Katana314

@Katana314@lemmy.world

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

Katana314,

Yeah, I distinctly remember rage-quitting Heat Signature. There’s an indie fascination with putting deeper, more complicated consequences on failure that just does NOT work out when players are still trying to understand how the game even works.

Katana314,

I mean, besides FFXIV’s famous layout, I think it’s not so unreasonable to attach a keyboard to a console for things like chat or the game interface. A few Xbox games even do just that.

Of course, no game can require a keyboard plugged in to play. But given the age of Guitar Hero attachments, a few extras make sense.

Day 34 of posting a Daily Screenshot from the games I’ve been playing until I forget to post Screenshots (lemmy.world) angielski

It’s L.A. Noire (again). I thought 100% would be easy business, just grab the cars i’m missing, wrap up the street crimes. I’d be finished by noon today and could finally figure out what New Vegas’s issue was or go back to Skyrim or Fallen Order. Nope, i completely forgot about the Star System. Anyways, here’s a...

Katana314,

About the game’s endingNever enjoyed this game’s ending being such a downer

I guess that may be at least partly a consequence of its development hell.

Katana314,

The investigation board didn’t really help me. Basically just said somewhere on this planet is a clue, so spend several loops trying to get into the locked areas. I also got tired of the janky physics and quit, even after successfully navigating the portal bramble place

Katana314,

The auto pilot literally steered me into the sun.

Katana314,

Whether or not it’s a failure, it’s a waste of time. Imagine if a relaxed open world game constantly interrupted you with cutscenes of your character falling over, slowly waking up, and trudging back to where they fell.

Katana314,

But there HAVE been other games based around time loops that manage to avoid that frustration, for instance by letting you manually restart the loop yourself in a quick way, or giving other starting points.

Famous examples include Majora’s Mask, The Sexy Brutale, and others. I understand Outer Wilds tries to hold the trappings of its story around the loop being more sci-fi than magic/fantasy in nature, but that’s still a goal of the writers to wrap the rules of the world around mechanics that are fun to play.

I can even think of many games that gave themselves minor plotholes and odd exceptions to the “world rules” just so that the player could get through it more conveniently.

Katana314,

I don’t know if I can agree - there’s enough friction just in being able to explore the world from workings like that, I don’t blame them for changing it. At best it can feel cheap. There’s still plenty of ways to apply vulnerability of the unseen.

Katana314,

I’m curious if it’s actually a different one. That’s the biblical “source” but I feel like there was a long gap before the indie scene picked up that theme in droves. I’m now unsure what it was that started that more modern trend.

Katana314,

I don’t think it’s just “being 3D”. Mario 64 put a lot of R&D into particulars of how jumping should work, the camera should work, and what the player’s goals should be. Quite a few games unintentionally copied them, while you could see some games not following their lead early in the 3D days that felt very janky to play. Tomb Raider could arguably be among them with the tank controls, though of course it has its own more niche appeal.

Katana314,

I remember an old BF1942 mod that had spawn selection; I don’t know exactly how far back the feature went, but it was around for a while before BF2.

Katana314,

The term I refer to is “hiding behind cover” singular - so when I hear “hiding behind covers” I think of the COG seeing locusts, getting scared, and wrapping themselves up in blankets. Lol

Katana314,

Goldeneye got it functional, but it was janky. Try playing 4p with the old N64 controllers and you’d sorta struggle to move and aim.

Halo updated the standard with something usable in modern games. I think a few games in that genre also set the expectation that weapons should have no aim penalty while strafing, since console players would use small strafing motions to do light aim correction.

Katana314,

I’ll admit: I play games that are sexualized in a cringey way. But I don’t want those themes aggravating people that just want a fun zombie apocalypse, forced to play as a hero that randomly reverts to a horndog at random times.

That said, saying it now I wonder about Snake’s personality in the MGS3 remake, since every bit of that game is classic…

Katana314,

Something that I think is a good criteria is whether an inclusion negatively affects the experience of someone who’s, let’s say, “normal”.

