Games Weekly /r/Games Discussion - Suggestion request free-for-all


Weekly /r/Games Discussion - Suggestion request free-for-all

Posted: 15 Nov 2017 01:08 PM PST

/r/Games usually removes suggestion requests that are either too general (eg "Which PS3 games are the best?") or too specific/personal (eg "Should I buy Game A or Game B?"), so this thread is the place to post any suggestion requests like those, or any other ones that you think wouldn't normally be worth starting a new post about.

If you want to post requests like this during the rest of the week, please post to other subreddits like /r/gamingsuggestions, /r/ShouldIBuyThisGame, or /r/AskGames instead.

Please also consider sorting the comments in this thread by "new" so that the newest comments are at the top, since those are most likely to still need answers.

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Dragon Ball FighterZ adds Gotenks, Kid Buu, and Adult Gohan

Posted: 16 Nov 2017 01:26 AM PST

Star Wars: Battlefront 2's Loot Boxes "Are Not Gambling," EA Says

Posted: 16 Nov 2017 02:36 AM PST

The Elder Scrolls V: Skyrim - Nintendo Switch Edition

Posted: 16 Nov 2017 03:25 AM PST

Game Information

Game Title: The Elder Scrolls V: Skyrim - Nintendo Switch Edition

Platforms: Nintendo Switch

Trailer: https://www.youtube.com/watch?v=iKkWcfawKFE

Publishers: Bethesda Softworks

Review Aggregator:

OpenCritic - 85

Reviews

Attack of the Fanboy - Kyle Hanson - 4 / 5 stars

The Elder Scrolls V: Skryim for Nintendo Switch sells itself on its name alone. It's Skyrim...for Nintendo Switch. Are there some additions? Sure, but nothing that changes that core experience. And that core experience is what you're getting, but with the ability to take it wherever, whenever. If that is worth $60 to you then this is a must-buy.


Gadgets 360 - Rishi Alwani - 8 / 10

All in all, The Elder Scrolls V: Skyrim on the Nintendo Switch is near perfect. It might not be the best looking version of the game, but it's the most accessible, trouble-free way to enjoy this well-worn classic.


Game Informer - Javy Gwaltney - 9 / 10.0

The Switch version of Skyrim is a well-executed version of a modern classic that you can play on the go, offering the same delights (and minor frustrations) of the original


Game Revolution - Jason Faulkner - 4 / 5 stars

Quote not yet available


GameSpot - Kallie Plagge - 8 / 10

A strong foundation and a high-quality port make Skyrim worth revisiting on Switch.


GamesRadar+ - Zoe Delahunty-Light - 4.5 / 5 stars

Motion controls add a breath of fresh air to a familiar game, with astounding results. A must-have for anyone with a Switch and a love of open world games.


Gaming Nexus - Sean Colleli - 8.8 / 10.0

Skyrim on Switch is the same excellent game it's always been. It doesn't support mods but the fact that such a massive, engrossing game is now portable is justification alone for another purchase.


God is a Geek - Mikhail Madnani - 8.5 / 10.0

The Nintendo Switch version of Skyrim is a fantastic conversion with some nice additions for the console like motion controls and amiibo support.


Hardcore Gamer - Chris Shive - 4 / 5.0

The Elder Scrolls V: Skyrim is an amazing game and this was never more true than in 2011.


Hobby Consolas - David Martinez - Spanish - 88 / 100

Six years after its original release Skyrim is still a magnificent RPG, set in a detailed world. Carrying a game like this in our pocket,thanks to Nintendo Switch, is pure magic.


IGN - Filip Miucin - 8 / 10.0

Although it may not be immune to the test of time, The Elder Scrolls V: Skyrim still holds up as one of the most immersive virtual worlds ever created in a video game. All of its vastness, beauty, characters, stories, and goofy bugs fit nicely onto the Switch, where it runs at a good, steady framerate and resolution. The addition of motion controls are handy unless you plan to be a melee fighter, and amiibo support is a nice touch, but neither is really a game changer. This is a great way to get your Skyrim fix if you've never played before or have been looking for a reason to jump back in.


Nindie Spotlight - Justin Nation - 9.5 / 10.0

As with my review of DOOM before it you'll notice that to this point I haven't brought up the Switch itself in regards to the game and that's for good reason. Aside from some unique features it brings to the game in the form of some Amiibo support (which awaits you roughly mid-game in a prominent area), motion controls that you may enjoy or not care for, and the ability to take the game anywhere there's not a lot to say. The reason for that is in this equation the Switch only seems to have pluses and no discernable minuses. The conversion of Skyrim is, for all practical purposes, a flawless one from the time I've spent in the game. The details are crisp, the performance has no signs of hiccups or slowdown, and despite being run on a tablet-sized device with much more modest memory capacity than larger consoles or PCs there seem to be no compromises in sight. The only edge would go to the PC version for its readily-available mod support that can help you alter the game in some substantial ways, but in the case of the Switch the ability to play it anywhere in style more than offsets that sacrifice and even arguably makes it a superior version to the other consoles. Despite its age Skyrim is just as rich and robust a game experience as it ever was, and the fact that it can be played on a portable device is a technical achievement worthy of some praise. Congratulations to the team at Nintendo for making versatile hardware capable of this feat and to Bethesda for having both the vision and expertise to pull this off and to set the bar so high for the other major publishers.


Nintendo Life - Mike Diver - 9 / 10

The Switch isn't short of games that have already taken a bow, or several, on other hardware, but Skyrim might be the one that most deserves another look from both hardy Elder Scrolls adventurers and absolute beginners alike. Despite its age showing, the countless little cracks in its already fractured façade, it still delivers a palpable sense of space, and the player's niche-carving progress through it, that few games before or since have managed. May its dancing northern lights never dim.


