True Gaming Should multiplayer games reward people for being nice? |
- Should multiplayer games reward people for being nice?
- What are some skills/habits you developed playing video games that have helped you in other games or in real life?
- Standard or easy difficulty modes can obscure the intended gameplay and damage critical reception
- Why We Create – A Transistor Analysis
- what do you guys think of the hunt showdown?
- Are interactive novels/movies and walking simulators games?
- There are to many female protagonists in indie games nowadays [No Sexism]
- What things you are lacking in most TD games? What would you change in them?
- Is it weird that I like a console so much purely based on the fact that its self-contained (handheld)?
- An essay on possible trajectories of the gaming industry
| Should multiplayer games reward people for being nice? Posted: 04 Feb 2018 09:56 PM PST Toxicity in gaming seems to be a hot button topic. Games like League of Legends have the reputation for having a very unforgiving community. I'm sure many of us in here have gotten a hate message over PSN or Xbox Live. Sure, you can report them, and maybe they'll get banned, or sequestered with other jerks. But what about the patient or helpful people? The ones that don't tell you to kill yourself if you make a mistake? Not necessarily the best players, but the ones that make the game fun to play with. The ones that are a net positive to the community. What if instead of a report button, there was a like button (or something similar)? What if getting multiple "good" reports gave you in game rewards? Maybe an XP or currency modifier? Access to cosmetic stuff, or even if you get enough, priority matchmaking? What about rewarding people for being helpful? I remember being able to be a "Newbie Helper" in a few of the MUDs I used to play back in the day. When a new character was created, I'd get an alert and could welcome them to the game in a, private message, and offer my help in case they had any questions. When World of Warcraft was young (and even now) there are kind people that hang out in newbie areas offering assistance. What if enough kudos gave you a title like "The Kindhearted", or a mount? [link] [comments] |
| Posted: 05 Feb 2018 07:02 AM PST So yesterday I was playing a MOBA with a friend and I kept having to tell him to look at his mini map because his positioning was off a lot of the time and he was caught out by the enemy team. He's gotten into gaming recently and he said "I don't have time to stare at the minimap!" This got me thinking that I had learned to look at the mini map from a previous MOBA I played, but even further back from my halo days with the motion sensor on the bottom right of the screen. So what are some skills/habits that you have developed in games that have helped you later on in other games or maybe even real life? [link] [comments] |
| Standard or easy difficulty modes can obscure the intended gameplay and damage critical reception Posted: 04 Feb 2018 10:53 PM PST First of all, let me qualify that I have no issue with easier difficulty modes in games, and they address many player's desires and needs. Recently I replayed three games on their hardest difficulty settings: Dragon Age: Inquisition, Thief (2014) and The Witcher 3. One of the things I immediately noticed with DAI and TW is that the core combat became much more "alive" - skills I had once ignored became vital, and the use of items, positioning and planning became necessary for success. In particular with TW, I began to see how the oft-maligned combat system was designed around preparation and use of diverse items and skills- the hack and slash button mashing stopped working at this level. Likewise with Thief, setting the game to Master and disabling focus mode brought it more in line with the originals, requiring constant problem solving as integral to the main gameplay loop. I still think this game is better than the panning it received (life long Looking Glass fan). As a result I find myself having the courage to start games at more challenging difficulties because it's the challenge that interests me most. How do we solve this problem? Many games are quite 'gimped' on standard difficulty, because the lack of challenge means the player occupies a passive, backseat role and in my opinion, alienates them from the game and causes them to not only overlook gameplay mechanics but also disengage from the narrative. You pay way more attention to, and savor, a cutscene that took time and effort to reach. Yet on the other hand, we should support gamers who are more interested in the narrative, or who might be disabled or new to a genre as well. Dark Souls solved this problem in a somewhat elegant fashion: summoning. Rather than present users with a difficulty option at the start (before they even know how hard the game is), it makes available the ability to navigate challenging parts of the game by introducing, gradually, the ability to seek assistance. The difficulty scaling is weaved into the game and even its narrative, and the player can choose when they need to 'tap out' after the full extent of the challenge is revealed. As for professional critics - they have deadlines. I can't imagine myself wanting to jump into the hardest difficulty of a 100 hr plus adventure with an editor tapping her watch at me either. But fundamentally, I think we miss out on so much of the potential of many games by not accepting the challenge. [link] [comments] |
| Why We Create – A Transistor Analysis Posted: 05 Feb 2018 02:36 AM PST Hi everyone! Transistor is one of my favorite games of all time, so I have written a 29,500 word attempt to explain the nature of Cloudbank, everything that happens in the game, the ultimate message of the story, and just about everything having to do with the masterpiece that is Transistor. Enjoy! Introduction - https://objectivevgaesthetics.wordpress.com/2018/02/05/why-we-create-a-transistor-analysis-introduction/ [link] [comments] |
| what do you guys think of the hunt showdown? Posted: 05 Feb 2018 10:10 AM PST I never got an alpha key , and only watched. but watching is different from playing obviously what are your thoughts guys? Is it worth trying out or buying when it ever releases. [link] [comments] |
| Are interactive novels/movies and walking simulators games? Posted: 05 Feb 2018 07:08 AM PST And more importantly are they good games? I feel like an old man saying "rap isn't real music," but that's how I feel about games like that. I don't want to name any because that would probably piss off even more people, but I tend to think of games as something that requires skill, posses challenge, rewards exploration etc... [link] [comments] |
