True Gaming A few thoughts on Detroit: Become Human and David Cage


A few thoughts on Detroit: Become Human and David Cage

Posted: 04 Jul 2018 04:26 AM PDT

This is just a post about Detroit: Become Human and David Cage. Criticisms and praises.

So, David Cage is basically a meme at this point. Because he delivers these games that are ambitious and have unique ideas, but usually come with these sort of on-the-nose, sort of ham-fisted moments. But as time has gone on, his games have gotten better in my opinion. But my question is this: Is David Cage holding his own projects back?

I'm so torn because I feel like this has got to be the very first true big budget game where your choices matter. Like on the level of Undertale, but with the hassle of mocap and voice acting and making new expensive scenes that half of players will never see.

I've heard several people say that David Cage absolutely did not like the Connor and Hank story because there was "too much improvisation" by the actors. It's also no surprise that the Connor / Hank story came out the best and the least on-the-nose of all the main characters. I feel like David Cage just absolutely needs someone to balance him out and say "Hey. You have 5 great ideas for this part, but this one idea that's part of it is really kind of stupid".

The Marcus story was so purely David Cage. I don't even have to look it up to know. Odd fixation on Neo from the Matrix? Check. Characters that are sort of one-note (Like Leo, the school special drug addict). But it still works at times to me, regardless of how many "super cool coats" Marcus amazingly finds, and all the very Cage-esque moments.

The Kara story was overall minor, but it did have some very sort of goofy moments. Like a twist or two just not making much sense. And judging how you go down the story, it can get very on-the-nose as usual. But even down that path, I actually think it was somewhat enjoyable. I think all the stories were, really. (Also shout out to Luther. I'm sure a lot of people didn't have him in the playthrough, but the actor was awesome.)

Indigo Prophecy was just so amazingly fully of bad ideas. I know some people think it's this amazing game, but I think if they took a closer look at what's actually happening in the game, they'd see what I mean. Maybe they played it when they were younger, or maybe the good outweighed the bad.

Also the weird kind of sexual undertones are still plenty, though less prevalent in this game.

I sort of feel like every game Cage has done is better than the one before (personally), and I wonder if it's due to him having to answer to more people. Omikron, his first major game with David Bowie is just... it's so bad that it's not even worth it to play it for jokes if you ask me. Indigo has so many goofy ass moments, and the simon says mechanic is so ridiculous. Where the story starts with an interesting pace, it quickly turns into a fanfiction that a 10 year old wrote at times. Heavy Rain was the first big one for most people, and though the story doesn't really stand up to me for several reasons, it was just so cool to see a game that had such a focus on the narrative. I think Beyond Two Souls actually worked out well until the whole super marine kind of stuff. There always just seems to be a point in these games where Cage wants to shoot things or be Neo.

I'm optimistic to see what David Cage comes up with next though, actually. Detroit was one hell of an impressive feat, and it's nice to see things being toned down. I wonder if we'll see any other games trying to take this one at some point. The level of complex paths.

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Is anyone else not into difficult games or playing on high difficulty settings?

Posted: 03 Jul 2018 09:09 PM PDT

I absolutely love gaming, but even though I've been playing since the days of Pong, I'm not that good at most games and get easily frustrated by having to do the same things over and over to get past some part of a game. I don't have the reflexes that many others have, except for in racing games.

So, I tend to play games on easy. I don't think there's anything wrong with people liking more difficulty, and they enjoy bashing on something until they get past it, but that doesn't translate as fun to me.

For me, I love a detailed, rich, vast open world I can explore and discover hidden things. I love being surprised by details that developers take the time to tuck away for inquisitive people. Having exploration rewarded somehow is very fulfilling. I also love having my choices affect the world in a very perceptible way.

I don't like games where you're constantly under attack and having to fight. I'm bored by pure shooters and am not very competitive, so I have no drive to pwn anyone or climb leaderboards or complete achievements.

Examples of games I really love are The Witcher 3, most Elder Scrolls games, No Man's Sky, GTA V, Subnautica, Lone Echo, and Dragon Age Inquisition.

Any others here that feel similarly about gaming difficulty? What makes a game really fun and/or engrossing for you? Let's hear what fulfills you in a game and what games do that for you!

EDIT: I'm seeing a trend here and I think you guys have helped me understand why I'm not into difficult games! A lot of you are saying you used to enjoy the challenge, but as you got older you want to enjoy the experience. That makes sense. When I was a kid, I'd be in the arcades and there were kids there who were always there and were all about mastering the games and I didn't have the money to go there every day after school and just play for hours at 25 cents a pop. So, I never had the chance to "git gud" because I couldn't play enough to do so, and I'd get stomped every time when playing against others. So, I played Dragon's Lair, Thayer's Quest, and once we had a computer at home, Ultima IV. Plus I loved text adventures. I guess that feeling just kind of stuck.

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[META] Regarding list posts

Posted: 03 Jul 2018 06:40 PM PDT

Since the no list posts rule was abandoned a lot of the top posts in the sub are stuff like: "What game does x/y very good?" These posts are not necessarly bad, but I think they lead to some problems.
This subreddit revolves all around discussion. It's the thing most of the people are here for: Presentation of a thesis and antithesis, documented by examples.
Now the list posts may be a good way to present more unknown features in games, but are a very bad starting point for a discussion.
The only thing one can discuss in such posts are the games presented by the commenters and the only relevant thing to discuss about them is if they fit the description the op provided.
I think it would be better to have individual posts for interesting mechanics in games in general. This would lead to more meaningful discussions in my opinion.

