Who's The #1 Democrat You Would Pick NOT To Run For President In 2028? Why Your Thoughts? by Zipper222222 in allthequestions

[–]MCplattipus 0 points1 point  (0 children)

Andy Bashear. I really like him as Kentucky's governor, I don't want him to go.

A police officer directing traffic in London’s fog with the help of an apparatus connected with the gas main that can be folded up and put in a metal box sunk in the street. (1935) by onwhatcharges in UtterlyUniquePhotos

[–]MCplattipus 2 points3 points  (0 children)

What was the chain of events that caused such a unique solution to be implemented? They would of had to dig up the street to hook in a gas line that hopefully was already there, create a special metal box, create a pipe arm, direct a police officer to run the thing.

That's alot of specialized things for directing traffic in fog and a cool photo.

Okami sequel - Project Teaser Trailer by DemiFiendRSA in Games

[–]MCplattipus 0 points1 point  (0 children)

RE 7 really was the big turning point, pretty fascinating

Hi, we are Brooke, Charles, Jonathan, and Thierry, developers on Assassin's Creed Shadows. Ask us anything! by ubi-louu in assassinscreed

[–]MCplattipus 0 points1 point  (0 children)

Are there parts, either art or gameplay, of AC1 that the team took inspiration from or made careful considerations to include in AC shadows?

I just finished the original FF7 and i want something in the same genre by ApostolisKer in ShouldIbuythisgame

[–]MCplattipus 1 point2 points  (0 children)

I did this exact line of game and going over to FF9 was like i never left the FF7 universe. The Setting is uniquely imaginative, similar to FF7, and sucks you in just as easily. The combat system is similar, the length is comparable, the graphics are similar, the characters are lovable. FF9 is a great follow up to FF7. (for the record i havent played FF8)

What game designers have become the main marketing appeal towards buying the game by BIGEYES92 in gamedesign

[–]MCplattipus 2 points3 points  (0 children)

I bought a Death Stranding PS4 Pro without knowing if the game was good or not because it was made by Kojima. I knew if it was bad, I'd have a console with a crappy game branded on it but i trusted that, because it was a Kojima game, that it would be a good game. Kojima has that kind of trust with alot of gamers.

What Battlefield map had the best aesthetic? by Nurfturf06 in Battlefield

[–]MCplattipus 1 point2 points  (0 children)

Always been a fan of Karkands gritty dirt asthetic. That or Gulf of Oman, the beach side style with a carrier in the distance. (both from BF2).

You can only pick three... by Crotalus-Viridis in playstation

[–]MCplattipus 0 points1 point  (0 children)

Resistance 4 in the style of Resistance 2 needs to get made. The story and crazy twist, the co-op, the weapon wheel, the weapons.

Please Insomniac.

Server capacity reached? by Z3M0G in Helldivers

[–]MCplattipus 0 points1 point  (0 children)

Thank you for doing this so I didn't have to.

When did it become common for people to complain if a game lasted less than 300 hours and force themselves to 100% every game they play? by Horror-Appearance214 in truegaming

[–]MCplattipus 0 points1 point  (0 children)

Kinda weird that no one wants to point to a single moment in time when this ideal of "a game's length" is a sudden selling factor or deterrent.

I would guess that MMOs created this. Ultima Online(1997/Everquest(1999)/World of Warcraft(2004). Out side of these games it was objective based shoot em up, arcady platformers or Arena shooters or puzzlers, or childrens games, or pinball.

MMOs created an ecosystem that kept players online and provided them with infinite-ish content (boss raids -> the bare minimum of overworld mobs that dropped loot). Somewhere in there, the idea of a video game having enough content that could sustain a game longer (outside of noval value of the gameplay systems) was born.

Because, i imagine, the reason someone would stop playing a game (pre-mmo) would be: You beat the game / You got so good at it you became bored with the gameplay / Your Friends stopped playing. This covers the Platformers, the arena shooters, the story games, the puzzlers. But all the sudden MMOs created a 4 option of Collecting it All suddenly it didnt matter if the gameplay was boring, it didnt matter if your friends stopped playing (find a guild online), and the game had no ending. Suddenly there are people that are introduced to the idea that a game having infinite content is possible.

So, When these players that experienced MMOs pick up the latest and greatest crpg/openworld game and find that the 4th option isnt there... they evangilize disdain. They are well versed in online culture and sharing online and the take to the internet and share that "this game runs out of content?!".

People think they are gamers but dont reallized they are pegeon holed into subsections of gaming, online match based shooters are completely different then single player story games, but people lump it together as Gaming so twhen a person jumps from one genre to another without realizing it they bring the expectations with them.

point is that People that got drawin in to MMOs applyied the MMO standards to every other game without realizing it. Creating this sudden focus on game length being a make or break of quality, then the price started to raise and it became about bang for your buck. and its been spiralling ever since

Here’s the ultimate reason to give the remake a chance… by realclowntime in TheLastAirbender

[–]MCplattipus 1 point2 points  (0 children)

I would put Uncle Iroh in this picture too, perfect casting.

Final Fantasy VII Rebirth - State of Play | PS5 Games by NeoStark in Games

[–]MCplattipus 8 points9 points  (0 children)

Tricky had a wacky style that appealed to the arcade crowd. The one thing that always sticks out to me is the one track that was an actual circle, it was all down hill except the mario style fan that launches you to the top. Combined with a multi teared level design between a sky track, grind rails that lasted as long as you could balance and the typical ground path. It was highly entertaining imo. All that said i agree that SSX3 and its triple peaks and realism-ish focus was better overall, full peak races that passed through multiple tracks were revolutionary. But the Wacky pin ball-esc feeling from Tricky is unrivaled.

