True Gaming Microsoft is talking about their next Xbox console. Have they done enough for the Xbox One to convince you to upgrade?


Microsoft is talking about their next Xbox console. Have they done enough for the Xbox One to convince you to upgrade?

Posted: 12 Jun 2018 08:06 PM PDT

I'm super biased here.

When I got the Xbox 360 halfway through it's life cycle, I felt like there were a significant number of games to choose from, and many more on the horizon.

So I bought the Xbox One almost as soon as it released, but noticed there were no "must-have" games for it. I bought the remastered Sleeping Dogs first...and since then, I've rebought most of the games I played on the 360, except remastered for the Xbox One.

When the Xbox One X was announced, I bought that too...and AFAIK, there was no immediate gain by doing this. Very few games had 4k capability months after the launch, and when they did (for example, Fallout 4), they played just as poorly as they did on the Xbox One, but with maybe slightly more detailed textures. The "60 FPS, 4k gaming with no load times" hope never came to fruition. And Crackdown 3 was supposed to premiere with the console, but now I believe it has delayed until Spring 2019.

Looking back, my Xbox One experience has been roughly 62% remastered games, and 38% new games. (based on 58 games played since Sleeping Dogs)

Of all games I own right now, less than 10 are 4k capable.

I recall at one point being interested in VR coming to Xbox One....announced in 2017, I haven't heard much since.

With the new console supposedly dropping in 2020, would you upgrade?

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The Power Of Future PC Hardware In The 2020s? 4K Graphics Becoming The New Standard Like What 1080p Is Currently?

Posted: 13 Jun 2018 12:49 AM PDT

I'm no expert when it comes to PC gaming technologies like GPUs and CPUs, but it could be logical to assume that as we go forth into the future, the processing power of computers is going to improve and become more advanced. I could imagine graphics cards and processors becoming even more powerful and affordable as we advance to the 2020s and with such powerful new hardware in future, the possibility for even higher fidelity graphics could become a reality. How much do you guys think our current PC gaming hardware could advance in the next 10 years and are you excited or keeping your expectation much more tamed for the future of PC gaming hardware?

submitted by /u/Masterredlime
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My issue is not when a certain Genre becomes a FAD and is copied 100 times.. It is that after 100 copies, there still isn't any version that I find enjoyable.

Posted: 13 Jun 2018 02:16 PM PDT

I am speaking more about the current fad for Battle Royal games and modes at the moment.

I am kind of happy that Br is a fad, because from what I played in H1Z1, PubG, and Fortnite.. There is something there I do enjoy, but none of those implementations are for me.

And while Iu do mourn the loss of all those development dollars and hours not going towards other things. I am excited to see if just 1 game will offer me up a battle royal I enjoy.

If I had to guess it would be Overwatch BR. Being on a team as a Lucio or Mercy in a Battle Royal setting would be my fucking JAM! (Not to imply I am asking for an OW BR mode. Only that if I had to guess, THAT would be the style of BR I would enjoy.)

I am kind of surprised more game have not copied the TF2 Doc / Mercy Character. Cause frankly I would play just about ANY game that had a character with those mechanics.. or atleast give it a shot.

Anyways. Yeah I do hate it when a certain "THING" becomes super popular and everyone does it. But I think it is a good thing, because maybe 1 company will make a version of that "Thing" i enjoy. Sadly it is super rare, as they all just try to copy the original thing or the most popular thing.

submitted by /u/oridjinn
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Dialogue in games - old mechanics in shiny new games

Posted: 12 Jun 2018 07:50 PM PDT

The problem

So you have just arrived at your very first day in your new workplace, you find a lot of strangers, sitting there, working, chatting with each other and so on. Being the sociable person you are, you decide to walk over to each and everyone of them to get to know them a little bit better. You walk to the first guy, who is sitting on his desk minding his own business and working on his computer, once you just bump to his chair he stand up and start talking to you, you spend a minute or so talking back and forth while standing up next to his desk.

 

Once the conversation is over, you eye two people sitting right next to that desk. You do the same thing, bump to one of them, they both take turns to talk to you, surprisingly the conversation you hold is basically the same as you had with the guy, yet they didn't say anything until you went over to them.

 

This is not how conversations work in real life, why they work like that in games?

