True Gaming What is your dream game that hasn't yet been produced?


What is your dream game that hasn't yet been produced?

Posted: 14 Aug 2018 02:20 PM PDT

I've always dreamed of just being an average grunt in a massive medieval battle.

Imagine just playing as one of the soldiers in a five thousand man Total War battle. You barely make a big difference. When you die, you switch to the next soldier until they die.

The archery unit might be boring, unless you're a Legolas type.

A cavalry troop charging at a battalion of 100s of soldiers.

A general calling orders from the back.

And maybe more RPG elements, such as training, smithing, saying by to your peasant-ass family.

If this ever came out in VR, I don't think I'd ever take off the helmet. Sorry for the ramble but I'm curious as to what other games people have imagined over the course of their lives.

What about you?

submitted by /u/TiredEyes_
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I would buy more games if developers released demos for them

Posted: 13 Aug 2018 09:04 PM PDT

In the early 2000s demos were way more popular, and through them I discovered a lot of great games. For example, the demos for Rome: Total War and the Thief series. They gave you around only an hours worth of content, but that hour perfectly and accurately allowed you to sample the game to see if it's right for you. You then know that if you buy the game you're gonna have a fun time.

Things aren't so much like this nowadays, and I always have to worry about being burnt for spending a non-refundable $60 on a game I won't enjoy. A case example is God of War which is staring me in the eye. Is it highly rated? Yes. Does it look great? Yes. But I still don't know for an actual fact if I'm going to find it fun, which means it's a gamble for me to purchase it. Maybe for some of you trailers and gameplay footage give you a good idea of if you're going to like the game or not, but not for me.

submitted by /u/Moontouch
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Is it just me, or do big companies only support/hire fangame creators as an admission of defeat?

Posted: 14 Aug 2018 04:52 PM PDT

I've seen quite a bit of publicity towards certain big-name companies hiring fangame developers, but they all seem to have a common thread: they only support them when their reputation has gone sour, or when they all but admit that they have no idea where to take their franchise.

  • Capcom supported Street Fighter x Mega Man (still as a free game at that!) when they didn't have anything to offer for Mega Man's 25th anniversary. They later admitted that they didn't know where to take Mega Man at the time thanks to Inafune's departure (and eventual crash and burn).
  • Sega hired Taxman and Stealth to develop several remasters of the original Sonic games for mobile (only one of which, CD, has somehow made it to console as well), then had them make Sonic Mania. This followed the failure of their Sonic 4 project and the generally poor reputation of modern Sonic games.
  • Konami offered the fan who made an unofficial remake of the Silent Hills demo PT an internship, but only after Konami's reputation has gone down the toilet in regards to their treatment of their employees and apparent love of pachinko.

And then there's Nintendo and Metroid. They infamously took down AM2R when their PR in regards to handling Metroid was in the crapper at the time, and eventually took the warpath against fangames following that. But they didn't hire DoctorM64 following that at all; they announced their own remake of Metroid II and insisted that they had been developing it this whole time.

Originally I thought that it was a reflection of Nintendo's stubbornness, but looking at these instances of fangame creators being hired, they really were following normal gaming company behavior. All of these different companies had bad reputation at the time for different reasons, and clearly Nintendo wasn't ready to admit defeat during the AM2R fiasco.

So why can't companies hire fangame developers when their repuation isn't poor? It certainly would be a sign of goodwill towards the fans that would enhance their reputation when it's already good. Is there a drawback to hiring fangame developers during "fat years" that I'm not aware about?

submitted by /u/3rdOption
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Is "detective vision" a good feature in video games?

Posted: 14 Aug 2018 12:52 PM PDT

By "detective vision/mode" i mean any parts of gameplay that require you to "turn on" this mechanic to progress in story. Prime examples i can use are Batman series, Witcher 3 but we can see this feature in more games.

I saw that popularity of this thing started with Batman:Arkham Asylum. And while it wasnt that bad for me when i played it i noticed that most of game i had it turned on so i didnt see a lot of occasions to appreciate art style and graphics(I had recently the same problem with Observer).

But when i think about it more i thought that it is preety lazy thing to do from developers. Instead of making actual puzzles game is trying to make you feel like u are doing some meaningfull but in reality you just go from one highlighted thing to another while listening some dialogs from main protagonist.

After a while it can become tedious when this mechanic is abused like in Witcher 3 where most of quest follow the same pattern: go to place--->look for things with "detective vision"--->follow some marks to last place where plot is decided.

There are for sure more games that used this mechanic in one way or another so feel free to add more examples. What do you think? Is this mechanic is bad or am i just exaggerating? What games in your opinion properly used this mechanic?

Sorry for any grammar mistakes, i'm not native speaker.

submitted by /u/antonio2042
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Is “the Trolley Problem” tired or overused in choice-based gameplay?

