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Linux gamer, retired aviator, profanity enthusiast

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What are your favourite single-player games without much fluff, grinding or difficulty spikes? angielski

Hello, in the recent years I find myself willing to spend much less time and energy on games, but I do still enjoy them. Oftentimes I end up quitting a new game I tried out relatively early on, because I’m encountering some block, grind, non-optional boring side quest, empty open world, uninteresting clutter or details that I...

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Subnautica comes to mind. It’s a survival game with a heavy focus on exploring and a very structured story. Fluff text and the obligatory random documents and audio logs are mostly optional, though the game does have a mystery to solve so some of those you want to pay attention to. No real spikes in difficulty, it’s honestly an easy game.

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spoilerI’ve done entire runs of this game only salvaging water. No bladderfish, no coral + salt, no stillsuit, no water reclaimer. You can easily make it through to the endgame on the water you spawn with plus what you find in wrecks.

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This is about maintaining the compromise that is intellectual property law.

IP law has been so perverted that I see a lot of the takietarians around here wanting to abolish it completely. That’s not a good idea. The US constitution empowers Congress to make laws that for a limited time give creators exclusive rights to their creations. FOR A LIMITED TIME. That’s the key feature. I know this is an EU petition, I imagine they have a similar concept of IP. That it belongs to the creator for awhile, and then enters the public domain as the heritage of all mankind.

Do away with copyright protection entirely, and you kill a lot of people’s jobs. The rate at which things will be created will drastically decrease. Throughout the 1980s, how many decade defining or genre defining video games came out of the United States? The nation known for a video game industry crash that decade? How many came out of the UK? How many out of Japan? How many out of the Soviet Union?

Okay so let’s make copyright permanent! Well no, because then you get Disney, a collection of stuffed suits who have MBAs instead of souls holding as much western culture hostage as they can in perpetuity.

So, we compromise. You create something, you get an amount of time of exclusive right of way, then it becomes public domain.

That length of time has gotten longer and longer to the point now that it’s more than 2 human lifetimes long. To an individual human, that’s as good as forever, so it has the problems of permanent copyright.

Especially in the realm of computer software and video games, where the life of a platform averages 10 years. There’s a whole body of software and games written for OLD systems that are still protected under copyright, but finding the copyright holder is damn near impossible. I’ll make up a game: Turtle Adventure for the Commodore 64, copyright 1985 by Bedsoft Inc. Bedsoft Inc was a sole proprietorship operated by Bartholomew Teethwick in Bristol, England. Mr. Teethwick published Turtle Adventure, a typing tutor game that didn’t really work right, and an advertisement for a Pacman clone to release in 1987 was circulated but that game was never made. The “company” was shut down in 1988 and Mr. Teethwick died of AIDS in 1991, unmarried, no children. Who’s going to sue me for posting Turtle Adventure on Github? Whose rights is copyright law protecting here?

Then you get into this model where video games don’t work at all without a central server somewhere. That’s just an end around of the deal. This software is supposed to end up in the public domain eventually. By copyrighting it, that’s the deal you made.

To patent something, you’re required to submit a technical description of your invention in sufficient detail for it to be replicated, because patent law is a similar compromise. You invent something, it’s yours for awhile then it belongs to humanity. You cannot have a patented trade secret. Why do we allow closed source software to be copyrighted?

The rules for software weren’t created for software, they were created for human readable works of literature, and they’ve been misused in ways that benefit large greed-based organizations like Microsoft.

Requiring game developers to publish their server side code when the game goes defunct is holding them to the deal they made when they installed that copyright notice. It is what they owe humanity.

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Breath of the wild is the worst. Crouch, as a toggle control, on L3.

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And girls cosplaying as Lara Croft by putting a box in their shirts will never stop being funny.

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Yeah at first during onboarding when you’re running like one smelter into one constructor on the ground with a wavy belt and spamming power poles everywhere it’s kinda goofy but when you start designing factories you can make some cool looking stuff.

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My mother got into it. I’m not going to.

A puzzle game that puts RNG in between the player and the ability to attempt a solution is something I’m not willing to tolerate.

how is it different from playing Riven with one of your sticks of RAM poorly seated so the computer crashes on a semi-regular basis resetting your progress?

No. Not for me. I’d be more interested in wearing the corner fire hydrant in my ass than playing that.

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That question is the thesis statement of a 2 hour long video essay if ever I heard one.

Most games involve random chance somehow to make the game feel more alive and less deterministic, like in an early Zelda game, should the Octorok run 3, 4, 5, or 6 tiles forward? Should it turn left or right? Should it drop a rupee or a heard when killed? These I’m fine with.

