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zipzoopaboop, do gaming w Thoughts on Space Games, Part 3: Too Many Tiny Games!

Some significant other games I don’t see listed:

  • X series
  • mass effect trilogy
  • freelancer
  • Homeworld

Sort of fits but:

  • XCOM series

And then there’s star wars games. Stand out ones to me imo:

-Galactic battlegrounds -Kotor 1+2 -rogue squadron series

stargazingpenguin,

This is part 3 of their series, and this part is specifically centered around smaller games. Some of the games you mentioned were in parts 1 and 2.

zipzoopaboop,

Ah I see

tal, do gaming w favorite gaming medium?
@tal@lemmy.today avatar

Linux PC. Almost entirely on a desktop, though I’ve got a few games (Cataclysm: Dark Days Ahead, Caves of Qud) that I’ll play on a laptop.

Very limited use of Android, if I’m away from a computer, for the mobility.

I’ve owned a few consoles, but the experience has consistently disappointed me.

  • Loading times are worse (well, maybe this has improved, but historically was a pain)
  • I can’t as trivially flip over to a wiki in a web browser. I smack a button, I’m on another workspace on my PC.
  • For some reason, a lot of “deep” games that one spends a lot of time learning, like strategy and milsims, don’t have much of a presence on consoles. I like a lot of entrants in those genres.
  • Games cost more than the PC. I mean, sure, the console vendor loses money on the hardware, has to make their money back on the games, but that especially makes consoles a bad buy if you’re going to get a lot of games.
  • The PC has more potential to be upgraded (though I’ll concede that consoles have generally improved here).
  • I’m not constrained by what the game developer wanted me to do; I can drop in with a memory editor and cheat in a game, can add mods to the game, have control over save state, etc.

The drawbacks of a PC are things that don’t really bother me:

  • You’ve got setup and configuration, which I’m gonna do anyway.
  • You’re more-likely to hit driver or hardware compatibility issues than on a console.

As for mobile…

I would be potentially willing to pay a lot more for mobile games than I do, but the entire commercial game infrastructure on Android is tied to getting a Google account, and I refuse to do that; I don’t want Google logging and data-mining what I do. So I almost-exclusively use open-source software on Android. And most good mobile games have made it to the PC.

Honestly, I was kind of unexpectedly disappointed with Android gaming (and this is even based on what I see in the Google Play Store).

Okay, the touchscreen isn’t a fantastic input medium for a lot of game genres, but I thought that stuff like multiple-choice choose-your-own-adventure games and gamebook-type games would see a huge renaissance, but some of the main games in that line have been…not that great; Choice of Games has a lot of titles, and some of the writing is good, but the gameplay mechanics are kinda disappointing.

Turn-based strategy games seemed like a good fit for the touchscreen, but as with the console, deep strategy games also haven’t been hugely in evidence. As best I can tell, there’s a strong focus on games that you can drop into for a few minutes while waiting in a line or something and then drop out of…which is fine, but really constrains the experience. I guess deckbuilders are okay, but the PC does fine there too.

A lot of Android games aren’t super-considerate of the battery. Some games that I like on the PC, like real time sim games (Oxygen Not Included or Dwarf Fortress) require constant load and just wouldn’t be a great match for a phone running on battery, even if they were present.

I’m not really into games that leverage location, which is one thing that a phone can do that other platforms can’t. I could maybe believe that there could be games that could leverage multi-touch support to do things that PCs can’t and really get a lot of good out of it, but I haven’t seen that.

The screen has major limitations in that few Android devices have a large screen (so they can’t expect to control a large portion of your visual arc) and on a touchscreen, your hands are going to be obscuring part of the screen, making things even more difficult for the developer.

Touchscreens have gotten better, but they just don’t have reliable, rapid response to input the way that the mouse-and-keyboard (which a PC is guaranteed to have) or a gamepad (which a console is guaranteed to have) have.

