True Gaming [Metal Gear Solid: Survive] Can someone explain this to me?


[Metal Gear Solid: Survive] Can someone explain this to me?

Posted: 21 Feb 2018 10:11 AM PST

It says that t0he EULA of MGS: Survive states that it does not allow players to start a relationship on MGS Surive or engage in politics.

I am scratching my head why would Konami add this on their games

submitted by /u/sammyjamez
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What should be done for the preservation of abandoned games?

Posted: 21 Feb 2018 06:59 AM PST

We are seeing some clashes between organizations interested in the preservation of history and culture, and those for the defense of the video games industry's interests over whether there should be exemptions in the law to allow online games to be modified and servers reverse engineered, so that they can remain playable.

https://www.engadget.com/2018/02/20/esa-dmca-online-gaming-petition/

Considering now online elements are often present and sometimes the games can't be played offline at all, it seems to me very important for their preservation as cultural artifacts. As much as some may trivialize it, online games are just as much part of our culture as movies and books. At least as much as a Doctor Who or a Sherlock Holmes. It is even ironic that the ESA argues that it is not worth being preserved at the same time they ask for strong protections for their alledgely irrelevant work.

This idea that works of entertainment are not worthy of preservation and especially shouldn't be accessed by the general public does not sit right with me, considering how I spent my youth getting popular contemporary fiction books in libraries with no problems. It only makes me wonder why libraries seemed to freeze in time when now there is technology to make information and culture available in such a wider scale.

But I'd go beyond that. If we are talking about preservation, the logs of the player interactions, actions and conversations could be of great interest for future game designers, sociologists and historians. This, however, may bring some privacy issues on top of the copyright issues, so I don't know how it could be handled.

Unfortunately, not only the game companies are unwilling to aid the preservation of these games, they are actively fighting against it. Considering the speed our technology advances and old software becomes obsolete, if it were up to them, we could lose vast amounts of the cultural heritage of this medium. In the larger picture, only select few games get remakes and remasters, and it is to be wondered if they would even get those if not by the interest of pirates who keep these works available clandestinely. The great majority does not get adapted or preserved in any form. Considering how long the copyright length is, now more than a century, it makes me wonder if there would even be any useful information left by the time these games were supposed to return to the public domain, were it all to be done properly and legally.

What do you think of how videogames are preserved for the future today? Do you think the law today is adequate for both rights protection and preservation of games? What, if anything, should change?

submitted by /u/TwilightVulpine
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Lack of subgenres diversity in fantasy games

Posted: 20 Feb 2018 10:33 PM PST

So you know the thread about the lack of diverse worlds in fantasy games right?

I've been finding that it's not just the worlds that are generic but also the fantasy subgenres that fantasy games tend to emulate. Most fantasy games seem to specifically try to emulate high fantasy. Or, if you want to be snarky, "doorstop map fantasy".

This isn't even a triple A thing really. Pillars of Eternity and Divinity: Original Sin were still high fantasy. Morrowind gets brought up a lot in these kinds of threads, and while it's world is strange as far as genre goes it's still kind of high fantasy.

(I'm mostly considering Western games here.)

What I find especially weird is that other fantasy subgenres could be more suited to standard video games than high fantasy. Take sword and sorcery like Conan for a minute. The "kill 'em all and take their stuff" gameplay of most games would fit Conan far more than it ever fit Tolkien.

(That said, side quests in fantasy games can often take the format of the sword and sorcery genre.)

Compare to the tabletop gaming world where people have been discussing D&D's original Appendix N and the possibility that Gary Gygax's vision for D&D was more along the lines of pulp fantasy than Tolkien.

tldr Why is only Funcom making Conan games?

Edit

So a lot of posts are talking about basically the worldbuilding of a game. e.g. How much magic does it have? I'm trying to talk about the writing and themes of a given game.

So one genre I contrasted high fantasy with was swords and sorcery. And here's a whole article about that:

https://io9.gizmodo.com/whats-the-difference-between-epic-fantasy-and-sword-and-1617687425

To go into more detail, epic fantasy tends (see? tends!) to involve stories on a grand scale, where armies are involved in battles across sweeping landscapes, where stakes are global and detailed continent or country maps are de rigueur. There may or may not be a dark lord, but there are certainly multiple characters, maybe even hundreds of characters.

By contrast, sword and sorcery tales tend to confine themselves to one or two characters, concern themselves with low stakes and high action, and confine themselves to the moment. The heroes of sword and sorcery often aren't. The quintessential S&S protagonist is often someone who is morally ambiguous and self-serving.

Note that neither of these descriptions ask how much magic or how many elves there are. They're contrasting the scope of the setting, the number of characters, and the level of the stakes.

