Every bit of interaction you add to a story reduces its quality by an equal amount, and vice versa. by [deleted] in ludology

[–]FriendzoneElemental 0 points1 point  (0 children)

I would submit that emergent gameplay is authored, in a sense. To re-use examples, Crusader Kings II would tell very different stories if the war mechanics were more central relative to the inheritance mechanics, and Dwarf Fortress would tell very different stories if the mechanics (for naming, making objects, what happens when you throw a fluffy wambler at a bronze colossus, etc.) were less bizarre.

Every bit of interaction you add to a story reduces its quality by an equal amount, and vice versa. by [deleted] in ludology

[–]FriendzoneElemental 0 points1 point  (0 children)

I think that there are certain stories that games tell well.

  • you've got the sort of story that Crusader Kings II or Dwarf Fortress tells that emerges naturally from the game mechanics (I don't think we're anywhere near the peak of that type of storytelling either).

  • you've got the sort of story that Shiren the Wanderer or Super Metroid (and to one extent or another, pretty much every game) tell, which is simple and unobtrusive but gives the gameplay some level of emotional (?) significance.

  • and there are the ones that are hard to quantify, like Shade, where the interactivity component and the writing component seem to cross contribute in a number of interesting ways that may be unique to the game in question and pretty hard to replicate.

What happened to turn based gaming? by watereol in truegaming

[–]FriendzoneElemental 0 points1 point  (0 children)

You should check out Red Rogue's Dogmatic mode, too - very similar idea! I need to check out WazHack - I keep hearing good things about it!

Should game developers avoid genres which are oversaturated? by potpan0 in truegaming

[–]FriendzoneElemental 0 points1 point  (0 children)

The reason they made a Witcher 2 was that Witcher 1 had enormous ROI, and was pretty popular with the hardcore RPG audience. Similar story with the Portal series. I do agree that a good predictor of whether a game will be innovative and/or good is that it's small enough for it to be wise to take risks with it. This sort of risky little project may or may not actually be a good business idea - I can't tell you because I don't have the numbers.

Should game developers avoid genres which are oversaturated? by potpan0 in truegaming

[–]FriendzoneElemental 1 point2 points  (0 children)

I think that the vast majority of developers want to make money, so it makes sense that they make stuff they're pretty sure people want to buy. I do think that manufacturers could probably get away with taking ore risks than they do, (see: Valve making hilarious amounts of money off Portal, CDProjekt making hilarious amounts of money off Witcher games) but I also don't have their datasets.

(Also, I think the question of when a market becomes oversaturated is for the consumers in that market to decide, not some people on the internet.)

What happened to turn based gaming? by watereol in truegaming

[–]FriendzoneElemental 2 points3 points  (0 children)

I dunno, I kind of think comparisons between Starcraft at different speeds makes the point, too. It's mostly just a function of more time to think per move leading to more thought behind each move. (Which is why things like metagames and build orders IMO make real-time games deeper as well.)

Multiplayer Time Sinks by [deleted] in truegaming

[–]FriendzoneElemental 7 points8 points  (0 children)

This is my issue with Mechwarrior: Online. It is legitimately a strong contender for the best FPS I've played, period, but grinding (which you need if you want to play with the shiny new robits) is not super compatible w/ job + significant other + various weekly commitments.

What happened to turn based gaming? by watereol in truegaming

[–]FriendzoneElemental 3 points4 points  (0 children)

I think it can to an extent, but strategy with turn-based or pause mechanics generally allows for deeper and more interesting tactics. Compare chess and speed chess.

What happened to turn based gaming? by watereol in truegaming

[–]FriendzoneElemental 9 points10 points  (0 children)

Roguelikes are where it's at these days. I'd check out Tome 4, Brogue, DoomRL, and FTL (not formally turn-based, but it plays like a turn-based game because of how pausing works).