NintendoWorldReport - David Lloyd - 9.5 / 10.0

Any additional time you can spend sneaking in dungeon crawls while at work, carrying out Dark Brotherhood assassinations at family dinners, and crafting new equipment when you probably should be sleeping is the best addition to enhance the experience. I'm overjoyed that Bethesda has been able to bring Skyrim to the Switch without any compromises to the quality of the original game. After playing Skyrim on PlayStation 3, Xbox 360, and Xbox One, I can easily say that the Switch provides the best experience possible. Bethesda is more than welcome to bring all their games over to Switch now, especially if each game is brought over with the same winning effort of Skyrim.


PowerUp! - Leo Stevenson - 8 / 10

I honestly can't recommend Skyrim on Switch enough. Even if you've played it before, you know you want to play it again.

Go on, take the Dovahkiin with you to make those dreary trips to work bearable. It's going to be worth it.


Press Start - Toby Berger - 9 / 10

Skyrim is exactly the kind of game that demonstrates the power of the Switch and what it wants to be. It's a huge open-world, console-quality adventure you can with you anywhere. The port is fantastic, too, and the Switch-specific additions appreciated. Newcomer or not, Skyrim is a classic deserving of a revisit on Nintendo Switch.


Shacknews - Donovan Erskine - 8 / 10

Overall, Skyrim on Switch is as good as I hoped it would be. I still find new areas to explore and new secrets to discover. Being able to take this awesome title on the go truly showcases why the Nintendo Switch is king. Sadly, Skyrim is a 2011 game, and at times it really shows. Because of this, it doesn't stand up against a game like Breath of The Wild, though that comparison may not be fair. The Elder Scrolls V: Skyrim proudly stands as the second best RPG available on Switch. If by any chance you're a Switch owner that's never played Skyrim, I'd recommend picking it up.


Wccftech - Dave Aubrey - 8.5 / 10.0

The Elder Scrolls V: Skyrim isn't something I thought I would play much on Switch, but in fact, I've hardly put it down. It runs well, looks good, and most importantly, fits the form factor perfectly. Unlike DOOM, this is a port with absolutely zero compromises and offers a full-fat Elder Scrolls experience.


We Got This Covered - Dylan Chaundy - 4 / 5 stars

Taken as a whole, Skyrim: Switch Edition is a mighty impressive achievement. There are some minor cutbacks that needed to be made to make it run well on the hardware, but it doesn't detract from the experience in any significant way. It's Skyrim on the go, and that alone is a monumental milestone in my book.


Worth Playing - Andreas Salmen - 8.4 / 10.0

The Elder Scrolls: Skyrim is an addictive game, but it shows its age in several ways. It's the full Skyrim experience, and all three additional DLC packs are unlocked from the beginning. It's a game-changer that players can play a game as time-consuming as Skyrim while they're out and about. However, you have to ask yourself if a solid port of a six-year-old game, portable or not, is worth the $60 price tag.


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Star Wars Battlefront AMA Overview

Posted: 15 Nov 2017 10:16 AM PST

Since the AMA Thread was already filled with questions and comments before the AMA started, I am collecting the replies here for better overview. I will update as the replies come.

Introductions

Paul Keslin, /u/TheVestalViking

Hi everyone, I'm Paul Keslin, one of the Multiplayer Producers over at DICE. My main responsibilities for the game revolved around the Troopers, Heroes, and some of our mounted vehicles (including the TaunTaun!). Additionally I collaborate closely with our partners at Lucasfilm to help bring the game together.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv6mpu/

 

Dennis Brannvall, /u/d_FireWall

Hey all, My name is Dennis and I work as Design Director for Battlefront II. I hope some of you still remember me from the first Battlefront where I was working as Lead Designer on the post launch part of that game. For this game, I focused mainly on the gameplay side of things - troopers, heroes, vehicles, game modes, guns, feel. I'm that strange guy that actually prefers the TV-shows over the movies in many ways (I loooove Clone Wars - Ahsoka lives!!) and I also play a lot of board games and miniature games such as X-wing, Imperial Assault and Star Wars Destiny. Hopefully I'm able to answer your questions in a good way!

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv6r99/

 

John Wasilczyk, /u/WazDICE

Hi I'm John Wasilczyk, the executive producer for Battlefront 2. I started here at DICE a few months ago and it's been an adventure :) I've done a little bit of everything in the game industry over the last 15 years and I'm looking forward to growing the Battlefront community with all of you.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv6six/

Question

1. Are you aware that it will take a gamer who plays 2 hours per day over 6 years in order to unlock all of the content? Don't you think that is a bit unfair that a large portion of content will be unaccessible for those who have other responsibilities like work, school, in a game they paid for?

2. Will you be looking to lower the number of microtransactions in the future?

3. Do you have any comment on the cool down to earn credits? Will it be lowered or removed in the future? Any concern that this will make the grind even more challenging for players who don't buy microtransactions?

Reply

We've seen the speculation about how long it takes players to earn things - but our averages based on the Play First trial are much faster than what's out there. But as more players come in, that could change. We're committed to making progression a fun experience for all of our players. Nothing should feel unattainable and if it does, we'll do what it takes to make sure it's both fun and achievable. As we update and expand Arcade mode, we'll be working towards making sure that players can continue to progress without daily limits.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv7xzz/

Question

Even among game journalists, the progression system sticks out as the clear sore point in what otherwise looks like a very well made game- to the point that for many it is souring the whole experience. Are you considering radical changes to this system? Is there anything you have decided you won't change?

Reply

I think this concern has come through loud and clear. We're going to continue adjusting the crate systems, content, and progression mechanics to hit a point that gives players a great, balanced experience at all skill levels. We're working on expanding the number of ways that players can progress, putting more control in their hands and providing more options and choice in the way people play. There's not much in the game that we wouldn't revisit to improve the game for as many players as possible.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv8e58/?context=3

Question

I for one would pay 20-30$ in total for cosmetics loot boxes. Star Wars is filled with so many different species and different squads in each faction. What is the reasoning behind loot boxes affecting gameplay instead of just having cosmetic loot boxes? Is it too late to change the system? You could make so much money on this alone. http://clonewars.wikia.com/wiki/Category:Clone_Divisions http://starwars.wikia.com/wiki/The_Essential_Guide_to_Alien_Species

Thanks for giving Reddit Gold. Though it's unfair I earned mine while others can pay $3.99 to get it.