In an RPG, things like monster encounter rates might use the RNG to simulate the behavior of a dungeon master, both “roll for initiative” and “I’ll have them encounter 4 groups of low level monsters on their way through the creepy forest.” Using an RNG and lookup table for that is a reasonable low overhead way to add some unpredictability and adventure to the game. Note: I don’t really play RPGs that much.

The term roguelike has started to be overused to mean any game that features procedural generation and permadeath. By that definition I think Tetris qualifies as a roguelike. The original Rogue kind of worked like a virtual dungeonmaster, it would create an RPG campaign for you to play in, and then it played like any RPG where you have to explore a dungeon, learn the mechanics etc. with permadeath and the consequence of having to relearn everything you’ve learned thusfar generating stakes and pressuring the player to survive, no “whatever, I’ll just die and respawn.” So that’s an innovative use of a computer random number generator. Most things that call themselves “roguelikes” are more “We designed a cool primary gameplay loop but can’t really be bothered with level design so here’s some procedural generation to beat your head against over and over again, maybe hoping to find a scenario you can possibly win.” Quite often, it’s not that the game randomly re-engineers itself, it throws the same pre-scripted things at you in a somewhat different order, so they end up playing more like old arcade games than an actual adventure.

A “roguelike” I’ve spent the most time with is FTL: Faster Than Light, and its roguelike structure is by far my least favorite feature. I don’t really like beating my head against the RNG hoping a permutation of combats, 50/50 “do you help with the giant spiders” encounters goes my way so that I have enough scrap, and that it gives me a shop with a useful array of weapons so that I have a chance at the end encounter.

Blue Prince takes the randomization to a whole other level. It might be compelling if it procedurally randomized the house for each playthrough such that you do have to learn YOUR way through it, and you have limited stamina so that each day you can only explore so far, but you can get upgrades to your stamina so that you can stay in the house longer and explore deeper, but…I can’t see the way they implemented the game’s RNG as anything other than flagrant disrespect of the player’s time.

The “AHA!” moment in a puzzle game is what you’re after. That hapens in the player’s mind. If the player thinks up the solution, but the mechanics of the game make it take a long time to implement, all you’re doing is grinding the player’s teeth together. And Blue Prince seems designed to maximize teeth grinding, because the player may know the solution to a puzzle, but contriving the circumstance necessary to implement that solution requires several unlikely rolls back to back to back to back to back.

Sorry, I’m just convinced it’s bad game design pretending to be novel.

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From what I saw of Blue Prince, it would be like playing Return of the Obra Dinn, except after you get one of the death scenes and the soundtrack blarps at you for awhile, there’s the door unlock sound, and there’s a random chance it’s going to make you arbitrarily replay the game.

I’m just not on board with all the shit they piled in front of the mystery to solve.

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Could it present the player withbsmallband large puzzles/mysteries without egregiously misusing RNG?

I’m not interested in the RNG telling me I can’t work on the thing that’s on my mind.

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Putting a jigsaw puzzle together is a challenge. You could increase that challenge by requiring yourself to roll a die and getting 6 five times in a row before you’re allowed to try to fit a piece. Does that sound like good game design to you?

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Adding bullshit RNG to a puzzle game to make it take longer might make it more “challenging” but doesn’t make it better, is my point.

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Is RNG always bullshit? No; only a sith speaks in absolutes. There are appropriate uses of randomness in video games. Is RNG very often a source of bullshit? Absolutely. Do I feel like that’s the case in Blue Prince? ABSOLUTELY

“I got the pump room but not the boiler room again so I still can’t try doing the thing I’ve been trying to do.” Said players of a game designed to disrespect their time.

If, at the start of each in-game day, you were given all of the rooms you’d unlocked so far, and were allowed to arrange them however you like right then and there, and were then free to move around in it however much you please, would the game be worsened? I’m convinced it would only be improved, because pretty much all you would do is remove “Welp, for the fifteenth time, I know what I want to try, but random chance prevented me from doing so.”

The presentation is charming and the puzzles are intriguing but I think the community is putting up with the deeply terrible mechanics out of sheer novelty, and another game made like it isn’t going to be well received.

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Also the intro cut scene is a curtain being lifted.

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That’s what a lot of the upgrades boil down to, yeah. Air tanks increase endurance, fins and seaglide increase movement speed, rebreather eliminates an endurance draining effect at depth, seabases and submarines allow you to start your dive from greater than zero depth. Pretty much all of that boils down to “dives to this depth are now practicable.”