Android phones can take external peripherals, but it’s hard for a game to expect that they be present, especially since not everyone wants to haul a lot of hardware around with their phone. So you can get game controllers, earphones, a keyboard, or even an external projector, but it’s hard for a game to expect that you have them available.

sic_semper_tyrannis, do gaming w favorite gaming medium?

I enjoy PC as I can emulate classic console, DOS, etc. games too. My OS of choice is Linux

CharlesReed, do gaming w Weekly “What are you playing” Thread || Week of June 16th
@CharlesReed@kbin.run avatar

Finished F.E.A.R. 2: Project Origin and even played the very short DLC Reborn.

I am in love with the Alan Wake 2: Night Springs DLC. Overall it was really short, which is understandable for a free dlc. The stories fit the right tone for the game and for Night Springs à la The Twilight Zone, as well as fitting in with each episode's playable character's backstory. It makes me excited for lore drop that's going to come with The Lakehouse in October.

I got sucked into a conversation with a close friend of mine about Furiosa, and it put me in the mood to replay Mad Max again. I played it earlier this year, but fuck it, I'll play it again because I love it.

Kolanaki, do gaming w favorite gaming medium?
!deleted6508 avatar

PCVR.

Even if I’m playing a regular non-VR game, I like playing it in a VR environment so I can have a bigger screen than my biggest display IRL. I spend a lot of time in VRChat on the native Quest app while using a 2D remote desktop app that runs in the menu overlay to play Elden Ring.

promitheas, do gaming w Weekly “What are you playing” Thread || Week of June 16th
@promitheas@programming.dev avatar

So far this week im playing Wifi troubleshooting on my Arch ;)

But seriously, ive been giving Hogwarts Legacy a tr and I enjoy it

Telorand,

I’ve heard it’s fun, but I don’t want to give any business to the insane, conspiracy-peddling, anti-trans bigot lady.

Coskii, do gaming w Weekly “What are you playing” Thread || Week of June 16th
@Coskii@lemmy.blahaj.zone avatar

I finally started doing story missions in dragons dogma 2. I’m level 60 and just started quests in the first main city.

Chuymatt, do gaming w Weekly “What are you playing” Thread || Week of June 16th

Going back to the before times: darwinia. I had a song from the soundtrack come on when listening on random and got filled with nostalgia.

Poopfeast420, do gaming w Weekly “What are you playing” Thread || Week of June 16th
@Poopfeast420@discuss.tchncs.de avatar

Just when I thought I was out, they pull me back in! When I was almost done with the Remix mode in World of Warcraft, Blizzard adds a buff, that massively speeds up your power gain (or buying cosmetics, if you’re into that). This makes playing and gearing alts actually not terrible, so now I have to equip a few more chars, just to see how they play with ridiculous stats. My main, a Druid, is pretty much done, and I’d need to do some massive grinding, to see any real increase from this point. I’ll still play the char here and there, because it’s fun, but less than before. I’m currently equipping two other characters, a Warrior and an Evoker, both should take a couple more days, but I don’t think I’ll play them as much as my Druid before. There are a few more classes I want to level, although just to get them to max level, not to really play this mode.

Now I’ll finally get more into the current Diablo 4 season. I just made it to World Tier 3 today on my Necromancer, minion gameplay is still pretty boring, but I’ll wait until I’m closer to max level to decide if I want to switch builds.

SlimePixel, do gaming w Weekly “What are you playing” Thread || Week of June 16th

Playing mainly Hades trying to get 100% achievements

Hathaway, do gaming w Weekly “What are you playing” Thread || Week of June 16th

Picked up peglin recently and I’ve gone back for a mech warrior run. Few others get cycled in as well. But those two the most right now.

solanaceous, do gaming w Thoughts on Space Games, Part 3: Too Many Tiny Games!

I’m not sure I’d call Rimworld “small”, though I guess it is a relatively indie studio. It’s a popular game with a lot of content.

