@ChristiJunior no idea I don't follow mainstream video games website and opinions. The worst I actually go to is NintendoLife and I avoid the fuck out of their editorial
@Zettour@coolboymew MGS4 is completely linear. it tries to close every open plot thread from the series, plus make its own statement about PMCs and war in the middle east. despite all this, it's a surprisingly bloat-free plot. just a lot of exposition (explaining entire backstories for every boss), long action scenes that can't be done via gameplay, characters make speeches all the time because everyone is important. there is 1 hour of uninterrupted cutscenes after the final boss, and the hour before that is mostly cutscene and holding the analog stick forward. still a better game than MGS5 which has 30 seconds of cutscenes and a virtually mute mc
I never really got into movie games because they weren’t really games. I wonder to what extent people who are into them just zone out for most of the content. I always wondered that for people who binge watch series and the like, too.
When I watch a movie or something, I try to really pay attention to it. It’s kind of why I like works that are about the length of a feature film. I can pay attention to the details and it’s long enough to really drive a sophisticated point home and insert a lot of important details, but it’s short enough that they do have to get to the damn point.
@NEETzsche@ChristiJunior@coolboymew i've always liked the comparison that narrative video games are more like books than movies: designed to go at varying pace, over multiple sittings, it covers a much wider scope (novels often go on detours for "100% completion"), and the author/genre has a great impact on how the story is told. with games taking ~30 hours, they definitely can't be treated as film, despite how they try to.
@why@coolboymew lol that is very inaccurate, it would take way longer than 32 hours to 100% mgs4. Just getting The Boss ranking would take a couple of days because of how difficult it is.
I’m into TTRPGs and in particular play-by-post, which is usually done asynchronously, because you can play a much bigger role in the storytelling element of the game. It makes you, the player, a part of the exchange again. That’s the point of games. In games, you make choices. You shape the outcome. In movies and books you typically do not, the main exception being CYOA, which feels like a cheap knockoff of TTRPGs, which are semi-freeform.
@RyokoPilled@Zettour@coolboymew ive played it multiple times, you can read my posts ITT or just ask me instead of insinuating. the picture is from howlongtobeat.com which is what OP is as well. it may be surprising to you, that some people just play a game once to experience the story and the main content, and then go on to play a different game. a major criticism of MGS4, both when it came out and as it is mentioned today, is that the cutscenes are too long. i used MGS4 as a benchmark to compare against the OP image criticizing Final Fantasy XVI (that's roman numerals for 16 btw) which also used howlongtobeat.com and a youtube video of cutscenes to compute an actual gameplay time. using MGS4 as an example was especially striking given the ratio of gameplay to cutscene on a casual first time playthrough being more than that of Final Fantasy XVI (that's roman numerals for 16 btw). the ratio of gameplay to cutscene means that there is more gameplay than cutscene, which would mean that the time you spend on a first time casual playthrough of MGS4 has more gameplay than the time you spend on a first time casual playthrough of Final Fantasy XVI (that's roman numerals for 16 btw (because X stands for 10 (and V stands for 5 (and I stands for 1 (so you add 10 and 5 and 1 (adding is a mathematical process where you increment the number by another number (so 5 plus 1 would equal 6 (and then 10 plus 6 would equal 16 (therefore X + V + I would equal 16 within the roman numeral system of numbers)))))))))
Short JRPGs like Chrono Triggers and SMRPG are praised because they flow, but the cutscenes of FF16 would then go and destroy that flow. An awful situation all around
Well, “tabletop RPG” as in we use the rules manual from Vampire: the Masquerade or whatever, but it’s over the Internet and we write prose as opposed to being in a voice call.
I know this is nitpicking but how do you play a tabletop RPG and do a play by post RPG the two ideas seem to conflict. Do you just mean like an RP that has more structure to it? Instead of like maybe some random chat?
I tried to run Werewolf: the Forsaken over an instance, and I had this MRF written called “WalledGarden” where messages can go out, but no messages can come in, and people can “react” to posts. The idea was that people can peanut gallery but won’t disrupt the game’s flow on the website, but the game site would show reacts. If players wanted to interact with people OOC they would just go into another tab for their main instance.
I bill iddqd.social as a /g/, /vr/, /tg/, etc instance as well
Yeah calling them “TTRPGs” might be a bit antiquated considering in this context they aren’t played over a literal tabletop. But that’s what they’re called even when it’s over the Internet because of which manuals we’re using and the way the game is structured – character sheets, “dice” (a dice bot, online), a GM, and so forth.
@NEETzsche@ChristiJunior@coolboymew@why CYOAbooks mostly existed so spergy loner kids (me) could get a little piece of the tabletop role-playing experience. even moreso for the CYOA books with heavy RPG elements and randomization, like Fighting Fantasy and the Lone Wolf series, which were made for kids who were too isolated for tabletop gaming and too poor to afford a computer for CRPGs. it was a good compromise, and a financially successful one, though of course the internet and cheap personal computers made them completely obsolete.
I’ve been exploring the possibility of making something akin to a MUD that uses an LLM, except instead of it being strictly command line like they were, it would accept natural language descriptions of what the players do. It would end up basically being an automated GM, and I can use embeddings and other things of that nature to feed into the LLM key details about world state, rules, and dice outcomes, where the LLM produces prose that describes the outcome.
@NEETzsche@ChristiJunior@coolboymew@why soon AI will replicate the dungeon master's job, and no human will ever have to talk to another human again. all hail Bonzi Buddy
Yeah you're right there is no better term for it. I think that's funny considering we live in a society of constantly updating definitions whether we like it or not.
I think it might have something to do with the fact that the general online population of role players just does it freeform. Not enough people care about structure based RPGs. That being said I've seen some good freeform RPGs that have great storyline but I think they have two huge problems.
1. Lack of structure definitely is a problem and I can't tell you the amount of times I wanted to be a new player in a rp in a freeform situation and I just got lost in what was going on and nobody cared to summarize it or anything like that.
2. Lack of chance that good old dice provide. I love a world where I can role play and and it's not always going to go my way. When it comes to story based games I think the struggle is super important.
There are other problems of course but honestly I've always wanted to build something that would definitely fix these two problems online.
I’m not a fan of freeform because like you say there is no structure and no element of chance. The point of the dice and character sheets systems is that your stats bias the chance of one outcome or another but it’s never actually, truly guaranteed. David can always beat Goliath, and will from time to time. Freeform just doesn’t allow for that, and people can only lose when they choose to, since imposing it is “godmodding.”