True Gaming "Would you have still enjoyed The Witcher 3 if it didn't have a main quest?" |
- "Would you have still enjoyed The Witcher 3 if it didn't have a main quest?"
- Bad information leak through death notices. "True fog of war" and double-blind competitive games.
- Cheat menu or cheats in SP games have disappeared and it is sad :(
- Experiencing brain fog when playing online shooter games
- Where can I find a "Making of" documentary about video games?
- I think games like GTA by Rockstar tend to overdo NPC to player interaction to the point of being awkward and unrealistic.
- PC gaming main quality isn't about power, but choice.
- Isn't there a difference between a top-down perspective and a three-quarter perspective?
- Star Wars as an IP is so perfect for gaming, it is truly a shame that there hasn't been a particularly amazing game since forever.
- Can anyone not stand "corner hiding" shooters or shooters with slow movement, easy to aim weapons, and high TTK
- I think people are just saturated of First Person games and are not realizing it.
"Would you have still enjoyed The Witcher 3 if it didn't have a main quest?" Posted: 19 Aug 2018 04:49 AM PDT I think it goes without saying that The Witcher 3's side guests are what the gaming industry should strive for: fascinating, well-written, adding to the lore and comprehension of the world, etc. There's a ridiculous difference between: "Oh my son is sick, can you go grab me 10 Aloe plant please?" and "So there's a beast in town, can you kill it please? Oh and by the way there's another guy trying to kill it too so you better hurry. Oh and that guy is only trying to kill it so he can get information out of me, and once you're done he's gonna kill me and if you want to know why you have to keep doing this side quest." Which makes me think, do you guys think it would be possible to design a game without a main quest and market it adequately? EDIT: At this point, I want to point out that the goal wouldn't be to make a game without a main quest and with only side-quests - no matter how good they are - but it would be to design a game around having several main quests and no side-quests. I'm not talking about designing a game purely with Radiant and Fetch quests, but with full-on narratives, twist, interesting characters and setting. If you take Witcher 3, imagine if the care that went into the main quest would have been distributed to make more and longer side-quests, would you still have cared about the game? You're a Witcher, the premise is already there: your goal is to go from cities to cities taking contracts and helping people and that's it, but it's a game where each of theses contracts are so deep and rich that they feel like actually doing a main quest - they take many hours to finish and are done by doing multiple steps. In other words, 50 really rich and interesting main quests, without side quests - vs the 1 main quests with a 100 bullshit side quests. What worries me about such an idea is that, I think by itself it would work: I would certainly be able to enjoy such a game given that it's done with talent - if it's a good game in and by itself, yeah sure why not? But the problem is with the playerbase, those who'd ask: "Okay but what's the point of the game? What do you do? You're a mercenary taking contracts, okay... but where's the conflict? What do you have to solve to *finish the game?"* Why do a game like No Man's Sky even need a main quest outside of the fact that it was clearly put there just to satisfy those questions? Which to my mind... doesn't make that much sense, considering each quests would - theoretically - be designed to give you a satisfying sense of completion. Finishing Mass Effect isn't hindered by knowing there's a Mass Effect 2, for example. Mass Effect 2 doesn't suck up all the satisfaction of finishing Mass Effect 1. If a game's quests have satisfying ending in themselves, do the game itself needs an ending? What do you guys think? Would it be possible or do games absolutely need a main quest? How would you market such a game so that people understand it? [link] [comments] |
Bad information leak through death notices. "True fog of war" and double-blind competitive games. Posted: 19 Aug 2018 12:27 PM PDT I am currently developing a multiplayer subsim (submarines and stuff) and I find myself in conflict on certain gameplay aspects. To be precise, I am afraid my position is too radical and it will be of too much discomfort for a player, hence I'd like to hear a general public opinion on the subject. Death notices reduce gameplay depth. Death notices (aka kill feed) provides the offender with 100% precise, instant, always correct intelligence that strongly affects his further actions. Typical death notice contains:
Death notices contribute to the meta convergence speed and make the game die faster. Meta, or how I like to call it - knowledge, is accumulated by the player base with a pretty much the same method as we distill knowledge as a civilization. A scientific method. Gamers start with trial and error, then look at the stats to see what's working and what's not, build some mental or mathematical models of the game and test them, repeatedly, on and on and on, improving them to the infinity. Death notices significantly boost the initial trial-and-error phase, and statistics gathering phases. Like, exponentially. Successful attacker's build\weapon\stats\methods are instantly made public knowledge. You can't keep secrets in modern competitive\online games, and I think this is very, very bad. Online games with no secrets distill the meta too fast, and it requires considerable effort from both the developers (perpetual, constant patches and rebalances) and the community (guides, chill