Oddjob actually wasn’t that bad once you realized he was at perfect headshot height when you crouched. I wrecked a lot of kids who thought Oddjob was a secret weapon.
Imagine if they used all that resources in do… Fun gameplay. Not trying to be a movie or a simulation of real life. Like just gameplay. 100% gameplay. A game who is not a playable movie. A game with just gameplay. Like a real videogame.
Simulation systems can be very useful assets for fun gameplay, if you make a game that can make use of them. Immersive Sims are essentially all about this. They create a bunch of systems that can interact in all kinds of ways, and then they let the player figure out how to make use of them in whatever way they want.
The issue is these games are just making these systems without any way to take advantage of them. If the nails being long made you better/worse at things, and the nail clippings could be combined with other items to make potions or something, it could actually be a cool mechanic. Just doing it for “fidelity” isn’t useful though and usually just a waste of time/money/effort.
It can also make the incredibly tedious and irritating. Elite Dangerous is an incredible simulation of our galaxy that has terrible gameplay for your average player.
The simulation isn’t the reason for that. That’s just the design of the game. Plenty of people enjoy the Truck Simulator games. Elite is basically the same thing, but for space. Also, I wouldn’t call it a “simulation” of our galaxy, but a simulacrom or representation. It’s not changing. The groups expanding and building in that, the economy, and those systems are simulations, and they actually provide content for the game, regardless of if it’s enjoyable in your opinion.
Simulations that create content are when we should create simulations. Simulations that consume resources and don’t enhance the game should be avoided.
Like those in-game cosmetics that cost real money but represented by a type of in-game currency that can’t be earned by playing the game, instead playing your wallet.
If you have the patience for it, try playing on a much harder difficulty. The medium and low difficulty levels don’t provide the same weight. Many systems in the game are unnecessary at lower difficulty levels but higher difficulty forces you to engage in them to get the extra edge over certain encounters.
Higher difficulties force you to engage in potion brewing, reading up on enemies, and making genuinely tough choices morally in order to keep Geralt alive. Lower difficulties remove all the tension from these systems.
Also as another user mentioned, don’t skip any dialogue and engage in the side quests/contracts as they give a lot of unique flavor and nuance to the world and story.
This, this game isnt about fighting, it’s about prepping, it’s about researching your prey and knowing what you need to get the edge on it before you go in, brewing the potions you need and knowing what to hit it with
Oh yeah, I really wish I had played on a higher difficulty for this reason. Especially because one of the most immersive and thematically cool parts of the game for me was the main story section near the end of act 1 where you have to make a blade oil to fight a >!werewolf!< . (Vague wording to minimise spoilers in my main comment.) I really liked this because it made me reflect on what it means to be a Witcher — how the knowledge might be more important than the mutations and the magic.
An additional point to the prepping is that being open-world means that you can potentially go to areas or take on challenges far beyond the “intended” level. On lower difficulties, I didn’t feel sufficiently punished for being audacious in that way, and I think the potential for punishment is part of the fun of the audacity. Especially when getting destroyed like this isn’t the game “fuck you for even trying”, but rather a “try exploring some more, find some new recipes and come back later (or just read the bestiary and find out that you already have the item you need)”
I’ve done two full playthroughs of the game (plus dlc), one on the standard difficulty and one on hard. I can confirm that many of the game’s systems are rendered unnecessary by the easier difficulty. I really enjoyed my second playthrough and would definitely recommend.
However, if you don’t think you’ll enjoy that (having to plan and work for every advantage to be able to succeed) I would wholeheartedly endorse the easier levels. The story and quest design alone are worth the price of admission! Side quests in this game make many other games main story pale in comparison.
Says here, says here…
"I feel like a death star - abused by control -
Grey - without any emotions
Pull me into the right direction - and I will kill you!
I capture a thousand lives
I wait for instructions - I can’t wait! I can’t wait
Blow me away! "
Probably their last attempt at milking more money out of it before it’s forgotten to time. I was wondering if Xbox or PlayStation have a hard time limit on how long an EA game can remain in such a state, seeing as this one has been in “alpha” for over 10 years on PC and 8 years for PS4/XB1.
Either way, the game is janky as hell. I’ve tried getting into it, but the jank is just too much to ignore for me. It’s insane they’re asking $45 for such an unpolished mess that’s pretending to be complete and hasn’t really added much meaningful content in ages.
Yup, I picked it up for $7 to play with friends last year. It’s worth double that, but not $45. I still play with them sometimes but it isn’t my favorite.
Somewhat unrelated, this game has one of the worst menu systems I have ever seen. It’s astounding how unintuitive it is.
Just a tip as an indie dev. Some people could reach out to you to promote your games, defining themselves as curators, promoters and the sort. Check their history; abstain from handing multiple Steam keys for free. These keys could end up in third party markets (like g2a, kinguin) , reducing actual sales for your games. Check their legitimacy first.
Btw, something that really confused me when I was younger: “98% effectiveness” doesn’t mean a condom works 98% of the time, and 2% of the time you can get pregnant.
It actually means that 98% of people that use a condom never get pregnant, and 2% do (over some amount of time I’m guessing? I’m not sure).
That 2% includes forgetting to use one, running out and being too horny to abstain, and various other excuses for why you’re not wearing one when you’ve agreed beforehand that you would.
Yep, using a condom and it working as it should is 100% effective, but they can’t say that because if it breaks or someone wears one that’s too big then it would open them to lawsuits
That 2% includes forgetting to use one, running out and being too horny to abstain, and various other excuses for why you’re not wearing one when you’ve agreed beforehand that you would.
Not so. The 98% figure assumes correct use of the condom every time. In the real world where people are imperfect, condoms are only about 87% effective.
The human brain does a very poor job at understanding chance. A lot of games use seeded pseudo-randomness for this reason. They’ll even give the player a slightly better percentage than advertised and there will still be people calling foul.
Tread carefully with Unity, at any time they could decide again that you just pay them for each install, even past installs. Map looks classic though, I imagine fast paced arena shooter action taking place there.
On a more serious note its really fun and easy. If you’re nervous watch a few YouTube videos or take one of those online courses at GameDev.tv that just shows you around and how it works.
Great! If its rough it means you’re learning! I’ll check it out. Dont forget. Those skills are transferable* so the next time Unity decides to back charge for every download you can jump ship without much worry. Just focus on the design, take what you can in abstract, and you’ll just keep getting better.
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