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チャノさん (japananon@pl.anon-kenkai.com)'s status on Saturday, 23-Jul-2022 14:49:08 JST チャノさん I added a Nether mod to minetest, and finally succeeded in building an obsidian portal. The minute I stepped through I was nearly engulfed in lava. I had to run away and come back with enough stone to wall off the lava flow and give me some clearance.
Once I started laying out some torches, I saw the shadow of an extremely long legged creature easily four times as high as me wandering in the distance.
Nope'd the fuck out of there as fast as I could.-
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チャノさん (japananon@pl.anon-kenkai.com)'s status on Saturday, 23-Jul-2022 15:40:12 JST チャノさん @RecycleBin No joke. I was tunneling underground for real-time days just looking for ore when I broke through into a cavern miles underground that was the size of a continent.
After exploring it a while, I discovered that it was just a shelf opening up into a chasm going down forever. Then I stepped on a patch of gravel that gave out under me and plunged me into the abyss to my death.
In my desperation to recover the ore and equipment, I died four more times trying to tunnel-and-ladder my way to find the bottom of the pit. Finally hitting the bottom and recovering my previous incarnation's corpse (and gear) made for a memorable adventure. Especially since I discovered that "bottom" was just another shelf, and the abyss went down even further. -
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Recycle Bin (recyclebin@varishangout.net)'s status on Saturday, 23-Jul-2022 15:40:18 JST Recycle Bin @JapanAnon minecraft/minetest can be surprisingly intense. -
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チャノさん (japananon@pl.anon-kenkai.com)'s status on Saturday, 23-Jul-2022 15:42:46 JST チャノさん @RecycleBin Makes me realize that it isn't necessarily Story or Action or Strategy/Puzzle that can make a game satisfying. Exploration and Discovery alone a very satisfying gameplay loops. -
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Recycle Bin (recyclebin@varishangout.net)'s status on Saturday, 23-Jul-2022 17:04:08 JST Recycle Bin @JapanAnon sound like a good time :doge_laugh:
It doesn't take much. Every now and then i get the urge to make a vast sandbox game with 90's graphics and filling it with a ton of little stories and characters. Instead of a main quest or story. But who has the time :cirno_cry: -
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チャノさん (japananon@pl.anon-kenkai.com)'s status on Saturday, 23-Jul-2022 17:04:08 JST チャノさん @RecycleBin If I was ever to theme a Game Jam of any sort, I'd want it to be "No Quest Markers".
Challenge people to make games where figuring out where to go and what to do on your own is the core of the gameplay. -
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チャノさん (japananon@pl.anon-kenkai.com)'s status on Saturday, 23-Jul-2022 17:24:25 JST チャノさん @Jens_Rasmussen @RecycleBin It comes down to game design, I think. Valve can overdo it sometimes, but their "show/test/challenge" approach in Half Life games usually feels nice and organic.
I know Arin/Egoraptor isn't well loved, but I thought the core of his Sequelitis video on Mega Man X and how it used level structure to teach visually and through gameplay was another good example.
I just hate when in-game "How To Play" instructions become too bloated, and you end up sleepwalking through the game without actually engaging with it mentally. -
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Jens_Rasmussen (jens_rasmussen@poa.st)'s status on Saturday, 23-Jul-2022 17:24:30 JST Jens_Rasmussen @JapanAnon @RecycleBin While I generally approve of this idea, it's important to remember as a dev to give both plenty of instructions and a log that notes these.
A developer relying on players having the same thought process as the dev, is making a game where the player feels less like they're interacting with what the game gives them and more like they have to read the dev's mind, which can be frustrating. -
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チャノさん (japananon@pl.anon-kenkai.com)'s status on Saturday, 23-Jul-2022 18:23:04 JST チャノさん @Jens_Rasmussen @RecycleBin I suppose it would be more accurate to say "design a game environment in which what the player needs to do and where they need to go is communicated visually and organically through gameplay in such a way that they feel as through they've discovered it for themselves, as opposed to being directly told through a game prompt or pop up window".
But that's a bit of a mouthful. -
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Jens_Rasmussen (jens_rasmussen@poa.st)'s status on Saturday, 23-Jul-2022 18:23:05 JST Jens_Rasmussen @JapanAnon @RecycleBin I see. That's true enough.
Since you specifically said "no quest markers" and not "limited tutorial only" I was thinking more about a situation where a player has to go somewhere in an open world game, but they have to figure out where it is they're supposed to go. -
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チャノさん (japananon@pl.anon-kenkai.com)'s status on Saturday, 23-Jul-2022 18:25:44 JST チャノさん @Jens_Rasmussen @RecycleBin As long as I'm talking about good references, Dom Giuca's video "Thie vs AAA Gaming" is another great example, talking about the Thief series in particular but making a point about game design more broadly:
https://yewtu.be/watch?v=jPqwDGXxLhU
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