Ex: A female streamer plays Resident Evil 4, really enjoys the characters for Leon and Ashley. Then, Leon for some reason tries to peek under her skirt in a cutscene. Even if some people find it funny, it makes the streamer feel uncomfortable - both for a character she likes getting violated, and for making it clear “Even if you like fighting zombies, this game was made for horny BOYS. Not for YOU.”

Contrast that with players, in gameplay, spending time at a ladder with a sniper rifle to set up a curious angle. That requires specific player intention, and once it’s clear the player is involving themselves with that stupidity, it’s perhaps more appropriate to quickly lampshade it.

That said, I’m glad the remake had enough creativity it wasn’t invested in remaking tired jokes like that. You could say Lollipop Chainsaw is perhaps more ready to keep those elements given that the intention is clear from its cover art.

Katana314,

This really feels like a cop-out answer. I understand it’s the same feeling as when difficulty is too high for a game. But I think it’s different when someone has an opinion like “This game feels exactly like what I wanted!…Except for this one big issue.”

Sexualized scenes that make people really uncomfortable (or just un-immersed) can be one of those issues, and high difficulty can often put a barrier on content.

In this case, I genuinely cannot think of too many open-world zombie swarm evasion games that work quite like Dead Rising, complete with its arcadey aesthetics. Having that “one thing” can exclude some people from that exact type of game, even if that doesn’t affect many people. And for those seeking sexualized scenes - the same could be said. No one is outlawing them, just ensuring people get what they’re expecting.

And, to be clear since I brought up difficulty, Dark Souls has so little in the way of direct storytelling, people arguably wouldn’t find much interesting if the game had a story mode that skipped/trivialized gameplay. So in that case, the “one thing” isn’t really a barrier to much other than the credits.

Katana314,

So, to be clear: The idea of Leon doing that in a cutscene was theoretical. The only thing the first game had was an Easter egg triggered from looking at Ashley via low angle, which as described takes specific intentions to pull off.

Luis, a sleazy side character, does say something raunchy to her, and that was removed in the remake. It’s a little more fitting because he’s painted as untrustworthy and imperfect; but, I also realize with how many people like Ashley, it’s the sort of line that has no good response to let her be cool. In the original she just pouted “How rude!!”

Katana314,

It does feel like there’s a lot of writers out there that see a lot of “X” and aim to poke fun at how much “X” we see…but don’t realize that media is so pervasive that they’re aware of their own faults, and able to play around them.

A long time ago there was an attempt by a comedy show to make fun of comic books, by having The Joker tell jokes and make fun of Superman’s underwear-on-outside…not realizing he does exactly that in the comics.

Really, I think a lot of writers just need to go back to basics on recognizing what constitutes an original idea. It’s certainly not easy.

Katana314,

But given how hard it is to convince people to move off of that generation, “last” could start to have other meanings.

If you’re developing a chill, low-graphics indie game in Unity these days, there is still basically no reason to target the PS5.

Katana314,

The point being, you can target the PS4 for that though.

Katana314,

Sadly, even if I’m moralistically in favor, there is so much insane computer science logic (and proprietary mechanisms) behind the process of compilation, especially on certain embedded systems where this issue comes up, that I doubt that could ever be pushed into law.

Katana314,

FFXIV has headed in the opposite direction of your claim. They’ve recently been making a lot of changes to major story dungeons so that the experience relies as little as possible on online communities. Right now, playing requires a subscription. It’s more and more believable to see that requirement removed if the game was somehow dead and that ‘had’ to happen.

Katana314,

Very interesting; thanks for the link.

Katana314,

Others have mentioned existing efforts to form reproducible results. So, this might be irrelevant now; but I’m fairly sure if the mindset was “open source compilers are always better than extremely expensive ones”, the expensive ones wouldn’t have a reason to exist.

That could be an old mindset. (Of course, binaries made way back in that age are part of how we got in this mess)

Where do you find new games nowadays? (Both singleplayer + multiplayer) angielski

Hi all, I know this question has probably been posted on the internet millions of times, yet I would like to receive some Lemmy-oriented answers. :) What are your favorite places, websites, or creators for discovering new games in your favorite genres?

