KrokanteBamischijf

@KrokanteBamischijf@feddit.nl

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

KrokanteBamischijf,

Just to be clear, Monster Hunter is 60% boss rush, 30% resource management and 10% gear progression.

Compared to Souls gameplay, Monster Hunter is more grindy and mission-based and you’re always pointed at the next big thing. Beat a monster, collect materials, craft weapons and armour, repeat ad nauseam. And do everything all over again when you hit High Rank.

Don’t go into Monster Hunter expecting a Souls game, it’s a different experience.

That said, I absolutely love the Monster Hunter series and have probably sunk over 800 hours into different entries combined. Definitely give them a go! And if you do, keep in mind that the newer games have some handholding QoL features not found in older games, so keep that in mind when you decide in which order you might want to experience the games.

KrokanteBamischijf,

Wow, this is awesome! Definitely going to consider supporting this, looks like a lot of fun for just moving around.

As a long time RuneScape player, this is exactly the kind of stuff I want to see more of.

Are you in contact with Jagex at all? They have a history of actually supporting “community projects”, best possible analogy to this being Melvor Idle, which is officially recognised and published by Jagex. And they’re also known for supporting mental and physical health causes. Seems like the perfect game to form some kind of partnership on.

KrokanteBamischijf,

Having carried over an account from the original RS2 back in the day all the way over to modern RS3, getting multiple 99’s, and now currently exploring all that OSRS has to offer, I bet I’m one of those crazy enough to grind out all the things in real life too.

I still consider properly implemented progression systems (where you’re always working towards the next thing) one of the more enjoyable and rewarding game mechanics. And I find there are too few games out there that actually implement them correctly. Most prominent examples I can think of are RuneScape and Terraria. There is just something about progressing through the tiers and experiencing all the different shinies that come with them.

But you probably know this, otherwise you wouldn’t be working on this app. :P

KrokanteBamischijf,

Yep, though I feel it is mostly nostalgia.

The game has devolved to a point where only tryhards and boosters (or people paying for boosts) are having any fun. The rest of us having to wade through the toxic waste they leave behind. The game feels like middle management having control of all the resources and if you’re in a lower position you get screwed over.

Ahead of the Curve achievements, gear scores, raider.io, simulationcraft, DBM, perpetually unbalanced classes and specs and mechanics interviews over Discord have ruined the game to a point where I no longer feel I can play the way I want to. Rushing to the point where you’re ready to raid and then spend hours reading strategy guides, configuring DBM, applying to groups, is not a fun way to experience end game content while basically skipping all the storylines, and everything that makes the world feel like an actual world.

And most of it is just symptoms, it used to be that bosses had relatively simple mechanics and raids were there to experience crucial battles in the story. People used to just get a group together and try defeating a raid, not too worried about failure. Nowadays people are obsessed with managing away risks of failure.

Being kicked from a group halfway through because your spec has slightly lower DPS for the specific encounter while topping the damage done charts in others is the kind of bullshit that I won’t deal with anymore.

Actually engaging with the end game content feels like applying for an entry level position where they require 10 years of previous experience to even qualify.

KrokanteBamischijf,

For this to become a serious issue a couple of conditions need to be met:

  • there has to be enough second hand supply to meet demand and keep prices low.
  • …which means lots of people need to circulate their games.
  • …which means they didn’t like your game enough to want to keep it in their collection for replayability
  • …which means you made an unremarkable game

Now, given the fact that I have full confidence in your ability to create something worthwhile (because you would do so from passion), this cycle will likely be broken at some point.

There’s also the other option where people will circulate their second hand games with the knowledge they’ll be able to buy back another copy somewhere down the road.

But yes, you’re right that this will bring a new factor to the gaming industry that everyone has to take into account. Keep in mind that your financial security in the indie gaming sector is fully dependant on wether you develop something worthwhile. You are in no way entitled to be able to make a living from publishing games regardless of their quality. Which is the beauty of the indie games segment: the more love and care you put into your game, the bigger the chances are that it’ll be a success.

KrokanteBamischijf,

Which is absolutely a must if you have a huge library across multiple platforms. How else will I find out if that indie gem in the latest Humble Bundle is already in the library somewhere?

Joking aside, Playnite is especially awesome if you like admiring a collection in gallery view. The “sorting title” feature is exactly what we need in a day and age where publishers don’t give a fuck about proper naming schemes.

They be like:

  • Game
  • Game II - Electric Boogaloo
  • Game 3: Definition of Insanity
  • Game™, the Return of Shenanigans
  • Game V; "Definitely the Last One"™

I just want my collection displayed in the proper order, stop that shit!

KrokanteBamischijf,

Ah yes, DOOM… Which is not DOOM IV, because that was a separate project that has been cancelled.

[sad demonic noises]

GTA 6’s Publisher Says Video Games Should Theoretically Be Priced At Dollars Per Hour (www.forbes.com) angielski

While Take-Two is riding high on their announcement that a GTA 6 trailer is coming, its CEO has some…interesting ideas on how much video games could cost, part of a contingent of executives that believe games are underpriced, given their cost, length or some combination of the two.

KrokanteBamischijf,

This only works if you spin this with a product leadership strategy:

Shovelware games that don’t offer a solid chunk of hours or any kind of replayability should be priced lower, and proper games should be priced normally.

The thing is, this is not at all how pricing works if you’re building a business model. Prices are always heavily influenced by what the consumer is willing to pay, or in this case what they’ve been used to for years. For as long as I can remember “full price” has always been $50 or $60.

Special editions with marginal bonus content, $10 price increases on the base game and shitty DLC (horse armor comes to mind) are all examples of corporate shit tests, designed to see how far they can take it.

History has proven though, that changing consumer expectations is among the more difficult things to do in a market where alternatives are rampant. Though the whole franchise loyalty thing kinda ruins that, but I’ll be damned if I have to pay $200 for a game. That will promt me to just play something else instead.

KrokanteBamischijf,

Which is exactly why my first sentence explicitly states “product leadership”.

I agree, we don’t need any more games that prolong a shitty experience just to use collective playtime as a metric of success.

The correct metric could be play time AND experience rating: If I manage to put 300 hours into a game, none of it feels repetitive and I’m still having fun I’d be willing to spend more than if I get a couple hours of amazing gameplay and a giant “collect all these flags” middle finger for 100% completion.

Ultimately we need publishers to stop their short-term value strategies and start investing in long-term value from reputation, popular IPs and games that will be remembered.

KrokanteBamischijf,

I’ve identified good progression systems as the main thing I like about games with crafting. You make something which enables you to get the next best thing, repeat.

Notable examples are Terraria, (modded) Minecraft to some degree, Runescape (no bias towards OSRS or RS3), Monster Hunter series, various MMO’s, Subnautica, ARK and Forager.

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