I didn't like the old rule that much either, but would like to see some changes regarding this topic.

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Research Survey Results

Posted: 04 Jul 2018 12:39 AM PDT

Hi r/truegaming,

A few weeks ago I posted asking people to participate in a survey for my Masters project. Thank you to everyone who took part. As promised, here's my results.

So first, a bit of demographic stuff. In the end I got 3576 responses, with is incredibly. What's even more amazing is that only 37 of those weren't usable for one reason or another. In total 2950(83.36%) of the responses were male, 512 (14.47%) responses were female, 66 (1.86%) identified as "other", and 11 people did not respond (0.31%). In total, 1664 (47.02%) of respondents were from the United States, followed by 403 respondents for the United Kingdom (11.39%), 217 (6.13%) from Canada, 157 (4.44%) from Germany. A total of 39 respondents left the question about country blank, and a total of 87 other countries make up the remaining 31.02%. 2309 (65.24%) respondents played alone, while the remaining 1230 (34.76%) played with others. The majority of those played with others online, with 1090 respondents doing so, or 88.62% of respondents playing with others, and 280 respondents playing with other playing in the physical world. Some respondents played other people both online and in the physical world.

The aim of the survey was to see how two previously validated questionnaires work together. The questionnaires were the Immersive Experience Questionnaire (IEQ), and the Player Uncertainty in Games questionnaire (PUGS). The theory was going in that the scores would correlate in an inverted-U shaped curve, so as the immersion score increases, the uncertainty score increases, until about half way when the immersion score should start decreasing while the uncertainty score continues to increase. I thought this as too much uncertainty should make a game unenjoyable.

However, this wasn't the case, and there's just a steady, slight linear correlation. Which is great as the theory's partly right, immersion does increase as uncertainty increases, however it's also interesting that there's no drop at all.

Thank you True Gaming for helping me.

submitted by /u/YorkResearchStudent
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What is your definition for "pay to win"?

Posted: 04 Jul 2018 11:52 AM PDT

I have noticed that when a game is accused of being "pay to win" people start arguing over what "pay to win" is. Defendants of a game often argue that the game doesn't meet the conditions for pay to win. And PR usually play word games.

I've been wondering what the definition for pay to win should be, so let's share our ideas. I'll give my definition as well.

Pay to win - a situation where the player can buy in-game content or in-game changes, with real money, that give the player a gameplay advantage or advance the player gameplaywise.

submitted by /u/CherryDashZero
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What is the best example of how to make a good open world game for you?

Posted: 03 Jul 2018 03:54 PM PDT

In my case, I'll take Saints Row 2, and Bully. Both are different types of open world, but they share certain characteristics that make their own map very good. One of the things they differ in is the size, but both are matched at the detail level of detail. Saints Row 2 has Stilwater, a place that roughly resembles the size of Liberty City, but whose variety of areas and locations give the impression of a larger map than it really is. We have the prison, the nuclear plant, a cultural festival, the neighborhoods, the city, a police station, beaches, hidden islands, neighborhoods and more. We have a large variety of NPCs on each map. In Saints Row 2 we can see many references to the modern American culture (Mimes, employees of fast food companies, street performers, university students, "Punks", skaters, etc).

Bully has Bullworth, a somewhat short map compared to the scale of other Rockstar games, but very enriched in details, which shares an excellent architecture of areas of the exterior and surroundings, and internal places. And in Bullworth we have a lot of personality, where the world is inhabited by different characters belonging to different factions, who possess their own behavior, attitude and combat style even.

Details, variety of zones, interestings and unique NPC's in each type, situations that are created thanks to artificial intelligence, easter eggs, and many things to do and collectibles to find, but without losing the charm of being in a world where exploration is something that can be enjoyed, are some things that make a open world map very good for me. Things like seeing how the nerds use projectile weapons in the game and facing off against other fractions in freeroam, or Easter Egg like the Cabit and the secret island in Stilwater, are those kind of things that make the map memorable and alive, and I think I'm being short to describe how well they do it and what so many things can offer.

There are different types of open world, such as Prototype or Saints Row 4, where, as they are worlds of games with a faster rhythm, the detail is not very necessary since the player can lose them when traveling the map flying or at maximum speed. But games like Saints Row 3 are somewhat disappointing on the map, because while they hide that fact with their missions and activities, when you explore the world, there are only NPCs that are boring, areas that do not have much variety or points of interest that they are not, well, interesting, and a map whose exploration is not so rewarding.

There are still other good examples, such as Borderlands 2, Fallout 3 and New Vegas, GTA SA, 4 and 5, Sleeping Dogs, and many others. And you? How do you think it should be a map of a good open world game? What game do you take as a good example to follow?

submitted by /u/LuisSLS_HQ
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Is there a chance Black Ops 4 is the final Call of Duty?

Posted: 03 Jul 2018 06:41 PM PDT

Treyarch/Activision has been suffering from major backlash due to the new "Black Ops Pass" dlc model for this next game cycle. After the past few tumultuous years for the franchise, do you think this is the final nail in the coffin for Call of Duty?

submitted by /u/Mista_Koi
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