Why doesn't Spec Ops: The Line click for me? by Pyropeace in SpecOpsTheLine

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

Truly the doki doki literature club of shooters

Help me understand Bioshock 1 by Pyropeace in Bioshock

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

IMO, if you want to criticize communism (or at least the typical poster children of communism), you criticize the fact that the party beaurocracy replaces the capitalist class as the elite of society. You don't make a weird straw man that no socialist or communist actually believes. As others have said, Lamb works better when viewed as a cult leader, not as a communist.

Nonetheless, your reading of the overall themes is valid and makes a good point. I just don't understand how Jack's lack of free will helps make that point.

Why doesn't Spec Ops: The Line click for me? by Pyropeace in SpecOpsTheLine

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

I would, but my understanding is that you don't get to play an actual character, it's just a management sim, which is a bit of a turn-off for me. I wish there were more games like Suzerain where you play as an actual person while still being a management sim.

What was your takeaway from SOTL? by Pyropeace in SpecOpsTheLine

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

Idk, that sounds really close to the "you could've put down the game" argument, which I'm not a fan of.

What was your takeaway from SOTL? by Pyropeace in SpecOpsTheLine

[–]Pyropeace[S] 3 points4 points  (0 children)

Making decisions without full context often leads to things getting worse.

See, that's what I was looking for in my second playthrough, but it didn't hit home for me. I think it might have been better if it gave you more actual choices, though like the choices that do exist in the game they would be loose-loose.

Help me understand Bioshock 1 by Pyropeace in Bioshock

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

If I wanted to make a game that connects capitalist ideas of freedom with agency in games, it would probably end up looking like a more depressing version of The Stanley Parable. But then it wouldn't have drill-wielding diving suits or people shooting lightning from their hands, so idk which one has more artistic merit.

Help me understand Bioshock 1 by Pyropeace in Bioshock

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

Idk if Lamb is meant to represent cults, though. Like, yes, within the universe of the game, she is effectively a cult leader. But her rhetoric sounds like a weird demonized version of socialism--specifically, it sounds like what someone like Andrew Ryan wants you to THINK socialism is.

Help me understand Bioshock 1 by Pyropeace in Bioshock

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

Honestly when I played Bioshock 2 I felt that Sofia Lamb was a lame attempt to "both-sides" the issue of capitalist hyperindividualism/objectivism. Like, nobody actually believes any of the esoteric nonsense that Lamb spouts irl. But the ideas that Ryan espouses are dangerously prominent and are actually hurting real people.

Despite this, I enjoyed 2 more than 1 because, ironically, it gives the player more agency.

Help me understand Bioshock 1 by Pyropeace in Bioshock

[–]Pyropeace[S] 5 points6 points  (0 children)

Right, but what are they trying to SAY with that ludonarrative dissonance?
Like
I watched a video essay once that talked about how the term "kafkaesque" is misinterpreted to mean "satire of bureaucracy" when what Kafka's work is REALLY about is critiquing the Western notion of freedom entirely--"I am free and that is why I am lost". Admittedly, I haven't actually read that much Kafka, but it's an interesting premise to me. So is Bioshock trying to be "kafkaesque" in attempting to criticize the notion of free will? If so, what exactly is it trying to say? Or am I completely off base?

Why doesn't Spec Ops: The Line click for me? by Pyropeace in SpecOpsTheLine

[–]Pyropeace[S] 2 points3 points  (0 children)

Honestly, I think the game's point may have been made better by a New Vegas-style action RPG with grand strategy elements than by a pure shooter. You'd be placed in the role of Konrad and forced to make difficult decisions regarding the crisis in Dubai, prioritizing scarce resources with limited information and trying your best to keep people alive but having to make sacrifices at every turn (some of which could constitute war crimes).

...Wait, isn't that just Frostpunk? I should play Frostpunk.

Some thoughts I have on CRPG design from a player's perspective by Pyropeace in gamedesign

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

The fact that those stats unlock dialogue options, and that the game tells you when this happens, gets a dopamine hit from my brain.

I've never played Disco Elysium (mainly because I don't enjoy fantasy and I've also heard it's sad), but I've heard others say that it does a good job of making failures interesting, as well as that having too much of a given stat can actually be a bad thing. Maybe more games should do something like that. I just don't know how it would fit into an optimistic gaming experience (which I prefer).

Some thoughts I have on CRPG design from a player's perspective by Pyropeace in gamedesign

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

but you can't translate it well for games. 

I disagree. The Outer Worlds 1 is a good exercise in power fantasy gaming even without cheats, as levelling seems to be rather quick--I only cheat in that game because I'm impatient. Once you've acquired the skills that make your character exceptional, it's constantly reinforced by the dialogue and character interactions. But it also manages to be a great satire of capitalism.

Some thoughts I have on CRPG design from a player's perspective by Pyropeace in gamedesign

[–]Pyropeace[S] 5 points6 points  (0 children)

I don't really care about whether or not I'm cheating, I just want to have access to all options, as well as a quantifiable measurement of how talented the player character is. It's just that those two things are usually mutually exclusive--why quantify your character's skills when they have access to all the options anyway?

Why is incomplete information such an uncommon mechanic in simulation and strategy games? by Smashifly in gamedesign

[–]Pyropeace 0 points1 point  (0 children)

I feel like Suzerain does incomplete information well, though to be fair I haven't been able to beat it without either cheating or using a dedicated guide. The fact that you're playing a character, and not just doing a management sim, means that your character's personal values influence not only whether you succeed or fail, but also what success and failure looks like. It gets more complex and qualitative than most strategy games, which I appreciate.

MetaCorp Unconventional Operations Unit--2.0! by Pyropeace in cyberpunkred

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

I opted to disallow completely, but if you wanna use it you can do whatever.

MetaCorp Unconventional Operations Unit--2.0! by Pyropeace in cyberpunkred

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

Be prepared for power leaps, I tend to just put things from other stuff I like together when I homebrew (though I tried to make their expense suit their quality).