Posted: 14 Aug 2018 01:58 PM PDT

If you are unfamiliar with "the trolley problem," essentially it asks if you would willingly sacrifice one or a few lives to save more. It is a classic moral and ethical problem with no wrong answer, so long as you can work through the thinking process in which you arrived at your answer.

I personally believe that ethical questions are important in choice-based gameplay, as they force the player to evaluate their core beliefs, for better or worse.

Examples of the trolley can be found in games such as Mass Effect, in which you may kill the last Rachni queen and effectively end the species, or allow it to live despite it possibly being a threat to nearly every other species in the galaxy (on the single promise that it will isolate itself). Or in Life is Strange, in which you may choose to save the life of your best friend or save the life of a town full unlikable, but innocent people.

I think that many times these choices are not as difficult as the developers would intend, often because of the nature of games involve some form of reward. In Mass Effect for example, saving the Rachni results in more war assets in Mass Effect 3. By gamifying these ethical questions, the meaning is lost. Other times, when asked to choose between saving one person or many people, players would pick the utilitarian side and believe it to be a "no-brainer," reducing the meaning of the question to simple math and picking to save the many.

It seems to me that the trolley problem isn't getting tired, but it's commonly being used wrong. Ethical questions aren't about math, nor should they encourage players to think that making an ethically "good" choice would be the most beneficial for them. Rather, they should be reframed so that it is unclear what is morally "correct" or ethical.

Do you agree or disagree? Is the trolley problem becoming tired in choice-based gameplay? Or is it just not being utilized to its potential?

submitted by /u/smashbangcommander
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How advancements in the N64's technology sparked a true renaissance for video game music production, and how one N64 game in particular inspired this EP with over a million hits on YouTube alone.

Posted: 14 Aug 2018 12:05 PM PDT

Video: Zeldawave: A Link to Nostalgic Emotion

Hey everyone, I've recently made a video discussing the complexity of Koji Kondo's work on LoZ:OoT, and how it has inspired a loft/vaporwave EP that is pretty beloved in each respective community: z e l d a w a v e by Polygon Dream.

Always love a discussion, and criticism/pointers, so I wanted to spark a thought provoking discussion up here in this subreddit as this seems way more innovative (and inviting lol) than the regular gaming subreddit.

What are your favorite gaming soundtracks? which console do you think revolutionized gaming audio most importantly? Any other projects/EPs/albums that you know about inspired or sampled from a video game?

Thanks everyone :)

submitted by /u/Pad-Chennington
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What are your thoughts on death in games?

Posted: 14 Aug 2018 11:18 AM PDT

https://www.caffeinegaming.com/death-in-video-games-with-a-metroid-zero-mission-review-too/

Here's an article that I wrote discussing death in video games. However, there's a few things I didn't touch upon that I really wanna talk about somewhere, but it felt out of place in the article. I love how unique the medium of games is through interactivity, and I think the presentation of a player character's death is a perfect way to highlight this contrast.

Unlike when you watch a death in a film, or read about one in a book, when playing a game you go through that proxied version of 'death' from a first person perspective. This never really happens anywhere else except perhaps something like a board game, mostly because you rarely get 2nd person prose or first person films.

What are your thoughts on death in games?

(P.S. The article also talks about Metroid: Zero Mission quite a bit. What a great game!)

submitted by /u/claynashy
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How would you design a player-driven bounty system to properly allow punishment and add flavour?

Posted: 14 Aug 2018 04:56 AM PDT

It's something that a number of games have struggled with over the years.

Eve Online had them. Elite sort of uses them, but they're not player driven.

How would you design such a system to prevent exploitation and drive gameplay?

submitted by /u/SupahSpankeh
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People who play always the same game, do you have fun?

Posted: 14 Aug 2018 09:17 AM PDT

There are people I heard about that plays only one game over and over again, be it destiny, minecraft, call of duty or any other else. What's the fun of playing the same game instead of jumping from one to another?

submitted by /u/xcarpathian
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I understand why people *want* dungeons in Breath of the Wild. What I don't understand is why people think BotW is worse off without them.

Posted: 14 Aug 2018 10:32 AM PDT

I am of the mindset that BotW is a phenomenal game that will be remembered and cherished for generations to come, and set a new standard for open worlds, so forgive my potential bias. I see a lot of complaints however, that the lack of traditional dungeons is a negative aspect of the game. BotW's goal was to shift the status quo. Not just for Nintendo, but for modern gaming.

Given BotW's design as a "go anywhere, do anything, at anytime" style of game, traditional zelda dungeons just don't fit within that philosophy. Dungeons are normally a place of progression within the game. You advance in the story, you get a new weapon, gain more experience, etc. BotW's progression system is more exploration based, instead of stifling progression with multiple dungeons.

Again, I don't think that dungeons in future iterations are a bad thing, but the Zelda series is now changed forever and because of that we may never see traditional dungeons again. I can understand why that may be disappointing, but it doesn't make BotW, or the franchise, any worse off because of it.

submitted by /u/TAG_Enigma
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