For “small” games, I’d recommend also Nova Drift. It’s sort of asteroids + path of exile + a slight roguelite element.

t3rmit3,

I’m going by development budgets, not scope.

I wish people would consider Rimworld and Kenshi AAA, and CoD ‘A’, based on scope or hours of playtime offered. :)

bungle_in_the_jungle, do games w Elden Ring: Shadows of the Erdtree will come with a day 1 patch with various improvements

Sadly for me unless they’re fixing their terrible networking/co op system and adding an option to turn off the insanely annoying invasion system in giving it a pass.

As much as I enjoyed the base game, I don’t think I can put up with that along with having to relearn how to play.

TheOakTree,

The co-op sucks, but I’m pretty certain invasions don’t occur unless you summon somebody.

If you’re adamant about playing co-op without invasions, you have to mod the game, unfortunately.

Jakeroxs,

Seamless co-op is pretty great, dev said he has some fixes and qol stuff planned for the DLC update version

Shadowedcross,

+1 for seamless co-op. Since I first tried it, I swore off the native co-op, it’s honestly in a league of its own.

Jakeroxs,

Same, I’m having a hard time deciding how to play the upcoming dlc, do I just wait till seamless updates? That could take like a month+ or do I bite the bullet and make a vanilla char again to prep…

rozwud, do gaming w Thoughts on Space Games, Part 1: Top-5 AAA Games

I got into gaming late and don’t have a ton of time to play, so I’m not a super experienced gamer. I LOVE No Man’s Sky. Any thoughts on which of these I would enjoy most if I feel like branching out?

t3rmit3,

I think that depends on what you love about NMS.

If you’re a fan of the procgen exploration, Avorion, Starbound, or Elite:Dangerous

If you’re a fan of the multiplayer interaction, Eve Online or Star Citizen.

If you’re a fan of the base-building, Space Engineers or X4.

If you’re a fan of the Alien interactions, that’s very tough, but probably X4 or Star Control 2/ The Ur Quan Masters. xD

There aren’t a lot of other single games that have as many systems as NMS does.

I think that I would probably say start to check out X4 if you want 3D, and Starbound if you don’t mind 2D. Be warned, X4 does not fit well with “not much time to play”, though.

rozwud,

Cool, I’ll definitely look into those when I get a chance. Maybe Starbound to start with. Thanks!

Sordid, do gaming w Thoughts on Space Games, Part 3: Too Many Tiny Games!
@Sordid@beehaw.org avatar

I can’t agree with your recommendations of Starbound and Starsector. I spent a lot of time with these games trying to figure out why I wasn’t having a good time, and I think in both cases it boils down to the fact their development didn’t fulfill the expectations that the early versions created.

Starbound has beautiful graphics and music and a charming atmosphere, but the gameplay is incredibly dull, the combat is awkward and clunky, your movement abilities are pathetic, etc., etc. For some reason the devs decided to implement a story, and it’s literally the dumbest shit I’ve ever heard. And even though this is a building game like Minecraft or Terraria, you can’t build your ship or any of the boss arenas, all bosses are fought in special levels that are protected from your mining/building tool with a magic forcefield. It’s like the devs didn’t even know what kind of game they were making.

Starsector has the opposite problem, the dev knows exactly how he wants his game to play and implements mechanics specifically to prohibit other playstyles. You want to spend all your skill points on buffs for your piloted ship and play this like a space shooter? Too bad, your single ship will run out of combat readiness and explode. You want to sit back and just command your fleet without getting directly engaged? Too bad, every command you issue consumes a command point, and once you run out, you can’t give any more orders. Unfortunately the playstyle the dev enforces results in the player’s role diminishing as the game progresses and their fleet grows, until eventually the game mostly plays itself. The game is overengineered, bloated, and the development drags on. I’ve lost count of how many skill system reworks there have been in the last decade. The dev is just fiddling at this point, and a lot of the systems he’s been trying to balance for years could just be removed entirely without anything of value being lost (ECM, capture points & command points, combat readiness, etc.).

t3rmit3,

Thanks for the detailed breakdown!