 

A good example

In the fantastic thriller game oxenfree, you talk to others in a way that resembles real life much more closely, in this game, when somebody talks to you, or someone else, or even to himself, dialogue options pop-up in a speech bubble over your player head, you have directional keys tied to each dialogue choice, so you can select your choice swiftly. The dialogue options also show up when somebody still hasn't finished their sentence, allowing you to interrupt them, if you also wait too long, the options disappear and different ones reappear depending on what extra new information has been said.

if we look closely at how this game works, we can notice the following special characteristics about the dialogue system:

  1. Shows up in any situation, you can talk to people while on a different floor to them (if you can hear them), or while doing something, there is no need to activate speech with anyone.
  2. You can interrupt someone with dialogue, not a skipping button (in a way that feels natural), you can comment over other people dialogue that doesn't involve you at all (if there is something to say)
  3. You can say nothing for the whole game, characters will acknowledge your silence.

So, basically like real life. The game's fluid and natural way of conversing with NPCs is a huge part of why it works so well. It never feels like "gamey", you never feel the urge to skip every line of dialogue, you just find yourself naturally selecting options without thinking twice about what you are saying, just like real life.

 

So should games just copy that system?

Let's call this system context aware dialogue system, how would this system work in a much more complicated non-2d game like for example fallout or skyrim? The biggest problem is the much more complex controls, there is no way to assign keys to dialogue options or having dialogue options popup randomly while you are being attacked by mudcrabs.

Fallout 4 was smart enough to actually adapt something similar to oxenfree, when you approach someone, dialogue options will appear right away with easy hotkeys for each option for quick activation, but what if that person is not right in front of you?

 

Purposed idea

So I purpose an implementation that may work with such games, I call it, again, the context aware dialogue key, an extra key assigned for just dialogue.

This is how it should work, the key is active all the time, but the options for dialogue that shows varies widely. When you press the key 3 or less dialogue options appear while holding the key, the game will slow down a bit to allow you to read the options (but if times run out, the options vanish, depending on the situation).

Let's say if you are basically attacking someone, the dialogue options could be several taunts, if you are in a dark cave, the dialogue options could be different ways to voice your displeasure and so on. The options will be smart enough to show basically what is viable at the moment, combing more choices if it makes sense. (so if your "this place sucks" options are viable and talking to someone is also viable, both will show).

Now to talk to someone, you approach him/her (obviously) or just be in the near vicinity to him/her, dialogue options will show dialogue options to get his attention or to greet him if he is already looking at you (hey! hello!), if there are several people near you, dialogue options will reflect that (hey James! or hey Joe!), if the persons are people you don't know, it can change to reflect appearance (first option: hey! two people near you look at you, more options appear: guy with the red shirt! girl with the blue pants!). Finally if people are talking about something while near you, dialogue options will be available to get into the conversation, the options will change as their conversation goes on, even if you didn't say anything.

If you do not select anything in any cases, the options will vanish after a while, if you call for someone and not say anything, they might just say "idiot!" and return to their business or just shrug it off. While you are talking to someone, there is always a dialogue option to cut the chase or tell him you are not interested (I don't care about that! get to the point!) rather than good old skipping button. The NPC may not respond favorably to you saying that, thus making skipping actually narratively relevant, you could get to play as an asshole who doesn't hear people at all, just like real life!

It sounds incredibly complicated, but we have contextual everything in games right now, animations, kill moves, scripts, based on multiple factors, there is no technical reason why the dialogue system has to remain the same "trigger to activate" system that remained as it is from the dawn of gaming. If Batman can shove a guy's face to the wall next to him just because he happened to be next to it, then you should be able to call your partner NPC from across the room!

Thank you for reading all of this and please discuss away your suggestions on the topic.

submitted by /u/moamenk
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Hi All :) We're indie game devs looking for some input from the community (that's you).

Posted: 13 Jun 2018 01:52 PM PDT

We're a small development studio looking towards our next project. Since we make games on the side of our jobs and families, it's crucial that we spend our limited time making games that people will actually play and enjoy! That's where your help would be greatly appreciated. This short survey includes a few ideas that we're thinking of prototyping, and asks you to rate your interest in them. The survey will take just a couple minutes to complete. Thanks in advance and, if you have any other feedback beyond the survey, we'd love to hear it.

TAKE THE SURVEY

submitted by /u/Cold_Custodian
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Most Underwhelming E3 yet?