| There are to many female protagonists in indie games nowadays [No Sexism] Posted: 05 Feb 2018 03:02 PM PST Disclaimer: Ok I know that's a very controversial topic and I'm not going to tell that there should be more male video game characters than female, I just wish that there would be more often a choice to choose from, especially because many of these games I will list are featuring silent protagonists with no real excuse why they should be exclusively female. I hope you are open to discussion I don't want to forbid anything to anyone or something you might think.I miss that feeling, where I can identify with my game character, which is something I get from playing many retro games from before. I know you play just an avatar, a bunch of pixels (or polygons) which tries to resemble something like a human. But I'm much more deeply involved when the character is as close as possible from its traits to me, especially when he/she's silent. Someone like "Volgarr" from "Volgarr the Viking", may not look like me (not even closest) but he portrays somehing I wish I could be, its a male power fantasy. Many games from the 90s were featuring such characters and you know what? I think it was great. Many people do play videogames to play as someone they can't be in real life or try to relate to their favorite characters. I am someone who gets fast immersed by playing video games I have fun imagining to be the same character I do play for the time, even when he has dialouges I can't agree sometimes. Well... when I play a female character it's a little bit different, because I'm a male myself I can't really get into my character without getting an uncanny feeling I guess it sounds weird, but I don't get that 'click' when my character is female. I'm feeling like a creep I'm not into at imagining how I would be and act as a woman. (believe me it would be frightening) So I understand that there were to many games in the past, where you could only play as a male character, I'm sure many of the few women who were playing videogames back in the days were pretty much turned off by the lack of a female figure of identification. It's ok sometimes, I'm no sexist If the game is good I play also as a female character, diversity is fine. But lately I got the feeling that the Balance is now flipping to the other side, more and more game feature only female characters, especially on the indie sector. AAA games are not of my interest anymore, but even there, female character are going to get the upper hand. On the indie game sector it's a whole other level, all the games I played lately and I'm looking forward featuring only female characters, the amount is getting pretty out of hand. I don't know if I have just "bad luck" and the games I do interest for are all an exception but I'm at a point where I think that a one sided trend is evolving. Here is a list of games I have played shortly and I'm about to look forward: I played:
I look forward to:
They are almost all fairly new games, which I choose to exemplify my tiny complaint. I know there are games where its important to play as female character, like Bayonetta, if it goes with the artistic vision, then I have no problem, but I wouldn't count that, to these games on the list. I feel left off a bit. It's nothing I'm frightend of, boldly spoken, it's just a little nuisance, but I wish that much more of these games would let me a choice, which gender I would like to play. Just for more immersion and possibilites to identify with. Especially because most of these games are still played mainly by men, I know it's pitty, but that's how it is. So it's a lot more unreasonable for me why the trend is going more and more to (only) female main characters while the general audience is still male. At last two good examples of games who handled the identification problem masterly: Undertale and Hyperlight Drifter, where the sex of your character was intentionally keeped in vain, so they can be anything you think of yourself. It's a win-win for both sides. (and evertyhing besides) So I hope some of you can understand my viewpoint, I'm a little bit worried that some people may feel offended, but that's really not my intention I just think that's a topic which is worth discussing, especially with a view on the retrospective. So please, be nice. [link] [comments] |
| What things you are lacking in most TD games? What would you change in them? Posted: 04 Feb 2018 11:31 PM PST Hi everyone! We are indie studio developing our first tower defense game. Could you please share your thoughts:
As for me (I'm a mid-core gamer), my answer would look like: Lacking things: Maybe the ability to control towers like I mentioned above. Things I dislike
Your thoughts, guys? [link] [comments] |
| Posted: 05 Feb 2018 07:20 AM PST Yes, I'm talking about the Switch. I've been a PC + PS4 player since years, but since I got my Switch, I haven't even turned on either of those. And the weird part is that I don't even use the Switch outdoors (so far). I would use it on a long train ride or a plane, but so far I've only been using it at home, but in handheld mode. Purely the fact that the entire thing is self contained (controllers, screen, hardware, all in one unit) somehow makes me like it more. I don't know how to describe it (which is why I'm posting here). Is there a word for this? I feel like for everything else, you always need to have a screen (or TV), the console, a controller or KB+M. Then you need to have a desk, chair, couch, whatever. Its so many parts. But with the Switch, you just have this neat little unit that contains your entire gaming world... [link] [comments] |
| An essay on possible trajectories of the gaming industry Posted: 04 Feb 2018 07:34 PM PST With the advent of the Nintendo Switch and open world releases of Zelda breath of the wild and Super mario odyssey, gamers have been treated to large worlds with grand multitudes of samey goals and challenges. Bethesda's Elder scrolls Daggerfall had a similar approach back in 1996 utilizing a procedural generation technique in order to spawn generally fleshed out templates throughout perhaps the largest game world to this day. An effort has been underway to bring the freeware release of daggerfall into the unity game engine by a group of talented modders. That had me thinking about the large expanse of potential activities these games share in common, and how the style seems to suit the switches' on the go aspect that players really adore it for. Bethesda could stand to really capitalize on a modern portable version of the second elder scrolls game, and perhaps even looking into hiring the talent responsible for this already more enticing version of the game. I'm sure players would really enjoy a seemingly never ending roleplaying adventure game on the go and perhaps with some motion controls that complement the original's swinging the weapon gameplay mechanic. Turning my attention back on Nintendo I see real opportunity in the crossover of their gaming franchises. We've already gotten to experience a unique brawler and kart racing games, in addition to a myriad of sports games. I would be interested in seeing the company take their Super mario series and combining it with Zelda. The floatiness in their newest releases really makes me wonder about what it would be like to play Zelda with the spectacularly reactive movement demonstrated in Mario. I dug up an old post of mine on this idea and switched it up a bit for you to read below if you're interested.
