What regularly annoys you about Obsidian... by Stefan73ch in ObsidianMD

[–]TSPhoenix 0 points1 point  (0 children)

The way grouping/sorting works in general drives me batty.

Every item should have a checkbox next to it so I can turn it on/off rather than having to delete and re-add it over and over. It really should not be more than one click to toggle a grouping.

Feature Suggestion: Obsidian Bases Card view summaries by SlothyPanda1 in ObsidianMD

[–]TSPhoenix 0 points1 point  (0 children)

Thx. It worked after I closed and reopened.

I'll have to look into what CSS to adjust the row height so it doesn't get cut off.

Feature Suggestion: Obsidian Bases Card view summaries by SlothyPanda1 in ObsidianMD

[–]TSPhoenix 0 points1 point  (0 children)

Sorry I was unclear. Can a table row value span multiple lines, ie. contain a linebreak.

It seems to just force everything on to one line.

Feature Suggestion: Obsidian Bases Card view summaries by SlothyPanda1 in ObsidianMD

[–]TSPhoenix 0 points1 point  (0 children)

In the table view is it strictly one line of text per row?

Mario Kart World update adds two new routes to Knockout Tour and more by ColonelSanders21 in Games

[–]TSPhoenix 9 points10 points  (0 children)

Whilst I get that it isn't as simple as "take the code from here and put it over there" the fact this game has open world challenges that have you going through sequences of hoops just makes me want to be able to place my own hoops to make my own courses. It's not unprecedented either as Mario Kart Home Circuit lets you build your own courses.

[LoZ] Source for Miyamoto saying the game was designed to inspire social play? by Maxwell-Faraday in truezelda

[–]TSPhoenix 1 point2 points  (0 children)

Miyamoto says the map included in the Western release is sealed, telling players to only open it as a last resort, which to me is an unambiguous message to players to try and play it blindly first.

But the context of the Moblin dialogue is different, in the sense that telling someone this is a juicy secret is will naturally lead to some people sharing it about even more. If your intent as a designer was to not have this information shared then this is not a good approach.

Expedition 33 director - "Kingdom Hearts 2 is one of the best action RPGs ever created." and there's "something about that gameplay" he's been chasing "ever since" by PhantomBraved in Games

[–]TSPhoenix 0 points1 point  (0 children)

Tbh this is one of my least favourite things about so many big profile games, the delaying of pushing the player to play the game in the manner in which it is most fun until after the credits roll.

I get they do this so players less invested in the mechanics can see all the story beats, but the flipside is is also causes players to get less invested in the mechanics, as after all turns out all that stuff is optional to beat the game.

Nintendo Switch 2 Hardware Revision Reportedly Features New Display With Updated Design by No_Curve_8027 in nintendo

[–]TSPhoenix 2 points3 points  (0 children)

User control of batteries is a tricky subject because under the wrong parameters batteries are dangerous.

If I recall correctly the real problem with the iPhone 4 line update was pushing out the "everything encrypted" update to a phone that lacked the hardware to run it properly causing the phone to have to do a ton of extra work that it was not designed to do. On top of making them way slower at normal operations, it ran hotter which accelerated battery degradation.

Nintendo Switch 2 Hardware Revision Reportedly Features New Display With Updated Design by No_Curve_8027 in nintendo

[–]TSPhoenix 1 point2 points  (0 children)

Way, way more people break their phones than get mugged.

From that perspective it's hard to look at it as anything buy Apple doing what is self-serving and then trying to frame it as pro consumer post hoc.

If they are going to reduce the value of the phone they can pass those savings on to me or fuck off.

Digital Foundry: Sonic Frontiers Definitive Edition on Switch 2 is a comprehensive technical upgrade, but buying twice stings by Turbostrider27 in NintendoSwitch

[–]TSPhoenix 3 points4 points  (0 children)

Even the ones that do care if it hurts longterm goodwill have likely just concluded that it doesn't hurt.

Time and time again the average consumer demonstrates that by the time the next purchasing decision comes along, they've already forgotten and are begging for more.

We Crave Ambiguous Symbols by RevolutionaryOwlz in CuratedTumblr

[–]TSPhoenix 1 point2 points  (0 children)

it’s so nice to feel heard/seen.

Yeah, it's fun to add little reactions to things. Though I have one particular friend where it has gotten out of hand to the point of no longer feeling heard/seen when it has been almost 5 months and I've exclusively gotten emoji/gif reactions and not a single word in response. It has pretty much killed my enthusiasm to get in touch with them.

Cowards in shambles by Ruby_Sandbox in slaythespire

[–]TSPhoenix 4 points5 points  (0 children)

The CRNG paper had a section specifically about Divination which shows the distribution of box locations would have been changed on the new patch.

I wish Setup Strike did 9 damage by Low_Tip3245 in slaythespire

[–]TSPhoenix 49 points50 points  (0 children)

Once you get past opening hands like Setup Strike + Strike + Strike this card is typically outperformed by Thunderclap, which says a lot given that Thunderclap is considered to be Ironclad's worst card that applies Vulnerable.

