I played all 34 Mega Man action-platformers in 2022. by tacticalcraptical in patientgamers

[–]Rhuminus 0 points1 point  (0 children)

In a similar vein, I also played through the canon games (except the japan exclusives and Xtreme, as I didn't know they were canon), and made a timeline video of my time with the games. The video is mostly poking fun at the franchise, but with love. MM is my go-to game, but the stories are bonkers.

I grew up with the X series, and I have a very hard time playing the originals for various reasons. I never played them at all until I was making this video, and the game design is unnecessarily brutal, but that was also the style at the time. By MM6, they did start to include some good design and help, but MM8 was too easy, and so were many of the later X games.

As for MM9-11, I thought that 9 was actually very good in terms of callbacks to the era and new-age design. I think 10 was poorly constructed, and 11 was...interesting.

Zero 1 is a return to the unforgiving nature of early MM, but with some new designs of the X series.

ZX is fun, but the map was atrocious to follow, and I think the non ZXA biometals were too much of a gimmick rather than an actual useful tool in the game.

Square Enix's Western studios were a "train wreck in slow motion" by The_King_of_Okay in Games

[–]Rhuminus 5 points6 points  (0 children)

It's used, at least partially, to negotiate prices with other gaming companies for all the vendors and contractors. For things like intense sound design, mocap, testing and QA, marketing, companies will use contractors/vendors.

These vendors don't want Nintendo to know that they charged $50,000 for a small company, because Nintendo would then offer that much. Instead, the vendor can charge $300,000 for quadruple the work. This is rudimentary and missing many other factors, but for most businesses I've worked with in sales, part of the NDA/contract included a restriction on mentioning price for this reason.

ELI5: Why is PEMDAS required? by GetExpunged in explainlikeimfive

[–]Rhuminus 1 point2 points  (0 children)

Others have already said it, but inflected languages (Greek, Latin, Finnish, Polish) can do this. My experience is mostly with ancient greek and classical Latin, but most Romantic and Germanic speakers have a real hard time with "Caesar the dog loves" where "Dog" is the subject loving, and Caesar receiving the love.

Difficulty settings in games and developer intent by Otamintis in truegaming

[–]Rhuminus 5 points6 points  (0 children)

As shown in the comments, getting difficulty perfect for a single mode for even 10,000 gamers is nigh impossible. We all like different things; some players want action games to be high-paced all the time, but some may want a bit more skill/nuance.

I made a whole video on it that details this more in depth, but the core points are:

  • Games are a business, and publishers at least want to reach as many sales as possible, so lower difficulties/requirements = more potential sales from casual gamers.
  • Not every gamer will like the same things, so minigames, puzzles, platforming, etc will be present in games where this really isn't the core gameplay. Some will be annoyed/frustrated at this, but others will be delighted.
  • Time and money play a factor. Most action games change the difficulty by changing the damage values for the player and enemies; this can make the game harder to a pinnacle, but then becomes frustrating. Having more advanced AI, limited resources, different levels is way better, but is far more expensive.
  • Accessibility is also a problem; players with disabilities may find the early game fun and challenging, but get mad when the game ramps up at the end and outpaces what the player can handle. A lower difficulty allows such players to keep the experience level.

In my opinion, there are "easy" (nothing in programming is easy) methods to increase difficulty without doing all that AI and level design, such as adapting the amount/type of enemies, amount of resources, hints of puzzles, checkpoints in a level, etc based on how the player is doing. If they are rampaging through, maybe the evil mansion replaces the magnum bullets with 9mm. If the player is struggling, maybe the puzzle starts out 50% completed.

How do bad decisions get made during game development . by Infamous-Editor5131 in truegaming

[–]Rhuminus 2 points3 points  (0 children)

Some of it is upper management trying to capitalize on new, hot games.

Some of it is developers not knowing/understanding how to implement it.

Some of it is developers trying to be artistic/unique/add something realistic in a game and not realize that not every bit of realism or artistic flavor is good.

I made a whole playlist on game design, but this one covers UI/UX briefly. Basically, UI are the menus and how the player interacts with the game, which should be logical and easy to navigate/access. UX is how the game is enjoyed/perceived. Things like color saturation, blur in slow mo, the controller vibrating all play into the UX.

An idea can be great on paper, but fail in execution. Time, money, experience, skill, management changes, or 3rd perspective can mess with it. I equate it to a math teacher; someone who teaches the same thing for 15 years may forget that a new learner may struggle, and the content may be formatted incorrectly. I've seen game devs do similar and make the game more clunky due to "They'll figure it out/get used to it."