Not as elaborate but neat none the less I found an old post on ask reddit asking what Pokemon Stop would be about (as opposed to Pokemon Go of course):
Between the big names of Nintendo and Bethesda and their much beloved gaming series, there's tons of possibilities in remaking old games for a portable outing or mashing together gaming staples into brand new spin off series. I was inspired to make this anomalous post by one in here about how Skate and the old Tony Hawk video games were really immersive games to just chill around in with friends. I would link to it but I cannot find it within several pages back which is when I remembered to have seen it. Certain gaming genres are just awaiting their opportunities to be reinvigorated and brought to the portable market afforded by the Nintendo Switch. Not just skating games that gamers have been craving, there's also desire for cooperative wave defense games that niche Call of duty gameplay mode Zombies might just fill before too long. Maybe even a reemergence of song rhythm games is in order as it matches up quite well with the casual nature of the Switches' portability and dare I say Lambo. Perhaps gamers might think constructing various limited supply cardboard guitars or even other instruments and personalizing them is right up their ally. The possibilities of where the gaming industry can go next are endless and exciting, but I've grown really tired of seasonal rehashes of different series. I want to see certain gaming trends subverted and a resurgence in creative original designs. Mostly I specifically want to see design improvements built upon instead of seemingly being lost every generation of consoles. The original Thief had an assortment of various arrow types not too unlike Zelda, however they were beyond a fire, ice or light, it had rope arrows that allowed you to climb up toward the rafters sometimes. I can imagine with a very reactive physics engine like the one found in breath of the wild that zip lining and grappling hooks would be an absolute joy in experimenting with in achieving goals. That's one thing that declined in Elder scrolls releases that shined out in many of Nintendos'. Nintendo made goofing off and toying around with their tools in their worlds a blast in itself. Arena and Daggerfall had that going on in spades, even Morrowind one of my favorite games of all time had ridiculous freedom in the spell creation systems and the free roaming open world with zilch for hand holding. Perhaps the hand holding is much more inviting these days, turning the hardcore rpg experience into something more casually enjoyable would benefit everyone now. Fallout 4 is accredited as a great game but an awful Fallout game due to its focus on fresh gameplay mechanics in lieu of attending to the lore of that unique universe and setting. Butchering the lore of each gaming series doesn't amount to much more than splitting and alienating the fan bases. A proper synthesis of gameplay mechanics and narrative can be incredibly immersive and incentivise players to continue. Suspense can be maintained by setting up questions that the audience hopes to get an answer to while delaying the answers, maintaining their interest and keeping them guessing. It seems to me that newer AAA titles only seem to do one or the other, either having a good story or having enjoyable cycles for the players. Such gameplay mechanics could be fleshed out within new ip where even more fresh mechanics could service that style. Imagine if settlements you construct and multiple player's game worlds could synchronize between Switches and sieges could be thwarted cooperatively. How about quest lines refencing each player's friends and acquaintances and they could be sought after in finishing them. Beyond all those interesting possibilities in each series, this all converges in on Nintendo's position in online infrastructure, their most heavily criticized subject matter. They have the habit of demonstrating crazy unique styles of game only to abandon them immediately after. They've tried out what asymmetrical multiplayer could amount to however their online service has been at an impasse for as long as they've been around. My dreams of the Wii U's Nintendo land being a massive online party game are presently dashed, any of their niche experiences are all awaiting online interconnectivity. Who just wants to see a kart racer with an adventure mode? Diddy Kong Racing 2, Nintendo kart or even just Mario kart 9, the title matters the least there's simply no video games that fill the void left in the original Diddy kong racing's absence. The ultimate potential of the switch is that beloved styles of game play can now be brought about anywhere easily, and shared amongst those more casual players in the gaming crowd. It's the hardcore casual console created to appeal to any kind of gamer in the long run. [link] [comments] |
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