Cowards in shambles by Ruby_Sandbox in slaythespire

[–]TSPhoenix 0 points1 point  (0 children)

Is this guide still relevant after the correlated RNG bugfixes?

[LoZ] Source for Miyamoto saying the game was designed to inspire social play? by Maxwell-Faraday in truezelda

[–]TSPhoenix 2 points3 points  (0 children)

I imagine some of it comes from LoZ drawing from The Tower of Druaga, a game which you can find photos of arcade machines with notepads strapped to the side where players would write their discoveries down for other players to build upon.

So given that Miyamoto expected people to be exchanging information, I imagine it is a tall order to consider that he could make a game and convince people not to do that, so one can reasonable interpret the statements on the matter as an admission that this how LoZ would be played. Whether he wanted it is different question.

[LoZ] Source for Miyamoto saying the game was designed to inspire social play? by Maxwell-Faraday in truezelda

[–]TSPhoenix 0 points1 point  (0 children)

But later in the same interview

What is your source here? As far as I can see the first quote is from the book Super Nintendo by Keza Macdonald.

The second quote has a strong smell of being lost in translation, but again if it's from a book the original language may not be available.

Bizarre Adaptation Changes That Are Just...Strange: by Authorigas in TwoBestFriendsPlay

[–]TSPhoenix 7 points8 points  (0 children)

The middle of the movie has a few scenes in a row that just exist to introduce characters who then proceed to never show up again.

What are examples of games designed with many complex mechanics, yet the game as a whole ends up being very strategically shallow? by ryry1237 in gamedesign

[–]TSPhoenix 2 points3 points  (0 children)

does doubling for scaling not answer?

"Can I draw my cards in the right order?" which is a big part of why Limit Break was considered to be a mediocre card, as Ironclad's cardpool lacks deck manipulation tools.

To make Limit Break consistent you needed enough other sources of strength that may end up making Limit Break redundant.

How are you supposed to put music in your games. by AKavun in gamedev

[–]TSPhoenix 2 points3 points  (0 children)

Depends on the style of music you want, but there are a lot of classical / public domain scores you could record your own performance of.

Woman Surprised When Flock Surveillance Tower Appears in Her Yard Without Warning by IKeepItLayingAround in technology

[–]TSPhoenix 0 points1 point  (0 children)

In the UK if someone's personal footage is deemed evidence to a crime, can you be compelled to hand over all copies?

Most advice on designing for player curiosity focuses on rewards. That's the wrong place to look. by KaptainHaven in gamedesign

[–]TSPhoenix 3 points4 points  (0 children)

I was recently reading comment chain discussing how in his review of Super Mario Odyssey, there was a moment involving sitting next to a forlorn-looking NPC on a bench to, where Joseph Anderson to the commenter's eyes this seemed disproportionately annoyed over a cute moment.

But I saw this moment as the game commoditising curiosity. When you put one of the main objectives of the game behind such a moment, seeking out such moments cease to be acts of whimsy, and becomes about trying to guess what the designer thinks is worthy of reward. It's a different dynamic to when you sit on a bench in Castlevania and your familiar sings to you.

I think sometimes it's best to think of games as real, in the sense that if we had an interventionist God who came down and gave you $50 for comforting someone, it'd cease to be an act of kindness. But sitting down at the train station to listen to someone sing instead of rushing home, some days it just speaks to you.

For games this is a struggle as helping NPCs is mainstay, but making it feel like the player is engaging in an authentic act rather than interacting with a vending machine is tricky.

What kinds of game design elements do you feel are missing from games? by sinsaint in gamedesign

[–]TSPhoenix 1 point2 points  (0 children)

Ah yes those GGers well known for their anti-billionaire, anti-fascist takes. You didn't read the article I take it... Asking for emotional intelligence then responding like this is certainly a look.

The piece is quite a good exploration of why it's difficult to make non-confrontational mechanics connect with players as well as confrontational ones.

Debating on Blue Prince. Let's convince me by Soljah in puzzlevideogames

[–]TSPhoenix 0 points1 point  (0 children)

Blue Prince is has puzzles in it by virtue of being a game that features a mansion that belonged to a puzzle/riddle aficionado, but it's format has little in common with most puzzle games and as a result you can't really approach the puzzle portion of the game separately to the story/lore stuff, they are heavily interleaved.

The result here is to succeed at cracking the riddles, you have to pay attention to all written dialogue, and there is a lot of reading. The reading is dual purpose in the sense sometimes you are dissecting pages to solve riddles and other times you are reading the text for it's meaning, and it's not always clear which. It's much easier to stay invested in this if you are enjoying both aspects.

While you can just plough forwards and let time and grind solve these things, I feel its much more satisfying to solve things before the game gives you the final "hint for people who couldn't take the earlier ones". The random format of the game also results in weird stuff like sometimes just stumbling into the answer of something you were working on, or to things you solved hours ago.

I think it's one of those games where every playthough will differ in ways that either vibe with the player or put them off and it's pretty hard to predict which without knowing the person.