polygon.com

ampersandrew, do games w Top D&D designers join Critical Role after quitting Wizards of the Coast
@ampersandrew@lemmy.world avatar

I really hope they’re not putting their weight behind Daggerheart long term. That whole hope and fear system is so unappealing.

Shiggles,

long term

If you can remember THACO, tabletop games have survived needing to change a few systems in the past

ampersandrew,
@ampersandrew@lemmy.world avatar

I don’t need to remember it. I’m in the middle of replaying Baldur’s Gate 1. But that was more of a complicated math formula to derive something that we can do much more simply. The hope and fear thing not only reminds me of that scam curriculum in Donnie Darko, it also doesn’t feel like an interesting tactical layer; it does the opposite by interfering with initiative in a way that I’m not a fan of.

RandomStickman,
@RandomStickman@fedia.io avatar

I've never ran it, but what don't you like about it?

ampersandrew,
@ampersandrew@lemmy.world avatar

It’s rooted in the light/dark side of the force from Star Wars tabletop, and kind of inherent to Star Wars is making out everything in the world to be light or dark as though it’s that simple, but hardly anything in life is.

Coldcell,

I don’t think any designer has ever said it is from Star Wars, and it most definitely does not use them as Light Side/Dark Side or imposed morality. It’s inspired by the Genesys rpg system of degrees of success/failure and has narrative effects like “Yes, but” and “No, however”.

ampersandrew,
@ampersandrew@lemmy.world avatar

I’d seen it written up in other articles as coming from Star Wars, so perhaps it was that writer that was mistaken. I’ve watched them play, heard the rules explanations and such, and “yes, but” and “no, however” to skill checks aren’t solving some problem I’ve had in other systems.

Coldcell,

Sure, it’s not solving anything, but IMO it’s fun giving the GM a tokenified response currency even though you pull off a success. I’ve seen a fair amount of backlash, but just feel portraying the dice mechanic as Star Wars is miles off base, when it adds a narrative prompt for success/failure (D&D does this with nat20/nat1).

ampersandrew,
@ampersandrew@lemmy.world avatar

I’ll grant you I’m not typically the GM. From your perspective, do you see it making things more interesting as a GM? Because as a player, it’s less up my alley, and the GM’s response currency without that system is whatever they want it to be, because they’re the GM.

Coldcell,

It does, I think. It powers “lair actions”, gives powers like interrupting turn sequence, making multiple moves in sequence. When the GM has a pool of currency players can see, there’s an unsaid acknowledgement things are going wrong/badly, which helps fuel collaboration in the storytelling aspect. I can say that someone fails an attack, but on a fail with fear they miss the attack AND leave themselves open to a harsh counterattack, or perhaps lose their weapon. I can do all of this off the cuff in D&D because ‘GM said so’, but then the players can feel an adversarial relationship instead of collaborative, which is so much more encouraged in Daggerheart.

All entirely subjective, and at its core it’s still heroic fantasy same as hundreds of other systems and if you are put off by rolling two dice for metacurrency, it’s likely not for you.

ampersandrew,
@ampersandrew@lemmy.world avatar

That interrupting turn sequence part is the one that upsets me the most, and I’m not fond of the extra drag on pacing that the "yes, but"s and "no, however"s can have over time. If they are putting their weight behind it, I hope it’s resonating with others, but if they intend to ever replace their D&D with Daggerheart, I wouldn’t be thrilled with the substitution.

Coldcell,

Fair enough! I’m not going back to initiative order in any game I play for similar pacing reasons.

Blueberrydreamer, (edited )

It comes from the FFG Star wars RPG system and its method of creating multiple success/failure conditions. It’s an entirely independent system to the light/dark side force mechanics.

That’s fair if it’s not solving a problem for you, but it does add something new that resonates with a lot of people (at least it did for me). I’m speaking from the Genesys side so I don’t know how daggerheart handles it, but I absolutely loved it. I found it made skill checks more collaborative, my table would suggest ideas for how to interpret the roll, and having more to ‘explain’ got people more descriptive in how they talk about their actions. We went from ‘I take a swing. Nope, that’s a miss’ to ‘failure with advantage, ok I go in with my axe but I can’t get through this guy’s defenses. For my advantage, I want to hook this guys shield with my axe so the next attacker gets a boost die to hit’.

