My challenge for all of you is to repost someone you agree with (doesn't need to be a 100% agreement) at least once per every three times you post about someone you dislike.
It's doubly humiliating when the game says "oh sure, you can have more hitpoints in this section if you want", but that won't help with my reaction time begin what it is ,I'lll just fail more times before it's game over. Conversely, if the game had the option to get slowed down by like 10%, it would make a world of difference.
My pet peeve: when the core of a challenge in a game is something closely tied to the player's physiological limits, such as reaction time. The challenges get progressively harder, and at some point they get close to or even past the player's hard limit, and at that point the player can no longer continue. Happens to me a lot in some more dexterity-based games (e.g. in Hollow Knight, which i never finished for this reason).
Someone really should just remake the original Deus Ex now. Like, literally remake it with better graphics, updated NPC algorithms, and modern controls. Keep all the story, even the parts where pacing falters a little. Just make sure the current generation teens can play it.
(do fix the "I stomped on a cat / pigeon again" issue, though)
It's funny how "microblogging" has split along the usual political lines: - there's a legacy app that got hijacked by the far right - there's an emerging mainstreap app for mainstream people - and the left-leaning "I told you so" app has been there all along but it barely blips in the media so it keeps doing its thing on a smaller scale while no one else cares about it
"Crypt Custodian" was recommended to me by a coworker and it is indeed very good in a "back to basics" kind of way. Bonus points for a charming story.
It also reminds me of just how much I hate boss battles - but that's a me problem. They're very well done, like the rest of the game, they're just not my cup of tea.
Slowly getting to the end of Original Sin 2 (over 100 hours already, this game is even slower than BG3). It has its good moments and bad moments, but overall it's a decent game. BG3 is essentially the next iteration, it even uses the same narrative tropes.
One thing I haven't managed to get used to is that this game expects you to tank and it expects you to cheese. It forces me to think in terms of exploiting the mechanics' edge cases. Makes me feel like I'm doing QA.
One of my cats has just invented stealth gameplay. She hid herself under a blanket, but not very well. The other cats could see her but didn't recognize her. It was tense.
Which I guess means a plain old HFSM in an immersive sim has the intelligence of a cat.
A: who do I talk to about X? Me: B made it, but then I added a few bits. A: Ok, so I need to use X to do Y, does that make sense? Me: Seems so. B: Yes, it makes sense. A: Thanks. Google's auto-summary: A wants to know who to talk to about X. B says it makes sense.
@adrianhon I was in the room when a left-wing party member asked a leader how we're going to solve the problem of lorry drivers losing their jobs when autonomous cars become a thing, and the response was "well, people are getting older, we're going to need a lot of nurses", so unfortunately I no longer take it for granted that someone with a Big Idea is going to notice or care for small details.
(FWIW the leader in question lost the relevant vote back then)
They said global warming would me let grow vine on my balcony, but they didn't say it would turn the entire late autumn to early spring season into one perpetual November.
November is easily the least pleasant month of the year in Poland: wet, windy, and hovering around 5 degrees Celsius. I'd much rather have -5 degrees and half a metre of snow, which is what i remember as the winter from my childhood.
"BG3 races worst to best", says the title of a YouTube clip, and I know what they probably mean (either "least to most fun to play" or "least to most likely to survive combat"), yet the phrasing is making me uncomfortable.
@quaithe The mechanics in both of these offer a lot of tactical depth, BUT it's still trumped by stats. Ultimately, it's more about the order in which you approach the enemies than it is about actual execution.
The multiple entry points thing is neat, and there's also the teleport spell, which is very fun to use but messes up the roleplaying layer a lot, which is my point.
A few examples (you might want to not use all of them, depending on your design goals): - a more linear experience - a generally lower difficulty bar that gives the player more margin for suboptimal play - less XP from enemies, more XP from quest resolutions - fewer stats to farm - optional handicaps the player can earn through other means (DOS2 does a bit of this: most boss arenas have multiple entry points, some of which grant tactical advantage - this is neat, actually)
This isn't a git gut situation. because the entire gameplay loop is "encounter an enemy, lose a fight, go somewhere else, gain a level, go back to the same enemy, kick their ass so hard there should be an achievement for it"". The window where tactics actually matter is fairly narrow. Most of the time your stats decide the outcome.
Yes, it's a delicate balance design-wise, not easy to maintain. There are things you can do to make the mechanics more stable, though.
Gave up on Divinity: Original Sin because the progression curve felt very demanding and it stopped being fun. Game the sequel a try and I can see a lot of improvement. But the core issue remains: no matter how good your tactics you are, your party simply has to farm the stats, or else.
Problem is, the game systematically robs you of XP if you play a certain way that generally involves avoiding combat (via dialogue options, mostly). It's a side effect of several design decisions.
Today I converted a few dozen layers into separate pngs, I imported them into Unreal, and I found the option to bulk-edit their import properties. That's all I did today, it took about an hour, and it makes me feel like a hero because it's 2 January and I'm still on vacation.
Game designer, mostly. Knows how to make a custom editor in Unreal, write jokes in a foreign language, track police movements across a large city, and publicly scold an abusive party leader.