Posted: 13 Jun 2018 03:15 PM PDT

Am I the only one that felt there were little to no surprises this year? No big new IP, no big announcement. It just kinda came and went. My highlight was the Cyberpunk trailer, but nothing else excited me. Is it the social media era we live in now, where everything is trickled out throughout the year? Was anyone else underwhelmed?

submitted by /u/BooYaKaa
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Stand alone sequel of Wolfenstein 2

Posted: 13 Jun 2018 11:49 AM PDT

https://youtu.be/BXRTpRoQaPE

Wolfenstein Youngblood E3 2018 Teaser Trailer ¦ PS4 2018

submitted by /u/gamerzfun8
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With EA being stigmatized in today's gaming industry, do you think this generation of gamers could learn a thing or two about good business practices?

Posted: 12 Jun 2018 11:15 PM PDT

I don't study nor have plenty of knowledge about business and economy, but subjects about culture and civilization are the things that I'm interested in.

I was born in the 16-bit era of gaming (SNES & Genesis) and started being conscious about what is happening around me during my teenage years which is on the Playstation 2 era. Back then, I didn't know any better than just spend my allowance and play some good games, Internet wasn't really a thing in my country at early 2000's, magazines were the only source of information for me to know about games.

I wonder if gamers who were born in the late 90's and early 00's and have easier and plentiful access to information could know any better than just playing games. With AAA publishers such as EA being meme'd to death for their business practices, do you guys think that younger people nowadays could learn more about how not to sell and market products, or basically not to be an asshole to customers through gaming?

(P.S: Thanks for reading, and I apologize if there are any grammatical errors, am Indonesian who's still struggling in English)

submitted by /u/onafira
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A small gripe with the new Spiderman

Posted: 13 Jun 2018 06:39 AM PDT

How do you guys feel about those web swinging prompts?

If you didn't notice in the gameplay footage there is a marker for every possible object you can shoot your web onto.

The Good - No more random web slinging. I remember in previous games you really wouldn't know what you were swinging off of sometimes in the city and you'd be web swinging and sometimes the next building would be unexpectedly low or swinging through some other things might be unpredictable.

The Bad - No one actually has spidey-senses so while getting to choose is nice, I don't think you'll do it on the fly too often.

The Ugly - If this feature isn't optional I might have some reservations about getting the game. To me, the less clutter a game has the better, and that little prompt comes up everywhere you look. I've always admired the seamlessness of Spiderman games and wouldn't want that sacrificed for this feature. I see it's benefits but I can also see why it would be annoying.

submitted by /u/Egobot
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Calming games, zen games, games which help you get into a meditative state.

Posted: 12 Jun 2018 10:54 PM PDT

I was watching the exciting new E3 footage for Spider-man PS4 and of course it had me remembering Spider-man 2 for the PS2, how I used to just swing around and sometimes it would take literally like an hour or more of just swinging around before I even wanted to mess with anything else in the game (haha, once a friend asked me with mild annoyance why I just swung around all the time :DD)... I know this is such a common story it's almost a cliche, but it's so true. Treyarch just nailed something in terms of making the movement in that game satisfying as shit. Maybe it managed to tap into that part of our brains that remembers being a simian swinging through the trees, who knows.

But seriously, I came here to ask what other games throughout the years have given you that semi-meditative of state of mind, where you forget you're even playing, not bored but not, like, directly stimulated... Minecraft used to give me those feels a bit, grinding in RPGs *can* but usually that's a bit on the boring side. But if you know of any particular games and their grinding experiences that just happen to have worked for you, please don't withhold mentioning it.

submitted by /u/hackziggins
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How do I enjoy WRPG like TES/Fallout/Wasteland the right way?

Posted: 12 Jun 2018 10:06 PM PDT

I know it's long overdue, but it's been my desire for a while to actually play WRPG. A while back, I jumped into Skyrim, played for a while but the world seemed so huge to the point where I had no idea what I am supposed to do. I haven't touched it since because I am easily sidetracked by other games I play.

One problem which I think seem to be a problem is my mindset of doing/collecting every possible worthwhile things in a single playthrough before moving on to another game. I really took my time playing Witcher 1 doing all sidequests, possibly doubling my playtime than it was actually necessary. Even on Dark Souls (I know it's a JRPG but it is similar to WRPG in many ways), I want to get everything done before moving on to NG+.

It's been a year or so since then and I want to have a go at it again. Is it normal for people to play WRPG multiple times?

submitted by /u/RichJoker
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Assassin's Creed Odyssey Trailer Breakdown I My Biggest Concerns

Posted: 12 Jun 2018 10:57 PM PDT

https://www.youtube.com/watch?v=ATqVJ8xGY7A&t=20s let me know what you think in the comments on youtube please thank you for your time!

submitted by /u/z1josh
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