meant2live218

@meant2live218@lemmy.world

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

Stories and Mechanics around punishing over-aggression angielski

For game designers, encouraging aggression is often a good thing. Too many players of StarCraft or even regular combat games end up “turtling”, dropping initiative wherever possible to make their games slow and boring while playing as safe as possible....

meant2live218,

Aggression should be part of a game, but shouldn’t be the only way to play it. Obviously, when a game is optimized, it may be the best way to play (Monster Hunter and HAME speedruns come to mind), but a lot of great games try to design so that different archetypes can coexist and play off one another.

Street Fighter 6 encourages aggression. The Drive Meter system makes it so that turtling and blocking forever will end with you in blowout, taking chip damage and having worse frame disadvantage, as well as removing your ability to use Drive moves and opening you up for stuns. However, also hidden within the Drive System are some of the tools to deter mindless aggression. Drive Impacts are big moves with armor that lead into a full combo, so if you can read a braindead attack sequence, you can Drive Impact to absorb a hit, smack them, and then combo them for 35% of their life total. There are also parries, which can refill your drive meter.

Magic: The Gathering has tried to balance the various archetypes (Aggro, Midrange, Control, and Combo) so that every format should have at least 1 competitively viable deck in each meta archetype. Typically, Aggro will be too fast for a Control deck to stabilize and kill them before they can get their engine set up. But Midrange will trade just efficiently enough (with good 2-for-1 removal or creatures) to stop the aggression, and then start plopping out creatures that Aggro will have difficulty overcoming. And Combo often has nothing to fear from Aggro, since Aggro oftentimes can’t interact with the game-winning combo pieces. And because of this system, Aggro decks have to have sideboard plans ready for whatever meta they expect at an event or tournament. Removal or protection to get over or under Midrange, and faster speed or other types of interaction to take down or disrupt Combo. Magic’s systems (Mana/lands, instant speed removal, and even the variance that comes from being a card game) don’t punish aggro directly, but they make sure that there are usually answers out there.

meant2live218,

Bought it, gonna give it a shot tonight. I remember hearing about this while on a bus to class maybe 7 years ago, and even though I wasn’t a Spelunky guy, I wanted this thing immediately. Derek Yu seems to have a pretty good handle on how to make a compelling game, so I’m looking forward to seeing this collaborative project.

meant2live218,

To the Moon is an awesome little narrative. One of the games that reminded me that there’s room to feel feelings in games. And the main theme song (I think performed by Laura Shigihara?) is one of my favorite pieces of music to come from a game.

meant2live218,

This game gave me my first real experience of melancholy. A sort of bittersweet sadness, born of what was and what could have been.

It genuinely upsets me that Valve spent their time and resources on another Dota variation angielski

Like for many other people, Valve single player experiences were one of my favorite of all time growing up. I considered both Half-Life and Portal to be masterpieces. It’s true they’ve always been distracted with multiplayer games as well, things like Counter-Strike or Team Fortress and I did play them for sure, because I...

meant2live218,

Back in the golden days of community servers, it sure as heck didn’t.

meant2live218,

It still exists, but a lot of communities shut down after official matchmaking was implemented.

meant2live218,

Embracer doesn’t really make a game good or bad. The harm they’ve brought to the industry has more to do with their acquisition of studios and then closing them down after realizing they’ve overextended themselves. In the early days, they were looked at as a potential boon to the industry, offering pay stability for studios with their size, but obviously they made some poor choices and have done irreparable damage to many developers’ lives.

meant2live218,

I mean, GW2 (by Arenanet, owned by NCSoft) has had a lesbian couple since the first Living World season, and had a non-binary character in the 3rd expansion. They have inclusivity in a way that doesn’t feel hamfisted or marketed; it’s just in there because they feel like their world should have all sorts of people.

meant2live218,

I have a Steam Deck and love it… But part of me really likes the idea of the Pocket (not necessarily the aluminum one). It’s rough, cuz I’ve never gotten into FPGA stuff before, and this run is going to be a one-time thing. I guess I’ll hold off until the regular plastic ones are available again?

meant2live218,

Specifically the form factor. I have a lot of nostalgia for the GBC and SP, and the smaller size means it’s much easier to carry and whip out while traveling. Currently, my Steam Deck is used for when I’m on a long (6+ hours) flight or when I’m staying somewhere for a weekend. I don’t feel great about bringing it out while taking a bus or train, and it’s a bit much to bring out while sitting at an airport gate for 45 minutes.

