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Cake day: Jun 09, 2023

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While I think you’re ultimately right, 6 years ago I would have said the same thing about the Steam Deck idea, so I’m compelled to offer counterpoints.

Valve, very uniquely, does offer the best Linux-based digital games storefront to use on that Linux gaming PC you bought. So, they’re very much positioned to take advantage of the hardware purchase. Users aren’t “locked in”, but they are compelled in, and users may have a smoother time getting games on Steam than trying to set up controller-based launchers on Heroic or something.

It’s like when the pet isn’t literally fenced into the house, and is allowed to roam free, but is reminded that its fluffy toy and warm meals are all back at home, so it’ll never go far.

Valve also might just be more forward-thinking than most game companies most COMPANIES these days. They build goodwill this way and get people obsessed with their brand by having more wins like this.


It might be simple attachment if a character is using skeletal animation, eg Intrusion 2. That art style isn’t used often because the direct limb tweeting is often overly visible. Often, most character frames are hand drawn or at least prerendered.

In these hand drawn styles, a character’s head could appear to enter Z depth as part of the drawing (imagine a 6 frame animation of a character spinning a sword like a top). When that happens WHILE they’re also wearing an attached hat, the hat must rotate and adjust for the depth as well - which means new drawings, even if you’re able to specify the positions of the character’s head during each frame of the animation.

We could be talking past each other with bad descriptions that need visuals, though.


Yes! For instance, say you’re making a character action game about big flashy jumping attacks. It took a long time to make the attack animations and now you need to provide the player with unlockables to encourage exploring, or some DLC.

If you have a 2D game, you’d need to do a LOT to integrate any new cosmetics, or characters, into your existing protagonist. But in 3D, if your character finds a hat, it’s very simple to just attach it to the model. Even swapping to a new playable character, you can retarget animations as long as proportions are similar.


A few adult games made me realize I like the base concept of the game if it finds a way to feel rewarding and doesn’t ratchet up in difficulty (eg, mechanics that cover half the screen in stones)

Still haven’t really located a game that applies the match 3 formula in a way that makes me want to keep playing. EA’s touch is definitely one of those souring aspects.


I’ll first admit I predicted Valve wasn’t bothering with a Steam Machine again. I was proven wrong.

But I still absolutely don’t see it being more popular than the Steam Deck. They don’t have the production scale to make them at the Xbox / PlayStation hardware-per-dollar values, so they’ll still be an enthusiast item for people aware they’re buying a prebuilt PC.

So yes, you do already see this; indies target the Steam Deck as a supreme metric for Linux compatibility (and if someone complains HDR doesn’t work on his desktop Mint install, well, whatever). Valve even promotes some store presence to indies that do a bit of work to certify this. We’ve seen lots of games get patches mentioning Steam Deck related fixes - even when the game is a windows build using Proton.



On a pedestrian level, I’ve really liked the slow move from “SNES aesthetic” to “PS1/PS2 aesthetic”. My first console was an N64, so I guess I never had much nostalgia for the 8-bit days, and I feel like 3D gives a lot of opportunities for intelligent asset reuse to give a game lots of content.


I understand Valve being libertarian about not moderating people excessively, what I’d like to see are better tools like shared blocklists or general moderation for any developer that doesn’t wish to control their own Community page.


I suppose it’s not the first time Valve has counted to 3; in terms of releasing 3 projects. They released the Orange Box which had 3 games in it. But they never put out a 3rd iteration of things.

So expect this to be the last Steam Controller and Steam Machine, if we count the old 3p hardware Linux boxes and Index headset they helped with.


Elden Ring: Nightreign: The Forsaken Hollows: The New Frontier: Last Rites: A New Beginning: The Pursuit of More Money


I’m still a little curious how that will work for games. Are they going to somehow emulate Win32 amd64 games? Do devs have to recompile them in some new way? Will engines support it beyond Unity and Unreal?