newbie tutorials) to keep the game alive. Reducing the speed of player's knowledge acquisition helps with reducing this strain and makes the game last longer with the same developer effort. Also, secrecy is cool. Death notice comes hand-to-hand with other usual suspects. What can be done? What are you thoughts? Have you ever played games that did something like this? Was it frustrating? What could be done about it? Also, here is an interesting review that was a fuel for my "fog of war" fire. It's a impression of a an umpire from a double-blind strategy card boad game. Paragraph "2. Command, communication and intelligence related concepts" is of interest, extremely appealing to me concept of information handling in multiplayer games. The whole review is generally a very good read IMO. https://boardgamegeek.com/thread/1813031/test-time-four-year-old-review-le-vol-de-laigle [link] [comments] |
Cheat menu or cheats in SP games have disappeared and it is sad :( Posted: 18 Aug 2018 08:02 PM PDT Hello there folks, do you remember cheats in gta games? Do you remember infinite rocket launcher in Resident evil series? Do you remember saints row games with brilliant upgrades? I loved all the fun cheats saints row games had offered,I really liked the cheats in gta san andreas, I really liked the infinite ammo options in resident evil series. I hope or I wish that the new Resident Evil 2 remake (2019) has the infinite ammo and the infinite rocket launcher after completing the game on the hard difficulty. It feels like games are trying to be much more serious or something and single player games with cheats are disappearing. I want to know some of the games released in 2018 which have new game+ with cheat weapons or op weapons like resident evil series or cheats like gta games, does anyone of you know a game that is released in 2018 with such mechanics? What do you think about single player cheats? What are your funniest moments with cheats? Do you miss cheat modes?" What I mean by cheat codes or cheat modes (for users who do not know about cheats or cheat codes in SP games)-- I mean single player video games cheat modes or cheat codes which contain cheats like god mode,infinite ammo etc or overpowered weapons which are kind of similar to cheats. Cheats in the sense that objects or in game aspects which give the player or user an advantage or full control over some of the aspects of the game. For example god mode gives the player infinite health which means that enemies will not be able to damage the player or infinite ammo which basically means the player never runs out of ammo in shooting games etc. Cheats also encompasses big head mode, specific item spawning etc. I am trying to encourage discussion on the topic of cheats because such discussion could encourage a game developer(if he reads the thread of course or reads the comments) to make games which have cheats to make players feel overpowered. Cheats work as a bonus. They are very easy to add in any game because they do not need any balancing (other than keeping the numbers of the game in mind so that the game does not crash when activating any cheat) . Edit: Some people have taken this thread out of context. When I say cheat codes or cheat modes, I consider cheats as a bonus or something funny or mindless. I never meant that cheats are a means of progression or anything. It is simply a cheap bonus to add in your game so that players can have some fun. (well of course if anyone uses cheats to progress in the game,it is none of my business. Good for him/her if he enjoys using cheats or something) [link] [comments] |
Experiencing brain fog when playing online shooter games Posted: 19 Aug 2018 02:02 PM PDT Sometimes when I play multiplayer games like Siege and Battlefield, I experience brain fog. During this phase, I feel like my mind disconnects from the game and I'm not fully present within the game world. My reflexes completely go for a toss, and I become slow and sluggish. And then my performance in the game suffers. And in a weird way I feel overwhelmed. So for example, if I was in the middle of map in Battlefield and there are opponents all around me, my mind gets overwhelmed because it doesn't know what focus point is should orient itself to. It's almost like its all too much for my brain to handle. Whereas in a more linear game like a racing game (even in online mode), my mind does not experience that because the goal is very simple....just overtake your opponent and go as fast as you can. The focus point is the other car that you are overtaking. It's like online shooter games demand a high amount of concentration and my mind sometimes just wimps out and doesn't cooperate. And I'm not always like this, deep down inside I know how to play shooter games effectively. Whenever I go into an online match with full gusto and energy, I play really well. I've been the MVP in many Siege matches. So what causes this brain fog? Is it boredom? Anxiety? [link] [comments] |
Where can I find a "Making of" documentary about video games? Posted: 19 Aug 2018 01:34 PM PDT I don't really care what type of video game it is. I just recently found out that I'm very much interested in the kind of stuff that happens within the development of a video game so I'd like to see some footage and discussion of the process of a team while making one. Does anyone know if there's a documentary that can scratch this itch of mine? [link] [comments] |
