The Stanley Parable, although it couldn’t be further from High on Life in terms of its comedy. Personally I don’t love the game but it’s absolutely hilarious.
I tried the game and it really wasn’t a fun experience for me. It’s just an overpriced walking simulator with some not really funny dialog playing.
All I did was trying to find bugs because I wanted to uninstall after 30 mins, when I figured out it’s not just the start that is slow, it’s the entire “game”
Encumbrance is supposed to provide a type of challenge, and realism. Though how realistic is carrying more than like, one extra weapon really? Also, it is a weird thing to get hung up on for “realism’s” sake. The best possible argument for encumbrance is forcing players to make choices. In roguelikes for example, you very often only get to choose from a limited number of rewards. In that sense it’s really fun, but you cannot go back on your choice. With encumbrance, if you must, you can keep all your rewards, but it’s just very tedious to do so. So instead of forcing the choice and creating dynamic gameplay, most likely you’re just forcing the player to do some tedious shit. Roguelikes deal with the hording mentality much better than a traditional RPG.
Another thing to note about encumbrance, is that there’s just so much random garbage you can pick up in these games. Someone else mentioned that in real table top rpg, you’re not picking 100 wheels of cheese cuz they might come in handy later. I think it’s honestly just filler content, and doesn’t really add to the game aside from the fact that if you couldn’t pick up that wheel of cheese, you’d feel slightly cheated. I wouldn’t call it lazy game development, but I think “loot” as a gameplay element has a lot of evolving to do. It feels good to get loot, but so often it has to be padded out to feel like you’re actually getting anything. You have to receive it often enough. It has to give some benefit or it just feels like window dressing. That’s a fine line that very few games handle very well at all.
I think it would be interesting to be able to hire a merchant NPC to loot for you. You’d lose a bit of the value (say, half), but the merchant would reinvest those profits to carry better items, and they’d give you a discount.
You’d have an incentive to look through the loot to take what you want, as well as an incentive to ignore the stuff you don’t. That way you get the immersiveness of an encumbrance system, without most of the tedium.
Right, at the very least it’d add a gameplay element to the tedium. Or maybe your character refuses to pick up random shit unless they have the right abilities/training. Or like in skyrim where you can’t see the characteristics of certain plants you pick up until you’ve leveled up in a certain field enough, but instead of not showing the alchemical properties, the item itself isn’t fully detailed - like it’ll just look like a generic mushroom, or a generic sword/gun/etc. And a player with very high skills in certain areas would unlock different characteristics of that item.
The downside is with a realistic encumbrance system, you’d either:
A) Not be picking anything up, or:
B) Making so many milk runs your head will spin from the tedium of ferrying useless bullshit back and forth.
Being 70-80 hours into STARFIELD, there’s non-cheating ways to avoid the encumbrance penalty, such as the “Powered Assist” backpacks which lowers O2 / stamina consumption by 75% when overencumbered. You can also deposit your loot into your ship’s cargo bay and sell directly from it by pressing Q at any vendor.
In ITR/Into The Radius VR, a fully realistic military looter shooter survival horror like STALKER; I picked up and carried EVERYTHING, but through the use of an inane amount of utility items, such as a chest harness, backpack, lower back bags, leg bags, thigh bags, and so on. (My favorite thing to put in my belt bags was cake slices and energy drink cans, made for hilarious streaming content when you take a bite of cake in a dire situation)
I still spent like 20 real-life hours slogging knee deep through swamp to ferry back an entire inventory of artifacts worth 5K/ea.
So my takeaway is, people are gonna loot and hoard; if they do that, encourage it. If not, reward the player with more credits from missions and other things that don’t involve scraping and strip-mining every planet for every ounce of metal.
It depends on the kind of tabletop rpg. In old school ones you may have a cart and hireling to carry this stuff, so you would definitely take those cheese wheels to sell them or for food to your group that’s not so small anymore. Logistic was part of the game. But a part that’s easily lost depending on how you play.
Honestly, realism justifications for encumbrance outside of survival-type games where basic biological needs are the core gameplay loop have always been silly to me… but the latter one about wheels of cheese rings true.
To me the argument is “what does optimal play look like”? Without encumbrance, there’s no reason not to pick up every wheel of cheese, so optimal play is to pick up every wheel of cheese, which is tedious and dumb. But with encumbrance, every wheel of cheese becomes a tedious decision, and completionist-optimal play is to burn endless time ferrying stuff to the shops or storage or whatever. But as you said, making every wheel of cheese not something you can pick up breaks immersion.
So what’s the compromise that actually makes sense for the “wheel of cheese” problem? A realistic setting is cluttered with “slightly-useful” items. Don’t put so many “slightly-useful” items outside of settings with NPCs that will have realistic reactions to you stealing their stuff? But coding those realistic reactions (“uh, you’re The Savior, I guess you can steal all my food… a bit… okay that tears it call the guards!”) would be some more dev-work in these already-bloated projects.
But the problem still exists in hostile locales. A lived-in enemy camp is going to have store-rooms of “slightly useful” stuff. If the hero stops to raid the larder while massacring nameless Stormtroopers, is that a problem? I can see the immersion argument that “well, if you can, you probably should since you might need it and that breaks immersion” and therefore that justifies the encumbrance idea, but I also see Steph Sterling’s argument “this is just a game and I wanna!” And I have trouble defending realism in these games about butchering your way across the landscape without ever stopping to poop.
Do you mean Xbox Game Pass Ultimate? It can be streamed out of a browser or mobile app.
Why would they need a hardware device when your probably holding a device that supports cloud streaming and they can milk you for a subscription fee?
If you have a source on this, please share it - I have not found anything to corroborate that he is being replaced by AI, although the idea that this is happening is plausible and believable.
Astartes. I’m not a warhammer person at all but I’ve seen this short film about 5 times now. Just from an artistic standpoint it is super impressive. Highly recommended.
Wasn’t one of the main selling points for the EGS that there would be strict quality control so only “good games” would be on this store? And now it will be filled to the brim with the worst shovelware anyone has ever seen.
That is, if this will actually happen. I feel like Sweeney found a couple of seconds away from Epic’s lawyers and is talking out of his ass
I’ve been watching a friend play and absolutely noticed that the romance stuff is a lot slower. everyone wanted to jump my wizard bones about 18 hours in, though it’s very easy to just not flirt with them. Meanwhile she’s 28 hours in and Shadowheart (who was trying to get me in bed with her in the first 10 hours of my play through) still hasn’t propositioned her.
Guess I missed out because 90 hours in and shadowheart just recently propositioned me despite us having a relationship for the last 80 hours lol. But Gale… I back out of him showing me a magic trick cuz it got too flirty, and now he thinks we boned.
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