Reply

Nothing is too late. As you've noticed, we weren't able to get the customization system into the game in time for launch. I'm actually having artists and designers walk up to me today showing me cosmetic stuff they really want to get out there. I think we have probably the best looking Clone Troopers ever made and I know players really want to customize them (I know I do). I can't really commit to a date just yet, but we're working on stuff and I believe it will change the game tremendeously on all levels.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv7f5p/?context=3

Question

As a father with young kids, the two things that I lack are time and money. For all players like myself, with the vertical progression of the star card system how can we progress in game and stay on EVEN footing with those that have hours upon hours to grind daily, and those that are willing to throw down $$$ on loot crates for power increases via star cards and hero unlocks?

Reply

Mainly through matchmaking. We take into account not only your gameplay skills, but also inventory and time played, when we match players together in multiplayer. You should not ever be matchmade together with players who are much better than you are. Ultimately your effectiveness is going to come down to skill, not the Star Cards that you have. If it doesn't feel that way, we'll see it on our side, too. Our data will tell that story and we'll make adjustments. We're looking at results from millions of matches and will be continuously rebalancing items, unlocks, and matchmaking to create a fair, fun experience for all of our players. Beyond that, all Star Cards have maximum values regardless of how they are unlocked.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv8noi/?context=3

Question

My job keeps me incredibly busy, and, often times, I just want to come home and relax against AI. I've noticed that the amount of credits is capped per day in arcade mode to 500. With crate's current cost, I would have to max the system out for eight days in a row to afford just one crate. Do you have any plans to change up the arcade values so more casual players like me could afford more than 2 or 3 loot crates a month?

Update: Also, would any of the future DLC or maps be aimed at the offline arcade modes, or will you be focusing on multiplayer updates?

Reply

As we want to let players earn Credits offline via a more relaxed game mode, we needed to also find a way to make sure it wouldn't be exploited in a way that would impact Multiplayer. Because of that we made the decision to limit the number of Credits earned to stop potential abuse. We will be looking at data continually and make adjustments to make things as balanced as possible.

As for more Arcade, just like every mode in our game, we want to look for ways to expand it going forward. Unfortunately at this point we don't have anything to share right now, but know that we care about Offline modes.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv71jd/?context=3

Question

Hey guys, thanks for the ama. I'm sure there will be lots of people asking questions regarding hero prices, lootboxes and credit gain, so I will try to focus on topics less people are talking about.

You talked multiple times about the fact that Battlefront II will be a continous effort with years of additional development and I think frequent communication is very important in order to ensure success. This leads me to my first question.

1) Will you increase communication with the community and regularly discuss and answer questions on reddit?

I realize that it can be dangerous for developers to openly talk about controversial topics, however we see more and more companies adapting a more "open" style. When I played League of Legends years ago, I was impressed by how active employees of Riot Games were talking about the game in their subreddit. Epic Games and Psyonix are really active in the Fortnite and Rocket League subreddits, too. Developers are stepping in daily to discuss things. While I appreciate you hosting this ama, I want to ensure that you keep talking to us on a regular basis. I realize that this sub is in a kinda toxic state right now with the huge influx of people who primarily visit this sub because of the recent media attention but I'm sure it will get better. Even though there are lots of people sharing their rather unconstructive opinions, I hope you realize that most people still greatly appreciate your development efforts and that everyone just wants to have a great game. Sometimes all it takes is a simple "feedback noted", most of us really appreciate communication. Incidentally I wanted to give a huge shoutout to /u/petervesti and /u/ShadowXJ who frequently step in to discuss the game with us and update us on all kinds of topics!

Next, I want to talk about something regarding progression few people seem to talk about: The star card upgrading requirements. Personally I really dislike the fact that players are forced to get other star cards before being able to upgrade to higher rarities.

2) Are there any changes planned regarding the class star card level requirement when upgrading cards to higher rarities? Maybe you could elaborate on the design goals.

The credit costs for trooper crates seem unreasonably high, it seems to be more economically viable to buy other crates and simply use the contained crafting parts to buy / upgrade the cards you want. However, instead of simply upgrading three star cards that fit my playstyle, I have to get other cards first in order to increase my card level. I understand the non class / card based global level requirement which prevents new players who spend money on crates from directly upgrading everything but I don't understand why my card level needs to be 15 before I'm able to upgrade a card I want to use from uncommon to rare. Trooper classes share most of the boost cards, so if I want to use the card which makes you earn more battlepoints with more than one class it feels really bad to grind out card level 15 multiple times with different classes just to upgrade the same card to rare again. So many resources wasted. The intention seems to be to at least partially slow down the player from progressing too fast. This design seems counterproductive, on the one side people who spend money on lootcrates are restricted from progressing too fast by the global level requirement, on the other site people who spend money will have a higher card level which leads to them being able to upgrade cards faster. You might argue that getting the player to try other cards might be one of the design goals but I'm sure there would be more elegant solutions for that.

Thanks again for the ama and thanks again for developing the game. Altough there are some problems, the core gameplay is fun. I hope you continue to improve and adress the problems people are having with the game.

Reply

1) Absolutely! We're focusing more and more on finding ways to communicate with our community. This AMA is just the beginning. We're exploring things like what it would take to do a frequent video series as well as having more a more frequent presense on Reddit and our official forums.

