Japan-based ML. Interests in privacy, tech, cybersecurity.

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Joined 1 year ago
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Cake day: June 21st, 2023

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  • I have definitely heard that argument, and I understand it, but at the same time there are a good number of us who would just simply not play the game then.

    I realise it is up to the devs who they want to make their game for, and I am probably not their target audience, but banging my head against a wall until I get through something doesn’t give me any kind of feeling of triumph when I manage it. I just feel frustrated. Whereas the soulslike games I have played where I could turn the difficulty down, I enjoyed way more.



  • Should try Industrial Revolution 3. Electricitiy is like the third “tier” you get. You have to do burners for a while and then steam power where you are directly feeding steam into every machine.

    I have a IR3 game going now, I am sitting around 20 hours with the first two science packs automated and just retooled my whole base around electricity.



  • I would consider them a few different genres, but they are easily my favourite types of games these days. I cateogrize them in my steam list as below.

    -Colony Builders: Games about building well, a colony, often from little to nothing. Often lots of You vs Environment friction, with the natural world. Tends to have a bit more focus on the individuals that comprise the colony. Examples: Rimworld (my favourite game of all time), Dwarf Fortress, Oxygen Not Included, Stranded Alien Dawn, Space Haven.

    -City Builders: A bit broader in scope than a colony builder, working more on the macro level. Friction is often economic, sometimes adjusted with the natural world. Cities Skylines is kind of the prime exampe of this, but also games like Timberborn or Anno.

    -Automation: Games about building a factory that…builds things automatically. Challenge tends to be logistical complexity but some games do feature combat as well. Factorio, Dyson Sphere Program (my personal favourite), Satisfactory, and Captain of Industry are the Four Horsemen of this genre to me. Techtonica is very early still but seems to have some promise as well.

    For many of these games, there is a whole world of content to explore if you are interested in mods. Rimworld players regularly run hundreds of mods, my current game has about 350. Factorio has extensive overhaul mods that can take literally thousands of hours to finish in some cases (Py’s). Satisfactory has a surprisingly robust mod scene for an early access game too.



  • I am kind of used to sometimes poking the bear on this one in particular. It’s what I personally dislike though, I don’t necessarily think they are badly designed. I totally get some people absolutely love that kind of thing in games, and I am glad they have games that scratch that itch. It’s just an instant turn-off for me though.

    That said, I have never quite understood the people vehemently opposed to having a difficulty slider though; just keep it on hard and it’s literally no different.




  • I am really conflicted on this, and I think there needs to be some balance or cost/reward. I mostly agree though.

    An example I often use about this is in MMOs. WoW felt like a huge world, especially back in vanilla. You could fly end to end and never hit a loading screen, it felt awesome. If you gave me a map of Azeroth and asked me to label all the zones, I probably could. It’s moved a bit more to people teleporting place to place, but I still can fly end to end of a continent.

    On the other hand, FFXIV is a series of maps with loading zones between all of them (a necessity because of the older console architecture, I understand) and teleports in every town. You never actually go end to end of Eorzea. If you gave me a map of Eorzea and asked me to label only the three majors cities on it, I doubt I could. It is definitely convenient to just be able to warp around place to place for a trivial amount of currency.

    It takes a lot out of the feeling of “world” to just have a bunch of arbitrary areas, I admit. It’s a tough balancing act between player convenience and player immersion.


  • Hate:

    -Real Time Timers: Think FF13 Lightning Returns. It doesn’t matter how many mechanics there are to alleviate the pressure, they make me so stressed out that I don’t enjoy playing the actual game.

    -Unrepairable Durability Mechanics: I mean things like Breath of the Wild where you can use a weapon X times before it breaks with no way to repair it. I end up never wanting to use “my good weapon” and tryto beat entire games with a 2x4. If I can go to a vendor and repair my gear, I don’t mind as much.

    -Superhard Games without difficulty options. Looking at you Soulsborne games; I appreciate that some people like a challenge, but I really think that whole genre would only benefit from giving the player options. I have noticed that seems to be getting more common though.

    Love:

    -Meaningful Choices: Not two dialogue options with the same end result, but things that shape either story or gameplay. This could be a major branching story choice OR something like a talent tree.

    -Base Building: I like build base. It doesn’t have to be a city builder or strategy game (Though I absolutely love those), but I am a sucker for games including any degree of base building. It’s my favourite part of the XCom games as an example. Bonus if I have to make choices about my base, see previous point.


