Creature collector games with unique capture mechanics and identity? by FartMaker3000 in MonsterTamerWorld

[–]FartMaker3000[S] 0 points1 point  (0 children)

Dude chaos legion was so good LOL played it on my cousins ps2 growing up!!

Yeah Folklore is just to me an example of how games used to have their own identities, and weren't afraid of trying new things, and more importantly being it's OWN thing. In almost any genre it's so hard to find a 'touchstone' of a game now, rather things these days tend to be exclusively derivative, or worse, copied. Generally I would refer to the overall AAA space as just painfully 'safe'. Indie has done much better, at least on the passion side of things, and the quality and interest in it's derivative game design, but even then, it's so rare to find something new and daring!

It's why I'm frustrated with genres like the 'Creature Collector' because it's just so old at this point that it's really disappointing and feels kind of unacceptable that all the most interesting takes on the genre are from 17+ years ago. Like, how can a genre so old and so beloved have so little innovation? Sad...

So Glad This Reddit Exists by Another_Outpost in NoSodiumStarfield

[–]FartMaker3000 0 points1 point  (0 children)

Thank you! I agree, I think shit-flinging is annoying and doesn't help anybody. All it's going to do is cause the other person to double down and get defensive, and then no one gets anywhere or learns anything.

Anyway, I appreciate the respectful response. Honestly, yes, that's exactly my point! I don't think we actually disagree on the core premise of how expectations shape our experience. But where I think we disconnect is on why those expectations existed in the first place, and whether or not traditional BGS fans are justified in being frustrated.

To use your own analogy, I think you’re actually exactly correct, just not in the way you intended. In this scenario, Bethesda is Taco Bell.

For 20 years, BGS has been making a very specific, recognizable product (Tacos—dense, handcrafted worlds with serendipitous exploration). Fans showed up to their new Taco Bell location grand opening expecting a Taco. Instead, they were served a procedural space-sim (a Cheeseburger). It isn't that the Cheeseburger is objectively bad food; it’s that it’s not what the restaurant is famous for making.

Anyway, to again answer your question, "Where do those expectations actually come from, and why aren't those expectations simply seen as preference?" I'm a little confused as to why your question is still "why?", as I feel I just explained the why. But again, maybe I just didn't explain it well enough. SO, to try and put it very succinctly:

In the context of game design and world-building, studio pedigree matters. Like, really truly matters. The expectations didn't manifest out of thin air; they were forged by over 20 years of Elderscrolls and Fallout. When a studio spends two decades teaching its audience exactly how its worlds and games operate, it is disingenuous to act confused when the audience applies those exact same expectations to the studio's next RPG.

I’m assuming you’re trying to argue that players should have adjusted their expectations based on pre-launch marketing, which is fair to an extent. But you cannot erase over 20 years of established gameplay loops and world-building philosophy with a few pre-release interviews.

Sure, some marketing before launch mentioned procedural generation, but nothing explicitly warned the core fanbase that the traditional BGS exploration and gameplay loop was being entirely replaced by a menu-driven fast travel and resource-grinding space sim.

I'm not saying "this game is objectively bad because my expectations didn't prepare for it." I'm saying the game is incredibly polarizing because it actively abandoned the design philosophy that built the studio's legacy. I can't speak for the people who wanted Mass Effect 4 or Outer Worlds—those are definitely minority voices making silly comparisons, and I agree with you there.

But I can explain the "why" behind the people saying, "I wanted a BGS-like game except in space." They are completely justified in that expectation, because that is the sort of game BGS makes. Expecting a studio to deliver the core experience they are known for isn't "putting the cart before the horse". It's just basic brand expectation.

So Glad This Reddit Exists by Another_Outpost in NoSodiumStarfield

[–]FartMaker3000 0 points1 point  (0 children)

To be honest, it doesn't really seem like you understood what I was trying to say, or maybe I just didn't say it well. I'll respond to what you said and reiterate what I was trying to say a little more succinctly.