I once tried writing a guide for Paper Mario, and it was then I realized how much effort, consultation, and typing all of these are. It’s in some ways not a surprise that walkthroughs are now just video playthroughs of the game (often involving someone backtracking 3 times as they figure out a puzzle) - that takes a lot less effort than conscious text recorded outside of a game.


Another Crab’s Treasure, Stellar Blade, Jedi: FO and Survivor, Hollow Knight, Tunic, and lately Steelrising.

Some of those games are a bit easier but also have harder moments. To me, it’s about having a better-structured difficult curve.


I’ve enjoyed a lot of Soulslikes, but none of the ones made by FromSoft. Their style of providing poor explanations of mechanisms just makes no sense to me, even if you want to give players those moments of self-driven discovery.


The game seems awesome, but it is by no means indie or at all a hidden gem. It has a ton of presence.


I’m cautious but a little curious about this one, because QA could actually be a very good target for AIs to work with.

  1. It might not kill jobs. Right now, engineers finish a task and the limited number of QA engineers can’t possibly test it enough before release. That game-breaking bug you found in a game? I’m sure some QA had it in their plan to test every level for those bugs, and yet they just didn’t have enough time - and the studio couldn’t justify hiring 20 more QA squads. Even if they do upscale AI testing, they’ll need knowledgable QA workers to guide them.
  2. This is often extremely rote, repetitive work. It’s exactly the type of work The Oatmeal said is great for AIs. One person is tuning the balance on the Ether Drive attack, and gives it an extra 40% blarf damage. He tries it, sees it works fine, and eagerly skips past the part of the test plan to verify that all cutscenes are working and unaffected to push it in. An AI will try it out, and find: Actually, since an NPC uses an Ether Drive in a late-game cutscene, this breaks the whole game!
  3. Even going past existing plans, QA can likely find MORE work for AIs to do that they normally wouldn’t bother with. Think about the current complexity of game dev that leads to the current trope of releasing games half-finished to eventually get patched. It won’t help patch games, but it’ll at least help give devs an up-to-date list of issues.

That said, those talking about human creativity and player expectations are still correct. An AI can report a problem with feedback that a human can say “No, that looks fine. Override that report.” It will also be good to do occasional manual tests, and lament “How did the AI think this was okay??”


Yeah, filesystem is a slow battle of forfeiture. Everyone wants to say “I’ll just use FAT, or NTFS, because both Windows and Linux support them!” And then it inevitably gives them performance issues among other problems.

I still use either for the drives where both of my dual boot OS’s need to access them, but I recognize it’s not a good place for games (I have some old, light ones that I’m not worried about accessing on NTFS, but big ones like Helldivers are out). It may even be a good excuse to learn more detailed partitioning so you can slowly shrink/eliminate what’s still using the two compatibility formats.

Distro choice is a tricky problem. I say that as someone that kinda settled on one; my own experience has not always matched others. But I will admit, it’s nice to stay on an interface not too far from Windows’ taskbar.


I’ve always felt the tower thing was unfair.

It WAS a good idea when first used. And, when imported across to Far Cry, they also tried to come up with new forms of climbing and even puzzles to get you up. Then, simply because the internet made memes about it through repeat emphasis (repeating an old mechanic alone isn’t necessarily a bad thing) they responded, took the system out, and even lampshaded it in Far Cry 5 - WHILE other devs as far as Nintendo/Zelda were copying it.

Theres a lot to condemn Ubisoft for, but the towers thing always irked me. Call open worlds as a whole boring, but it suggests it’s not the sort of game to keep your interest anyway.


Trails in the Sky

I got sick about dystopian chaotic worlds that don’t work - where the hero’s journey is about saving the world from some impending ruin, or about preventing a starving dystopian city from being blown up.

In Trails, the conversations you have with NPCs remind you that while you’re on the trail of some bandits or suspicious people, other people are not evacuating, sheltering in fear, etc; they’re living their lives, keeping up to date on modern trends, making travel plans to other countries.

