True Gaming Why do you think "Night in the Woods" is so easy to read and digest? Also, thoughts on other text based games. |
- Why do you think "Night in the Woods" is so easy to read and digest? Also, thoughts on other text based games.
- Setting Up a Gaming To-do/To-play Playlist Advice Needed
- Looking for a good chair (gaming/working)
- While it was a great game, i think BotW was one of the "safest" titles this year.
- Any games where choosing the "evil" choices leads to a better ending?
- What makes something the "Game of the Year" for you?
- What is THE hardest game ever beaten by a human? [Details inside]
- Are there any open world games that use a "Nazgûl" game mechanic?
- Is the era of viral-successful game mods over?
- This game has made 3rd person advantage a thing of the past... and made camouflage work no matter what graphics are used! [SCUM]
- Ideas on the feasibility of team based games where players control a shared group of units?
Posted: 28 Dec 2017 08:03 AM PST I've always wondered about this. A lot of people know this game and have played it. I'm thinking about the dialogue engine and writing in particular here. I've noticed that the game's text is extremely easy to digest and read, compared to many other text based games. Maybe it's the short bursts of words, or the humor. Maybe it's the font and animations, or the different use of colors? It's sort of like that in Undertale, as well. Both games are remarkably easy to read. Some games are just a chore to really read through what's being said. I think this is a very important aspect of game development, and devs should really spend time focusing on it. Too many indie games have a hard time with this. I think, when done correctly, it makes voice acting not very important. It also lets you add your own thoughts into the game, like a story. I would also add Final Fantasy VII into this as an example of what bite sized dialogue without voice acting can accomplish. It will be interesting to see how it feels when full voice acting in the remake happens. It's interesting to compare these sort of games with other indie text based games like, say, Kentucky Route Zero. That game is extremely interesting and worthwhile, but some describe it as "slow", and I think this dialogue and reading pacing is part of it. Any thoughts on dialogue techniques in indie games these days? Let me know if you have any examples of other small or indie games that are either interestingly easy to read, or tiresome to read. [link] [comments] |
Setting Up a Gaming To-do/To-play Playlist Advice Needed Posted: 28 Dec 2017 10:09 AM PST Hey guys, how are you? I'm writing because I could use some help. I've over the years purchased a ton of games. Thousands. This coming year though, I need to insanely curtail my spending, so I need to button up and spend more time with the games I have. The problem is, when I look at my games, I get paralyzed by choice. I have a lot of amazing games, yet no idea what to play. So what I was thinking of doing is setting up some sort of play list or to-do list where I choose a small set of games and try to focus on and pick from that list. I mean sure, I could use a calendar or a note app or some such, but I was wondering if there was an application/website that helped one do this more easily. Therefore, I guess I'm asking, do any y'all do this? Set up a list of games to focus on? If so, what do you use to curate your own list? Thanks for your time and consideration. [link] [comments] |
Looking for a good chair (gaming/working) Posted: 28 Dec 2017 03:18 PM PST Was looking at this one: https://scandis.com/products/wau-desk-chair?variant=33506705614&gclid=Cj0KCQiAyZLSBRDpARIsAH66VQKMsb67oxDeezMdrnnITsJaz6PmgQsb5ELQqZ1dMgfVbknWjNKW6nYaAsZREALw_wcB Any other good ones? That one seems like it has everything I need but not sure if there are better. Budget is ~$500 [link] [comments] |
While it was a great game, i think BotW was one of the "safest" titles this year. Posted: 28 Dec 2017 09:41 AM PST And by "safest" i mean that Nintendo went with ideas that would have the most potential success and were already tried out. That is: Open World, Survival, RPG elements, basic story and characters without too ambitious writing, simple quests etc. (Now i don't say this is a BAD approach. It might be an easier one but that doesn't make it any worse than others. Keep that in mind.) Most of it was simply going the easiest way that was already proven to succeed. Something that was already set by games like Skyrim, AC or even Witcher 3 (though this game in my opinion also was more like a result of current trends than something that was supposed to break ground or introduce anything new). Even though Nintendo claimed that they weren't inspired by those games, they clearly were. Game has your usual "Ubisoft towers" and gameplay/content typical to Open World games (less unique content compared to previous Zeldas but more of the same spread across the whole map - which makes the game very repetitive if you spend a lot of time on it and are a completionist). Now i don't want this to be a discussion whether this game deserves GOTY or not, i just want to compare it to other games this year and what they did with their design. Even though there wasn't really a game this year that was very original or introduced something completely new, at least they broke some standards that we got