bin.pol.social

Rooty, (edited ) do games w PEGI gives Balatro an 18+ rating for gambling imagery

I still wonder why the hell is this game classified as a roguelike? It’s poker mixed with MTG. Also, why are you crying dude? You made a literal slot machine.

bane_killgrind,

It has rouge features of building up a lot of utility in each run

BenLeMan,

No, rouge is the stuff that ladies put on their cheeks. You mean rogue, as in wildcard, untameable, privateer.

bane_killgrind,

Yes thank you

Rooty, (edited )

Semi-permanency is not a defining feature of roguelikes, in most of them every run starts from scratch.

racemaniac,

That’s why he said roguelite. Semipermanency (being able to unlock upgrades for future runs) is what separates the roguelite from a roguelike. In a roguelike, every run you start from 0, in a roguelite you unlock things that make differences in future runs (in the case of balatro: different decks, new jokers, …)

InEnduringGrowStrong,
@InEnduringGrowStrong@sh.itjust.works avatar

Examples:
Hades is a roguelite.
Shattered Pixel Dungeon is a roguelike.

CeeBee_Eh, do games w Is it time to start a campaign against kernel-level anticheat?

While this seems like a trivial issue (Just buy a third SSD for Windows and dual boot)

That’s not trivial at all. Don’t let anyone let you think otherwise.

skooma_king, do gaming w Balatro is rated PEGI-18 and Among Us inspires disgruntled people with medical needs. What other video games have been secretly eroding the very fabric of American society?

Definitely not Rust. Very wholesome game.

Coskii,
@Coskii@lemmy.blahaj.zone avatar

It was definitely the first persistent survival game that taught me I don’t have the time or energy for that genre.

ByteOnBikes,

I can’t find that one story where a guy was having a lot of fun being kidnapped. They roleplayed for like an hour.

skooma_king,

Might have been Reksmore. They added handcuffs and a headbag recently. For wholesome adventures, of course.

Vidu, do zapytajszmer w Poszukiwany mem o Black Lives Matter i trollach
dj1936,
!deleted2556 avatar

Tak! Trochę przekręciłem, ale zajebiście; dzięki

Dobrze przetłumaczone?

czarnych ma znaczenie życie ma znaczenie

raka piersi nowotwory mają znaczenie

znaczy nie słowo ma znaczenie

wieloryby ssaki są ważne *

  • SZCZEGÓLNIE JA
Vidu,

Dobrze ;)

pfm,

Haha, świetna robota! Masz jakąś dokumentację memów i komiksów? 🤭

Vidu,

Archiwum w piwnicy, drukowane oczywiście jakby prąd się skończył :D Ten mem akurat znałem.

Tedesche, do games w What game surprised you with their length?

Xenogears. 80-hour game, and that’s without grinding for everything. And, it probably would have been close to twice as long if they’d been funded enough to complete it. As it was released, the second disc began with a 2-hour cutscene with a save point in the middle, which essentially summed up most of the second half of the story. Amazing game. Like playing through an entire mecha manga.

Maggoty, do games w What game surprised you with their length?

Ghosts of Tsushima.

AustralianSimon,
@AustralianSimon@lemmy.world avatar

The several Acts was a nice touch

Baggie, do games w What game surprised you with their length?

New factorio dlc felt comically long, and yet I’m having to force myself not to make a new save.

toddestan,

I’ve been wanting to play that. Considering it already takes me something like 30-40 hours to launch a rocket in base game, I’m anticipating that getting through the DLC is going to keep me busy a while.

aesthelete, do games w Is it time to start a campaign against kernel-level anticheat?

Yes

AceFuzzLord, do gaming w Weekly “What are you playing” Thread || Week of December 15th

Just got Legend of Spyro: Dawn of The Dragon working on RPCS3 last night on steam deck. Absolutely love that trilogy, even if I did play the games in reverse order. Only problem is how I cannot properly save and need to save state any time I wanna save. Hope I can reload those save states easily from the steam game mode thing.

Other than that, played through a short Christmas themed side story VN for Brok the Investigator called “Natal Tail” last night. Short, simple, expanded a little bit of world lore, and was in general a fun enough experience. Didn’t have voice acting, but it was more than okay without it.

subignition, do gaming w Is there any (single player playable) game with $10 which has made you point any go "haha" or given you an equivalent feeling because it was that enjoyable for every moment you played it?
@subignition@piefed.social avatar

Vampire Survivors is $5, and I got like 90 hours out of it without buying any DLC.

Grimpen,

One of the first ones I thought of as well. Lots of indie games that are lots of fun that I’ve gotten for less than $10. I’ll add Stardew Valley and Slay the Spire, but they might be more than $10.

muhyb, do gaming w Weekly “What are you playing” Thread || Week of December 15th

Currently playing Mass Effect Legendary Edition. Forgot how addictive this game can be.

TachyonTele,

The change in game play from 1 to 2 is extremely jarring, imo. It’s been hard for me to get through the second game.

muhyb,

That’s true, especially when playing 2 right after 1. Though it’s a good change.

v4ld1z,

It’s different but it’s a change for the better I feel like. ME1 felt janky in comparison. ME2’s combat is the best in the series, imo

surph_ninja, do games w Is it time to start a campaign against kernel-level anticheat?

