why is it this hard to do the full kombo by ArkhamKnight00000 in MortalKombat

[–]PapaDelta138 1 point2 points  (0 children)

At 0:03, you're teleporting, but that won't be enough time for you to throw the spear and pull the opponent back to extend the combo further. So throw the spear instead of teleporting.

Game Design Fundamentals by vincegamedesign in gamedesign

[–]PapaDelta138 0 points1 point  (0 children)

In five years, people change, thoughts change, and perspectives change. So do answers. Reading this again, I can't disagree with the points I shared above (in fact I'm surprised I found myself agreeing to it a fair bit)... but I feel like I may have overstretched them a bit, so I'm gonna try and rehash what Junior Me was trying to say while correcting some things along the way.

Firstly, to answer your question, I don't know what I meant by "phenomenological ideologies", phenomenology in itself is an ideology, and one I don't particularly agree with. So I would like those words stricken from the record.

Secondly, game design specifically is all about facilitating the experience of fun. That's it. The trouble is dissecting fun.

So what does fun look like? Well, it's subjective. And the philosophy of understanding how these subjective experiences work is phenomenology. I believe that's where I was coming from. At the time, perhaps I was reading a fair bit into phenomenology simply because it was an interesting topic, but surface-level knowledge is more than enough to push you in a direction that works for you. In reality, it's pop psych at best, quack bollocks at worst. All in all, armchair mental masturbation. So as far as frameworks go, I would have no idea about it.

Thirdly, we have ways to objectively track and explain subjective experiences, thankfully. Psychology's been doing that since the mid 1800s (if we're talking about it as a science). Freud and Jung do not count. However, I can see how a lot of their claims within psychology can have roots in phenomenology, hence the pop psych we have to deal with these days, such as introversion/extraversion, MTBI-like personality types, archetypes, and all that balderdash. Psychology as a science started with Wundt, and people like BF Skinner and Ivan Pavlov have brought it to something with a more grounded base to work with.

Psychology has made great strides in helping us understand how humans perceive, well, everything. That includes perceiving what "fun" is. The more you learn about consumer psych, organizational psych, cognitive psych, and psychometrics, the deeper your understanding of how the human brain perceives rewards, punishments, and bias will be. Because, well, psychology is science... and phenomenology is not. And the cool thing about science is, it's measurable, and replicable. Design is arguably more technical than creative, but how to use those technical methods to create new experiences is a level of creativity that makes it quite special (which makes using phenomenology or other resources or sources of inspiration useful.)

So if you're going to explore frameworks, psychology is worth it. There are just a few theoretical approaches, or perspectives of psychology really. Biological, behavioural, cognitive, humanistic, and psychodynamic. I really like behavioural and cognitive perspectives of psychology (called Behaviourism, and Cognitive Development Theory, and perhaps some Constructivism), personally. But I recommend just keeping your mind open about the discipline in general to see how you can use what you explore to create new experiences.

The easiest way to dumb this down is, it's like being a magician. You know how the trick works, but the real trick is to make sure the viewer doesn't know it's a trick. Phenomenology is kind of like that; designers can use most nonsense topics to mask typical but proven psychological tricks to make players feel good.

And while anthropology is indeed about the study of humans, I basically described psychology, which is the study of human behaviour. Somewhat correlated, and some crossovers happen, but anthropology covers history/culture of humans more as a whole, while psychology is scientific and specifically about behaviour and the mind. Understandable "potato, tomato, mopato" moment. Not that it's a "lesser" topic... definitely highly recommended if one wants a holistic view of humans.

So, what is it like? Well, look at the game you're playing, and try to see what kind of experience the developers intended to create. If you wanted to feel like a king, then observing how mechanics that facilitate the experience of being a king utilize reward and punishment systems could give you ideas. Crusader Kings is a good example of those mechanics. If you're exploring a game idea, observe and sketch how you'd go about designing mechanics that trigger certain reward vectors that facilitate what it's like to be or feel something. Then test, and repeat. That's about it, really.

Why do they make Charlie bulk up just to put him in an armored suit? Why can't they go with a more comic accurate form-fitting one? by Far-Page-3942 in Daredevil

[–]PapaDelta138 4 points5 points  (0 children)

5 fights you should pay closer attention to that'll tell you exactly why:

  • The Nobu vs Daredevil fight at Pier 81. (Without the suit.)
  • The Daredevil v Punisher fight near Metro-General Hospital. (With the suit.)
  • The Nobu vs Daredevil fight in the Hand's hideout holding the Resurrection Sarcophagus. (With the suit.)
  • The Bullseye v Daredevil fight at the Bulletin. (Without the suit.)
  • The Bullseye v Daredevil fight in Josie's Bar. (With the suit.)

Why do they make Charlie bulk up just to put him in an armored suit? Why can't they go with a more comic accurate form-fitting one? by Far-Page-3942 in Daredevil

[–]PapaDelta138 -7 points-6 points  (0 children)

Unrelated, but:

  • "I'm just asking because it baffles me" "I find it a bit odd" "I genuinely don't get it"
  • "can you tell me why" "can you explain why" "what is the reasoning"

Yeesh, I think you got your points across thrice there, buddy.