It does make checks more involved, but I prefer fewer, more impactful checks as a general rule anyway.

iAmTheTot,

I have never seen hope/fear described as light/dark from star wars, and I’ve read the Daggerheart rules.

ampersandrew,
@ampersandrew@lemmy.world avatar

It came from here.

iAmTheTot,

I can see why the comparison to Genysis would exist now but I don’t think it’s a very worthwhile comparison to make in how they play out and are used in each system.

MDCCCLV,

It’s interesting and it seems like a good change for people that have done a lot of d&d but it’s probably not going to be a complete replacement for 5e. It seems good for short campaigns but it only has one book out for now.

CaptPretentious, do games w Dispatch offers something new for superhero video games — engaging deskwork

For the demo, I really liked it. I thought the writing was good as it set the atmosphere. Not to spoil anything, but the first guy you meet… it tells you a lot about things lol. HE BROKE SO MANY RULES! (iykyk) The dialog options seem like they could lead to something interesting down the road. Understanding the various characters and what they do seems like it could be an engaging loop while you level and modify their stats. After playing the demo, which is pretty short, I fully plan to pick this up when it’s released.

JRaccoon, do games w Dispatch offers something new for superhero video games — engaging deskwork
@JRaccoon@discuss.tchncs.de avatar
RightHandOfIkaros, do games w Dispatch offers something new for superhero video games — engaging deskwork

Who wants to play a video game just to do work? That’s stupid.

Boots up Farming Simulator

sugar_in_your_tea,

Boots up Hitman.

Kolanaki,
@Kolanaki@pawb.social avatar

Boots up Work Simulator

ampersandrew, do games w Dispatch offers something new for superhero video games — engaging deskwork
@ampersandrew@lemmy.world avatar

If you haven’t played the demo, or couldn’t tell from the trailer, this game is almost exactly the same loop as This is the Police. I liked This is the Police, but it could certainly drag after a handful of hours. That’s probably more of a problem with the execution than the idea; already, Dispatch dresses up the day at the desk job by having very ever-present banter, and not annoying quips but dialogue that feels like it’s building characters or moving the story forward. I liked what I played of this game, but I wonder what they have to spruce up the gameplay after a few iterations through its loop that This is the Police couldn’t come up with.

NeryK,
@NeryK@sh.itjust.works avatar

I played the demo and really liked it at first, as it started out like a Telltalle-style narrative game.

The actual dispatching gameplay loop though, I did not enjoy all that much. It becomes quickly way too frantic for me to enjoy the banter. Plus the actual thing you are looking at and interacting with is a map with glowing icons, i.e. not what I enjoy in video games.

audaxdreik, do games w When making lots of small games is more sustainable than making one big one
@audaxdreik@pawb.social avatar

One of the things I’ve been thinking about a lot lately is media literacy as it relates to gaming - specifically about the design conversations developers are often having amongst each other that players only vaguely feel. Let me elaborate:

A good example is the Castlevania series. From early on, Castlevania was always both refining and reinventing itself. Vampire Killer and Castlevania feel to me like a kind of A/B testing to see what hits. When Castlevania prevailed, they immediately began iterating on the formula with both Simon’s Quest and Dracula’s Curse figuring out different modes of gameplay through nonlinear level design and changing characters. Super Castlevania IV was already a remaster of sorts starring Simon Belmont. Of course followed by the all time greats Rondo of Blood and Symphony of the Night. It had trouble jumping to 3D with the N64 entry which was just called Castlevania again and eschewed the burgeoning Metroidvania/RPG elements of its predecessors.

This eventually leads us to Lords of Shadow which I can certainly respect as a good game with a dedicated following, but it never appealed to me and I had a hard time putting my finger on why. It’s because it’s not just a reboot, but one that kind of wholesale grabs the QTE/cinematic/rage mode game mechanics of the 2010’s and stuffs them into a Castlevania package. It’s difficult to say anything isn’t a “true” Castlevania game in a series that was already very loosely defined as “gothic action probably with Dracula somewhere?” but it had very firmly stepped away from the conversation of its own series.