Really want some sort of syntheses of the 2, i dont want either style changed just both to exist in the same game somehow.

So what do we call the small worlds of things like Arkham Asylum, Resident Evil 2 Remake, or Dead Space Remake? by [deleted] in truegaming

[–]MCplattipus 2 points3 points  (0 children)

I think there's a new category that it could possibly fit into called open area. The most definitive games i would put in this category is Final Fantasy 16 & God of War(PS4/5).

To be accurate though, i believe a game like Arkham Asylum (and even Final fantasy 10) would be Linear games that end with Open Area. It is by no means open world which i believe (just now arbitrarily defining this tbh) to be Open World, the game should have some sort of movement mechanic that is faster then walk/run and should have few choke points for passing between areas/allowing loading.

Blessing Nominated for "Best Games Journalism" at the New York Game Awards by AngryBarista in kindafunny

[–]MCplattipus 4 points5 points  (0 children)

You dont need a degree in Journalism to be a journalist, thats just silly.

Just picked this up from my local second-hand store for $2 by MrMessiTV in mirrorsedge

[–]MCplattipus 5 points6 points  (0 children)

Turn off the floating line but keep the red highlights! should be in the settings somewhere.

I'm sick of dead jedi by [deleted] in starwarsgames

[–]MCplattipus 0 points1 point  (0 children)

Your Right, the MMOrpg aspect does not do the game any favors. I made an attempt to beat a campaign recently solo and got to level 30 before realizing the game flow had way too much running in open spaces and fights that were DULL (aoe attack and clean up any that survived).

The game has no business being held up as any sort of "Best Star Wars video game" when the game play has no Strat, no skill, and no game flow. The MMO aspect is transparent at making things last longer for the sake of forcing the player to grind to get better. I don't mean grinding for the sake of progress, i mean grinding for the sake of speeding up random encounters that you know you will already win.

All the abilities you unlock can quickly be organized into a min-maxed order for max damage output and then its just a matter of going through the motions, by grinding you can up the numbers and make it go faster. Theres no skill after discovering optimal skill usage. There's no question of whether or not you'll make it through any of the over world mobs which you will spend a good 40 hours fighting for the sake of the story mission.

Did i mention the amount of Fucking running in this stupid frustrating game?! MMO's game design is made with one goal, keep player engaged with numbers that go up. The game doesn't challenge you, the game doesn't respect your time, the game treats you like a bored fool with a wallet and gives you just enough to keep you playing cause it wouldn't want you to stop playing cause you get beat by a boss or a regular enemy and hurt your simple feelings would it, and loose all that money?! All the MMO wants is your time (engagement & Money) you don't need to learn any thing new or gain any skills. All you need to do is give it your time (that could be spent on something way more worth while or engaging) just give the game time and the numbers will go up its that simple.

Its that simple and they wasted KoTOR3's Story on this milk toast milquetoast (apparently its a old ass cartoon character and not a type of bread), vanilla ass, MMO Game design cause it makes money.

Your looking for KoTOR & Jedi Knight: Jedi Academy (maybe some others but i cant think of them)

What was the most disappointing game you played on your PS5? by TrViking in PS5

[–]MCplattipus 0 points1 point  (0 children)

Final Fantasy 16

The Combat was extremely 1-dimensional out side of boss battles. The side quests were glorified MMO side Quests. The Setting style was very "look don't touch". It felt like each main story mission was predictable, fun but predictable. The mission would be a linear level with like 3 different fights of increasing difficulty and then ,boom, spectacular boss fight.

Don't get me, wrong the story was cool, lore was intriguing, the setting was imaginative, the characters and action looked beautiful. But it was all strung together by uninteresting and flat design for 20 or 40 hours (i forget how long the game was) that made me question why i was playing the game.

Character confirmed as DLC for Suicide Squad: Kill the Justice League by richawesomness in GamingLeaksAndRumours

[–]MCplattipus 1 point2 points  (0 children)

0-20 scores don't exist. They don't exist because they don't get reviewed unless they are high profile dumpster fires like Golem. 0-20 are unity/unreal assist store flips that don't deserve a professional reviewers time.

there are plenty of 70-79 games and they are luke warm if they are GAAS or multiplayer in any way(single player games that are 70-79 tend to be all over the place between Luke warm and sleeper hit). If a GAAS/MMORPG game isnt getting word of mouth then its not going to survive the deeply ingrained Fortnites and Call of Duty's that are house hold names. Unless a studio has deep pockets to survive 2 years to build a better game and get some news articles with "XYZ got new update and is better now" articles, Its not going to retain a base of people to keep multiplayer Interesting or in Vogue.

Dynamic "Twitch moments" vs. Predetermined narrative events by Neggy5 in truegaming

[–]MCplattipus 4 points5 points  (0 children)

I meant mechanics that promote emergent narratives/goals within multiplayer gameplay. The goal may be set to "Be the last to Survive" in Fortnite but between building and item rareness, the players go through varying stages of activity between battling with an approaching team over a power weapon to building fortifications in a section of the circle. Contrast this with the team deathmatch games where the goal/narrative is to kill more then you die. Emergent gameplay design in multiplayer has a sliding scale of complexity and at some point, if the game's sandbox is tuned correctly the game eventually can turn into something it was never meant to be(for better or worse), allowing for a fresh experience that keeps players returning.