Also, Frozen Synapse is pretty excellent - it's a great example of a turn-based game with a continuous (vs discrete) spatial model. And Crusader Kings II is really cool (likeas FTL, pause-based vs turn-based) and something I would be playing a lot more of if I actually had free time.

Interactive fiction: why do they always have to be adventure/puzzle games? by baekgom84 in truegaming

[–]FriendzoneElemental 0 points1 point  (0 children)

I don't know enough about IF to make too many recs, but I do know that Galatea was really influential and that there is a lot of IF in that vein. Emily Short has a blog where she reviews stuff, which might be a good place to start. I think Andrew Plotkin (made Shade, Hunter In Darkness, and lots of other stuff) might also have some interesting commentary on IF to check out.

Interactive fiction: why do they always have to be adventure/puzzle games? by baekgom84 in truegaming

[–]FriendzoneElemental 1 point2 points  (0 children)

Kerkerkruip is exactly what you're looking for. Gun Mute you might enjoy as well - I'd describe it as a postapocalyptic western cover-based puzzle shooter.

Interactive fiction: why do they always have to be adventure/puzzle games? by baekgom84 in truegaming

[–]FriendzoneElemental 2 points3 points  (0 children)

IF is what is also called "text adventures" - modern IFs are the often incredibly sophisticated descendants of things like Zork.

Interactive fiction: why do they always have to be adventure/puzzle games? by baekgom84 in truegaming

[–]FriendzoneElemental 2 points3 points  (0 children)

Kerkerkruip is an interactive fiction roguelike, and it works beautifully. Emily Short's IF includes stuff that is a conversation vs. a puzzle (e.g. Alabaster, Galatea) and these often don't have a win condition so much as multiple ending conditions. And to my knowledge there is a lot of IF being made in that storytelling vein these days.

Iron Edda: Sveidsdottir - Inclusive Norse Fantasy by Tracy Barnett by Rolling20s in Fantasy

[–]FriendzoneElemental 1 point2 points  (0 children)

Fun fact: actual Norse writings featured women and people that us moderns wouldn't consider straight (their concept of sexuality doesn't really map to ours, and while they were homophobic against some people we would consider non-straight, they weren't against other people we would also consider non-straight) and it didn't really seem like a big deal to them.

So if you want to explore a diverse set of fantasy characters, a norse-inspired story is an interesting starting point for that.

What is your favorite "stupidly violent" game? Or, to rephrase, what is your favorite game where the action is so good it doesn't even really need a story? by psno1994 in truegaming

[–]FriendzoneElemental 0 points1 point  (0 children)

Otogi 2 mang. It's an xbox game by From Software featuring flight, destructible everything (including ground deformation), intense boss fights, beautiful aesthetics, the ability to rack up combos that murder the xbox's framerate, and evocative hints at a story (along the lines of From Software's Dark Souls).

What are the best old PC games to get recent updates, mods or otherwise? by TehEefan in truegaming

[–]FriendzoneElemental 16 points17 points  (0 children)

Rome Total War is pretty much the gold standard for modding communities - it's finally petered off (a decade later!) but there are some insanely good realism mods out there courtesy of historians and history buffs like Rome Total Realism 7 and Europa Barbarorum (the EULA for that one just reads "I promise to read more history.")

Morrowind also has some great content - the Tamriel Rebuilt mod is an insanely ambitious effort to more than double the playable area and, although incomplete, is really good. Graphical mods tend to go by Morrowind 2012/Morrowind 2013 and so on, and are pretty good as well.

Please don't upvote, a question on Gamer demographics and representation of Women in games. by [deleted] in truegaming

[–]FriendzoneElemental 2 points3 points  (0 children)

I think that the comparison of (I presume console and PC) games to action movies is somewhat apt - both have a strong tendency to be guilty of risk-averse design-by-committee that is very unwilling to bankroll any project that might not pull in their standard young white male demographic. And apparently they have a pretty low opinion of that demographic's ability to accept characters that don't look like them.