Other than that, the knife allows you to harvest plate coral for making computer chips, kelp for making fabric, and seeds for plants. The scanner is required to obtain the blueprints for several other required buildables. The mobile vehicle bay is required to build the Cyclops. The Cyclops is required to make the shield module. A radiation suit…I think speedrunners don’t use it and just tank the damage with medkits, but I consider it a requirement.

There is one straight-up key you have to craft; there are several others for required or optional doors but you only have to craft one to complete the game and two to unlock all doors.

There’s a tool that is like Half-Life 2’s gravity gun, which can be used to move heavy obstacles out of paths, but it’s never outright required for anything. I usually don’t bother with it.

The laser cutter is required, You have to cut through one of two doors in the Aurora to gain access to the Captain’s Cabin.

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Do you mean Stardew Valley or Haunted Chocolatier?

Stardew Valley is a combination of a creativity toy, a dating simulator, a soap opera and a security blanket. You’re actually able to return to a humble artisanal life, make absolute bank doing it, and beat the giant megacorp should you choose do to so. A decreasing number of places offer that kind of hopeful feeling in reality.

Haunted Chocolatier? I don’t know, didn’t really see the appeal when it was explained to me.

Ubisoft says you "cannot complain" it shut down The Crew because you never actually owned it, and you weren't "deceived" by the lack of an offline version (www.gamesradar.com) angielski

Full title: Ubisoft says you “cannot complain” it shut down The Crew because you never actually owned it, and you weren’t “deceived” by the lack of an offline version “to access a decade-old, discontinued video game”...

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I’ve enjoyed the hell out of Buckshot Roulette. It’s about playing Russian Roulette. With a pump action shotgun. There’s power-ups!

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Tell you what customers absolutely can do: decide to stop doing business with you.

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This is Lemmy, you can say kill here. In fact, please do. It’s weird that we’re doing that Orwellian shit to the kids.

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Not only on Switch 2. There was at least one Tony Hawk Pro Skater game that did this.

If I remember the episode of Guru Larry, the developer noticed their rights to the IP were set to expire, so they went to shit out one last game as fast as possible. They had to get the game published by a certain date, as in discs on store shelves by this date. The game was not going to be ready in time, so they put the tutorial level on the disc to print and distribute it while they finished the game, which would then be a multi-gigabyte download. Meaning that a physical copy of the game is worthless once the servers shut down.

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What a fucking waste of time this must have been.

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At some point you’re going to struggle to put a capable x86 machine in a device that small.

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Valve has made an emasculatingly large amount of money this way. Following in the footsteps of Id Software, Valve has been very open with their development tools. I don’t know about the very earliest copies but the ZOMG GOTY edition of the original Half Life included its SDK on the disc. Counter Strike and Team Fortress started out as mods that Valve just…hired.

Releasing the tools to their customer base and then hiring the cream that rises to the top is a strategy I struggle to get mad at.

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“We’d prefer you didn’t use the word “Source” in the game title. You wanna sell Black Mesa on Steam?”

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It is a video game console that I have ever seen.

Help me out: which looks better for the Duck - the neck tie or the bow tie? (lemmy.world) angielski

So I’m re-doing some of my Do Not Press The Button (Or You’ll Delete The Multiverse) character models and I have this duck that is kind of inspired by the Companion Cube in Portal. I want to make it as appealing as possible so the players will attach to it and carry it around with them. Which looks better! I’m more partial...

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That would be very on brand for an Aperture Science-like setting.

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I think the bowtie goes a bit better with the duck’s inherent ridiculousness.

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Ubisoft Executives need to get comfortable not eating food anymore.

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which they got before running the company into bankruptcy?

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When I finished my first run of Subnautica, something definitely came over me. I ran around in my base cleaning up, I organized all my spare food and water in a cabinet “for the next person stranded here,” I released the fish in my alien containment, said farewell to my cuddlefish, parked my Seamoth in the moon pool, turned the lights out in the Cyclops, the whole bit. An amazing adventure was at an end.

Is Half-Life Opposing Force still known to current gamers, or is this a side game that's fallen through the cracks. (lemmy.world) angielski

This game always fascinated me as a companion piece to Half-Life. It cemented some things in the HL lore that have just become accepted, while at the same time existing in Schrodinger’s canon....

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Which feels a little wild to someone who was “there at the time.” Op For was the one that got the praise at the time for having the cool new weapons and interesting new enemies and such, Blue Shift had normal Half Life weapons, basic armor pickups and I guess some cool level design. Plus I think there’s still backlash against the HD models that came with Blue Shift.

