thanks_shakey_snake

@thanks_shakey_snake@lemmy.ca

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thanks_shakey_snake,

That looks really cool. It will help me live out my fantasy of having a handful of ants in my pocket that I can deploy at any moment.

thanks_shakey_snake,

What in the ChatGPT is this article? It’s like someone from LinkedinLunatics paid an aspiring content writer to write a vapid hype piece but insisted that it be about 6x too long.

Here are some highlights (although it was hard to figure out which sections were the cringiest):

This new studio represented more than just a business venture; it was the manifestation of Feng’s dream to create games that prioritized player experience over profit.

The team’s dedication to authenticity was unparalleled. They immersed themselves in Chinese mythology, reading the classical novel “Journey to the West” over 100 times. They visited countless cultural sites, drawing inspiration from ancient architecture, art, and landscapes.

The impact of Black Myth: Wukong extended far beyond sales figures. It became a cultural phenomenon, bridging the gap between Chinese mythology and global audiences. The game’s success inspired a new wave of developers to create games based on their own cultural mythologies and histories

Feng Ji: The Humble Visionary Despite the overwhelming success and adulation, Feng Ji remained characteristically humble. When asked about the game’s achievements, he responded with a touch of philosophy: "When you are at the peak of confidence, you are also staring at the valley of foolishness. This statement encapsulated Feng’s approach to game development and success. Rather than resting on his laurels, he immediately turned his attention to the future, focusing on expansion packs and maintaining the game’s quality

Jesus christ tone it down.

thanks_shakey_snake,

Yeah, it’s really strange. Talking about how it inspired a new generation of developers and stuff, like anyone had time to be inspired and start a game development career in the 3 weeks it’s been out, lol.

thanks_shakey_snake,

Let us not forget the revolutionary idea to-- now pay attention cause this is BIG-- to prioritize player experience! Can’t believe nobody has thought of that before.

thanks_shakey_snake,

Look, they only had $70m to work with, okay? You gotta make some compromises when you’re on such a shoestring budget.

thanks_shakey_snake,

“Why do you have all of these screenshots of this thong witch squeezing some NPC’s head with her thighs?”

Oh uh it was for a joke post I made just as a joke. I can probably just delete them now, I just forgot.

Well I wasn’t gonna post all 82 but I just wanted to make sure I got the best by which I mean funniest angles. For the joke, you see.

Any good games that break the mold angielski

It feels like new games are just more of the same, with no real meaning. However I recently started playing “Return of the Obra Dihn” and love open ended deduction in it. It feels like I’m actually figuring things out by myself without being handheld through it. Are there any other games that don’t coddle the player that...

thanks_shakey_snake,

The main thing to know about Inscryption is that you wanna know as little as possible about Inscryption before you play.

Also if Inscryption works for you, check out the other Daniel Mullins games. He’s got mould-breaking down to his own quirky idiosyncratic science.

thanks_shakey_snake,

Seems like a cool concept that they just didn’t execute super well.

Like having two behavioral simulations (cast simulation interacting with props you place, and audience simulation that reacts to where you place the camera’s attention) that you need to navigate sounds cool, and bound to lead to some interesting and funny emergent experiences… but it sounds like the implementation was just undercooked.

I’d probably still give it a try on sale or something but g o d d a m m i t does that Corporate Memphis art style rub me the wrong way. Lmk when the San Andreas texture mod drops though.

thanks_shakey_snake,

Friday was amazing, tonight was a bust (but just looking at stars on their own was pretty cool, so no regrets)… Fingers crossed for tomorrow and Monday!

thanks_shakey_snake,

The minigame is a spreadsheet on one monitor and a production planner on the other and it’s awesome 👌

thanks_shakey_snake,

I mean… The CEO was forced out after the disaster.

thanks_shakey_snake,

He was? I hadn’t heard anything like that-- Can you point me to some reading?

thanks_shakey_snake,

Perfect example. Handful of planets, each rich with hand-crafted purpose, space travel is big enough to feel epic, but small enough to not want to skip.

It nails the feeling of exploring a vast area of space, not by being realistic (it is not, by a long shot), but by just making certain experiences feel right.

thanks_shakey_snake,

For me, the criticism is more directed toward the PR and hype. There’s still lots to like about the game, it’s just frustrating how they spin it.

I’m glad you’re enjoying it!

thanks_shakey_snake,

That sounds pretty fun, actually!

thanks_shakey_snake,

That’s exactly it-- The game is what it is and will be alot of fun for many people. They’ll have nailed some stuff and missed the mark elsewhere…

But all the spinning shortcomings as design decisions is off-putting. Like if a restaurant is taking a long time to make my food, just say “it’ll be a few extra minutes…” Not “Actually the anticipation of waiting a little longer will enhance your enjoyment, so you’re welcome.”

thanks_shakey_snake,

Wasn’t Cyberpunk actually catastrophically bad at release, and then got fixed later?

thanks_shakey_snake,

“It’s almost like Tribes” are the four magic words to get me interested in any game.

thanks_shakey_snake,
thanks_shakey_snake,

[accidentally attracting Satisfactory fans intensifies]

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