Now it’s built in DRM on Windows 11. And it’s already breaking games.

techspot.com/…/105709-windows-11-24h2-update-brea…

hisao, do gaming w Is there any (single player playable) game with $10 which has made you point any go "haha" or given you an equivalent feeling because it was that enjoyable for every moment you played it?

To go the 100% enjoyable route, I need to know more things which naturally put people in this state. I do such things by experiencing them myself, and once they get there I know this is something which would fit in such a work.

Regarding this point, I think one of the most safe and efficient tricks to do this is to keep introducing novelty. If you have a game that has a fairly limited number of distinctive unique things that are introduced quickly and afterwards are simply repeated in different combinations it will less likely have such effect. For example a sandbox that introduces everything in 10h and then 90h you just play around with it will probably not have this effect, it can even become a chore. But a story-driven game which constantly introduces novelty on plot level but also sometimes introduces some new mechanics and content, have big chances to have this effect. In reality it’s more complicated, and there are many dimensions to this like challenge/frustration for example. There are games that use frustration as a tool to some extent to make winning certain fights feel exceptionally rewarding (soulslikes is the most popular example). But if you make it too challenging/frustrating there is a risk that player gives up and leaves in state of frustration which makes it a big failure. This particular thing is high-risk/reward type stuff.

rtc,

I like this detailed answer. Firstly frustration and risk/reward is the opposite of what I’m looking for, the nature is a bit different from what I’m looking to experience. The things I need are not achievement but completeness of concept. To that end even relatively tough action games with the quality of life features to reduce frustration might fit the requirement, as long as the gameplay concepts are “fully thought out”—not only is enough thought given to what you’ve put in, but the nature of each addition and how it relates to the persons playing them, what it makes them feel… along with the relation with other mechanics to make sure how they go together. Games which use frustration also use this to some extent—but frustration is the opposite of what I’m looking into. The stuff I work it makes the user feel as comfortable as possible—with thought put in to remove all frustration, while simultaneously delivering depth of concept. These two are not incompatible, but requires a lot of thought and effort to deliver. Eventually it goes into the psychological of what people like, why people like them, and what specific feeling causes you to like such a thing. Eventually you go into questions like is such a thing natural—is it something people will like without having a particular mindset, political stance, education… or will it only be enjoyable with any or some of these things and are looking for aligned art.

Then, after understanding these, it comes to making something that anyone can enjoy, as long as they’re not coming into it expecting affirmation for the things they believe in. That latter part is up to the user and it is not up to the maker to determine whether a person should like it or not—the emphasis of the maker is on not messing up the process itself, and then to let people react naturally to your work. Of course, the world has an element of malice for the sake of it, but dealing with it in an adequate manner and not be aggressive in general, especially against people who merely want to use your work and know more about it, is important. That is a place many modern makers are failing in. But that is not related to the process of making something itself.

The most important element in this process is making something which isn’t malicious—cause harm to anyone for any sort of gain, even to affirm your own thoughts—while, at the same time, pushing the levels of depth in your work till it reaches a natural state of full enjoyment. This is part of the learning process which must be completed before work is started on anything. This last part is what I’m finishing up on. At the moment, usually the deeper you go into art, the more you see things which are inclined with enjoying instances of cruelty—or so it seems many times, but it is not always the case. Understanding to the end the reasons of many things, the things I’m trying to experience, is key to delivering an even deeper work which is not embarrassed of anything, but does not take pleasure in cruelty. The reason for this is not to attract mainstream crowds—which is always going to be hit or miss—but to ensure anyone… mainstream, those who aren’t what is called ‘normal’ (I personally fit into the latter) enjoy the work completely while not feeling the slightest bit unpleasant. The showing of villainy can still be delivered while doing so, by placing importance on structure—whether you show the cruelty for most of the time, and show its resolution for a short amount… or whether you describe what the situation is and then allocate a lot of time to the detailed described resolution of a problem and how it affects the people around.

All these things are, again, to be learnt before starting anything. Understanding the things that people enjoy is most important when structuring your work well—even when you already have made a fully developed idea for a story. These are the things I’m focusing on. I cannot really explain it in detail other than saying pride and achievement are on the opposite side of these things and, as elements, do not really go into the work I want to do. I’m intimately aware of the natures of pride and achievement—mostly the negative aspect, which I’m not going to get into here because I do not consider it my problem to worry how people think, and these explanations are likely to cause debate, no matter how well intentioned either or both sides are. On the other hand, my understanding in the basic nature of enjoyment of a bit limited, and that is what I’m trying to implement when I start my work so I’m trying to change my limited understanding at the moment. Such a thing is possible by experiencing oneself—from any place, such as books, movies, games, people taking action… from anywhere.

Ashtear, do games w What game surprised you with their length?

Biggest surprise for length was Dragon Quest VII, the PSX version. Started playing it close to release, dropped it several times and finally finished it years later.

I’d played multiple games in the series before and I think the longest one topped out at 40 hours, so I really was not expecting a 100+ hour marathon like that was (although the very, very long prologue should probably have served as a warning).

Akuji,
@Akuji@leminal.space avatar

In most JRPGs of the time, at the 30 hours mark you do your endgame sidequests, collect ultimate weapons and whatnot. In DQ7, you unlock the job system 🙃

iconic_admin, do games w What game surprised you with their length?

I remember being surprised by Lufia 2 rise of the sinistrals. It was my first RPG other than a Zelda type game as a kid.

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