2) We've already started to tweak our existing systems based on the data we've seen from our Play First Trial players as well as your feedback. The goal with star card class level requirements, initially, was to make you go wide in the type of cards you get before you go deep in specializing which ones you want to upgrade. That said, we're hearing loud and clear that you'd prefer a system where playing a class or a character specificially will upgrade its level instead, so we're looking to make that change as soon as possible.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv80a2/?context=3

Question

What do you plan to do to repair the backlash you've received and are you worried this will have serious impact between you and the consumers?

Reply

Jumping into this AMA is just one of the ways we want to start to repair the bridge to our players. Lots of people told us that we shouldn't do this this as it wasn't going to go like we hope it would. That said, we are committed to continuing this dialogue even if we need to face some harsh feedback. We welcome the discussions and criticisms, we're not just here for the praise (although it is nice to hear!). And we'll continue to be here, and on our forums, talking to our community as we strive to work with you to make a Star Wars game you enjoy.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv86kg/?context=3

Question

EA and DICE,

First of all, we as a community would like to thank you for putting so much effort into Star Wars Battlefront II. We want you to know that we are so passionately critical of the game because we genuinely want it to be good, and are excited to play it. However, we don't want the gameplay to be ruined by a slow progression system that gives advantages to players who buy micro-transactions. While Battlefront II isn't technically pay-to-win, it IS pay-to-save-a-large-amount-of-time.

We don't want you to fall to the darkside.

These are our biggest requests:

1. Lootboxes should be removed. These ruin the feeling of accomplishment, are a form of gambling, and are obviously an incentive for players to buy credits using micro-transactions. Currently, Battlefront feels like a free mobile game, not a $60-$80 AAA title. There should be absolutely no micro-transactions that affect progression. While we recognize that you need money to continue creating free DLC, it should not come at the expense of fair gameplay. A compromise can be limiting lootboxes to cosmetic items only, so you can still make money.

2. Players should receive enough credits to purchase Star Cards after every hour of playtime. That's about 2-3 rounds of Galactic Assault. Either decrease the cost of lootboxes (or Star Cards if you remove lootboxes), or increase the credit reward at the end of matches. Additionally, Crafting parts need to be easier to acquire and more plentiful, so that we can choose which Star Cards that we want to upgrade, rather than having to submit to lootcrate RNG. We want to feel like we're making progress in the game, and it currently takes way too long to unlock Star Cards and Upgrades.

3. The credit reward at the end of matches should be proportional to the player's score. The better the player does in the game, the greater the credit reward should be. The current system encourages players to draw out every match for as long as possible, and rewards AFK players. (Note: We want the credit reward to be a SIGNIFICANT PERCENTAGE of the score, similarly to Battlefront 2015. Rewarding the top players on the leaderboard with a small bonus amount is not a solution to the problem.)

So here's our question, and we don't want a vague answer (I think 700,000 downvotes made that clear): *What are your SPECIFIC responses to these three complaints, and what will you do about them? *

Thanks, r/starwarsbattlefront and the gaming community of Reddit

Replies

I'll tackle #3 - other replies incoming!

Right now Credits you earn in-match DO take into account your performance. It also takes into account the time you've spent in-match. Currently it's skewed more towards your time spent in-game and we have some work to do to make it more clear that your performance does impact your Credit earn. This change was done prior to Launch - something that happened just before I was interviewed by Angry Joe and I missed the update since I was travelling - sorry for the confusion! Regardless, this is something that we're looking to continue to improve on both in presentation and via more ways to reward you for different styles of play.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv8vi8/?context=3

I'll take question 1. I think crates can be a fun addition as long as you don't feel forced to engage with them in order to progress. I feel that's where the issue is with our game right now and that's where we'll look to solve as quickly as we can. We're looking to add additional ways to progress your favorite character or class, while allowing crates to be a fun thing for those who want to engage with them.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv9cio/?context=3

2.) Yes, always. We are always going to be looking at the system from the back end, making changes depending on how we see people progressing. If it looks as though the crafting parts aren't being given out quickly enough, we'll look into changes to fix that. We know our players are looking for more direct paths in getting the thing they really want, so we'll look to provide that as quickly as we can.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv9es8/?context=3

Regarding the second part of this question: We're constantly looking at the rate that players are unlocking Crates and Star Cards and will continue adjusting values to make sure that players are able to progress towards their goals without it feeling like a grind. We're also going to be adjusting end of match rewards as we revisit the system to reward people differently based on the way they play.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv9rbq/?context=3

Question

Hiya fellas. Are you considering private servers for Battlefront 2? This really is such an impressive feature for a game to have. Allows competitive play and is certain to prolong the longevity of gameplay, as players can stay on maps and gamemodes they like.

Reply

This is something we hear a lot and will continue to consider. We know there are folks out there that want to either run their own competitive events or find a safe space to take screenshots / create crazy videos. Those are things we're excited to see you all do so it will continue to be on our radar.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv91b9/?context=3

Question

Do you feel the 6.5/10 review that GameInformer released on your game was an adequate score based on the product you released? Do you think the score would've been higher if the game was not riddled with micro transactions and a progression system inherently tied to those micro transactions?

Reply

I feel that the score was impacted by the feedback on our progression system and obviously would have loved if that wasn't the case. I believe the gameplay, art, audio and depth warrants higher recognition, but I'm a developer, so I'm not necessarily the most unbiased source. Reviewers are obviously entitled to their own opinions, and we respect that completely.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpv9zbg/?context=3

Question

Galactic conquest was one of the best features from the original battlefront games. Will you guys ever bring it back?

Reply

I played a ton of Galactic Conquest in the old games and I would love to bring it back. If we ever did it, it would have to be large enough and deep enough to belong in a Star Wars game in 2017. But yeah, I'd love to take a stab at delivering that at some point. We'll see!

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpva0m7/?context=3

Question

What is the reason you can't do a real squad system like in Battlefield 2 that was amazing and very popular ? is the reason to keep it as casual as possible and not promote teamwork or skill ?