I think it got easier to dismiss the Gearbox expansion packs as non-canon when basically the only thing they kept from them was Barney’s last name.

It may be The Algorithm reacting to my search history but when it shows me Half-Life content it’s often centered around Half-Life 2 or Portal. I don’t get “Cut unreleased content from an old build of Opposing Force.”

I think one thing that might be a factor is, Op For and Blue Shift don’t pose more questions than they answer. Half-Life still has some mystery to it, there’s a lot of intrigue to it, people want to know more about the setting.

Tangentially related note: I had an idea for a video game but no one will ever make it. You almost have to glom onto an existing project. Imagine a normal open world sandbox game like GTA 4 or something, and the normal game is there, but if you pay close attention some of the NPCs are a little weird, and if you follow them there’s a WHOLE OTHER, BIGGER STORY.

Problem with that is you have to make an entire game to hide the “real” game in, and what you want to bet it would be found by people going through the game files rather than playing.

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The other day I was thinking about the movie Scrooged with Bill Murray, and how during one of the Scenes of Christmas Passed he got his girlfriend a pack of Ginsu knives for Christmas and how that’s on-theme for his character who is obsessed with TV because Ginsu knives were a big As Seen On TV product and how someone on the writing staff must have went to college to think of that.

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Lufia: Rise of the Sinistrals. JRPG for the SNES published by Quintet. VERY large game for the era, there are a LOT of towns with dungeons to go through. Gets a little grindy mid-way through, it also manages to fit such a large quest with such a large game map on the cartridge by having relatively little variety in visuals. There’s one town tileset, there’s one dungeon tileset that gets palette swapped, there’s one cave tileset that gets palette swapped, there’s a relatively small number of music tracks you’ll be hearing a lot.

The North American release of its sequel had a very late game dungeon that was corrupted, and technically possible to move through but you’d have to have played the PAL version to know what you’re doing. One of the few broken games I’m aware of to get a Nintendo seal of quality. Lufia II is actually a prequel, you play out the full adventure of the legendary heroes you play in the cold open of Lufia. There’s a cool detail between the two games, in the first, when the legendary heroes were legendary, the dialog is spoken very formal and pompous. In the second game, when we’ve been with them this whole time and they’re just people, the same dialog plays out the same way but it’s much more casual. “Come forth and show thyself!” becomes “Come out and show yourself.” Probably my favorite detail of the whole series.

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Given my experience with it in Satisfactory it’s rather heavy.

I hate when a PC game is ONLY available on Epic Games store (lemmy.world) angielski

Nothing more disappointing to me than seeing a game I might enjoy… and then it’s only available on PC on Epic Games store. Why can’t it be available on Epic, Xbox game store and Steam? It’s so annoying, like you have no choice but to use Epic… which I would literally do ANYTHING not to use.

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I specifically don’t get upset when a game is exclusively on Steam because of how much work Valve puts into Linux gaming, work that Epic directly and actively opposes.

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That’s what I said.

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Subnautica. You can only play it for the first time once.

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It is one of my all-time favorite games. I have unfortunately played it to death; I’ve run out of stupid challenge runs. The game has a story and uniquely for survival games it has an ending, there’s a Win The Game button. But the game is as much about the story you’re going to create; the way you choose to go about things, the order you decide to explore in, the happenstances of your adventure are maybe more important than what the wiki says the story is. Savor that.

I will offer this hint. I don’t think it’s a spoiler; I think there is a strong possibility this hint will prevent you from alt-tabbing out to look up the wiki and accidentally encounter a spoiler. But I will tag it as a spoiler anyway.

spoilerIf you find yourself without an immediate goal, you’re milling about the ocean thinking “well now what?” Go deeper.

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“If you wish to see the fate of democracies, look out the windows.” -Fallout: New Vegas

“I am a meat automaton animated by neurotransmitters.” -Cruelty Squad

“Deploying parachute. Deploying reserve parachute. Skipping parachute.” -Satisfactory

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This is gonna be a real piece of piss, ya bloody fruit shop owners!

What are your favorite 1000+ hour games? angielski

One thing I have struggled with lately is finding good games to play. I bounce around from game to game trying to enjoy it but it just doesn’t scratch the itch like it used to. For example, one of my favorites was old school RuneScape, but it hasn’t really been giving me the same enjoyment that it used to. So then I would...

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The only two games I have that much time in are Factorio and Satisfactory.

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Yeah and that behavior is how the queer community loses straight allies.

When you require people to vote in your favor for your personal safety and survival, maybe don’t throw shit in their face. At some point they’ll say “fuck it, you’re on your own.”

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