And I find many fantasy games specifically following the first description than the second.

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What spurred on the incursion of Early Access survival game?

Posted: 21 Feb 2018 03:45 AM PST

  • Ark : Survival Evolved

  • Reign of Kings

  • Rust

  • 7 Days to Die

  • DayZ(?)

  • The Forest

  • Stranded Deep

  • Subnautica

  • H1Z1

And, more recently...

  • SOS

  • Fade to Silence

I'm probably missing a good chunk of these types of games, there's so bloody many that it would be difficult to list them all. There's a question mark by DayZ as I'm not sure that's a part of the incursion, atleast the original DayZ Arma 2 Mod, which I'd theorise is possibly the root cause of the mass sprawl of EA survival games. Some of these are outright scams like Reign of Kings, and then some have managed to pull out of Early Access and prove to be great entries into the genre.

submitted by /u/n_that
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What would you want in your perfect Fantasy VR-RPG/VR-MMORPG

Posted: 21 Feb 2018 02:39 AM PST

So I'm doing some research for an audiodrama that has focuses on the consequences of people being stuck in a VR-MMORPG for four years and how it effects those who were involved and those around them

It will be told in a similar style to the World War Z novel and for the centre-point "Game" I want to make it so that its the most appealing to the largest audience possible

Any input would be greatly appreciated!

submitted by /u/MaximusArtilius
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Games as Statements, and Mods as Conversation

Posted: 21 Feb 2018 02:49 PM PST

These thoughts have been rattling around in my head for a little while, and I'm not sure where else to put them, so forgive me if this is a bit all over the place.

This idea is largely inspired by conversations around things like designers intent and the degree to which developers can or should be considerate of their audiences own desires or demands for options in games relating to gameplay. For example, Mark Browns video on gameplay options and Celeste's assist mode:

https://www.youtube.com/watch?v=NInNVEHj_G4

One thing that occurs to me throughout this discussion is the difference in videogames between other kinds of play - tag, board games, card games, etc. which is that videogames act as their own enforcement mechanism for gameplay rules.

In those other kinds, while cards, boards, and other props might be made with a particular design in mind, the rules are largely still abstract, and the items themselves can be changed or ignored. One of the most common things for example is to modify the rules of Monopoly. Many people do things like have money paid from Chance cards and the like to the free parking spot, for the next time someone lands they then receive the money.

Videogames however are software, and software is executed by the computer. Thus, gameplay rules as executed are effectively externally enforced in very different and more significant way than the rules of most other kinds of games.

These rules are enforced by even further means - source code to games is often withheld, so more significant changes often require some element of reverse engineering. This is partly the basis of modding - figuring out how a game does something, then working out how to modify it to do what you want.

Another step is moving the enforcement mechanism away from the persons own computer, to a remote server. This happens in online games, and doesn't just happen for the sake of multiplayer games, but also for things like DRM, or micro-transactions.

With is in mind, If a game released and played "as intended" is effectively a communicated statement, modding turns a game into a conversation between player and designers and writers. A designer might say x, but players can respond with y. Maybe your game would fit your vision better with these rules, or maybe this idea doesn't work, or maybe this can be tweaked. Modding turns the designer from some Moses figure on high, delivering the word of God (the designer) to something that is much more a back and forth between people on equal terms.

In other kinds of media, we don't just have written criticism. Someone who thinks a film is not edited well might not just say so, but edit and show that scene to help make the point (and this is even partly legally protected through fair use). There is certainly nothing wrong with listening to and enjoying a game in an "intended" way, but there should be no controversy in people being able to respond as such.

At ~6:20, the video notes:

I don't want players to feel like they're being asked to design how the game should work

But this is placing impetus on the developer needing to accommodate their audiences own beliefs or criticisms, or that the audience isn't already forming their own ideas of how the game should or might work, which I think is an incorrect way of framing the discussion. I think this is supported further by the example of SOMA in the video, where the developers state they felt more comfortable releasing the mode later as a means of making their "statement" clear, while forgetting that players had already responded with the wuss mode mod.

In other words, the framing of discussion around "intended" play is framed incorrectly as an impetus on designers to accommodate their audiences differences or criticisms that infringes upon or impacts their statement. I do think for things like accessibility (which might sometimes include assist or easy modes) there are strong reasons for this responsibility to fall on a developer. Really though, modding is the way out of this, and perhaps the bigger problem is that games enforce themselves through being played, with mechanisms sometimes designed to undermine the ability for a player to effectively respond.

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How the beauty of modern graphics has encouraged scenic, exploratory gameplay styles.