Reply

I don't believe in just taking a feature from one game and tossing into this one. We've tried it several times and it doesn't work that way. We don't have the same levels as Battlefield, our environments and what you expect from the planets we build are different, nor do we have the same game modes for the same reason. That being said, we're currently prototyping an update to our spawn waves that allow parties to stay together and spawn on each other. No timeline yet, but we'll let you know.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvaizw/?context=3

Question

I want to preface this by saying that I loved the beta, particularly the multiplayer and visuals, however, there has been quite a negative reception of the progression system. The game sports a 1.1 average user review from over 1600 ratings on Meta Critic, with other major gaming outlets and publications citing the inclusion of the loot crate-based progression system as the major reason for their dissatisfaction of the game. I was hoping you would let us know what led you to make the decision with the current progression system, and, do you plan to implement any major changes to the progression system moving forward?

Reply

Yes. I don't feel you can take yourself seriously as a developer on a live game if you're not willing to completely challenge your own system and consider overhauls. I can't really commit to the dates just yet, but we're looking at solutions where players have a clearer, more direct path to getting the stuff you want.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvah5f/?context=3

Question

Where is the new/improved Skirmish that was promoted on the site back in April?

Reply

During development Arcade was originally called "Skirmish" but given the new experience we offered, we launched under the name "Arcade" which we felt better describes the play available as well as the opportunities we have for future development. Many of the elements of Skirmish (offline play, couch co-op, AI, etc.) formed the foundation for this mode.

With Arcade we wanted to offer everyone new ways to play, which allows for a focus to be put on the unique experiences playing alone (or or with a friend) can give. Alongside adding Campaign, this led us to develop this mode - a safe place to play with the Battlefront toys. The "Custom Games" mode being the most extreme of this, which gives you the tools to make your own experience.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvah81/?context=3

Question

If there happened to be an overhaul of the progression system, how difficult would it be to get Disney's approval for cosmetic changes such as skins, voice lines, emotes, etc.? How much creative freedom do they give you? Unfortunately I won't be buying the game in its current state, but if it was switched over to a purely cosmetic loot box system, I would gladly buy the game and throw down extra cash for cool-looking skins.

Reply

We have tons of creative freedom. It's probably safe to say that Star Wars games are more authentic and stick closer to the films, TV-shows, comic books and other medium than before, but you also have a lot more to draw from these days. For example, when we sit down and look at roadmaps for future content, we're looking at years and years of development and we'd still not be close to emptying the "Star Wars Vault" of cool stuff to create.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvb7hd/?context=3

Question

Arcade mode is VERY basic atm. Will there be an update with a sort of skirmish mode with Space Battles + Galactic assault?

Reply

We see Arcade as a great way to get familiar with the game as well as put you alone, or you and a friend, into an experience tailored for that number of players.

That said, we are very aware that some of you would love to have what is essentially a Multiplayer mode available offline. And we think that makes sense! It's an opportunity for learning the ins and outs of the Multiplayer and allows for a great, safe experience. Nothing we can commit to today, but we'll keep this one on our list.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvbk26/?context=3

Question

Who is doing research on the development of Star Wars IPs? Star Wars IPs from the late 90s into the 00's are some of the most beloved video games in recent memory, and many are still being played today by strong communities of gamers. Does EA just not realize if they gave in to what consumers wanted by removing loot boxes and gross microtransactions they'd be setting themselves up for longterm profits and possibly a positive relationship with their base which could flood into other genres/markets? Or is short term profit the only goal?

Reply

Our partnership with Lucasfilm gives us access to a huge amount of Star Wars information, but beyond that, we're always looking back at the heritage of Star Wars games. From "Watch those wrist rockets" from the old Battlefront to the inclusion of the Heavy Repeater from Jedi Knight that Iden picks up, we treat the previous games as a part of this same legacy. Bringing more of their universe to life with Battlefront gameplay is one of the things we're most excited about in operating a Live game. Regarding microtransactions, we want players to enjoy their progression through the game and want gameplay to be fair along the way. Microtransactions are there for player choice, but won't be a requirement to play or succeed at the game. And like everything else, we'll continue tweaking and tuning until we achieve these goals.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvbwov/?context=3

Question

What percentage of your score is factored into your credit reward at the end of each match?

Reply

Right now, 20% of your score is factored into your Credit reward. We agree, that's likely not enough, and we're looking into how we can increase that now.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvceo7/?context=3

Question

How long will you take to implement some of the major progression changes (ex. credits awarded based on performance in game, not time spent in game)?

Reply

It depends on the type of change, it's difficult to give you specific dates but as we get closer, we will. The credit based on performance I mentioned in another question (we are changing the percentage of your score factored into your credit reward from 20% and increasing it) is a quicker change, while larger progression overhauls might take a little longer.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvcy45/?context=3

Question

Why are the customization options so lackluster? Star Wars has extremely vast lore with the potential for an insane amount of skins for most factions and heroes yet we have so little in the game as of now. Instead of items that directly impact gameplay perhaps more cosmetic items should be in crates. My second question is what will be done to improve the progression system? Progression and the unlocking of star cards should not be entirely RNG. Is it possible that we could see the return of Hutt contracts to remedy some of this game's issues?

Reply

Customization is something we care about. Believe me, people are constantly sending ideas around the office from all corners of the Star Wars galaxy. Clone Wars, Rebels, comics, movies, novels – there are some really, really cool designs out there (especially from the Clone Wars era). It's on our list of things we're looking at daily, and always top of mind. Stay tuned…

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvdaoz/?context=3

Follow-Up Question

"Obviously" you'd love if your game wasn't getting garbage reviews. What are you doing to change it? From this AMA, I'm gonna guess nothing.

Reply

We care more about how you all enjoy the game and how long you all play the game vs. what its metacritic score is.

As for direct actions, we'll continue to adapt as fast as possible to things we know aren't working well. For example we know that Progression needs reworking and that's on our roadmap as something we need to change - some things can be done quicker than others.

