Just your typical internet guy with questionable humor
That VGC site has a pretty good sum up of Palworld: cynical and souless, but nonetheless a pretty fun game to play, and I fully agree. Pretty much every design up to version 0.3 was fully copied from pokemon. The more recent patch that added the big island on the south has more original-looking monster designs, though others are still pretty obvious ripoffs.
Additionally, the game involves using handheld ball devices thrown at wild world-roaming creatures you capture after cutting down their health by some amount to increase the catch percentage and different “grade” balls have increased chance for capture.
They did that on Craftopia, too, only it was to catch animals rather than monsters.
There is also a nefarious organization competing with you for capturing these wild creatures like Team Rocket.
Not really. There is a criminal syndicate, a bunch of violent hypocritical hippies, a corrupt police and some Borderlands style psychos, none “competing” with you, they just want you dead. I think only the syndicate would “count as team rocket”, but they’re up for all crimes.
This feels like taking advantage of grey area in the realm of visual IP similarity to shut down someone making their gameplay design mechanics look antiquated by comparison.
Palworld became a target at first because of that visual similarity but, as much as the pals obviously resemble pokemons, they’re visually different enough to be considered original and a case on those grounds alone would go nowhere. Which is why Nintendo shifted from IP to Patent bullshit.
As described in the patent, yes. You press one button, you start riding said mount. If it’s glider mount, it automatically changes to the stag once you touch the ground OR to the fish if you fall to the water.
Palworld never had this “automatic change from one mount to another”, at best it was the glider pals that you didn’t have to manually summon in order to glide and went away once you touched the ground or water. I’ve skimmed the patent a few times, but I don’t recall it having a case for going from creature-assisted-gliding to back on foot
It’s the using a creature to glide that’s the specific problem this time. Not the “using a creature” per se, but “pressing a button to instantly summon a non-player-controlled game-creature to allow for gliding, which is instantly dismissed once the player touches the ground” or something like that in the patent
Adding to zero’s post, you can see most of these things in Castlevania SotN. There are very few times you’re stopped to have some dialogue and it never lasts more than a minute. There is one key item to open one door, everything else you’re supposed to explore whenever you acquire the proper skill (high jump, bat form, mist form)
Don’t be afraid of putting most content “out of the way”, away from the main path. Be sure to leave a number of “you need this power/skill” places around the “main intended path”, so the player might have that “aha!” moment when they get a new skill. \
Speaking of skills, don’t make them useful only at super specific places or situations. Give many places for them to be used and abused. “But this is too OP” - just put some situations where it’s not as OP, rather than giving a nerf that makes nobody use it outside the mandatory places. Mist form in SotN makes you invulnerable, super OP, right? Have fun in this long ass corridor (where wolf form shines, instead)
Personally, I much prefer tutorials to be optional, like you have to manually select the “tutorial” menu option.
On arcades, you’d get fucked by asshole difficulty. At home, you’d get fucked by asshole difficulty and purposeful lack of information. Took me a while to put 2 and 2 together and realize how “predatory games” have been around for a very long time. Can’t sell the game twice, but you can sell information.
The easiest way to force players to destroy their old bases is to limit the amount of bases they can have. Make it 1 at the first levels or whatever, raise it once they’re farther away from a starting area, but never let them build as many as they want, hard caps are a must in these types of games.
As for the blocky boxes, well, what did you expect? It’s literally the easiest, fastest thing they can do, in an area they’ll probably never return to. Why bother making something more homey or intricate?
The irony is that becoming a solo dev is rarely feasible and even more rarely leads to a product that pays up more than just working elsewhere.
That immediately makes people point to success stories, like Stardew Valley. Dunno about others, but I don’t have a family + girlfriend to sustain me for 4+ years, nor am I blinded by the dream possibility of reaching millions of sales when so many games struggle to reach 10k sales.
A more apt comparison would be with film reviewers. Before the internet, knowing what a movie was about, if you didn’t care about spoilers, would require either someone watching and telling you, or reading a piece on a newspaper (or, in some places, watching TV). It’s almost the same with “professional” game reviews and how they completely lost space to random dudes on the internet.
Also, watching a video usually feels more like entertainment, whereas reading a review or walkthrough feels more like doing some research.
I won’t, unless I can buy one 2nd hand AND there’s a way to jailbreak it