used to from AAA or even simply Western games in recent years. I'm talking about games like P5, Automata or even smaller titles like Hollow Knight or Cuphead. Especially P5 while being a big game, it stayed to it's roots, had a closed world design and a different gameplay, even compared to other jRPGs (calendar system and focusing on Social Links/Confidants improving your combat abilities). Automata used the narrative of having to finish game multiple times to get the proper ending (something that was also present in older Yoko Taro games), some had their problems with it but overall i think it was fun or at least interesting. And this is the main point of this thread. Those ideas/gameplay were surely more controversial as each of these games' designs had both a lot of enemies and fans, while BotW is almost universally praised with the most harsh "rational" criticism being that it "doesn't do anything new and is your usual Open World game" followed by at worst a 7/10, which is still a good score. Now what do you think about this? What approach do you prefer? Something like BotW where game takes what's currently trendy in gaming and improves on it the best way it can or when a game tries to try something different that might not work as well in current climate and even create some controversies? [link] [comments] |
Any games where choosing the "evil" choices leads to a better ending? Posted: 27 Dec 2017 11:01 PM PST I'm curious. Playing through bioshock the collection atm, just got done with two. Saving every little sister along the way of course, getting the "good" endings. And boy were they beautiful, especially the first one, hit me like a bag of bricks, just, such a feel good, sortof bittersweet ending. Perfection. But they got me thinking, IMO, at its core, this, "be good and you'll get a good ending" philosophy, is kinda naive and fairy tale-ish. IMO, In reality things are rarely ever that black and white. Could have been that the time as little sisters in that hellhole broke their minds, so you just unleashed a mob of (possibly superpowered, you thought they were completely cured, but it turns oouut...twist) serial killers into the world. It would have actually made sense for it to have ended that way IMO, very glad it didn't lol, but yeah. Anyway, it got me wondering, are there any games where choosing to do what many might consider "evil", lead to a better overall future? Or vice versa? (being heroic fucks everyone over lol) There probably tons of games that have a moment of something like, where showing mercy comes to bite you back in the bottom. I only know of one at the top of my head, and I'm not sure about this, but I think witcher 3 has some moments like this. Anyone know of any others? [link] [comments] |
What makes something the "Game of the Year" for you? Posted: 28 Dec 2017 09:05 AM PST There are so many games released in a year from every genre imaginable. Some are part of a years-long franchise, whereas others are original IPs. Some are multiplayer only games, some are single-player games that can last from 2 hours to 100+ hours on a first play-through. Like movies and television, we all have our favorites of the year. It could be because of the acting, narrative, editing, directing, or just how much you enjoyed it despite any flaws. Ending the year, we see a lot of articles and opinions on why such-and-such game is GOTY. We all have our own tastes in games. Certain genres we love and hate. So what makes a game the GOTY for you? [link] [comments] |
What is THE hardest game ever beaten by a human? [Details inside] Posted: 27 Dec 2017 08:56 PM PST I have been researching very difficult games for a while now and am curious about what is the hardest single-player game ever beaten by a human (not TAS, like Item Abuse 3) - in terms of execution/technical prowess, not complex puzzle or strategy games (such as SpaceChem, games made by Matrix, Aurora, etc.). I would like to exclude speedruns from the discussion and limit it to difficulty in beating the game on its own, not making it harder by beating it as fast as possible. The top comment to a question similar to this was I wanna kill the Kamilia 3, which falls under the genre of fangames for the infamous I Wanna Be The Guy (I wanna be the boshy is another fangame). I asked the fangames community if there are harder fangames that have been beaten by a human, and they pointed me to I wanna be the ATK2 and I wanna be the last TIS. So my question is, is there anything harder than these two games that has been beaten by a human? I gave it some thought and came up with some possible contenders: certain shmups/bullethell games (such as Mushihime-sama Futari Ultra Mode); Super Mario Treasure World: TsucnenT's Dream Reds; Dustforce – Infini Difficult SS; Tricky Mario: The Eternal Space; Cloudberry Kingdom Level 319 on PC (on PC because you can't use the slowdown or guide powerups like you can on console. No proof of these clears on PC though); certain N++ levels; top-level feats in rhythm games. I know some may see this form of difficulty as unfun or unfair (although I would only call it unfair if RNG played a large factor), but I don't want to debate preferences; I just want to find the hardest game. So, has a human beaten anything harder than ATK2 or Last TIS? I am interested to see if I missed anything. [link] [comments] |