Starbound is I think very much reliant on you wanting to play it as a sandbox. It definitely has a lot of shortcomings. It sounds like you didn’t play it with mods, or at least with Frackin’ Universe, because FU solves most of the QoL pain points from the vanilla game (like movement being slow). The boss arenas actually used to allow you to build in them, but it completely ruined the difficulty; you could go into any boss room, build a box around yourself, and just whittle them down imperviously. While that might be someone’s preference, I don’t fault the devs for not wanting that, and that’s pretty standard for games to remove ‘cheesing’ exploits for bosses.

Starsector is really interesting to me, because I don’t feel that way about it at all.

I almost never end up running out of command points, if only because I only need to re-task ships if something is going wrong. Usually if I’m running low on them, it’s because I’m trying to kill off incoming DPS by focusing fire on one ship at a time, and at that point I should probably be retreating anyways. I can’t speak to the skill tree changes in detail, because honestly I mostly rely on them for the larger fleet bonuses, or tech unlocks (e.g. AI). They never struck me as being impactful enough to make my ship into a ‘hero unit’, so I never tried to see if they could.

The combat is definitely (imho) about fleet composition rather than fleet control.

But really, combat is only one small part of the game to me. Exploration, missions, building up colonies, looting ruins, etc etc. That’s what I really love about Starsector, and what sets it apart to me.

Sordid, (edited )
@Sordid@beehaw.org avatar

I’d say that if preventing boss cheese requires turning off the most basic core gameplay mechanic that the game is built around, then the entire design of the boss fight needs to be thrown out and rethought. Boss fights should make use of basic gameplay mechanics, not conflict with them. It’s not like this would’ve been rocket science for the Starbound devs. Terraria does it right, building suitable boss arenas is a major part of that game (the golem being the only exception, and even then only the first time you fight it). They could’ve just copied that like they copied so many other things. The lead dev of Starbound was one half of the original two-man team that created Terraria before founding his own company, so I’m really not sure how he managed to screw this up. He of all people should’ve known better.

As for Starsector, I remember there was a back-and-forth between the players and the dev with respect to the solo playstyle. Some players liked to take a small, fast ship and just solo entire fleets by kiting them around, so the dev implemented combat readiness to put a stop to that, effectively putting a time limit on battles. Players responded by using larger ships with longer combat readiness and making them fast by stacking both speed-boosting hullmods (Unstable Injector and whatever the other one’s called), so the dev made those hullmods mutually exclusive. Every time players found a way to play the game in a way the dev didn’t like, he made changes to make such playstyles impossible, going so far as to implement entirely new systems and mechanics that serve no other purpose than to prevent playstyles he doens’t like. It’s become clear over the years that he simply doesn’t want players to be effective in the game in either combat or command capacity. He wants the game to be a tedious slog where you lose a chunk of your fleet in every battle without there being a damn thing you can do about it.

The fact that combat is only a small part of the game and is all about fleet composition rather than fleet control is kinda the problem, that’s what I’m talking about when I say the game didn’t fulfill the expectations that its early versions created. Starfarer (as it was known back then before some copyright dispute) started out as just a list of battle scenarios, with no overworld map at all. It was all about ship and fleet control, fleet composition didn’t play a role at all because you couldn’t adjust it, you had to win each battle with whatever fleet the scenario gave you. Combat is what the game started with, it’s the core that everything else was built around. Unfortunately subsequent development saw basically no improvements to combat. Just about the only change I’d classify as an improvement was the command rework; in early versions you couldn’t even tell your ships where to move. Instead, the dev added more and more padding between battles, diluting the game to the point where combat is now only a small part of it and is mostly decided by fleet composition rather than the player’s piloting and tactics. The game has become the opposite of what it promised ten years ago.

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