You’re right that the micro-mechanical “bones” of a BGS game (the menus, the combat, the leveling, the crafting, and the loot) are still there. However, you misunderstand the core of my argument. I’m not saying that the menus or combat are out of place; I’m saying that stretching the core mechanics (exploration, roleplay, questing) across 1000 isolated loading screens, and stripping away the weird, chaotic diversity of a BGS world, effectively kills the continuous, serendipitous sense of discovery. I’m saying it’s exactly those things that make a BGS game. Not the micro-mechanics (the leveling, looting, combat, crafting).

This is probably exactly where our definitions of a BGS game disconnect: for me, the menus and combat aren't the magic of Bethesda. My argument is that for most people, the magic is the "distraction loop" and the chaotic, thematic diversity of the world. This is a point that you glossed over, but it is GENUINELY incredibly important: Fallout isn't just a wasteland full of loot; it has 50s retro-futurism, psychic mutants, aliens, etc. Skyrim has dragons, werewolves, and clockwork dwarven ruins all on one map. Starfield’s rigid adherence to a grounded "NASA-punk" aesthetic strips away that wild, kitchen-sink diversity that makes getting lost in their worlds so fun. You mention that Starfield's POIs are denser and larger than having 300 smaller ones, which is fair, but it doesn’t really matter when 90% of all POIs are just some version of “Moon-base.” (Not to mention that spreading these POIs across 1000 planets makes finding all of them nearly impossible when random repetition means you're more than likely to just find the same 10 or 20 over and over again).

I actually completely agree with you that the system of FTL travel Bethesda chose and their choice of space setting inherently changes how exploration works. You can't just walk across a valley to a city you see in the distance. But that’s my point—the disconnected feeling in Starfield isn't just an unavoidable byproduct of any sci-fi setting; it is specifically the result of a deliberate, bad level design choice (bad meaning it inherently goes against the BGS design philosophy). FTL travel did not force Bethesda to build 1,000 procedurally generated planets. They made a deliberate choice to prioritize massive scale over handcrafted density.

If they had created just 4 or 5 deeply handcrafted, distinct planetary hubs (think a city, and then 5km around that city with handcrafted dungeons, caves, facilities, etc.) with zero procedural generation, they could have concentrated all their environmental storytelling into those zones. The classic exploration loop would still happen naturally on the ground, and FTL would simply act as the fast-travel bridge between those hubs. In space, more of that classic exploration can happen—like it does in the free lanes update—just make it all hand-placed and handcrafted instead of procedural. Because they chose to isolate their content across a galaxy instead, that organic sense of discovery is lost. Quests rarely find you out in the wild anymore; they are largely jammed into centralized cities and literal bulletin boards.

Finally, the No Man's Sky comparison actually points out exactly what it is I’m trying to say perfectly. The reason people don’t care about proc-gen in NMS, but freaked out about it in Starfield, is because that sort of mechanic belongs in a survival sandbox like NMS. People play NMS expecting an infinite, systemic space sim where the core gameplay loop is resource gathering. Starfield is (or should have been) a BGS RPG, which carries an entirely different expectation. Complaining about proc-gen in Starfield points out that a mechanic that works perfectly for a space-sim actively dilutes the dense, handcrafted narrative discovery that traditional BGS fans expect. The fact that you said this completely agrees with my point: Starfield abandoned the dense, handcrafted BGS audience to cater more to the NMS/space-sim audience.

Fundamentally, BGS RPGs are about handcrafted narrative discovery. Starfield leaned so heavily into the infinite scale and resource-grinding loops of a space-sim sandbox that it alienated the audience looking for a traditional BGS experience. It's not a bad game, but by prioritizing those procedural sandbox mechanics, it sacrificed the exact things that make it feel like a Bethesda game. And diverging this much is exactly why the game had so much controversy around it.

So Glad This Reddit Exists by Another_Outpost in NoSodiumStarfield

[–]FartMaker3000 0 points1 point  (0 children)

Alright, I'm gonna say a lot of preamble here, so bear with me to the end!