Katana314,

Just think of all the poor indie games filtered from my findings because of my “Exclude: Roguelike” filter.

Katana314,

Doesn’t Bloodborne use a pistol as a parry mechanic?

Katana314,

Given its open world nature, I would bet the difficulty of the game varies greatly depending on where someone randomly decides to explore.

And, any repeat attempts won’t reveal much because on a second go the player will have experience with systems that will keep them safe or at least better conditioned around their losses.

Katana314,

This once again tires back in with patience and recognizing which parts are hard by comparison.

“Time to try Elden Ring! Hm. This first area I’ve spent 20 minutes in is too hard. I’ll go somewhere else. Actually, this other area I spent half an hour in is also too hard. I’ll go somewhere else. Hmm…actually…”

Not to mention, understanding the stat systems enough to respec can be hard itself. And, summoning people to help you often means you’re not learning or engaging with the game mechanics yourself (or, getting slaughtered by invaders - patience again)

There’s genuine reasons why those things as a form of difficulty adaptation do not work well for everyone. People get an inconsistent and unreadable experience, and conclude simply “The game is too hard.” Often, that statement is made with incomplete information, but that’s what they’ve got from trying to learn it themselves. Obviously, if you look up walkthroughs it’s boringly easy and has no sense of discovery.

Katana314,

This was the reason I left. Don’t fire your flagships.

It’s one of those pieces of advice like “Don’t lie on the ground naked next to a fire ant colony” but I guess some people really are that stupid.

Katana314,

TANGO

Tango Tango Tango.

Confused? Search “Xbox Tango Gameworks”

Katana314,

The case I see is like this: Many publishers increasingly argue that they don’t have a strong monetization plan for big epic singleplayer games unless they have a dozen forms of microtransactions. For Sony, the monetization plan for God of War is the PlayStation 5 - and all of the residual purchases that come after someone owns one. 80% of those purchases will be of games that are on both Xbox and Playstation - but went to the latter because God of War and Spiderman are awesome. With that in mind, the teams making those games can sorta just aim for awards, not perfect profitability.

Katana314,

I feel this way about Back 4 Blood too. It got a taste of backlash for not living up to the hopes of Left 4 Dead players - but, it has plenty of its own enjoyable elements (Left 4 Dead doesn’t really let you run a “build” that “specializes” in one thing and accepts a set of weaknesses). The developers announced they were going to stop updating it - but that only means it doesn’t file into the category of junky “Live service” noncompetitive games, which to me is fine. People shouldn’t necessarily avoid it on sale, the servers are up and it’s still fun.

Katana314,

I like the reactiveness of RTS, but if they can somehow negate the need to be “FAST” about it, I’d enjoy it more. It’s the eternal struggle of, if pressing a button does a good thing, how do you avoid a meta that involves hitting 8 buttons a second.

Something that could have potential is putting an in-game “communications limit” that limits/punishes you for enacting too many Actions Per Minute, and encourages you to find ways to delegate broad tasks to your AI units. eg: “Please make a base at this spot, focused on building Archers”

Braid: Anniversary Edition "sold like dog s***", says creator Jonathan Blow (www.eurogamer.net) angielski

Finally, on 27th July, Blow noted the “whole industry is having a hard time” and then, when asked how many of his development team are working on the compiler for programming language Jai, Blow replied: “None, because we can’t afford to pay anyone because the sales are bad.”...

Katana314,

Unfortunately, I feel like only console developers that long ago released their games for arcane bi-flagonal deprucified CPUs get to put out expensive anniversary editions. Everyone who owns Steam copies can still run it just fine.

(Yes, those words are made up)

Do you prefer RPGs or FPS games? angielski

I’m Just curious about, do you prefer RPGs (Role-Playing Games) or FPS (First-Person Shooters)? Personally, I love getting lost in the story and character development of RPGs, but the fast-paced action of FPS games is hard to resist. What about you? Which one do you enjoy more and why? Let’s hear your thoughts!

