herabek.bsky.social
33 posts
9 followers
14 following
Getting Started
Active Commenter
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You're not supposed to eat the dice.
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Couldn't be that.
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You mean you're so barely satisfied that words can't quite convey the subtlety of it?
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As soon as they are done suing NY for making itself more livable & abolishing Veterans Day, Duffy and Trump will prosecute Biden harshly for running the government so poorly upon leaving office.
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The subtle color choice for the reflected colors is incredibly good, what a wonderful work.
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B is the only option that uses the direction of the background to evoke a sense of stabbing. I'd like a combination of that and F.
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A vicious cycle of brain drain on the games industry. People love pointing out old games that include really cool and clever features, but don't realize the reason is not that new devs are lazy, it's that the devs that built those systems have left the field. The institutional knowledge is lost.
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The Wii U was comfortable to hold and play in portable mode. The Switch is awful ergonomically, so it's -just- an under powered TV console for me. It's technically portable, but I despise using it that way. The Wii U had backwards compatibility with the Wii, and the Wii's Virtual Console library.
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Yes and it's fantastic, because batteries wear out and I don't need them glued in. Hot swappable rechargeable batteries are the best.
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Dark souls is the perfect example of a balance between "travel" that's good game design, until it becomes unmanageable, and then giving you a reasonable number of fast travel points without invalidating the shortcuts in the world design. All future entries lean to hard on fast travel.
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Falling down and having to repeat sections has always felt worse to me than just fully killing me and sending me back to a checkpoint. It's not particularly different, in reality, but it -feels- much worse psychologically without the reset.
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A cooperative organization would mitigate the "finish a game, lay off the staff" cycle. Not a fix for all the other risk of game development, but this abuse seems like an imminently fixable problem.
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I hadn't thought of applying that, but that definitely seems like a good analog.
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You're still collecting and managing loot as a core part of the loop, but they scaled that loop so that it's never a mere afterthought or a badly paced interruption, it doesn't punish you for picking everything up, and makes managing it easy and rewarding.
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In Torchlight 2, the item collection loop was nearly perfected, your inventory is not so large that you ever can overwhelm yourself, and you're never isolated from the ability to sell items, because your pet can return to town to do it.
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They could have made junk something you can't pick up and store in your inventory, purely a physics item, or at least made it valueless, or let your NPC shuttle it back to your ship, or load it onto a drone to send back, which brings me to torchlight 2:
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Starfield tried to solve the "picking all the junk up" to sell later problem in the worst possible way, a strict weight limit and npcs that nag you about doing it, while leaving all the queues from previous Bethesda games in place to encourage you to do it.
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Many games have figured out that you should just let players scrap items into an infinite stackable resource (crafting material/money) immediately, because it's not fun to make a big pile just to be forced sort it for 20 minutes at some random point in the middle of a dungeon, or the like.
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Many, many games are worse for this. Even baldur's gate 3 has this as a weak point, hoarding stuff is half the fun, and once every 6 hours you now have to clear out weight, but untill that point it's completely fine to mindlessly collect everything to sell later.
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If picking something up isn't an immediately meaningful decision, the collection shouldn't be weight limited. Witcher 3 also suffers from this. I understand that narratively this is a challenge, but in that case, have it be a plan/blueprint to be made elsewhere, or just give me "magic pockets".
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Either end of the "picking stuff up" spectrum is fun. Either a very limited inventory, e.g. halo- 2 slots, swap out for something constantly, or Banjo Kazooie, collect everything without limit!
In the middle, up quite a bit of stuff but with a limit, is unfun. E.G. Skyrim.
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Is there a specific case of a game designer not respecting other fields that prompted this? That's a new one for me, usually game designers (who've actually made a game), have more respect than the average person... now, gamers on the other hand...
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You're right, it's not a good analog.
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In the sense that indie films use the assets available to them, and try to be creative, indie devs can do likewise- e.g. Inscryption which uses many Itch.IO assets.
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Played 5 or 6 hours, I see what they are going for, it mostly needs tuning and a little bugfixing to get the feel dialed in
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Game devs must unionize or this will never end.
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Gamesmith, or Gamewright, i.e blacksmith, wheelwright, or playwright. Though personally, I like the guild rankings, Apprentice, Journeyman, and master, which pairs nicely with Gamewright.
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Texture sheet and animate the UVs.
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Yeah, lets make hunter attorney general?
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I think they'd call it an "ecosystem", or frankly, a brand with many products. What is Apple? It's iPhone hardware, apple TV service, laptops, etc.
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If you hold a button to go faster, then you should fall, resistant falling off ledges when walking is a nice QOL feature. If you are doing anything with movement to increase speed, rolling, sprinting, jumping, etc, then you should go right off.) Alternately, crouch to not fall, FPS convention.
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Yeah, because the little number in the corner changes.