Damn. Looks like I really should stop being lazy and check out some mobile clients that weren’t abandoned like Sync. It’s even reformatting my manually typed spoiler tags to the wrong format after I submit.
There’s a section where, if you continue to avoid the narrator’s prompts to take a specific door, it just brings you to an unfinished room - dev textures and all - while the narrator gives you grief for screwing up the game.
GLaDOS’ constant mockery of your person, your ability to navigate tests, and general spite pretty much make both games. It all even manages to provide a lot of world-building without lore-dumping. 10/10, would get roasted again.
Everything except the story bits would be procedurally generated. And it would probably get pretty boring having like three interior types repeated over and over.
I say density, though Elite Dangerous puts a spin on how large the map should be.
In Elite Dangerous, most of the galaxy is unexplored. The Bubble (human inhabited area) is fully explored, which steadily dwindles as you go to about 1k ly outside the Bubble. Out there, you’re basically on your own.
When you explore and map unexplored areas, you actually get some money depending on the quality of your finds. If you find some Earth-like planets, for instance, you can get a lot of money from exploring. There is also an inexhaustible supply of systems to explore, so there’s no need to worry about running out.
It’s too big when the developers are unable to fill it with enough interesting things to do and discover to keep my attention. But there’s no absolute size I’d automatically consider too big, as it also depends on things like traversal. If you ride through the map on a mech going 400km/h, it can be much larger and more spread out than if I have to traverse the entire map on foot.
That’s definitely a key point. Absolutely loved the first Forest game, the map was just the right size for what content it had, then the sequel has a map 4x the size that is just completely empty for 90% of it. They did make some improvements over early access but it was still mostly a waste
This sounds like analysis paralysis. If you have 5 games, it’s easy to select one. If you have 416, it’s difficult to select one.
I’ve often found that the more options I have, the more difficult it is to come to a decision. And when you think about “what game should I play,” it sounds like a silly problem to have. But when you extend it to other problems in life, like “what should I have for dinner,” then you see it start to cause some pretty serious problems.
Lately I think I spend more time trying to decide what to play than I do playing games. Then I’m not always successful in making a decision, or might run out of time, and then I don’t play any games. Following the same reasoning, sometimes I don’t eat dinner.
If you start to notice this is becoming an actual problem, the good news is there are tools and techniques that can help you make a decision. About a thousand of them. Good luck picking one.
This is definitely part of it. When we had Game Pass, which would add 3 or 4 new games a week, the kids would spend their time trying them out to see if they liked them. Games that had been on the service for a while got ignored, as they weren’t presented as “new”.
That was one of the beauties of Game Pass to be honest, in that the kids would try out whatever was released that week, whether it was AAA or a small indie, and generally they preferred the novelties of the indies.
Now, with just one huge list of older games, they’ve got that paralysis.
You could download three random games from your list and present them the same way as though they were new? Think that would be enough? I mean idk how Xbox is laid out, but I assume new games show up on the Home Screen which is how they access the new games of the month or whatever, right?
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Aktywne