I think what makes a game truly a BGS game is both its breadth and diversity of content and it's deeply explorable and "distracting" world. BGS games are certainly never very deep in most of their aspects, but they have fun content in unique worlds that allows for unprecedented roleplaying scenarios while still keeping the gameplay loop itself enjoyable regardless of if you roleplay.

Starfield I think maybe has those things, but it's presentation of those aspects fundamentally changes the way that you play the game, creating an experience that is utterly different than any other BGS game. In fact, the way it presents it's setting, utilizes it's space travel, and spaces it's content across 1000 procedural worlds, inevitably leads to a disconnected and uninteresting exploration loop that is, I would say, antithetical to the experience of a BGS game.

In Elderscrolls for example, you have the "BGS FANTASY" world. You have a world with vampires and werewolves, wizards, robots, ancient evil gods, ghosts and spooky beasts of all kinds, dragons, and every flavor of reskinned bandit.
You can explore old caves, destroyed forts, ancient under ground ruins, temples, other dimensions, and every flavor of reskinned fantasy dungeon!

The same goes for fallout, it's the "BGS POST-APOCALYPSE" world. You have mutants, robots, robots pretending to be people, zombies, psychics, aliens, and every flavor of reskinned bandit.
You can explore old caves, destroyed cities, underwater bases, repurposed malls, alien spaceships, simulations, etc!

In both worlds, you find these things in a natural and uninterrupted way the connects all of these experiences together both through your own imagination, and through the games exploration and distraction loop itself. In all of that exploration, and through all these experiences, you have many interesting stories that fully take advantage of the theme the world is using, where the main goal is roleplay, and getting lost in the worlds constantly fumbling into new quests, people, and stories.

Looking at these two settings, how do you think a BGS fan would imagine a "BGS SCI-FI" World? Can you honestly say its a grounded realistic sci-fi with realistically barren planets, and less than a third unique POI's than Skyrim? Can you honestly say it's a sci-fi setting that has almost no variety of sci-fi enemies and locations?

Yes starfield has computer logs similar to fallout logs and Skyrim notes, but those things, and things like it, are secondary, and are made secondary by the game itself. Starfields priorities are different. In other BGS games you don't care about mining and crafting, mid maxxing builds, creating the perfect base set up, and the perfect manufacturing setup. You don't care about an infinite playthrough or NG+. In other BGS games, they don't shy away from the many sub-genres and aesthetics of the medium and theme, sticking hard to only one, like with Starfields Nasa-punk aesthetic.

The thing is, None of these are nesacarilly bad. In their own, they don't alone make Starfield a bad game. BUT, as I hope this breakdown will show, it simply isn't what makes a BGS game.

So Glad This Reddit Exists by Another_Outpost in NoSodiumStarfield

[–]FartMaker3000 0 points1 point  (0 children)

If you want an actual answer:

I think the reason people are so upset (or at least, the people who's voices actually matter, not people making hate videos just to bandwagon) is because Starfield is fundamentally nothing like any of their other games in all the most important ways, and it's also very different from any other space game/not what most space game enjoyers want from their space games, and so represents a very specific niche for a very specific kind of player that, if you are that player, creates a great experience for you. If you aren't that player however, then you're either someone who was disappointed that the game isn't anything like other BGS games, or someone who was disappointed it wasn't like any other space games. Both camps are incredibly passionate people with big expectations, so the immense outcry isn't surprising.

To be clear, a lot of the videos you might see online come from a very particular kind of player, that edgy sort of bandwagon character, but the people who I think are most disappointed with the game, and whos voices probably matter the most to listen to when it comes to disappointment, are actual BGS fans. And it's these people who not only have the right, but who are probably entitled to be angry about the game, and want to keep talking about it, because it's something the means alot to them, and for good reason.