Posted: 19 Aug 2018 06:02 AM PDT I do not know if anyone else has thought of this but I recently was playing games by Rockstar and I thought of something when it comes to NPC interaction with the player. In all Rockstars open world titles, (RDR, GTA, LA Noire), NPCs constantly comment positively on the player walking around in the world. People seem to feel this is immersive, but am I the only one that think this is a very awkward way of handling NPC interaction? The fact that every NPC seems to know who you are feels even more unrealistic to me than if they would just go about there business and not mention the player at all. Examples:
Idk I may be going out on a limb here, but does anyone else think its extremely awkward that in a open world, every NPC would know who the player is just by something that happens in the story? I mean dont get me wrong, I like NPC interacting dynamically with the player, but walking around in a world and every second NPCs know who I am and what I have done and comments on me, isnt that a little awkward? What makes it more awkward is these kind of one-liners that NPCs pull in Rockstar games often come from single NPCs. Why would a single person on a street start talking to themselves saying "There is that brave detective, he is a handsome fellow". Why would every NPC know who I am and what I have done? Maybe I am going in a weird direction with this, as I have not seen this discussed before. I somehow think Rockstar overdo NPCs reactions to the player, making it actually more unrealistic than if the NPCs would just talk about their stuff and never mention you? [link] [comments] |
PC gaming main quality isn't about power, but choice. Posted: 19 Aug 2018 08:45 AM PDT It's a bit of a rant, because I'm a PC player for years, I'm an advocate of the platform and yet, I still think most people fail to understand why gaming on PC is a great experience. I'm tired to see every PC enthousiasts sharing their beasty config or their fancy rigs and those subjects taking the highlights when it comes to PC. It reminds me a lot of the jackass who are proud to show their tuning cars. It's frankly ugly and quite cringy, in my opinion. PC isn't about power, it's about the panel of choice it offers.
There's just so much you can tweak, so much choices and imo, that's the greatest thing about PC. I would still play on PC, even if I have to drop the resolution to 720p because I can't upgrade my GPU for whatever reason, as long as I can feel like I'm free to chose my OS, components, the store I buy games on etc. Unfortunately, each time I see a discussion about PC (even from PC savvy persons), it's all about new graphics cards nobody will need or afford to buy, about how the new I7 is great for games... It's mostly about power and upgrades. I often heard about people that just want to build the best PC they can, even if it's just to play Dota 2, LOL or CSGO. Sure, everybody can do whatever he wants with his money, but it's still ridiculous. [link] [comments] |
Isn't there a difference between a top-down perspective and a three-quarter perspective? Posted: 19 Aug 2018 10:22 AM PDT If this (Video) is a side view and this (Video) is a top-down view then this (Video) must be something in between. I Googled and according to these two links (Link 1 and link 2.), there is a perspective called three-quarter that is sort of in between a side view and a top down one. Now, my question is: If there's a difference between the two, why do devs and gamers always call three-quarter perspective top down? When you look up Isaac and Enter the Gungeon you'll find that they're described as top-down shooters everywhere even though they clearly aren't top-down. It could be a marketing reason or I could be missing something. Can you help me make sense of this? [link] [comments] |
Posted: 19 Aug 2018 12:10 PM PDT I've always dreamed of a Star Wars open world rpg. Instead of the typical knights, sorcerers, archer character types, it'd be amazing to chose between being a Jedi, Sith, Bounty Hunter, Clone Trooper, etc. Just give me a superior, well polished, non MMO version of SWTOR. [link] [comments] |
Posted: 18 Aug 2018 09:24 PM PDT This is an opinion post so don't think I'm speaking for anyone. They seem to be the most popular shooter game archetype people who enjoy them seem almost masochistic to me (but you can like what you want), from the more hardcore ones (CS, Insurgency) to the more casual ones (COD, Battlefield) I can't stand them and they never appealed to me. It seems like most new FPS games from 2005~ to nowadays have slow movement, easy to aim weaponry, high TTK, basically games where you see someone first and you win. Of course this isn't the case for all new games, there is notable exceptions and possibly a resurgence of older style fps which is great but games where sight-lines are often instant death hazards never appealed to me, they seem to be going for a more "realistic" experience often but real war isn't any fun, anyone else feel this way? [link] [comments] |
I think people are just saturated of First Person games and are not realizing it. Posted: 18 Aug 2018 04:46 PM PDT I think many of the criticisms and backlash that First Person Shooters are getting is because people are saturated of the genre, and because they are not realizing it, they are seeing most trailers with 'negative eyes'. And I think this applies to "First Person other genres" too. We're stuck into: Either the games are critically acclaimed, but not really that played (hey, Titanfall 2!), or widely played and critically unfavorable (hey, Deus Ex Mankind Divided!) And my point is that these "new games", aren't that worse than the previous ones (that were loved), and the diminished attention new releases are getting (or even the pure backlash) is in part because people are just tired of the genre. [link] [comments] |
You are subscribed to email updates from For those who like talking about games as much as playing them.. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
Post a Comment