Even if you’re new to the Castlevania series today, I think you can find great satisfaction in trawling through the depths of the franchise, playing them in chronological release order, and appreciating the various thematic and gameplay elements that each entry contributed to the series. I think gamedevs could learn a lot by looking at this evolution, too. Take look at the Release timeline and note the space in between early entries.

Nowadays, a big game will spend multiple years in development. Inspirations it may have taken from the gaming landscape are years in the past, assuming it even picked up on them when they were peak. When that theoretical game exists, someone may then take inspiration from it and push it into their years long development. The needle moves sooooo … slowly …

And because of that, as we all know, they’re willing to take less of a risk on creating innovative games. There’s this prevailing notion that there are only “good” and “bad” game design concepts and if you mash enough of the good concepts together in a package, you’ll have a good game. They’re all homogenizing because they’re no long trying to deliver on a product to entice you to play it, they’re trying to force a platform/market on you. Take a look at Concord or Marathon or MindsEye or any of the other monumental flops. Kind of like the DCU in my mind; you know the proper thing to do is take the time to build out the world and characters by giving satisfying entries that serve people the things they’re craving. But they keep jumping the gun. If you really wanted Marathon to succeed as a GaaS, why not create a single player game first and allow players to get accustomed to the world and give them something to value to pull them away? The eagerness with which they keep sacrificing projects to snap the trap shut early and make their money back should be a big clue.

Anyways, speaking of MindsEye, I was watching this video earlier which speculates the game was supposed to be another metaverse platform called Everywhere, akin to Epic’s Fortnite. Nobody wants an everything game. Nobody wants an everything app. I don’t want ONE game that I play for the rest of forever, that’s not a thing I ever wanted. They’re trying to forcefully dictate the market at us and everyone is just gagging. As consumers I don’t think we can put effective boycotts together anymore but the market is so utterly saturated and overwhelmed that you literally cannot get people to care. It stands at the complete opposite end of what the article discusses and I think that’s worth meditating on.

ampersandrew,
@ampersandrew@lemmy.world avatar

It’s not speculation with MindsEye. Everywhere was shown off first, and it’s still happening. That studio was funded with VC money, and VCs want “the next big thing”. That thing at the time was “metaverse”. MindsEye seems to be the smaller project they can get out in the meantime and, charitably, is one of a number of things they’ll churn out that all comes from a similar process flow and builds on each other (they hope).

As to boycotts, your individual purchases always matter; not just with what you don’t buy but also what you do buy.

audaxdreik,
@audaxdreik@pawb.social avatar

As to boycotts, your individual purchases always matter; not just with what you don’t buy but also what you do buy.

Agreed. I’m having a bit of a hard time articulating my ideas properly.

I think my overall point is just that it’s really hard to organize purposeful and effective boycotts these days, especially since no matter what the issue, there’s usually a counter movement dampening it. Whatever market forces are causing these companies to register the lack of interest and disdain the consumer market has, I’d like to identify it and capitalize on it because when the market adapts, it most likely won’t be to the consumer’s benefit.

You could live quite happily off indies these days, but it’s hard to ignore the thrashing leviathans. I’m not sure how much I really care about them anymore, but they do take up a lot of the oxygen in the room. And they seem to control a lot of platforms/storefronts as well …

ampersandrew,
@ampersandrew@lemmy.world avatar

That oxygen is in a different room. The person who only plays Fortnite probably never heard of MindsEye or Concord. At some point, I wonder why games media even covers certain companies anymore. Sure, EA and Ubisoft made games we all liked 20-25 years ago, but they don’t really make games for those same customers anymore, largely.

captainlezbian,

I’ve always been interested in trying castlevania and this is making me seriously consider it.

Ultimately though the point of games is fun. Anything less is a failure of the game

audaxdreik, (edited )
@audaxdreik@pawb.social avatar

I absolutely recommend it! Slope’s Game Room has an excellent, 2 hour retrospective you can put on while you work if you want a pretty good deep dive. Other than that, I recommend getting yourself set with some emulators so you can kind of dig through the series. A lot of the early games are difficult and I think it’s perfectly fine to kind of just pick through them a bit, get a taste, move on, return to the ones you like, etc.