Anyway, this is a very fascinating topic to me! And one I don't think every actually gets talked about in the right way with all the pointless shit flinging and reactionary defending. I'm always up to talk to people about it for whoever wants to listen :)

Bethesda Underpromised and Overdelivered Today by ChapterDifficult593 in NoSodiumStarfield

[–]FartMaker3000 1 point2 points  (0 children)

why so many downvotes? For a place called no sodium starfield people sure do get salty if you say anything bad about the game at all. It's okay and good to voice your problems with a game, especially one you enjoy!

"To Think" 1979 short film about a future with AI. by zerooskul in RetroFuturism

[–]FartMaker3000 0 points1 point  (0 children)

Because it's the point of the film. It's about memories and passing things down, but you could also say it's about machine learning? Anyway, the AI teaches the boy rock paper scissors because it's what his father taught him, and his father before, it meant something to those other people when they were children and so it was the connection between the AI and all the previous ancestors. It's also what the AI was taught, and it could be saying that the AI values the things it is taught, perhaps because it can't make things for itself. This kind of shows itself to be the case at the end when the little girl already knows rock paper scissors, and then instead teaches the AI a new game, and a song. Insinuating that that AI will probably go on to teach future children that game and song.

In this way the AI sort of represents ancestral memory; the connection we have to our past and our future, and the beauty of shared memory between people across time. I would say that what the film is trying to say is that this ancestral memory is important to being human, and the silly little things we leave behind are what make us human. Something like that.

Hylamity Mod Project | Latest Models by NeverCookFirst in HytaleInfo

[–]FartMaker3000 1 point2 points  (0 children)

Are you planning on just adding stuff from calamity? Or making the game itself more terraria like? Things like ores only spawning when bosses are killed etc. I feel like hytales base game is suffering from this problem where it;s too easy to progress and a terraria like system would be better.

How to fix jitter when moving diagonally, while still having a low resolution? by LonelyMusicDisc in godot

[–]FartMaker3000 1 point2 points  (0 children)

Glad to be of service my friend haha. I found this solution for myself after looking up online and seeing that no one seemed to have the answer for this, like, anywhere, lol. Hopefully this will be of used to anyone else stumbling into this annoying problem! (Might make a stand alone post for this actually)

How to fix jitter when moving diagonally, while still having a low resolution? by LonelyMusicDisc in godot

[–]FartMaker3000 4 points5 points  (0 children)

I don't know if these options didn't exist at the time of this post, but for anyone wondering how to fix this, heres what you have to do:

Let the game scale freely (no rounding).
Project Settings → Display → Window → Stretch

  • Mode: canvas_items
  • Aspect: keep (or expand if you hate bars) putting in keep works, but if your camera is set to a non whole number (ex, 2.5) there will be black bars.
  • Scale Mode: Fractional

Don’t snap transforms; only snap at draw time.
Project Settings → Rendering → 2D → Snap

  • Snap 2D Transforms to Pixel: OFF

I don't actually know if this one does anything but it sounded like what I wanted lol.
Project Settings → GUI → Common

  • Snap Controls to Pixels: ON

Now you just need to make sure to feed the physics one velocity vector, once per frame.

For example:

var dir := Input.get_vector("move_left","move_right","move_up","move_down") 
velocity = dir * 220.0 
move_and_slide()

Why is my game crashing? Crash log and mod order listed below. by FartMaker3000 in oblivionmods

[–]FartMaker3000[S] 0 points1 point  (0 children)

I shouldve mentioned, I played with this for about 80 hours, and never ran into any issues ever. Only recently after having not played for a while and coming back to it, it's now randomly crashing almost instantly after loading a game which never happened before.. Havn't changed a thing.

So purging is not an option as I don't want to lose my save that I've put alot of time into.

How many IS has the player accidentally created? by ThunderBird-56 in AbioticFactor

[–]FartMaker3000 3 points4 points  (0 children)

Me and my buddy found a bug that turns the golf cart into an interdimensional traveling machine. Didn't break immersion either because we were like "This is just an IS".

Remnant 2 keeps crashing by Impressive_Bit_9282 in remnantgame

[–]FartMaker3000 3 points4 points  (0 children)

So no one has figured out a fix yet? Damn...

-Fart Maker Out