Posted: 21 Feb 2018 08:21 AM PST

The release of Assassin's Creed: Origins' Discovery Tour mode yesterday has got me thinking about how this generation has given birth to a gameplay style I have never seen before - one where players are encouraged to slow down, absorb the atmosphere and take photos of the beautiful digital landscapes. It's a shock to see this in a AAA Ubisoft game like Assassin's Creed, as it's a far cry from the usual fast-paced, combat-heavy gameplay which the mainstream favours. I suspect this has come about because graphics this generation have moved past the basic photorealism of last generation and have become capable of showing the true beauty of landscapes with advances in lighting and shading techniques.

The most obvious example of this is the growing amount of games featuring a photo mode. I love this because it encourages an appreciation of the landscape and the beauty which is either carefully crafted by the developers (e.g. The Last of Us) or created organically through excellent procedural generation and graphical capabilities (e.g. No Man's Sky). With a tool that allows them to capture powerful moments and share them with friends and with the internet, players are encouraged to seek out these moments of quiet beauty and, as the public photo map markers of AC:Origins prove, many people are eager to do it.

More importantly, gameplay itself allows for this in a lot of modern games - this is a drastic change from gaming's persistent and eternal love for fast-paced combat. No Man's Sky is a game where the gameplay loop consists of wandering and discovering awe-inspiring sights or simply resting in an alien landscape and taking in the atmosphere, before moving on to find a new place to appreciate, repeating the process over. More recently, Assassin's Creed's Discovery Tour shows that Ubisoft has realised the power of allowing players to safely and calmly explore one of their carefully crafted open worlds without having to worry about "typical" game elements ruining the moment, like being approached by an enemy or accidentally triggering a quest.

Even older games are being reworked to account for this new style of gameplay. The Last of Us: Remastered did this to an extent with a photo mode allowing you to pause the combat and soak in the post-apocalyptic world, but I think the inclusion of a photo mode in the new Shadow of the Colossus is far more significant. The world of SotC was always beautiful, but the original encouraged you to whiz through it on the way to the next epic set-piece. Only the players willing to stop and explore the vast landscape would be the ones to discover its many hidden beauties. But with the simple addition of a photo mode, players are now encouraged to stop and take in the heavy-laden atmosphere of the forbidden land, allowing the rocks and ruins to tell their melancholy tale with a much louder voice than the PS2 original ever allowed.

As someone who no longer wants to spend my free time grinding away at hard games (or multiplayer deathmatch games) before I'm good enough to play them properly (which requires a lot of concentration and can be tiring or stressful at times), this new genre of beautiful, calm contemplative games is warmly welcomed by me. It's especially interesting to see it in the mainstream.

This has turned into a bit of an essay. I hope it's interesting to read and I'm interested to hear what you guys think about this. Do you think we'll see more of this in mainstream games, given the apparent success of Discovery Tour? Do you think we'll see more games dedicated to this style, like No Man's Sky, or do you think it will continue to be an added mode/alternate gameplay style in typical action games?

submitted by /u/ottyk1
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I advise that it is better to avoid or be cautious Metal Gear Solid Survive reviews for a while

Posted: 21 Feb 2018 01:11 PM PST

I am like everyone else's side on this matter - I absolutely hate that Konami just kicked out Kojima without giving him a chance or an actual reason and wanted to steal his workby removing his name entirely as if it was like a villain-type plot where they did not need the brilliant scientist anymore after he gave them what he wanted

I am still angry at Konami for disrespecting Kojima after all the work that he did and gave us a legendary franchise and then they eventually stole the work from him and kept it for themselves and monetize it even more without Kojima getting a part of the revenue.

Because of this, I am very sure that everyone is going to give this game shitty ratings, whether it really is decent or not.

So I think that it is better to avoid the reviews for a while now until all the anger and hate towards Konami has calmed down

(even avoid I will admit that even I dislike Konami after what happened)

submitted by /u/sammyjamez
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I just can't use the WASD Pattern!!!

Posted: 21 Feb 2018 07:22 AM PST

When I game (FPS obviously), I use my index finger for W and ring finger for Shift, (that are the only two buttons i use for movement). But when I try out the usual WASD pattern - Middle finger on W/S, Ring finger on A, Index finger on D and Pinky finger on Shift, I suck, seriously I suck. I loose control of where I'm going and I end up with 1 or 2 kills with 20+ deaths. what should I do?

P.S : I am 15. I've been Gaming since 2012, casually, once or twice a month. Since, the beginning of this year I'm taking this seriously. My aim is also horrible.

submitted by /u/CR7iHD
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Need advices, growing out of gaming but don’t want to!?