Are there any open world games that use a "Nazgûl" game mechanic? Posted: 27 Dec 2017 06:52 PM PST I've been thinking about this more and more lately because it's something I'd love to play. I've made suggestions in the past for open world games to integrate something along the lines of the Ringwraiths from LotR. A persistent entity in the game tracking the player down and hunting them. They could go through towns and cause actual destruction, putting actual tangible things on the line. They would pursue you relentlessly. For me Wild Hunt REALLY missed an opportunity here. The Wild Hunt is a thing in Witcher 3 but you really only witness it through scripted events, and for me it felt underwhelming. Considering it's part of it's namesake I'm unsure why they didn't make the Wild Hunt a core gameplay mechanic. What I want is a dynamic enemy(s) in the game world out to take you down. They could do this by force, investigation tracking clues, trapping you. Multiple different creative ways it could be done. BotW could of used something like this as well, Ganon "super soldiers" hunting down the newly awakened Link because you are, obviously, a threat to Ganon. It really could of added a sense of urgency to that game, something I felt BotW was lacking. I'm guessing open world games don't do this because it's extremely difficult on a technical level. A game mechanic like this would add a whole new dimension to the open world genre though. Going through towns or areas and being careless could lead to the enemy tracking you that much easier. Of course, every so often you would have no choice but to confront the enemy, perhaps injuring them temporarily only enough for you to get away. I'm also not talking about something that uses "game tricks" or a "pseudo" persistent thing. I'm talking about an enemy running it's own routes, triggering it's own events and having a coordinate space in the game world. No phasing in and out or anything like that. There's a need for this in open world games. Towns always feel totally safe. This is absurd because often the worlds they inhabit are full of danger or on the brink of destruction. NPC's should be in danger, towns should be in danger, and most importantly you should be in danger no matter where you are. Can you imagine walking to a town somewhere only to find it devastated by your actions? Other games that sort of capture this essence of "being hunted" are RE3: Nemesis and RE7 but these games use tricks and are not open world. Are there any open world games that do what I'm talking about? Is this something you guys would like to see? [link] [comments] |
Is the era of viral-successful game mods over? Posted: 28 Dec 2017 08:02 AM PST The landscape of modern gaming was hugely influenced by a couple of game mods: DOTA, Counterstrike, Teamfortress, DayZ. There's something unique in the mod development process, which allows creators to be quick and responsive to balance changes, etc (because the base game already handles most things for them), whilst having a nice instant audience available (those who bought the base game.) These benefits don't apply to the modern wave of indie games developed on things like Unity, and fewer and fewer AAA games support modding anymore. It feels like we'll never see this sort of thing ever again, where one person (or a small team) can create something that snowballs and ends up starting a massive new genre. [link] [comments] |
Posted: 28 Dec 2017 11:27 AM PST So I saw a video or two and was taken in by this game. Then I joined the discord and talked with the developers who seem to engage with the community! That's a win right? I want to make this game known because it is doing all the right things. What are your thoughts on the way they are dealing with camouflage and abuse of 3rd person cameras? [link] [comments] |
Ideas on the feasibility of team based games where players control a shared group of units? Posted: 27 Dec 2017 10:14 PM PST I am creating a simple combat game where each team has a single base, with the objective of destroying the other base and thus winning the game. Basically, your team can consist of many vehicles such as planes, tanks, turrets, etc., with the player being able to switch into and take direct control of any of their units. Combat would be very similar to World of Tanks or Battalion Wars for the Wii. I want to have split screen multiplayer, where people can share a team and common objective. Sorry if this is the wrong place to post this, but I was wondering if any of you have any ideas on whether it would be fun at all to have teammates with which you share all the vehicles? Assuming there is one pool of team money you can buy shared vehicles with, the drawback is you may buy a vehicle that another teammate can take over should you leave it to command a different unit. My alternative would be to have individual pools of money for each player, allowing them to buy vehicles only the purchaser can control; essentially your teammate and you will share a base you must both defend and nothing more. Considering one of my mechanics is the ability to form a squad that follows commands, it seems it could be frustrating for a teammate to hog all the vehicles under a squad of their command. My big question is, have any of you played games with a similar concept, if so, was it fun/did it work for you? [link] [comments] |
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