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FurtiveFugitive, do games w Professor Layton and the New World of Steam Trailer

It’s going to be a little weird not playing on a touch screen but I’m ready for more layton adventures.

osprior,

Believe it or not, but the Switch has a touch screen.

SuperIce,

The games are required to be playable without a touchscreen though

hdgdlfiuebdtus,

They still can support Touchcontrols

SuperIce,

They can support touchscreens but need to be playable when docked.

SatyrSack,

Seriously? All games for Switch?

FurtiveFugitive,

It sure does but the odds of me using it are almost zero since I keep it docked and play on a big TV. Maybe Professor Layton will get me to pull it out but I imagine the puzzles will still be designed around the fact that a lot of people will not be using the touch screen. It’s going to affect the types of puzzles seen.

hohombe, do parlamentarna w Dariusz Wieczorek z Nowej Lewicy o podatku katastralnym w RMF FM

Wyrosło sobie nowe SLD. Razem przeżyło, dzięki temu parszywemu kompromisowi z takimi typami. Może rozkwitnie, dzięki odłączeniu się w pełni.

nudnyekscentryk, do parlamentarna w Dariusz Wieczorek z Nowej Lewicy o podatku katastralnym w RMF FM
@nudnyekscentryk@szmer.info avatar

Jak zwykle argument za głosowaniem na Razem a nie libków, fajnopolaków i wiośniarzy.

dj1936, do parlamentarna w Dariusz Wieczorek z Nowej Lewicy o podatku katastralnym w RMF FM
!deleted2556 avatar

Obejrzałem to. Nie polecam. Ten Wieczorek zachowuje się jak najebany wujek przy stole - taki miły, ze go wszyscy lubią, ale jednocześnie tępy.

dj1936, do parlamentarna w Dariusz Wieczorek z Nowej Lewicy o podatku katastralnym w RMF FM
!deleted2556 avatar

Pasożyt żyjący z pracy innych ludzi.

smeg, do gaming w I don't miss PS2-era level design.

I can understand invisible walls to stop you going off the map, or little “airlock” areas to hide a loading zone, but what is the point of this other than filler?

harcesz, do parlamentarna w Dariusz Wieczorek z Nowej Lewicy o podatku katastralnym w RMF FM
!deleted269 avatar

Nic tak nie mówi “Lewica” jak reprezentujący ją czynszojad.

nudnyekscentryk,
@nudnyekscentryk@szmer.info avatar

Gdula wyleciał, Wieczorek kolejny do odstrzału

PugJesus, do gaming w I don't miss PS2-era level design.
@PugJesus@kbin.social avatar

Ah, that brings me back!

ampersandrew, (edited ) do gaming w I don't miss PS2-era level design.
@ampersandrew@kbin.social avatar

It's worth remembering that the business model always affects the game design. 6th gen consoles were arguably the most "pure", since obtuse games with strategy guide and hint hotline revenue streams were just about dead thanks to free GameFAQs, and DLC had yet to be introduced. Still, their incentives were to cheaply make as much "value" as they could, which meant churning out levels so that they could put a higher number on the back of the box for how much content you got for your $50 (a little over $80 in today's money). They also knew there was a good chance people would rent the game and decide to buy it off of that experience, so the best content was typically front-loaded, and then you'd get a lot of padded levels in the later parts of the game. It was rare that I would finish games back then, because often times a game would start strong and then end up filling big rooms, that look a whole lot like earlier big rooms, with trash mobs repeating the same simple loop over and over.

BubsyFanboy, do parlamentarna w 7. Dzień Tygodnia w Radiu ZET. Zaprasza Andrzej Stankiewicz (edycja 26.11.2023)
@BubsyFanboy@szmer.info avatar

Goście:

Kamila Gasiuk-Pihowicz - Koalicja Obywatelska, Platforma Obywatelska
Jarosław Sellin - Zjednoczona Prawica, Prawo i Sprawiedliwość
Michał Kobosko - Trzecia Droga, Polska 2050
Małgorzata Paprocka - Kancelaria Prezydenta RP
Przemysław Wipler - Konfederacja, Nowa Nadzieja

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JebanuusPisusII,

Nikogo z Lewicy nie ma. Nie zaproszono, czy komuś coś wypadło?

