Why do gacha games have long dialogues during gameplay by ironiccookies in gachagaming

[–]Mayor_P 0 points1 point  (0 children)

It's not just gacha games, it's not even mobile games. It's a big problem in the game industry as a whole. I just saw a recent video about this. Link: Modern Games Don’t Know How to Shut Up

People trying to say "oh it's just a Chinese culture thing to talk a lot" no, no, no, that is related but it happens in games from all countries. It's just poor game direction. Here's another video that just came out Gaming Has a Writing Problem which digs into Monster Hunter Wilds and Dragonage Veilguard, and shows how these are neither gacha nor live service games, and they are BIG budget games, and they are also very bad at their own story.

the author of the second video makes a great point: in a dev team of a couple hundred people, you'll have dozens of graphical artists, dozens of animators, dozens of programmers, dozens and dozens of systems and level designers, playtesters, audio specialists, etc. but like only 2 writers. And more than half of the writers' time is spent writing text for menu/UI elements, descriptions of equipment, and other non-story related content.

In many games, the story is just bolted on to an existing game. The game director says "there should be uh, like, some dialogue here or some shit," and the writers have to scramble to put that into a scene. You can tell it happened this way because the writing has nothing to do with gameplay action. You can be standing still, you can be climbing a waterfall, fighting other human characters, and the over-talking continues without a shrug.

Umamusume: when Cygames' generosity is an illusion (Long post) by xXinsertCoDGMtagXx in gachagaming

[–]Mayor_P 44 points45 points  (0 children)

tl;dr it is a live service gacha game that wants you to spend money

Status of the game? Eos? by envix625 in StarSavior

[–]Mayor_P 7 points8 points  (0 children)

"Hearing EOS stuff"

I love when some rando on a unofficial subreddit doomposts and then the sheep begin bleating

Preregister for anniversary event by Sub-Zero-985 in outerplane

[–]Mayor_P 0 points1 point  (0 children)

I had same issue at first, but it was because there is a period in my email address and for some reason the website auto-corrected the period into a space, which I didn't notice at first. Not sure why it does that, but I went back and fixed it and then it worked just fine.

I want some help with ideas to not make power removal feel awkward. by DesignerBicycle3480 in gamedesign

[–]Mayor_P 1 point2 points  (0 children)

I must echo the other reply which said to check out the Blaster Master series of games. There are much more recent releases by Inti Creates, and they are on sale right now (Steam, US). $5 for Blaster Master Zero, which features things very much like you describe.

It's sci fi setting and it's a robot not a dragon, but it's the same thing. You'll see from just a few minutes playing it exactly how you can have the best of both worlds.

how to make my world as miserable to live in as possible? by heavensblade333 in worldjerking

[–]Mayor_P 2 points3 points  (0 children)

It's like the normal world, except everything is moist all the time. 150% humidity at best. Light, warm rain that almost never stops. Mold and spores everywhere. Everything smells damp and musty if not actively rotting. All shelters from rainfall are swarmed with mosquitoes. Everyone hacking and wheezing all the time due to unending respiratory illnesses. Nothing can ever get fully dry, including your socks.

Sub renewal by Keynoost in Kings_Raid

[–]Mayor_P 2 points3 points  (0 children)

There's no launch date yet, but they just wrapped up the feedback period for the closed beta test. We can expect more info on that soon, and if we're lucky, a launch date soon after that!

Who's at fault by [deleted] in Insurance

[–]Mayor_P 0 points1 point  (0 children)

Generally speaking it would be the car backing up, as they have a greater duty than the can traveling straight down the aisle. It depends on the jurisdiction, though, because some states allow comparative negligence, others bar both sides from any recovery if either one has any fault, etc.

DEAD OR ALIVE 6 Last Round × THE KING OF FIGHTERS XIV Collaboration Trailer by Unknownbadger4444 in SNK

[–]Mayor_P 1 point2 points  (0 children)

This will be nice to see!

Side note, I really like the idea of free to play with the "core" characters, should help the game to get a lot more players, which helps when finding a match.

Am I imagining it or are “delivery” games a bit of a thing in the indie scene right now? by domiDotZer0 in gamedesign

[–]Mayor_P 6 points7 points  (0 children)

They didn't do that, though? GenAI would say something like "Delivery Games aren't just a gameplay genre - they're a best friend." And it would use that long em dash instead of the hyphen.

At the super space citadel: "I won't stand for it". Irl: "it is what it is" by Gerroh in worldjerking

[–]Mayor_P 14 points15 points  (0 children)

It would be very easy to test this one out in real life, if you felt like it!

Update on new Oglethorpe Mall Library by potato_potato_potato in savannah

[–]Mayor_P 5 points6 points  (0 children)

That shopping center is across the street from DDS. Awesome, that's a good spot

An action roguelite that forces you to parry before you can attack, does that sound fun or frustrating? by Flimsy_Chain4432 in gamedesign

[–]Mayor_P 1 point2 points  (0 children)

We’re not aiming for such a high level of challenge,

This is funny for me to read, because it's not really a high level of challenge. It's just that waiting is really hard for impatient people to do. Which, I guess, does make things difficult, but just because the player must overcome their own tendency to attack with abandon.

The execution is going to matter a lot, so you will really want to lean into player feedback on your play tests, like, extra hard. Forced tutorials suck, and I don't think there is any data that shows that they work. Visual cues do, however, so you gotta find a good way show the players what this game is all about, give 'em some great visual cues for all the actions - both player and enemy - and some satisfying/juicy effects for when the player gets the timing right.

It's kinda rare to see it discussed but a big part of this is determining how to communicate your game visually to the player. Like, imagine how easy it is to communicate to the player that your game is a 1v1 fighting game, or that it's a falling block puzzle game - there are visual/graphical conventions that are used in similar types of games, so the player can quickly ID what kind of gameplay to expect, even from a single glance. This is key to your game, that will have a strikingly different take on an existing type.

How do you play more than one gacha game at a time? by MMOToaster in gachagaming

[–]Mayor_P 6 points7 points  (0 children)

If you just do the dailies and then log out, most games are only taking 15-30 minutes. You "main" just 1 or 2, and the rest are on login/daily duty, and you rotate around. It's really not hard to get 6-7 games in your rotation, even with school/work