Katana314,

I think RPGs are a lot better at telling a story, but many of them don’t have interesting stories to tell. It’s also admittedly hard to develop that hook. So, while my most memorable games are RPGs, I usually get drawn more to FPSs.

The one exception to this feel is Half-Life 2. Something about the lack of ceremony behind level transitions, lack of objective markers or excess UI, and being “in” the environment in which characters are trying to accomplish their goals helps it feel more immersive. Sadly, not many AAA games have aimed to have expressive faces during gameplay since then to help sell the visuals.

Katana314,

This same person will claim that Dead Rising, a series that’s had hot twin sisters battle you with katanas, is not sexualized.

Katana314,

I definitely play a few horny games, and don’t recommend them to anyone. In the other hand, I have actually skipped certain games, and hated some others, because they were trying to tell an engaging story and got hung up on cringey sexualization of their female leads.

As you said, it’s all up to consumer preference. It isn’t just watch-dogging and shaming of sexualization, it’s also that there’s a lot of people that find lazy sexualization to be disengaging and hardly unique. Plenty of the time getting the characters to look unique and interesting is also a challenge; and diversity often helps with that.

Katana314,

I’ve stopped using my Xbox entirely since Tango Gameworks was murdered.

Katana314,

But Infinite growth!! How do you affirm the ability for a new CEO to make tough decisions without going on insane hiring sprees to show growth, and then firing those same people to cut corners and also show growth!? The economy needs blood!

Oh wait, they’re not publically traded? I thought only corner shops were allowed to stay off the market.

Okay, end savage stock market mockery.

Katana314,

The funniest thing is, there are billionaires out there that agree tax laws are messed up and think they should be paying more taxes. For them it’s just a stressful hassle to work out which charities should take their money.

Katana314,

Supposedly the real-life SAS has had a very successful nonlethal career going many deployments without any shots fired. Their main way of operating is to flood a building with CS Gas and go in with masks - I don’t know if that makes for a good game though.

Katana314,

I’m still glad I paid for it when it was a good deal. It’s not like I was committed. The unsubscribe button is pretty easy, and I don’t need to play a lot of those singleplayer games anymore.

Katana314,

I honestly thought the ads for the new Zelda looked kinda cool, but I’m sworn off them now because of what they did to Garry’s Mod.

Katana314,

I can’t claim I’ve never been part of a live service trend. I played a lot of Dead by Daylight (probably still will, just feeling it’s in a downturn) and bought into cosmetics and new characters - likely for a decent amount of money over time.

Honestly, once a dev has a formula that’s successful, it does make sense to just slowly iterate on the formula, give it out for free, and sell cosmetics, instead of trying to find a reason to write 8 new levels/characters and call it a “sequel”. But I can also admit most games have applied at least a few scummy practices to get that in place, and it victimizes a lot of players.

I will also remind people not every single DLC item is scummy. It’s worth evaluating each for yourself, as well as using basic consideration to ignore the ones you don’t want (and don’t complain about them if the game never visibly advertised them to you). For instance, Witcher 3’s extra story content would technically count as DLC - and most say it’s worth it.

Devs should not be "forced to run on a treadmill until their mental or physical health breaks", says publisher of Manor Lords, citing how gamers seem to be trained to expect endless content work now (www.eurogamer.net) angielski

This really does not sound healthy. The game is released, for a certain amount of money. If people don’t like what they get for their money, they simply should not buy it....

Katana314,

I felt this way about Back 4 Blood. The game came out, it was genuinely fun and had a good amount of content, and they added DLC that expanded the game while also not ruining things for anyone who hasn’t installed it.

But there was an unending cry from gamers that it was getting “abandoned”. You can still gather 4 players, or fewer with bots, and have a good time. It’s a different appeal from Left 4 Dead with the card system, and that was fine to me.

Katana314,

Those are the companies that have contributed to the fast churn of creatives getting overworked and leaving the industry, leaving their projects to be driven entirely by excess man-hours and lack of innovation.

Katana314,

I honestly have a little of this same concern, so I got the PS5 version. I don’t think there’s much worth spying on in that device.

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