  • I wasn’t a massive XIV fan at the outset, but there has definitely been a trend in the game design I didn’t like as it moved towards later expansions. They continually moved away from any kind of player agency/customization, so everything is super homogenized now (or at least when I last played). I stopped around the end of Shadowbringers, never actually got into Endwalker content.

    They used to have cross-class skills and things like that, so it really felt like a FF job system where you would play different classes to unlock skills for your main. I think any FF player should be pretty comfortable with that. They have since simplified that, which I am sure is great for newer players but I don’t really like it. Now, if I am a level 80 warrior I am exactly the same as every other level 80 warrior, except for the number next to my item level. That kind of customization is a big part of both MMOs and FFs for me, usually.

    Killer soundtrack though, Soken does good work.


  • It’s kind of a long standing quality of the series, since they are always trying new stuff that will resonate with different people. Outside of like actual FF2 (I assume you are talking about IV since you mention the SNES) I think I have heard people make a case for every FF being their favourite. Which is great, I am glad they try to shake it up every time.

    Both of the projects Yoshida has been involved with I have been pretty lukewarm on though, so I am just a bit concerned if he is going to be the proverbial face of the series moving forward.


  • I love FF, played them all and generally liked every one to varying degrees. I am about there with you overall on XVI. I liked my time with FFXVI well enough, but in my overall series hierarchy it is basically smack dab in the middle. I thought it was good but it didn’t blow me away like a lot of people are raving about. I certainly don’t regret playing it, but I also wouldn’t want to see this be the direction they take the series from now on.

    I liked the characters a lot more than I expected. Story had pacing issues but overall it was good. Music was more atmospheric but generally quite well done, though thinking back to it now I can’t really recall any of the music.

    Gameplay-wise though, it felt like it was lacking a lot of RPG elements. I don’t mind action combat at all, I am not a turn-based purist and I loved FF7R, but the combat in FFXVI seemed like a big step back. There really wasn’t any itemization, levels didn’t feel that impactful, and even unlocking nodes on the skilltree felt very low impact. About halfway through the game I had unlocked everything I would use until the end of the game, so skill points really ceased to matter. There were no resistances or elements, so even though the game makes a big deal about learning different magic-types (which are all 100% the same as each other), you can approach every single fight exactly the same. The big bombastic kaiju fights people loved were actually my least favourite part though. You were basically given a simplified version of the character you normally play, and they were all about 30% too long. They were a spectacle but weren’t actually all that fun or interesting to play.


  • Same. I tried once, bounced off because I just hated how the ship flew. Gave it another honest shot recently, found a couple of the explorers but really wasn’t enjoying it. Ended up watching the rest in a Let’s Play. Honestly not a bad way to experience it if the gameplay is just not vibing with you.

    It’s surprising because “ancient progenitor civilization” is one of my favourite tropes in media, but this one really just did not do it for me.


  • Most MOBAs are pretty notoriously bad, though Heroes of Newerth was definitely the worst one of those i had played.

    Anecdotally, my personal worst experience was with FFXIV, which was probably exacerbated by how much praise that community gets otherwise. The Novice Network system they have is a mess, new players are put into a channel with a bunch of “mentors” that don’t really want to help anyone, at least on the server I was on. They either wanted a global chat channel for their own use, or just wanted the cosmetic rewards mentors had on offer. I remember one actively trying to get new players to quit if he found out they had come from WoW. The channel is entirely self-moderated, and mentors would kick people out just for fun. It’s an AWFUL first impression for newer players.

    One thing WoW definitely does better with their Guide channel is giving literally no tangible rewards to guides, if somebody is opting into being a Guide it is only because they want to help new players, they get nothing else for it.


  • I am really curious how this will pan out for the casual city building enthusiast.

    I liked everything about Skylines a lot, but I always ran into a roadblock (ha!) with traffic. I never designed well for it, resulting in my cities locking up by mid game. I briefly tried to learn, but it seemed almost impossible to retrofit a solution and trying to design from day 1 with traffic in mind wasn’t really enjoyable. I always wish there was a mod that just abstracted traffic simulation out because it was the one thing I didn’t really want to deal with.

    Dealing with parking and accidents sounds like kind of a headache, but the smarter lane changes and path-finding hopefully alleviate some of the load as well.