That being said, I would hate to split all my saves and progress between the two systems, so maybe I’ll just remain on the Deck.

meant2live218,

I’m a shorter dude (5’8"), so while I’m in love with my Steam Deck, it’s definitely a little much for me sometimes. Heavy to hold up, and I carry it in the OEM case. That being said, I’m a HUGE fan of the new case and basically only use the inner case, leaving the outer shell at home.

meant2live218,

When they came out with the OLED (and the special edition) instead of giving the regular shell, it was 2 shells. 1 thinner one that’s a bit thicker than the deck, and then the big one with a handle and the elastic covering a space to carry the charger. The small one actually velcros into the big case.

meant2live218,

Oh, weird. I have the limited edition one, is that the difference maybe?

Check to see if your case seems extra big, and if the inner lining can be lifted and removed from the black case.

meant2live218,

RIP my impulsivity and FOMO. Ordered a black one. Though I may have an out, since my credit card company flagged it as fraud and said they cancelled the transaction.

meant2live218,

They’re just fun little nods to PlayStation’s history. Previous AstroBot games have been fun little 3D platformers, with little tidbits that pay tribute to the PlayStation and its various controllers and accessories and even major series.

This is just saying that there are going to be a ton of references, hinting at the scope and budget of the game.

meant2live218,

I’m glad it’s doing well! I’ve never been able to wrap my head around 3D fighters; does anyone have any specific tips for a primarily SF player to adapt to Tekken? I tried 7 and just never got far.

meant2live218,

You realize that AAA is used to refer to the budget, scale, and expectations of the game, right? And that it’s more of a reboot than a remake, meaning it’s probably not going to be an arcade style game. They’re talking about their aims for the game, and trying to justify charging $60-70 for it beforehand.

meant2live218,

RGG Studio has been stellar, but yeah, I haven’t really played much else from Sega lately.

meant2live218,

Great game, would highly recommend it to anyone who has fond feelings for JRPGs.

God of War Creator Is Unhappy With New Games and Kratos' Story (comicbook.com) angielski

Despite being nominated for numerous awards and even winning Game of the Year in 2018, the creator of God of War, David Jaffe, is not a huge fan of the new direction the series has gone in. Jaffe himself hasn't worked on these new God of War games, but thinks that they're not staying true to the spirit of the character and the...

meant2live218,

I understand Jaffe not being happy that the games are going in a different direction than he imagined, but he’s also the guy who thought Drawn to Death needed to be made.

meant2live218,

I heard Chris mention this when GiantBomb had him on their podcast a week or two ago. It seems like a wild time.

meant2live218,

If you play on a separate account specifically to play in a different skill range, then that would be smurfing. But if you play through the calibration games on that account to your best ability, then it should place you roughly where your other account would be within a handful of games.

In its first week, Immortals of Aveum had a peak count of just 751 players on Steam. (steamdb.info) angielski

After 5 years in development and heavily pushing Unreal Engine 5 technologies, Immortals of Aveum was met with a whopping 751 player peak. For reference, Forspoken was considered a flop but still had over 12,000 players peak total. This may be the biggest flop of the year.

meant2live218,

I didn’t know this existed until I saw the Nextlander guys playing it, and even then I didn’t catch the name of the game.

Zero marketing means that unless the game is absolutely amazing, there will be no word of mouth and no buzz, leading to no one noticing the game at all.

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