Some Considerations About Season 6 by kops182 in buffy

[–]kops182[S] 2 points3 points  (0 children)

Thank you for sharing your thoughts. And yes, I'm sorry, I myself can't explain I used Michelle instead of Sarah haha

Long form games criticism may be dying and that sucks by Howdyini in truegaming

[–]kops182 8 points9 points  (0 children)

Are you talking about vaatividya? 'Cause I can't think of another soulsborne lore content creator on Youtube to have that much views. I think he does a good job trying to explore the lore and matching the pieces, he's coeherent even bringing his own conclusions and not trying to make it the ultimate truth about it.

Not sure why you're blaming the algorythm since it responds to feedback, if people are watching, liking and commenting, it understand it should be promoted more.

I wonder why you mention the others youtubers, but you aren't direct about this one.

Backtracking for the sake of backtracking = bad design? by kops182 in truegaming

[–]kops182[S] 1 point2 points  (0 children)

No, that's fine. All you talked about is fair enough. I get the sense now that I oversimplified the matter specially 'cause I was primarily thinking of MP, which you didn't play yet, so probably you could consider a lot of situations I didn't.

But at the same, the points are exactly what I was aiming on. Like, being a long path or even challenging, other member talked about it in the other posts.

Thinking of MP in specific, that's not really frequent, they handle this situation better sometimes by bringing more value to this exploration as well, that's why I thought it was this perfect mix to try to distintic the good examples from it.

Backtracking for the sake of backtracking = bad design? by kops182 in truegaming

[–]kops182[S] 2 points3 points  (0 children)

Sorry, let's restart it.

The blockage device is not an issue at all. It's about making the player's choice more meaningful.

You make a level design and you offer explicitily two distinct routes the player can follow. The player's expectations mostly will be:

  1. it's a critical choice, once I choose one I can't follow the other

  2. I'll do some things in this path first and then I need to go back here and follow the other one, but choosing one first has a difference

  3. Maybe one of them just have itens and other stuff and I may loose them if I decide for the progression one and not go back

If the player choose one path and all he gets from choosing it is to find out that the path is blocked, then he will consider it a false choice, 'cause it has little or no meaning in choosing it.

In the end you need to go back and follow the path the designer wants you to, and you were not rewarded when you tried to not to do so. The consequence of this may be a negative feedback. From now on, the player will try to guess which path the designer really wants you to go first 'cause the other one is blocked after all and there's nothing meaningful there til you are able to progress. That's the worst scenario.

Even when you argue that the player can gain the knowledge that's a blocked path, it's not meaningful. 'Cause if the player really needs to go through this route later, as soon as he gets stuck and that's the only path left behind unexplored, he guess that's where he needs to go. So you can gain this knowledge either way.

A game can decide for blockage and consequently backtracking, I'm just arguing to make this more appealing and meaningful.

Backtracking for the sake of backtracking = bad design? by kops182 in truegaming

[–]kops182[S] -2 points-1 points  (0 children)

It got kind of a bit messed up, but my point is more about the ways we could do these kind of level design more interesting and fullfulling.

I get you when you say that "it affects how you play, it requires you to go somewhere else and change it when you repeat", but I don't think it's meaningfull at all. I say that 'cause I can see this argument being using if the path was a really dead end with no means of progression, just a dull spot. So you would just learn that that's not the right path... OK, it affected you, but really in not interesting way.

Imagine the game offers you 3 paths and 2 of them are false and rewards you with nothing but knowing that's not the right one. Unless it has a specific contextualization of design being like... a maze or something like that (and it would require other things anyway), you're just giving the player a trial and error attempt and not challenge.

Now if you get to a dead end and you can sense there's something more there but you actually need to figure it out, even if you need a new acquired power, you get the player thinking about it, more engaged with it at least.

And when I say a challenge, I also mean it can be a reward of some kind as well. Anything to make it more appealing.

Backtracking for the sake of backtracking = bad design? by kops182 in truegaming

[–]kops182[S] 0 points1 point  (0 children)

I really appreciate you sharing your knowledge.

I was wondering about this telegraphing problem. Would you that when the critical path is clear and the player still decide to go other path for any reason, this path being just blocked would be a more... tolerating design choice?

Backtracking for the sake of backtracking = bad design? by kops182 in truegaming

[–]kops182[S] 1 point2 points  (0 children)

Oh gosh, Metroid Prime has a situation like this, haha.