You can absolutely feel the arc of design elements through the early series up to the pinnacle, Rondo of Blood. That’s because it was all being done by Konami teams, often who knew eachother or were handing the projects off. Rondo hits this sweet spot where you can feel the inspiration of old vampire novels combined with dramatic stage plays (the stages have dynamic names like Feast of Flames instead of just area descriptors), told with 80’s anime cutscenes, wrapped into a videogame package. It’s truly a work of art that both wears its influences on its sleeve and also that couldn’t really exist the way that it does in any other medium. So where do you even go from there? Symphony of the Night! It takes everything that works about Rondo and kicks it to 11 while flipping the franchise on its head with an absolutely rocking soundtrack and sprawling castle. You can enjoy these games in a vacuum, sure. But playing the series up to that point gives you a real appreciation for what they were going for and how they accomplished it. I don’t even think you really need to play them in order because going back and returning to previous entries almost feels like fitting in missing pieces of a puzzle.

The series flounders a bit when it hits 3D, but it will always have a special place in my heart. Koji Igarashi takes the Symphony of the Night formula and basically owns the handheld world, especially from Aria of Sorrow into the DS trilogy, A++. Ultimately I think he developed that formula enough on his own that breaking it off into the Bloodstained series feels right and good, I think he’s better off this way not weighed down by Konami and the Castlevania franchise, but in this way, we still feel that arc of development. Bloodstained: Ritual of the Night actually took a bit to grow on me, but once it did, I saw it as the most Igavania game that ever existed, he has refined the formula.

All this to say that we just don’t get experiences like this anymore, where series have the proper time to cook and develop. Instead we get Concord where they pour millions into something and try and ram it down your throat, “You WILL enjoy this new franchise. You WILL pick one of these characters as your favorite to get invested in, even though we’ve given you no reason. You WILL make this your ONE game you play because … reasons?” Ditto Marathon. Ditto MindsEye (likely). Ditto all the other rubbish they keep pushing out.

EDIT: OH MY GOD! And the Castlevania DLC for Vampire Survivors, how could I even forget. It’s been a Castlevania wasteland for years and that DLC is some of the best I ever played. Completely the Richter scenario and getting to the end of it legit made me cry, it was such a love letter to fans and felt like a huge emotional, respectful sendoff for the series that Konami will never give us 😭 It’s so good, if you’re a Castlevania fan you should absolutely play it and if not, save it til the end because it’s incredible and bittersweet.

B0NK3RS, do games w When making lots of small games is more sustainable than making one big one
@B0NK3RS@lemmy.world avatar

And in our case, I really feel it boosts our creativity. We’re making this game [TMNT] for less than $300,000 in 18 months.”

I genuinely believe this and it’s kind of a lost sentiment. Hopefully they continue doing what they’re doing and how they want.

poppichew, do games w When making lots of small games is more sustainable than making one big one

It's quite funny that Strange Scaffolding seems to embrace uncertainty with er...uncertainty. As in, they keep things explicitly contract based in order to keep people from expending too much time and energy into a singular project. I've always thought of contract work as something rockier due to taxes, benefits, etc. I think though, they're just ahead of the curb and if they're successful enough more power to them. Clearly something is a bit amiss though, if the head of the place can't afford a ticket to GDC. I do like however, that they showed up to socialize regardless. Which is pretty much the main reason to show up to one of these anyways.

ampersandrew, do games w When making lots of small games is more sustainable than making one big one
@ampersandrew@lemmy.world avatar

Always has been.

There was a podcast that Irrational did before putting out BioShock Infinite that would interview game developers and other creatives, and they had one that interviewed the BioWare doctors. BioWare was always set up to be a multi project studio, and Irrational was a single project studio. At that time in the industry, lots of companies were pivoting from the former to the latter, due to how many more hands on deck a 7th gen console AAA game took to make. BioWare was set up the way it was so that one underperforming game could easily be carried by another reasonably successful one. By the end of that interview, I thought you’d have to be nuts to employ that many people and only work on one game at a time. Sure enough, Irrational buckled under that weight right after shipping BioShock Infinite’s DLC, and modern, single-project BioWare is looking worse for wear.