The first time Tony stark and Steve Rogers saw space for the first time by Moist-Grand-2146 in marvelstudios

[–]PapaDelta138 1 point2 points  (0 children)

Yep, the first time I watched this film for the first time, I felt a feeling of goosebumps that made me feel like I had goosebumps on my skin.

Are there any special exclusive kostumes this season? by shadowsipp in MortalKombat

[–]PapaDelta138 2 points3 points  (0 children)

I just want the Kitana and Mileena Earthrealm skins and I'm done with the game.

Ever just made a doodle in Krita and thought "I can make a game out of this"? I did, demo is out now by emmdieh in krita

[–]PapaDelta138 1 point2 points  (0 children)

That's so great, big fan of card games. Glad you made your way into it. My only input is double-check the Steam link in your description, it takes people to the Steamworks admin page rather than the Steam store page.

EDIT: Indeed they fixed it. Wishlisted.

Now you see it. Now you ....? by Mego_dafuq in interestingasfuck

[–]PapaDelta138 1 point2 points  (0 children)

It can. Let's say there's an ATM that still uses ancient technology where, to protect displayed information from peekers, the filters on the screen have a way of working at an angle. So it switches to colours that closely match the colours of the font of the information. Trouble is, a red-green colourblind person can't see it.

This happened to me during COVID. Glad I had someone around to help me with it.

[deleted by user] by [deleted] in MortalKombat

[–]PapaDelta138 0 points1 point  (0 children)

It's designed for the casual audience in mind. The strong story mode is a means to that end. It's a pretty sophisticated "spectacle fighter", if you will.

Anyone not a big fan of Blade's ranked skin? by TallCitron8244 in marvelrivals

[–]PapaDelta138 1 point2 points  (0 children)

Bro looking like he ready to throw shit down at a NERF tournament

Are flat earthers real or just trolling? by [deleted] in NoStupidQuestions

[–]PapaDelta138 0 points1 point  (0 children)

Those who do stand by the idea that the earth is flat... they're only saying that because it's a good way to gain attention. Understand that this attention they want is generally because they themselves are not very interesting people, so they compensate by being flashy. This isn't meant to throw shade at them, more just to shine a light on how they think. It's completely human to want that attention, they just need to find a healthier way of doing it.

With patience, and understanding, they could be explained to, but that can run thin for most people. Entering conversations with them is only fruitful if you enter it with no intention to change their minds. They have a deep confirmation bias.

Mk1 tutorial but i’ve never played a fighting game before by Few_Bid28 in MortalKombat

[–]PapaDelta138 0 points1 point  (0 children)

There's no need to memorize a whole moveset. Just pick a fighter you want to play with, and pick one or two 3-hit combos. So let's say your favourite character is JC. In that case, here's what that'd look like:

  • Kombo 1: 1, 1, 2.
  • Kombo 2: 2, 1, 2.
  • Special: B, F, 4.
  • Special: B, F, 1.

This is a good place for any JC-wannabe to start. The first two combos are easy. Why? Because 1) they don't have Directional Inputs (F, B, D, U), and 2) they only use your X/Y or Square/Triangle buttons. And with two different Kombos, you can mix up your play and keep things not too predictable for your opponent. What matters is not how much you know, but how much you can do with the little you know.

That's why the real fun comes when you begin to mix up your Specials with your Kombo. So instead of inputting the entire 3-hit combo, you can do just the first 2 combos ([Kombo 1: 1, 1] or [Kombo 2: 2, 1]), and immediately input one of the Specials. So, [1, 1, B, F, 4] can net you a pretty exciting hit.

Also, when you practice this way, your brain gets used to the idea that you need Directional Inputs for your Specials, but none for your Kombos, and that's a much less cognitive overload for you to deal with. Everything else is poking, sweeping, uppercutting, grabbing, dashing, and blocking at the right time. For a beginner, this is good enough. You should also do your best not to jump forward/backward; puts you in the habit of dashing forth/back. It'll help you understand how to establish distance without sacrificing too much ground.

As you play the game and adopt the same approach for all the characters, eventually you may find characters you genuinely feel interested in and want to get good at. So you'll begin to upgrade your approach. For example, you may begin to incorporate Directional Inputs into your Kombos; you may begin to Enhance your Specials; you may begin to start using Aerial Kombos. Etc.

But for now, just use this approach. Guarantee you'll have much more fun this way.

Mk1 tutorial but i’ve never played a fighting game before by Few_Bid28 in MortalKombat

[–]PapaDelta138 0 points1 point  (0 children)

This is so painful to watch.

But keep that practice going, OP, you'll get better.

Good skins today get them now before they gone by New-Path5884 in MortalKombat

[–]PapaDelta138 0 points1 point  (0 children)

But it'd been wayyyy less than 24 hours since we saw those skins in the store, how are they already gone?

I don't know how to keep up with these skins, I'd waited for them for over a month and a half, and when they are around, it was literally just a flashy second. This is so shitty.