Posted: 20 Feb 2018 10:27 PM PST

Hello, I'm 23 yrs old and I always loved Playing video games, part of it was because when I was younger my mom never allowed me to have any sort of consoles, and whenever I did get one, my mom would break it because of my bad grades. After I got older I was able to buy my own Xbox 360, loved playing the original MW2 and ever since I was hooked. Now I'm on Xbox 1 playing PUBG & Fortnite ( which btw I'm a savage at ). Anyways getting to the point, I tend to have phases where I feel like " I need to give up playing " or I feel like playing, but once I'm there with the screen loaded in, it just doesn't grow on me to play.
Anyone going through the same issue? Maybe a suggestion on what to do? Should I give it all up completely?

submitted by /u/SlevinTree
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Loading times of modern games are complete garbage

Posted: 21 Feb 2018 03:18 AM PST

These days a game can have gorgeous graphics and responsive gameplay with 60 fps, but then the loading time on startup is 1 minute.

It's funny because that leads to me making careful choices whether I want to play a game as I count in the painful loading time. I must not be the only one that has started to think like this.

This is one of those areas where we have gone backwards in technology. I used to be able to get into a game by quickly chucking Enter a few times. That's the way to do it.

What if game reviews started to shine light on the issue? Each review would state a simple "startup time" and "level loading time" that happened on the test machine. Just some rough average benchmarks measured with a stopwatch. They might vary from machine to machine, but still would be more than enough to give the big picture. At least I would find that incredibly refreshing.

It's technologically problematic because modern games actually have to load and process gigabytes of data. However, I think that by giving this area more love, the situation could still be improved significantly. What if couple of engineers in the company were thrown a technological challenge to cut down the loading time to half? The motivation could simply be "it looks great in reviews". I wonder what would happen?

Currently loading times seem to be a bitter pill that both developers and gamers swallow without questioning.

submitted by /u/jones_supa
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Undertale and the intertwining of game mechanics and story [HEAVY SPOILERS]

Posted: 20 Feb 2018 05:08 PM PST

Undertale is one of my favorite video games. I try to do a yearly playthrough of the game because I always enjoy coming back to see the characters I've come to love. But what really impresses me about Undertale is how it weaves both its mechanics and its story together to create a satisfying and logical conclusion.

During your first playthrough (which will most likely be neutral, as the only other option is genocide), you learn many of the world's "rules": both monsters and humans have souls, represented by hearts. Human souls (and bodies, for that matter), are incredibly more resilient than monster souls, due to their natural determination. Several signs in Waterfall explain that if a monster absorbed a human soul, they would become extremely powerful. Also, it would take nearly every monster soul to equate to even ONE human soul and it takes seven human souls to destroy the barrier that keeps the monsters trapped underground.

Based on this information, I would like to discuss the pacifist route's ending in particular. Flowey, a soulless, living flower defeats you and your friends. He absorbs not only EVERY monster's soul (aside from Napstablook), but also all six human souls that Asgore had collected. One human soul would obviously have been enough to transform, but with the equivalent of seven human souls, Flowey transforms into Asriel Dreemurr, the Absolute GOD of Hyperdeath.

This is what makes him the final boss of this route. This is why he is so powerful (this also explains the neutral ending boss, but that's something for another time). This final boss isn't just a tough guy who found some ancient artifact or source of power, he's (up until this point) the most powerful being alive, based on how this world operates.

I believe the most important part of this route, however, is when Asriel destroys the barrier. Unlike the battle you just went through, this doesn't occur simply because Asriel is extremely powerful. This ending can literally only occur if you do not kill a single monster. The game doesn't give some BS explanation about how you were so kind and merciful that the barrier just disintegrates. Asriel has six human souls and every monster soul minus one. He has the equivalent of seven human souls, allowing him to destroy the barrier and allow monsters to go free.

There are many more examples of this within the game, but these stick out in my mind particularly. Toby Fox (the creator of Undertale, if you are unaware), built a world with consistent rules and used these rules to create a satisfying story AND game. This is why I come back to the game every year.

How do you feel about Undertale's story, world, and mechanics? Do you think they are effective as I do? Are there any story + gameplay moments that you find particularly impressive?

submitted by /u/MenstruationOatmeal
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ME:Andromeda and Anthem

Posted: 20 Feb 2018 10:54 PM PST

Would EA purposefully tank Mass Effect to make way for Anthem? EA could not introduce a microtransaction system to ME without upsetting a huge and longtime fan base but they could with a new IP. Why release two space based games within a year of each other to compete? Just half ass the old IP to shut fans up and kill the old single player game that makes less money than the new Destiny-type model of micro transactions and regular paid updates.

submitted by /u/nuttmeg8
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