. I went for a throwing knife slow mo grenade build and had a blast throughout the whole playthrough
I’m no fan of the 2077, but thinking of it solely as a shooter is doing it a bit of a disservice given that you usually* have different approaches to in-game situations.
You can build around hacking, engineering, speech checks, melee combat, stealth cyberwarfare etc.
I felt that the projectile mechanics were sort of neat but I will agree that I don’t think the game really has legs when merely thought of as a FPS. Perhaps it had some potential in the past, part of their PL govt funding agreement was to release a multiplayer mode as well. I’d imagine that’d focus a little more on gunplay, and slightly less on QuickTime interactions involving hacking and such, but who knows.
*there are situations which require direct combat iirc
EA’s been manipulating the review scores, and can still only muster their current metacritic rating. I’m interested to see what the audience scores look like later this week.
I never completed that one but had explored most of the mainland. I really need to go back and go through it all again. I loved the small details throughout the world. The wilderness and countryside was so well done, with little shrines along the roads here and there and so many lived-in places throughout. I spent 75% of my playtime with Roach set to a slow trot just so I could really absorb the world and feel like I was making a journey on those old roads. There’s something so profoundly Witcher about quietly riding dark paths at night and stopping to hear a monster in the woods. You climb off Roach and draw your silver sword, then make your way into that decrepit forest to deal with whatever is going on out there.
“Return of the Obra Dinn” is the best Detective-type game I have ever played. Pure inductive, yet always logical reasoning. The setting of an Victorian ship, the 1-Bit artystyle, excellent ost and memorable story really elevate this recommendation to a must-play.
On something from this decade, Balatro is great if you like cards and rouge-likes. But it’s been so popular I don’t think anyone interested hasn’t heard of it yet.
Oh, and as others have pointed out and I’d hate myself for not mentioning it, Tunic is great as well. It’s a love-letter to the instruction book, and makes one really feel like playing an old game and relying on an instruction book, while not being all that great at reading, like some may remember from their childhood. But with modern game design and what others call Dark-soul mechanics (idk, I have never played a Fromsoft game).
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