In the meantime we'll improve and expand on what works and rework or eliminate what doesn't. Your feedback directly impacts what features fall in which bucket.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvdovn/?context=3

Follow-Up Question

You can buy crates and impact multiplayer immediately. How is limiting arcade a reasonable approach?

Reply

With Arcade we set out to let players earn Credits offline via a more relaxed game mode, but as a result we needed to make sure it wouldn't be exploited in a way that would impact Multiplayer.

So to stop this potential for abuse, we decided to place a limit on Credits earned offline. We'll look to find ways to expand on the options to earn Credits offline as we want to make the experience rewarding, but we don't have any new news right now.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpve7so/?context=3

Follow-Up Question

Any specific reason why you couldn't stick with BF1's perfectly reasonable 10% of points translated to credits? Approximately 0 people took issue with it.

Reply

The new system in Battlefront 2 has more depth and complexity than Battlefront 1 and required updates to how we think about all of this. We've made a lot of changes and credit rewards are part of that. We're working on updates to the end of round rewards system and that will affect how a player's match performance yields credits. Right now it's not weighted enough to reward performance.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvewg0/?context=3

Question

Thank you for agreeing to answer questions.

1) Do you believe that DICE's brand has been damaged by its association with EA, as a result of this controversy?

2) When you yourselves play games, do you prefer to play ones with microtransactions and associated mechanisms like loot crates, or without them?

3) What, in your view, is the most effective method by which gamers could convince a large company to stop including microtransactions and associated mechanisms like loot crates in the games that it sells?

Reply

Wow, loaded question… but sure, let's dive in.

1. First off, I joined DICE because I love the games we make and the culture we have. We always listen to our community and we care about our games once they go live. We are also part of EA and none of the games we've made (including this one) would have been possible without them. We're proud to be part of this team. Sometimes we make mistakes. When we do, we fix them. I think our brand remains very strong.

2. For me, what matters to me is if the gameplay is fun. I play games with loot boxes and games without. I think when these features are at their best, they can be fun and exciting, while when they're not it's pretty obvious. I take pride in that we as developers at DICE will rethink any mechanic or feature if our players do not enjoy them and work hard to quickly get a better version of it out to you.

3. The best way to tell a company what you want on any topic is doing exactly what you are doing - give us the feedback. Talk with us, constructively. When we can change things, we will. When we can't, we can't, and as much as possible we'll explain why. At the end of the day, if you don't have fun in our game or you don't like our game, we lose. Plain and simple. We want to make games that people want to play and are happy with. That's our jobs, and we're going to keep doing it.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvf99i/?context=3

Follow-Up Question

Have you seen some of the videos out with people with Rank 4 star cards already? They are smashing everyone else.

Reply

Our matchmaking system will rank players who do well against other players that do well. If they wreck players in one game, the next game they'll be put against other players with similar skill. That's the intent. We're going to look at cases like these as they're likely indicative of matchmaking errors. This is potentially occurring because the servers are still populating, since the game only just released.

We're finishing rolling all the versions of the game out around the world this week which will affect server populations and matchmaking. Once that's complete we'll be working on updating the matchmaking logic to address situations like these.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvfqxv/?context=3

Misc

Reply to the Thread ill bet 3 Darth Vaders that EA cancels the AMA within 20 minutes because they feel "Under attack"

We already have 1 in our Lobby, but 3 more would really tie the room together.

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4dyx/ill_bet_3_darth_vaders_that_ea_cancels_the_ama/dpvfze0/?context=3

Closing Statement

Big thank you to everyone who stopped by! I hope you feel the questions we answered provided clarity and hope going forward. We really appreciate the mods doing their best on a very short notice.

The goal with this AMA from our perspective is to give you a look at where we are in digesting the feedback we've gotten over the past week.

We were incredibly saddened by the negative response from you, the community on Reddit about the game. In-fact, we hated it, we truly did, because we want to make a game that you love. We've made a really cool, fun and beautiful game but it was overshadowed by issues with the progression system. We will fix this.

Stay tuned for more specifics and details once they get set, we'll be sharing as much as we can, in our blog, in our forums and here. We'll be around Reddit so please be sure to tag us in posts you'd like to get dev eyes on.

Thank you again and may the Force be with you.

Dennis

https://www.reddit.com/r/StarWarsBattlefront/comments/7d4qft/star_wars_battlefront_ii_dice_developer_ama/dpvg6cx/?context=3

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Star Wars Battlefront II - Gamblefront (Jimpressions)

Posted: 16 Nov 2017 07:17 AM PST

Tower 57 - Official Launch Trailer

Posted: 16 Nov 2017 05:14 AM PST

Dutch Regalutory Body on Gambling has started an investigation into lootbox systems in games, following questions by a member of Parliament to the minister for Legal Protection

Posted: 16 Nov 2017 06:56 AM PST

Tannenberg – Open Beta Release Trailer 2017

Posted: 16 Nov 2017 05:18 AM PST

The Surge: A Walk in the Park - Teaser Trailer

Posted: 16 Nov 2017 04:02 AM PST

Belgian commission for gambling opens investigation into Battlefront II and Overwatch's loot boxes [Google Translate]

Posted: 15 Nov 2017 10:18 AM PST

Europa Universalis IV: Cradle of Civilization Release Trailer

Posted: 16 Nov 2017 06:11 AM PST

Dynasty Warriors 9 launches February 13 in North America and Europe.

Posted: 16 Nov 2017 06:14 AM PST

Punching people on the VR streets of LA Noire is way more fun than I expected

Posted: 16 Nov 2017 12:53 AM PST

Remembering Mass Effect ten years on [PCGamer]

Posted: 16 Nov 2017 05:02 AM PST

Nodding Heads Games, The studio behind Indie Action Adventure Game Raji (based on Indian Mythology) are currently doing at AMA over at /r/India.