BubsyFanboy,
@BubsyFanboy@szmer.info avatar

Chyba po prostu nie zaproszono.

WaterWaiver, do gaming w I don't miss PS2-era level design.

To be pedantic: gameplay design, not level design, but I guess the two overlap quite a bit anyway.

notfromhere,

Since you brought it up, what is the difference there? Do you mean gameplay design as in the whole game is this way or as in this scene is not a level? (No I didn’t watch OP’s video.)

H1jAcK,

Gameplay design is the design of how the game plays. Level design of the design of the levels. In this scenario, the problem is not being able to advance until the platforms are even, which is an issue of gameplay design.

WaterWaiver, (edited )

To add to this: “level design” typically covers things like the design of paths through the level (both physically and plot/objectives) and visibility of paths affecting player thinking and choices (ie making it clear to the player how to progress, not get lost). These are “big scale” things, not fine detail.

“Gameplay design” typically covers things like movement, interaction and item/skill progression mechanics. The are “small scale” (or for inventories & skill trees: “no physical scale”) things.

In practice the two terms do often overlap quite a bit, so you can argue basically anything to be in either category.

WaterWaiver, do gaming w I don't miss PS2-era level design.

That looks super frustrating :|

I just finished the last level of Perfect Dark (released in 2000 for N64). The hardest part was right at the end (boss fight with rockets being fired at you, one hit and you’re dead) and there are no checkpoints. I repeated this same level so many times and had to read a walkthrough in the end – it turns out I was stuck at a red herring.

Ganbat,

Damn, I don’t remember that part at all.

Omegamanthethird, do gaming w I don't miss PS2-era level design.

It’s not even a puzzle! It’s just waiting!

Hacksaw, do games w The Difficulty Paradox

I think an ideal game starts easy then ramps up the difficultly. At this point you gain abilities that make the game easier and make you feel more powerful. Then the difficulty increases again at the end for the final challenge portion, that way you as a player feel like your have to master your new found abilities.

Like going over a big hill then when you get to the valley on the other side you have to climb a mountain.

AlteredStateBlob, do games w The Difficulty Paradox
@AlteredStateBlob@kbin.social avatar

I really don't agree with: get stronger must also have world get more difficult. This is how you get scaling difficulty, where you never feel like you're going anywhere, because every upgrade is made pointless by enemies just becoming more dangerous in turn.

Bullethell rogue likes like vampire survivor are getting it pretty right in my opinion. Just have the chance to get ridiculously powerful, but take a bunch of tries. Then add in Hades way of not ending the story with your death and failure, the nemesis system which is sadly patented and you'd have a fairly ideal game where some things will inevitably kill you, but you will get better and the small stuff will only get you still, if you are not paying attention.

cottonmon,
@cottonmon@lemmy.world avatar

I agree with you actually. Bethesda level scaling is probably the worst example of what you’re talking about.

Carighan,
@Carighan@lemmy.world avatar

I really don’t agree with: get stronger must also have world get more difficult. This is how you get scaling difficulty, where you never feel like you’re going anywhere, because every upgrade is made pointless by enemies just becoming more dangerous in turn.

But in the other case - you get stronger but the world doesn’t get stronger around you, say you keep fighting the exact same lame enemies as in the beginning - then why even continue playing?

The greatest challenge was right at the start. Unless the later parts are exceedingly brief, just letting you bow out on a power rush, why have all those later parts that just end up being trivial?
Shouldn’t the former difficult enemies at least become the trash and new, tougher, enemies get introduced to uphold the difficulty as your new abilities and upgrades make the old ones trivial?

PDFuego,
@PDFuego@lemmy.world avatar

It depends on the type of game I guess. I like the way Final Fantasy 13 did it when you arrived on Gran Pulse. Everything was there from the start of the chapter, there were some enemies you could handle, some that were a challenge, some that were out of your weight class and some that would wipe your team without even noticing you were there. You had to pick your battles and know when to bail. Despite the problems that game had, you could at least feel yourself getting stronger while the world stayed roughly the same.

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