I remember liking Witcher 3’s. It made the world feel large and lived in. Although I’m not the kind of person who needs to complete everything on a map. I have heard people complain about that
There are some decent ones where you can find fragments of stories told through letters and/or environmental storytelling, but most of the question marks are just mindless monster nests, bandit camps and buried treasure. Skellige in particular is notorious for all the question marks in the water that are just vendor trash flotsam to collect.
In general exploration in TW3 would be more rewarding if the itemization wasn’t so scuffed. The only gear worth using is the Witcher sets (which you craft), which really lessens the excitement you feel when looting. There were so many times where I found a guarded treasure, defeated the boss and looked at a cool unique sword, only to realize its stats were beyond atrocious.
Yeah, I think that’s why I didn’t have an issue with it. I remember only doing maybe 1 or 2 of the barrels in the water in Skellige. I mostly used the question marks as small distractions as I went from one quest to another. I never focused on clearing them out.
You’re right that most of the items weren’t that rewarding to get. It’s mostly just busy work. Hopefully rebirth keeps that stuff to a minimum and just has a large map with cool locations and unique well written side quests. Maybe a few collectibles scattered around the map to reward exploration too.
The first thing I do with any open world game is turn of all map/quest/achievement markers except for maybe the active selected quest. It makes gaming so much more organic. Aso when you do a replay you can still find fresh quests on your second/third plays.
Exactly, they completely miss the point of a city builder and don’t fit neatly at all into the main game systems. And the zoo example was just because I find zoos revolting.
I enjoyed adding the new areas / zones to my cities, but the mechanics were dry as fuck and required “cheesing” to unlock all buildings.
I think there was a disconnect between what CO intended CS to be, and what it became. The people playing 8+ years after release want a sandbox where they can create their dream cities, not minuscule goals that made that dream harder.
I’m excited for CS2 because it seems more catered to the sandbox but with better city simulation mechanics, but let’s hope they do something interesting with the DLCs (and fix performance, obviously).
That sounds fun to me considering I liked the original Zoo Tycoon and nothing modern scratches that itch.
Was it at least done well, though? I’ve never really looked through the DLCs. I figured most of them were just visual content additions like new styled buildings and what not.
Some of the DLC, like After Dark (adds day/night cycle with changing resource use depending on the time of day) and Mass Transit (adds a bunch of new transportation methods along with new roads) feel almost essential to the game. Most of the others (like Parklife, which adds the zoo and some other stuff) just add a little more to do in the game once you’ve nailed down what it takes to run a city.
And then there’s the radio stations, in case you wanted to pay $4 to listen to the same 3 songs and 4 fake ads on loop.
I’m planning to try and build an offset hex grid city
Basically there’s one hex pattern for car traffic, and an offset hex pattern that’s for pedestrians and cyclists, and where there’s any intersections between the two, the car traffic gets raised to give pedestrian traffic an underpass.
Also every car intersection is a roundabout, and I’m considering doing alternating one way lanes with every pair being bracketed by transit only lanes.
Way I see it the addresses would be kinda like how NYC is organized, one parallel has roads, one has lanes, one has boulevards, and then on the pedestrian side you have street, alley, and row.
Doesn’t just save number space, it’ll also give you an idea of the best way to get to that address since street/alley/and row addresses won’t have curbside parking, because pedestrian route.
That’s because it’s not a product. It’s an experiment for figuring out what they as a studio might be able to do with something new and untested. This is a trial run of a new engine, and they simply decided to publish the result for others to see.
This is more like publishing research findings than trying to market and sell something for a profit. Whether the result is good or bad, it’s informative either way.
To your edit, you doubled down hard in later posts, so I wouldn't say the hostility isn't completely undeserved.
I think you just really expected something different from what this was supposed to be, even when people explained to you exactly what it was supposed to be.
A comment the devs made on the steam announcement (under slay the spire) regarding someone being angry that this was prioritized over slay the spire 2:
Hi there, this is just a small, free game we made in a few weeks for a game jam in order to get acquainted with the engine that our next big game is currently being ported to. We figured our fans would be interested in knowing what we’re up to as we work on our upcoming title since switching from Unity has extended its development time.
We’re currently back to work on our next big game, this time refreshed and with lots of new tools under our belt! Hope people have a fun time trying this out if they’d like to!
So it’s not like this is a big new genre for them, but it’s also not meant to be a commercial for Godot.
Everytime I hear something new about nintendo I like them less. Which sucks because I know there's no chance of kirby going anywhere else without emulation.
Assuming that these patents are all granted, courts will generally treat them as though they are valid and enforceable. However, the bar for getting a patent is generally rather difficult, so it could be the case that none of these patent prosecutions are successful at all. If they get these patents, all Nintendo would have to do is file an infringement against allegedly infringing parties, and then the onus is almost entirely on the responding party to prove either that they did not violate the patent, or that the patent was invalid in the first place. Nintendo loses almost nothing in trying to enforce a patent, and has plenty to gain from the chilling effect that prolonged litigation could have.
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