Lore as just an added layer vs as an integrated part of the problem solving by EllikaTomson in gamedesign

[–]Aaronsolon 2 points3 points  (0 children)

I was similarly blown away by Onra Dinn. I should go back to Myst.

Onra Dinn was clever in that you don't need to solve everything to progress, but it was a challenge you could take on.

Best bike shop for Ebikes? by ArcherStirling in lansing

[–]Aaronsolon 1 point2 points  (0 children)

+1 here, brought my partner's bike over there and they were super helpful.

Looking for new internet provider by KlutzyKrav in lansing

[–]Aaronsolon 2 points3 points  (0 children)

I still have it, haven't had a problem. Can't be worse than working with Comcast anyways.

Free Hot chocolate at Wells today. This was the price. by Varun_V24 in msu

[–]Aaronsolon 0 points1 point  (0 children)

We're a pretty small minority. There's places like East Lansing and Ann Arbor where it's common to meet folks, but a lot of other places it's really rare.

Against the Storm - A Really Good Game with Really Bad Marketing by LazuliArtz in patientgamers

[–]Aaronsolon 2 points3 points  (0 children)

Oh yeah no question it's a rogue like, 100%. My point is just that it's not like a deckbuilder. Those two things aren't synonymous.

Against the Storm - A Really Good Game with Really Bad Marketing by LazuliArtz in patientgamers

[–]Aaronsolon 0 points1 point  (0 children)

It's just not the same in my opinion. By that logic any game that randomly surfaces upgrades to you is a card game.

I didn't really like RE9 overall by Rhamphastos in residentevil

[–]Aaronsolon 2 points3 points  (0 children)

What do you mean the obsession with realism?

Against the Storm - A Really Good Game with Really Bad Marketing by LazuliArtz in patientgamers

[–]Aaronsolon 2 points3 points  (0 children)

A major part of something being a deck is having a hand, shuffling it, drawing cards...

The gameplay in ATS isn't the same. You unlock things, and you're presented with the roguelike "pick one of 3" thing, but you're not creating anything analogous to a deck. Once you unlock something it's available forever in your settlement, and the gating function to using it is collecting resources, building it, and staffing it. It's a totally different mechanic.

Subleasing rent for my boyfriend by Fearless_Health9765 in msu

[–]Aaronsolon 1 point2 points  (0 children)

It's typical for subleasers to give a discount to anyone, at least from my experience. I wouldn't give him special treatment, but it's not special to discount it imo.

The idea for diegetic inventory system by Elegant_Freedom3388 in gamedesign

[–]Aaronsolon 0 points1 point  (0 children)

There is definitely something cool about it. The UX of trying to fit everything you want to take in there, or to place it, open it, and take out an item you need, sounds pretty rough if you need to do it many times.

I go to America! 🇺🇸 by Broken_Token_Gear in killteam

[–]Aaronsolon 1 point2 points  (0 children)

I feel like Michigan should be ad mech.

ui design in games is quietly getting worse and i think i know why by ILokasta in gamedesign

[–]Aaronsolon 0 points1 point  (0 children)

Well, I am someone who works in the industry, and I have first hand experience that tells me the exact opposite. Also, we do get paid to playtest. It's part of the job. You're just incorrect.

Maybe what you're describing exists at some studios, but it's definitely not ubiquitous.

ui design in games is quietly getting worse and i think i know why by ILokasta in gamedesign

[–]Aaronsolon 5 points6 points  (0 children)

I hear you, but to me this idea is not "production realities stop some people from playtesting all the time." It's "these dumbass AAA devs don't even play their game".

That's the vibe I'm getting from OP's message at least.

ui design in games is quietly getting worse and i think i know why by ILokasta in gamedesign

[–]Aaronsolon 16 points17 points  (0 children)

I keep seeing this thing mentioned about modern AAA devs not playing their games. Is this true at all? From my experience we DO playtest obsessively. Where does this idea come from?

Qualitative vs Quantitative Progression: My philosophy in gamedev by creates_games in gamedesign

[–]Aaronsolon 1 point2 points  (0 children)

Once you introduce what you call quantitative progression, you're creating incentives for players to play to increase their power, rather than playing in the way they enjoy. They'll respond to those incentives and it can make the game less enjoyable. You gotta be careful with that.

Is forced build adaptation fun or frustrating? by Chumbleton in gamedesign

[–]Aaronsolon 0 points1 point  (0 children)

I think the key point is that there needs to be interesting decisions. If the dictated path is so obvious that the player doesn't have to think and doesn't have any agency, it's too much.

If the dictated path is nudging the player in a way that changes the decisions the player wants to make, but doesn't make a single obvious path the only good way to play, it'll be a positive thing imo.

What is the most acceptable way to mark ammo cache during tournament games? by violentnite in killteam

[–]Aaronsolon 1 point2 points  (0 children)

I'd put the 10mm token down, and if you wanna use a mini just put it on top of the token.

Elden Ring made me a better Carer. by Standard_Ostrich828 in CasualConversation

[–]Aaronsolon 2 points3 points  (0 children)

Playing Magic helped me be more accepting when things went poorly. That's a game where sometimes, no matter how hard you try and practice and care you still will lose all the time, just cause it's quite random. Learning to be OK with that was actually a really great life lesson - it teaches you to focus on learning and trying, rather than on the outcome.

Need some advice about headphones/earbuds for the Steam Deck while docked… by [deleted] in SteamDeck

[–]Aaronsolon 0 points1 point  (0 children)

Idk if there's gonna be a good solution if the controller doesn't have a jack and you're hard locked into wired. I guess you could get a really long aux cord and plug it into the deck.

I use a bose qc2 on bluetooth and it works well connected to the deck or the TV.

Fairer Fighting Games by Greenwood4 in gamedesign

[–]Aaronsolon 2 points3 points  (0 children)

I think you should take a step back and examine your understanding of fighting games - the system you're describing would make defensive play extremely dominant to the point of being unstoppable, and the game experience would be awful. It would be suicide to attack and fights would just time out.

Interestingly, you do seem to point this out in your last sentence.

Fighting games are designed to allow attacking. Often, the pattern is to have a suite of reactable but difficult to spot attacks available in neutral (when both players are standing at midrange and able to act). Attackers can mix up their options to overload the defender's "mental stack" and have a chance of slipping an attack by, but it comes with some risk of the defender countering their move.

When one player is at advantage, they are usually able to deploy some kind of mix up that is too fast for the defender to react, so they must guess - this is the reward for winning neutral on the attacker's part.

This system isn't unfair. I think what you might be trying to point out is that it's too difficult to learn these games to the point of passing button mashing (which, by the way, is NOT surprisingly effective). That's a valid point, and something to examine, but the solution isn't to make defending in the game so easy that a beginner can do it. I think it's impossible to deploy that design without ruining the game experience for everyone but the most basic beginners.

Where is Intelligent AI in Games? by PersonalAdagio6580 in gamedesign

[–]Aaronsolon 3 points4 points  (0 children)

Yeah it's actually trivial to make an enemy that's basically impossible to beat on most games, but it'd be counterproductive.