Everything should be controllable. Give me all the options. Every graphical feature, every UI element, even gameplay mechanics. If it is as simple as adjusting a number or selecting something from a table, give me the option to control it myself.
I put 200hrs into that game many years ago. Had a good time for a while, but it was one of those games where eventually a switch clicked in my brain and I felt like I was wasting my life away playing it. So I just stopped.
The last time I got interested in it again, I saw that the devs had basically abandoned it, or were relying on modders to do all the work to maintain it or something along those lines. I am glad to see people are keeping it alive and making it something more.
Have you played other visual novels? Spending some time in those may help you recognize the tropes of the genre, and then when you see them in DDLC, you’ll know what not to expect since that game is specifically subverting expectations.
As other people have said though, DDLC is very intentionally somewhat upsetting, and there’s nothing wrong with looking up a short synopsis to understand what to expect before deciding for yourself.
Not quite a setting, but every game should be required to tell you how long ago the last save was when you quit the game. I absolutely don’t understand why it’s only a tiny minority of games that does this, it is such an obvious thing to do
Well yes and no. Stellar Blade for example. When you click exit to desktop it pops up the usual unsaved data will be lost stuff but also has a timer below it showing when the last save was made
I’m thinking specifically when you exit the game, and it says “Are you sure? All progress since you last saved will be lost”, it should just have an additional “(last saved 2 minutes ago)” line in there. I think the recent Spiderman games did that, iirc
Now that’s a game I haven’t thought about in a while. I backed the game in 2013 and played it for 100+ hours in beta, but dropped it shortly after 1.0 because I didn’t like many of the fundamental changes they introduced. Last played September 2016 apparently. How is the game these days? Maybe I’ll join and give it another try.
I just wrote some detail on this into another reply here, but suffice it to say that the game with mods these days is nothing like the original game.
Out of the hundreds of games I’ve played, I’ve never seen a community put so much effort into modding a game. It’s turned a game that held my groups attention for 2-3 weeks into a half a year endeavor.
I’ll tell you, the original game is just okay. It’s kind of fun, but it never really drew me in… The big wildcard here is the mod scene. Mods like Frackin’ Universe (which we are running) turn a game that holds most people’s attention for a few hours into a game that’s highly addictive, which tends to span for months on end.
Our last season was expected to run for a few weeks (that’s how long we lasted with the non-modded server). Instead, it ran something like 4-5 months. And most of us put hundreds of hours into it.
So, if you check it out, be sure to check out mods like Frackin’ Universe along with the core game. I don’t think it’s inaccurate to say that Frackin alone adds many times more content than the original game serves up.
It’s the perfect game for Lemmy in that respect. It’s all about free contributions (mods) from the community. They basically saw potential in a base game, and decided to create hundreds of hours of content for the entire community to enjoy. Very inspiring stuff in a somewhat darkening time in human history.
Oh, and the game is only $5-6 if you get a cd key! Be careful when using these services, but I’ve yet to be ripped off after buying dozens of games this way.
Fair enough! I put the cdkey information out there for those that can’t afford the full $15 price tag. It’s been a hard year for a lot of people, so I always try to be sensitive to that. I think I paid $10 back in the beta myself.
weren’t chucklefish the ones that strangled this game in the first place?
now take thus with a big chunk of salt, I do not remember at all if this is any true but feel like I read it somewhere
Hopefully this doesn’t count as excessive self-promotion. This is actually largely a very single-player oriented game, and as such we don’t need additional players to enjoy it by any means… this said, I thought it would be really neat to connect with other Lemmy folks and bond over Starbound!
Our group primarily uses Discord to communicate (I know, it’s a terrible platform, but it’s really hard to replace when you’re trying to keep gamers connected to one another). It’s a very active discord - we chat every single day with one another in it. It’s been a hot minute since we’ve advertised a new server, what with the country and the world being so chaotic and negative lately… but I believe distractions like Starbound can be really important!
I hope a few folks check us out. It’s a great group of people, and we enjoy some really fun games together on a regular basis.
Got a list of the mods used or does the client automatically download the required mods when connecting? Like others here I dropped it shortly after the 1.0 release and finishing the game rather quickly.
One thing I recommend for horror games is to play with a friend (i.e. in the same room). You can even figure out a way to do old-school controller-swapping (for a VN, maybe each chapter, or after a fixed time interval e.g. every 10 minutes). My partner is a huge horror buff, but also has a hard time with the longer periods of stress that horror games impart vs movies, so we play games this way.
I just mash mod key + backspace on hyprland to kill it haha. Bye mfer!
But also sometimes lately hyprland hasn’t been playing as nice with steam games and my mouse doesn’t interact with the game. The fix I found is to fling the steam client over to the other monitor. Works I guess. Linux problems lol.
Relatedly, I’ve noticed ports of console games, particularly by Japanese devs, and especially Sqeenix, not actually having an option to quit to desktop. Sometimes hitting Esc will pop a plain system theme window with an option to close the program, but I’ve seen ones that didn’t even have that and had to be killed externally. It’s not as bad as it used to be, but even exiting DragonQuest 11 is a pain.
This is also hella common in a lot of online or multiplayer live service games recently. Forces you to alt-F4 if on PC. Especially bad with Sony’s playstation ports; they treat it like you’re on the PS5 and can just switch games to automatically close the running one.
I just want to let you know that when I was director of production at a multimedia studio, one of the rules in my ux design “bible” was that an interface must never present an “are you sure” prompt to a Quit action. Yes there were fights over it.
Historically, it was conventional to have a “you have unsaved work” in a typical GUI application if you chose to quit, since otherwise, quit was a destructive action without confirmation.
Unless video games save on exit, you typically always have “unsaved work” in a video game, so I sort of understand where many video game devs are coming from if they’re trying to implement analogous behavior.
There’s a roguelike I play, which combats save-scumming by only giving one save slot per character. And so the only reason to save the game, is when you’re done playing. So, you hit Ctrl+S to save, and it instantly quits as well. 🙃
Which is interesting, because at least for me, the main reason I try to save often like that is because of games like bethesda games or other games that don’t autosave and will crash, losing you HUGE amounts of progress.
Ah yeah, it does auto-save regularly, too. But I don’t think, I’ve ever seen it crash without me doing some out-of-game fuckery. 🙃
Well, and of course, losing progress is baked into the gameplay of a roguelike, so whether your savegame corrupts or you die yet another stupid death, you just start another run and you’re right back into the action.
I’m so glad my mobo died last year so I got new one with new DDR5 ram before this happened. It’s like a good example for bad things not always being so bad after all.
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