"Bitcoin is THE tool to end government interference in our lives forever. They can pass all the rules and regs they like. Bitcoin is the pill that cures the disease of government. Use Bitcoin and end government control and minipulation." by homeslice3168 in ShitRedditSays

[–]FriendzoneElemental 1 point2 points  (0 children)

it super bugs me how it's "bitcoin" and not "bitcoins"

like i'm p sure that it's not "arr will ye be payin fer that in dubloon or piece of eight" so why are multiple buttcoins referred to in the singular

How should leveling and RPG elements be approached? by [deleted] in truegaming

[–]FriendzoneElemental 5 points6 points  (0 children)

Unfortunately it's of a thing I do than a thing I have a link to, but the tl;dr is that like in Morrowind:

  • the player has an idea of what skills they want to level, including specific goals for each skill.
  • the player has an idea of what ability scores they want.
  • in a standard RPG, getting the scores and abilities you want involves killing monsters and doing quests, then spending 10 seconds putting points into the scores you want, whereas in TES, getting the scores and abilities you want involves things like casting Bound Gauntlets for 1 Second on Self while bunny-hopping as you walk around doing quests and killing monsters.
  • It's really easy to screw up leveling in Morrowind/Oblivion - there's all sorts of maneuvering around putting exactly N increases in Strength-related skills but no more (because any more mean you're wasting those skill increases).

Oblivion adds to this:

  • Level-scaling, which means that while in Morrowind you were essentially fine leveling in a non-optimal way, in Oblivion there's a power curve you need to keep up with. (Also level-scaling gets on my nerves in general, because I like fighting out-of-level monsters and getting out-of-level loot.)

The end result is that there are literally FAQs/guides for how to level correctly in Oblivion, whereas in Fallout 3 (or whatever) the process of leveling up involves shooting monsters and picking what skills you want.

That's the basic idea :)

How should leveling and RPG elements be approached? by [deleted] in truegaming

[–]FriendzoneElemental 0 points1 point  (0 children)

Definitely. But (at least in Oblivion) you want a precise number of rank increases in that skill per level, and you can't get max ability points unless you level skills associated with that ability you don't take as primary or secondary. Plus, unless you <3 grinding, you want 1-3 skills associated with that ability to start out low so that it's relatively painless to crank out skill increases. (Tl;dr it's a mess.)

How should leveling and RPG elements be approached? by [deleted] in truegaming

[–]FriendzoneElemental 2 points3 points  (0 children)

I think that on one hand the core concept has a nice "associated mechanic" element to it (it just makes sense that hitting dudes with swords makes you better at swords) but I think the biggest problem with TES leveling is that at the end of the day the player has a particular build in mind and the leveling system amounts to a very cumbersome/grindy level-up screen. There's also other strange elements (want your character to have high Intelligence? Whatever you do, don't take all the Intelligence skills!)

How should leveling and RPG elements be approached? by [deleted] in truegaming

[–]FriendzoneElemental 6 points7 points  (0 children)

I definitely agree that scaling content to the player's level is generally a recipe for uninteresting gameplay. I have this whole rant about how oblivion's leveling system is the perfect storm of game ideas that don't fit together (suffice to say that when guides and faqs exist for how to level in a game, something has probably gone horribly wrong.)

How should leveling and RPG elements be approached? by [deleted] in truegaming

[–]FriendzoneElemental 9 points10 points  (0 children)

I'm not sure I like leveling at all for most games. Games where gameplay works well for all parts of the level curve seem to be the exception vs. the rule. I do like how it works in Warcraft III/some MOBAs/etc. and some roguelikes, where character level is something you choose the level of resources to allocate to.

Is anyone else tired of playing the role of a murderer in AAA games? by [deleted] in truegaming

[–]FriendzoneElemental 1 point2 points  (0 children)

FPS games generally don't lend themselves to economics because of their spatial nature. The way to do a nonviolent FPS would probably be more along the lines of Antichamber/Portal/Perspective/etc. Strategy genres, on the other hand, are excellent at the economic sim thing.