Posted: 16 Nov 2017 05:31 AM PST

Disney Shuts Down Marvel Heroes

Posted: 15 Nov 2017 09:53 AM PST

ARMS: New Fighter - Misango - Nintendo Switch

Posted: 15 Nov 2017 05:14 PM PST

Star Wars Battlefront II Review "Buy, Wait for Sale, Rent, Never Touch?"

Posted: 15 Nov 2017 10:42 AM PST

Are eSports in VR going to become a thing?

Posted: 16 Nov 2017 06:30 AM PST

I wrote this blog post as a guest for sci-fi writer Charlie Stross, and after writing it thought it might be of interest to /r/games readers too.

Enjoy! The original post is at http://www.antipope.org/charlie/blog-static/2017/11/are-vr-esports-going-to-become.html and there will probably be some discussion there too.


In the discussion of my last post, Philippa Cowderoy and Geoff Hart brought up an interesting question around esports in VR. Will e-sports in VR ever become a thing?

I was actually there at the start of the dawn of esports as a whole - I ran "News From The Front", a website which covered the competitive Quake scene back in 1996. (It may actually have been the first dedicated esports news site in the world.) And more recently, I've gotten back into PvP games and esports with the game DOTA2, which has consumed an enormous amount of my time over the last year or so.

And, of course, I'm a virtual reality developer by trade - my first VR game, the horror/rpg Left-Hand Path, left Early Access and entered full release last Friday. I should stress at this point that I don't have a professional dog in the esports race: I'm mostly interested in creating single-player experiences, often with heavy RPG bents. Whilst Left-Hand Path is certainly difficult, inspired as it is by Dark Souls, it's not PvP, and my next major game will probably also be a single-player experience.

So the esport question is fascinating to me. In five years, will we be seeing the equivalent of The International in VR?

We're further along than you might think

Well, in actual fact you could have watched this year's International in VR. DOTA2 has had a VR spectator mode available for some time. It's not quite ready for prime time yet - I still prefer the big-screen-with-snacks approach to DOTA game watching - but it's evidence that VR's advancing on the esport thing much faster than you might think.

In fact, there's been an esport tournament in VR in just the last week. Eleven, the spookily-accurate VR table tennis sim, just held its first Virtual Reality tournament, in which 32 players around the world competed in a completely virtual space. From all reports, the tournament went off very well, and more similar contests are likely to be on the way.

Meanwhile, other VR games are already popular and esport-ready. Onward, which is essentially Counterstrike in VR, has a peak concurrent player count of around 100 every day, making it one of the 10 or 11 most popular VR experiences on Steam of any kind. Players report spending hours in-game sniping at each other.

And Echo Arena, a weird-but-cool zero-G Frisbee game, is probably even more popular. Concurrent player numbers are hard to acquire because it's on the Oculus platform, but it has certainly sold well and gotten breathlessly positive reviews even from non-gamers.

Many other VR games boast popular coop modes, from zombie-blaster Arizona Sunshine to forearm-punishing archery game Elven Assassin. Some of them are even effectively coop-only: the king of those experiences is the blisteringly popular Star Trek: Bridge Crew, as immortalised in this Penny Arcade comic strip

There are already a lot of people in VR competing or cooperating.

But Why Would You Want A VR E-Sport?

It's very important to clearly hold one dichotomy in your head when you're thinking about VR entertainment as a whole.

These things simultaneously are computer games - fast, fun, violent, and not limited by reality - and aren't computer games. They're physical experiences, using an interface that's far, far closer to Real Life than the gamepad-mediated world of computer gaming.

The crossover makes games like Eleven or Sports Bar VR (a pool simulator) incredibly powerful. If you can play table tennis, you can play Eleven. Absolutely no computer gaming experience required. And the experience is very much like playing table tennis with a friend - it feels right, it's fun, it's a good social experience - but doesn't require the two of you to be present in the same physical space.

Added to that, head-and-hands visualisation of another person turns out to be surprisingly powerful in communicating presence. It's much better even than a video call in many ways: these abstract avatars combined with voice give a very strong illusion that you're in the same physical space. A good physical representation of the space you're in helps even more, as does a powerful shared context - that's why table tennis, pool, or Star Trek all work so well.

So if nothing else, VR offers the chance to play pool with your friends on another continent, whenever you want. That's a pretty world-changing offer all by itself.

VR is also, by its nature, physical. For some people that's a downside: they want to play games at rest, sitting on a couch. But for other people - and I'm very much in this category - having a video game which actually requires you to move your body is a massive plus. These esports are sports - I've sweated so much playing gladiatorial game GORN that my headset started having problems with the sweat drips.

That's a hell of a lot of fun, but more than that, it's an effective form of exercise. You can get "gassed" boxing opponents in Thrill Of The Fight almost as much as in real life: I've watched a Tae Kwon Do black belt play that game, and he was definitely puffing and sweating after a few rounds.

But at the same time, it's still a game. There's none of the tedium of running on a treadmill - even if you are literally running on a treadmill. Just like playing a real-life sport, it's very easy to get lost in the experience - in fact, even more so than most sports. And unlike real-life sports, these VR esports have far less physical limitations and are available whenever you want to play them. I can't jump up and play a game of zero-G Frisbee, or a tense round of gladiatorial combat, in real life - but I can be doing either of those things in five minutes from the desk I'm currently sitting at.

That's not only cool and fun, but also pretty impactful on physical fitness. If I'd spent all the hours that I spent playing DOTA last year doing something requiring physical activity, I'd be athlete-level fit. (Particularly given the competitive gamer mantra of "git gud". If you tie the DOTA world's MMR rating to their physical fitness, there would actually be a noticable world uptick in fitness amongst that demographic.)

Indeed, my work on Left-Hand Path has definitely impacted my physical fitness. It's not primarily designed as a fitness game, but dodging away from monsters, rapidly drawing symbols in the air, and squatting to touch your staff to the ground for various rituals all adds up. I would not be surprised if my move from animation (sedentary as hell) to VR has added a couple of years to my life expectancy.

