Katana314

joined 2 years ago
[–] Katana314@lemmy.world 5 points 23 hours ago (1 children)

Whoa, I was weirdly into My Little Pony for a while but I didn’t realize it powered data centers.

[–] Katana314@lemmy.world 4 points 1 day ago

Funny story.

Indications were he shouldn’t have recovered; and he was surprisingly positive, showing resilience to his disability and thinking about how he might continue life as a poet.

But, his sister, a dark mage, was far more mortified about it than he was, and made a magical sacrifice, killing some creature and draining her own lifespan - to restore his full motion. All of this, without asking his permission. He turns out okay, but there’s an implication he shouldn’t have.

So yeah, it’s part of a dramatic arc in that story.

[–] Katana314@lemmy.world 4 points 1 day ago

High Fructose Corn Syrup is pretty close to a drug. It blocks the receptors in your mind that signal to you “Okay, I’m full, that’s enough now.” Even sugar doesn’t do that.

[–] Katana314@lemmy.world 4 points 1 day ago

I’d love it if a group could collude on a standard for music signals.

Imagine this: You have a music player following this signal standard.

Game starts, it signals GAME_STARTED, and the media player signals STOP_GAME_MUSIC, so the game itself plays no BGM, leaving it to the music player. But, then the game can also signal later on: THEME_MENUS, THEME_EXPLORE, THEME_COMBAT, THEME_BOSS; and the media player can respond to that by cross fading between playlists built for each.

[–] Katana314@lemmy.world 6 points 1 day ago

Watch Dogs 2 had an “invasion” system like Dark Souls, but it also allowed pausing in the world anytime you weren’t being invaded. It’s been a nice thing to point to anytime Souls fans make that excuse.

[–] Katana314@lemmy.world 2 points 1 day ago

I could still see it as an admission of imperfection.

Arc Raiders includes an “unstuck” feature. They’re aware their physics system isn’t infallibly perfect, and getting stuck permanently could lead to loss of hard-earned gear. So, if a player is in one spot for more than a minute, they offer an option to teleport you to a safe place a few feet away.

[–] Katana314@lemmy.world 4 points 1 day ago (4 children)

The thrown into a wall thing had a nice subversion in Dragon Prince, mostly a kids show. A primary character, a knight, is batted by a dragon into a rock before being chased off. As they finish, they go to check on him, and he’s been permanently paralyzed from the neck down.

[–] Katana314@lemmy.world 12 points 1 day ago

Similarly but even more nerdy is a car making one swerve on dirt, that requires switching traction control off. Top Gear did a bit on it where they were hired to record a chase scene for a movie, and insisted on the following shot;

“You have to hold the mode button for ten seconds to turn off Traction Control!”
cue ten quiet seconds of holding the button

[–] Katana314@lemmy.world 1 points 1 day ago

I feel like I get where he’s coming from, but I can see the revulsion.

I picture someone asking their AI to write a rules engine for a gamemode and getting masses of duplicative, horrific code; but in my own work, my company has encouraged an assistive tool, and once it has an idea of what I’m trying to do, it will offer autocomplete options that are pretty spot on.

Still, I very much agree it’s hard to sort the difference and in untrained hands can definitely lead to unmaintainable code slop. Everything needs to get reviewed by knowledgeable human eyes before running.

[–] Katana314@lemmy.world 6 points 1 day ago

I’ve never even installed the Epic Lawnchair. I just use Heroic, which works very well.

[–] Katana314@lemmy.world 12 points 2 days ago
  1. Developers should spend effort vouching for a launch without startup logos. Even if supporting libraries/publishers are credited some other way, startup movies take up a lot of time when gamers launch the game many times.
  2. Trails in the Sky has a feature where you can choose to launch the game directly into your most recent save game rather than ending up at the menus. This would be a boon for many singleplayer games, especially those with densely animated menus.
[–] Katana314@lemmy.world 4 points 2 days ago

Only a small blow in a big battle, but one suggestion: Put active effort into your searches for positive content on something rather than negative.

Don’t watch 8 videos about how Call of Duty: Black Ops 7 sucks, and it’s over for Activision. Do a search for videos highlighting 10 great indie games that deserve your attention. YouTube even has an “AI search” that, while it is tools of the enemy, may let you be more explicit about what you’re looking for.

The secondary benefit of finding these videos is that anyone putting them out is probably aware negativity and outrage manufactures more views, and is instead choosing to better their content for its own sake.

Some other search options to curate your feed: Animations by hobbyists and college students, zoologists giving introductions to animals together with their name/location (NOT out-of-context 5 second clips of funny animals stolen without permission), any decent animations in Garry’s Mod / SFM, Machinima…

Heck, if someone wants a specific pointer and has a spare day, look up the Clear Skies trilogy. Yes…trilogy

 

Something I've picked up on with my gaming preference is stories that don't simply focus on one "mood" for the game, but alter it to fit the situation. Players get a relaxed time exploring or diving into combat, and the world is inviting and colorful, but when the story builds, it puts brutal tests of character in front of the heroes.