poppichew,

I also remember when people would constantly say that games were too short. I didn't play them at the time, but there was a period when everyone was complaining about waiting for a long time for games - paying a lot for a game, and then finishing it in 5-7 hours and never playing it again.

ampersandrew,
@ampersandrew@lemmy.world avatar

That led into the used market, I suppose (a boogeyman for the games industry that birthed lots of the worst monetization today). I never really had that problem, outside of outliers like Pokemon Snap that were unusually short. In the 00s, it was pretty common to get 8-15 hours for an action game that you paid $50-$60 for, often times with multiplayer modes alongside the single player modes, and that felt like great value to me at the time.

poppichew,

I've never had that problem myself either. I took a break there for quite some time with my gaming but I did grow up with it, and I have returned to it. I can't think of a time when I have played a game - even a story based one, and liked it and haven't returned to it at least once more. I think I've noticed though, I am kind of a gaming minority. I think the funniest thing I can say about games is that back when I played with a big rowdy group of guys a game would last however long it lasted because the guys would fight and swap for whoever was controlling the character and we'd play that shit into the ground regardless of how long a game was. The last system I had was a PS2, so idk but I knew a lot of complaints started coming out PS3 era. Snap even was a game that we played like crazy. I had a friend who had a N64, and Pokemon was so hot! And we'd all just sit there and see if we could do "perfect" runs even though it was pretty much the same game over and over again.

Speaking of trends, I mean I guess these things have always existed but I think the PS3 began the genre my girlfriend lovingly describes as "penis games" which have hyper-masculine protagonist smashing the shit out of everything with dynamic lighting. I don't mean to offend anyone with this, but the trend is still here (I am just guessing it's Unreal graphics). I know it existed before the PS3, but it really took off then and was part of what actually turned me off of gaming as a whole.

oyzmo, do games w 8BitDo no longer shipping to US from China due to Trump tariffs
@oyzmo@lemmy.world avatar

Love 8BitDo controllers! Excellent controllers for a good price (if you don’t live in the US 🤪)

MITM0, do games w No, Steam wasn’t hacked, and your account details are safe
@MITM0@lemmy.world avatar

So I changed my Password & Email 4 nothing ?

NONE_dc,
@NONE_dc@lemmy.world avatar

It is always a good idea to change your password from time to time.

ewenak,

It’s not that important I think, using a strong password different from all other websites is much more important.

Psythik, do games w No, Steam wasn’t hacked, and your account details are safe

Since when do you have to link your phone number to your Steam account? I’ve had an account for as long as Steam has existed, and I’ve never been asked to provide my phone number.

NONE_dc,
@NONE_dc@lemmy.world avatar

SMS 2 factor Authentication

Psythik,

Yeah no I just use the Steam app for authentication.

NONE_dc,
@NONE_dc@lemmy.world avatar

Me too. But nearly 100 million others don’t, it seems.

ArchmageAzor,
@ArchmageAzor@lemmy.world avatar

I needed to do it to enable 2FA through the Steam app. Kinda wish I didn’t have to, since I know how unsafe SMS is.

damdy,

It’s to help reduce smurfing in f2p games like the ones mentioned below. (Dota and cs)

DrSleepless, do games w No, Steam wasn’t hacked, and your account details are safe

In Gaben We Trust

damdy, do games w No, Steam wasn’t hacked, and your account details are safe

It’s good to have a constant in the current world, steam seems okay, I love what they’re doing for Linux gamers, I think they should reduce their share by at least 5%,but they do a good service and seem competent.

MITM0,
@MITM0@lemmy.world avatar

Me Hoping GOG also jumps in on the linux bandwagon

ColeSloth, do games w No, Steam wasn’t hacked, and your account details are safe

I had assumed it was BS as soon as I saw the price of just $5k.

NONE_dc,
@NONE_dc@lemmy.world avatar

I know, right? It’s too little for that amount of information. I mean, almost 100 million compromised accounts is not few.

el_bhm,

From what I understand personal info is peanuts. You buy it in bulk, cheap.

ColeSloth,

It was put out that everyone should change their passwords. That kind of info for like 90 million steam accounts would fetch a much higher price or ransom than some personal info on a bunch of people like names, phone numbers and an address.

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