A couple of commenters asked about injury potential, and I've been asked elsewhere about fatigue in VR too. As far as I'm concerned, fatigue is a feature not a bug, for the reasons listed above. I like gaming anyway, but if it also happens to cause a reduction in my likely all-cause mortality, that's a pretty good bonus.

And as for injury: VR gaming won't end up more intense than equivalent real-world sports. If the populace at large is safe playing football, or rugby, or training Brazilian Jujitsu, they'll be OK doing equivalent things in VR too. (Although we may have to start building in "seriously, go get a glass of water" warnings!)

So what does the future hold?

It's mostly here, just not evenly distributed. As usual.

As mentioned above, I can already call my friends in New York and challenge them to a casual game of table tennis. That's considerably world-changing. In a world where people move around more and more, and travel is both ecologically dodgy and increasingly expensive, being able to hang out with friends around the world in a well-simulated physical space is pretty astonishing, and as time moves forward I think it'll be one of the major selling points of VR.

Microsoft just bought the social VR app Altspace, and the equivalent Rec Room is gathering VC funding at a rate of knots. VR tournaments are just getting started, and they'll get bigger and bigger - not least because, as physical sports, they'll make pretty good viewing too. If the guys making Echo Arena aren't working on a broadcaster / spectator mode I'd be very surprised.

(It may be noted that another key problem in 2017 is loneliness, and engaging in physical sports with other people is an excellent way of making new friends. )

There's no reason that the social esports have to be limited to high-physical-activity, either. Poker would be a very obvious candidate for a VR edition, and a VR poker game would overcome many of the issues of playing poker online. There's still enough physical movement to attempt to read opponents - eye trackers are just around the corner too - and in VR it will be a much more social experience than playing on a flat screen. (This is another one of those "if I wanted to be really, really rich..." moments - but I'm busy! Also, some Googling turns up the first VR casino, which has already appeared.)

Tracked peripherals are just on the cusp of arriving too, and they're going to have a massive impact. I've had the developer versions of HTC's "tracker" pucks for a few months now, which allow you to add physical objects to your VR space and track them to milimeter accuracy, and they're enormously powerful.

Just being able to track your feet adds a whole new level of interaction and immersion. But more than that, you can use them to track objects for esports. Here's an article about tracking a golf putter, for example - it's immediately clear that the increase in quality of experience is huge.

Indeed, I can see golf alone pushing the popularity of VR some way. It's expensive, it has a large, fanatical fanbase, and VR's very well-suited to simulating it.

And then you've got the total-immersion stuff. The first VR MMO is just around the corner, promising a release into Early Access in December. It already has a small but extremely enthusiastic community, and I'd expect that to explode once it arrives.

An MMO in VR will be a totally different experience to one on a computer, with a great deal more physical presence. I'd expect people to make friends more easily, grief and flame less, and feel more like they're physically present with each other. This could be the thing that sparks an explosion in VR uptake as a whole - after all, MMOs like WoW have form for that sort of exponential growth. And as it develops, it'll start to evolve away from the conventional MMO, and more into something that combines the best parts of MMOs and "field LARP" experiences like the UK's Empire LARP.

Beyond that? The major esports companies must at least be keeping tabs on VR - it's a toss-up as to which game attracts a signficant prize money tournament, but it'll happen. I'd guess that event is 2-3 years away, perhaps less.

And then we'll have a new form of esport. It won't replace flat-screen gaming - instead, it'll be something entirely new. Probably something that doesn't even draw from the same pool of players as conventional esports. We may see one or more physical sports develop a thriving esport arm - my money's on golf or table tennis there.

It'll be an exciting - and sweaty - evolution.

What do you think? Will VR esports become a thing? If so, when, what and why?

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Star Wars: Battlefront 2 - Kotaku review

Posted: 15 Nov 2017 04:09 PM PST

Giant Bomb: Hitman: Patient Zero: Quick Look

Posted: 16 Nov 2017 07:03 AM PST

Kingdom Come: Deliverance - The Good, the Bad and the Sneaky

Posted: 16 Nov 2017 07:18 AM PST

External Visions - a newly released huge and cheap metroidvania

Posted: 16 Nov 2017 07:11 AM PST

The open world of Deus Ex: Mankind Divided is refreshingly vibrant and dense.

Posted: 15 Nov 2017 02:19 PM PST

I remember getting burnout on the open world genre of games a long time ago. Around the time of Far Cry 3 I just got bored of them, the obsession with trying to make maps as big as possible really didn't appeal to me. The maps in a lot of these games would be vast open spaces of nothing with pockets of interest dotted throughout. Throw in a heap of collectible items to fluff up the content and you get a generic open world game.

I recently tried games like Final Fantasy 15 and Horizon Zero Dawn, but the same issues still arose. Big maps with not much to them. (Although I can appreciate the worlds these two games created, the large maps let them down for me).

Now I have started playing Deus Ex: Mankind Divided and what a treat it is. Even though there are only a handful of different locations (so far) every single one has so much character and charm it is a joy to traverse and explore. It feels like every corner I turn there is an environment that is so detailed and well designed that I can remember it, rather than all the different parts of the city melding into one.

Looking at all the detail of the world really builds on the story that the makers of the game are trying to tell. Interactions with NPC and the general design of the game emphasis the story and struggles people face in this games world. The logs and emails you discover throughout the game also add to this immensely. Quality not quantity.

I suppose I wanted to make this post to try and gauge if others feel similar to me, in the fact that open world games try to stretch too far and comprise on the integrity of the world they are building, rather than adding to it. It's all well and good being able to say you have a map as big as Skyrim, but if there is nothing in it then why explore it?

submitted by /u/lacrunk
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10 minutes of Secret of Mana remake co-op gameplay

Posted: 16 Nov 2017 06:47 AM PST

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