Some examples of generally-great games that might fail this test:

  • Silent Hill 2: A game well-known for plumbing the depths of the human psyche. But it's missing any real moments of levity, leading players to pretty much be on guard the whole time.
  • Monkey Island: Undoubtedly a funny game. But since it breaks the fourth wall so much, and revels in its own illogical deus ex machinas to fit the "hero cannot die" tropes, it's never going to make the situation feel tense or at risk even when it tries to (and Telltale did try).
  • Call of Duty: Though a dudebro series, one can't deny the series has occasionally had some great storyline twists. Many of us may not remember them years later though, because as cool as characters like Captain Price are in the moment, they don't form a lasting impression as someone "complete" with flaws and weaknesses, in part because the storyline is often rushing you forward with action rather than poignance.
  • GTA: As a crime drama, pretty much everything is falling apart all the time in GTA, whether it's the plan, the heroes' relationship, or the entire city. There's moments of humor for sure, but little in the game makes you feel "awesome" or heroic, like your violence is achieving something.

Some games that prevail:

  • The Walking Dead: While it is a serious game like Silent Hill, it's more often going to have meaningful, positive and tender moments to settle from the horrors the characters are going through, as well as allowing players to creatively express themselves even if that means having Lee say something boisterous or silly to the other survivors.
  • Yakuza: Sort of the posterchild for these emotional oscillations even within individual side quests. One might start through a silly situation where a man is throwing snow cones in the air, and end with using diaper fabric to simulate a snowstorm - so that a terminal cancer patient has a perfect sendoff in her final hours.
  • Final Fantasy: Thinking of the one I've played the most, XIV, but plenty of the others have had the heroes cross-dress to get back their taken party member, perform in plays for children, before having to dive into hell and confront their dark past, or consider ending an entire civilization to save the world.
  • Ace Attorney: The passion for murder tends to run hot. But, Ace Attorney is good at introducing ridiculous characters that tend to soften the blow. They may take premises as simple as security guards or journalists, and find every way they can to exaggerate their appearance and mannerisms. On the other end, the emotions behind proving the state and prosecution wrong about your innocent defendant are always worthwhile. Even when you do your best, the game delivers some poignant and well-written sad endings as well as many good ones.
  • Metal Gear Solid: Though diving hard into the "Tacti-cool", strategic warfare theme, MGS has always leaned hard into silly and highly characterized moments that have made the hard-hitting ones more impactful, as a result winning it lifetime fans.
  • Borderlands: Thought I'd throw another Western developer on here. I haven't played many of the others, but Borderlands 2 at least mastered the idea of having characters be flippant and silly 80% of the time, but getting you to really care when the jokes drop. A certain few moments around Handsome Jack come to mind in particular.

I've definitely seen that Japanese developers are often better at this form of emotional openness, but this is something that I've wanted to explore a bit more as a prompt; whether people agree this is a good goal for story/theme development, what causes some publishers to stumble in this approach, and especially what indie games people aren't aware of that pull this off particularly well.

 

Apologies for YouTuber link - as some of the sources cited are in Japanese, it’s harder to get to a direct English source. The video description includes links to the Yahoo.jp article.

 

Many of us only view a game's release in passing, and view it as an "event". Groundhog Smasher came out, it failed, and we don't hear of it again. Additionally, many of us associate "online" games with being "live service" - expecting the developers to announce a new skin, battle pass, game mechanic, or character every other week.

But some online games are just purely enjoyable, or get enough unremarkable patches, or sometimes don't even need a high playercount, to be enjoyed for years after the developers stopped emitting news.

This subject also gets confusing with cross-play games; even if one game has hardly anyone in its Steam playercount, sometimes between Playstation and Xbox there's just enough left to garner a following.

Which games do you play, or know about, that most people would've thought to be completely closed down, or at least had totally forgotten about?

 

Given how little libraries advertise, this is something that I found recently. Like many, I missed being able to easily/quickly rent games via Blockbuster. But, it turns out many librarians keep up with modern preferences and keep quite a few games for checkout. Even when the one closest library doesn't have something I want, it's often available in the others on the network.

Especially as Nintendo lifts their prices to $80, this may be something to seriously consider for people that have felt burned just two days into playing a game that isn't as fun as it looked in trailers.

 

We habitually spend a lot of time in daily routines, and we hear about cool stuff from the same sources. As such, we tend to lack awareness of things that don't have the capability to advertise broadly. So, what's something you expect many people don't hear about or consider for use in their life?

 

This might be a slightly unusual attempt at a prompt, but might draw some appealing unusual options.

The way it goes: Suggest games, ideally the kind that you believe would have relatively broad appeal. Don't feel bad about downvotes, but do downvote any game that's suggested if you have heard of it before (Perhaps, give some special treatment if it was literally your game of the year). This rule is meant to encourage people to post the indie darlings that took some unusual attention and discovery to be aware of and appreciate.

If possible, link to the Steam pages for the games in question, so that anyone interested can quickly take a look at screenshots and reviews. And, as a general tip, anything with over 1000 steam reviews probably doesn't belong here. While I'd recommend that you only suggest one game per post, at the very most limit it to three.

If I am incorrect about downvotes being inconsequential account-wide, say so and it might be possible to work out a different system.

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