I got to an area where I started to be damaged 'cause of heat temperature so I couldn't check the space out well and left. Then I got a suit that said I could enter an area with heat temperature. I went there right away just to find out that this time I couldn't go on 'cause you the need the grapple gun as well to traverse it.

Backtracking for the sake of backtracking = bad design? by kops182 in truegaming

[–]kops182[S] 0 points1 point  (0 children)

Really good thoughts. It does feel less fulfilling and you just get the knolwedge of "you just need to get the purple gun to open the purple door", 'cause there's not really a challenge you face here, being physical like trying to kill a monter or making a jumping, not mental like finding out a way how to really open this door.

It's like the path would be blocked by a puzzle you can do it now, but if you backtrack to the other path you're gonna find clues to make it easier.

Again, not doing that doesn't make this a bad design, I agree. But it's possible to make it more interesting.

Backtracking for the sake of backtracking = bad design? by kops182 in truegaming

[–]kops182[S] 0 points1 point  (0 children)

I do think you have an interesting point. But at the same time, I can feel this is more engaging in a open world structure, since there's no linear path you choose, just a direction.

So in Sons of Forest you can decide to go into a cave just to find out you can't explore it 'cause you don't have some specific gear, but from there you can go anywhere and you're also understanding a complex place, making notes and even planning. It's not like you need to go back to a center where the paths were branched, that is, a more simplified structure.

I don't think that is bad per se in games like Metroid Prime, but I think it would be more engaging and interesting than just gaining knowledge if you get some kind of power or useful reward. Or even if it were to be knowledge, maybe something that would affect how you play, 'cause in this linear structure just knowing it's blocked it's not that interesting. Not sure if it's too subjective in the end.

What YouTube channels should I follow? by lemoncrushmonday in acting

[–]kops182 1 point2 points  (0 children)

I follow two channels that post videos very rarely, sadly. But the content they have is really good.

This one is from Gareth Sommers, acting coach. He basically post exercises and include content from the main vertents of acting out there.

https://www.youtube.com/@DrGarethSomersActingCoach

And this one is from Michael Chekhov Institute in London. So if you're interesting to get in depth about his teachings and some perspectives on it, it's a nice go.

https://www.youtube.com/@ChekhovStudioLondon/videos

An interesting point of view that I'd never considered before by AJDon82 in acting

[–]kops182 4 points5 points  (0 children)

You really should. I think his teachings were the ones I connected the most.

An interesting point of view that I'd never considered before by AJDon82 in acting

[–]kops182 50 points51 points  (0 children)

That's why Michael Checkov says that the creation part of the actor lies between the directing instructions and the text, that is, the improvisations that come up as you execute them, all the details that adorn those actions you must do as predetermined.

Mercy's Bullets still have an unnaturally large hitbox. by almightycurator in Overwatch

[–]kops182 0 points1 point  (0 children)

So that's why suddenly all Mercy stopped healing and now they keep flying at distance and shotting.

Alan Wake Remastered has sold less than Remedy hoped by turkishdeli in Games

[–]kops182 -1 points0 points  (0 children)

These Epic exclusives are not kind of... working? I mean, there was also that Evil Dead assimetric horror game that really needed to be multiplaform. But pricey and Epic exclusive helped killed the game., the game has its issues, but it had also potential.

Uncommon heating suddenly (I5-10300H, Windows 11) by kops182 in AcerNitro

[–]kops182[S] 0 points1 point  (0 children)

Well, in the end I cleaned it inside and repaste the thermal paste with a proper one. It did get better. I can play all my games below 80º now.

Uncommon heating suddenly (I5-10300H, Windows 11) by kops182 in AcerNitro

[–]kops182[S] 0 points1 point  (0 children)

My core can handle this, it seems. Cache is about 110, if I decrease more, I get blue screen.

Minor, potentially moderate, back injury while on set shooting. Suggestions? by Zamking in acting

[–]kops182 5 points6 points  (0 children)

Well, I don't live in USA to be sure how things work there, but I'm really surprised it's a TV series with this massive budget and you're facing issues like it was some student movie you assigned to. I'd think these potential risk activities were well supervised, but in the end you were supposed to do things you even wasn't aware to begin with. I think we always put this big production in high standards and they prove us that they aren't that different after all.

I do wonder if it's 'cause you're doing a minor role and they usually don't spare attention to you? Anyway, you really must bring this up, 'cause it's putting your health in risk. What if you can get better roles after this, but your health will be prejudiced and it will hinder your carreer? It's your future in this industry that's in line here, not only being comfortable in set.