So, so many worlds just don’t have space for characters to have those thoughts. It’s always fear around impending disasters, or how to respond to a fight, or grim poetry about how much the world has fallen into darkness.

It especially hurts that some people live so much of their lives in these fictional worlds that they start to believe people would be like that when they go outside. Worlds like the one in Trails, even if they spend a lot of time being boringly polite, are a nice call back to reality.


Yup, I had this exact experience. Installed Bazzite because it was a “gaming OS”. Had trouble just installing any non-gaming apps, or looking up guides to do so. Even gaming wasn’t perfect.

Installed CachyOS, and yes, there are annoyances, but also a nice path to fix them. It’s both a good gaming OS, and a daily driver for casual use.


My daily drivers: Outlast Trials, Dead by Daylight, Wild Assault, Helldivers 2, Warhammer Space Marine 2.

All of those work fine on Linux. It just seems to be the most toxic, gamerfuel-heavy games that go full kernel anticheat.


I like the premise, I think I just get this very “boomer” complaint about a lot of competitive FPS’s where I’m firing at people’s afterimage hitting nothing as they slide-dash around for 5 seconds before they turn and bring my HP to 0 in 2 headshots.

It could well be a genuine skill difference, but it hasn’t changed much with practice, and it prevents me having much fun with those games. I’d theoretically like such a game if it could somehow shift the skill entirely towards positioning, prediction, and ability/gadget-usage, rather than twitch-reflexes, but it’s a hard design to make work while still satisfying players. Arc might be different if it’s primarily PVE.


Certainly interesting to look at the fastest-growing distros: Ubuntu (the well-known, popular option), Bazzite (the gaming-marketed one), Freedesktop (someone else can answer this for me), and CachyOS (the side-gaming one? Not quite a gaming OS but very good at it)


I’m not so sure Valve is the right maintainer for the core desktop. The Deck works well, but mainly what Valve is maintaining is the Game Mode feature and Proton. Everything else is largely better handed off to a bigger group.


I’ve definitely run into some snobbish “Accept my incorrect solutions and be grateful, or go back to Windows, newb” types of people. I don’t have much love for them. I recognize it takes patience to acclimate new users, but it’s part of the job.

By and large I’m preferential to just stay with something that works; part of what pushed me off it has just been Microsoft themselves enshittifying the experience. I feel like I remember a day when Windows start search actually took you to what you wanted, and now “notepad” immediately queries the shopping network before your own program list, and when you get Notepad open it has a Copilot button.

You’re doing the right thing as long as you stay on an OS that keeps you going day in and day out. I tried Linux earlier in the year on two distros that did NOT work as well as the internet said they would, and went back to Windows. More recently, tried another one and there were stupid difficulties - but I got past them, at a time when Windows issues were just giving me “This is the way it is now, just put up with it”.


I’m dual booting with Windows because of a project I’m finishing that would be difficult to move OS, but Cachy is now my gaming OS. It’s nice to move away from the “forced” behavior from Windows.

Tangentially, a few UI decisions felt locked-in on Ubuntu and Mint too; or at least I couldn’t find an easy way to change them. I’m still a little annoyed my scroll wheel changes form options but it’s a minor thing.


How do people feel about this company using generative AI? That was a concern of mine around The Finals; they’ve defended the decision on voice acting and it made me wonder where else they’re using it.

EDIT: Learned some new things from the responses, certainly an interesting situation. I’ll consider them.


IGN: “Traditional gamer journalism is dying. Please support honest journalists.”
Also IGN: “Good work, 47. Now publish the article and locate an exit.”


Did anyone else know the reason Morpheus is “reborn” in an odd way in Resurrection is because he canonically dies in the MMORPG? I remember wanting to play that as a kid…probably didn’t miss much though.


There are definitely some ways I’d like to see media shifts, but I’m always very cautious about govt regulation around it.

For instance, I always hated how much we parodize authoritarian dystopias. The “parody” element is often lost on people, and they end up respecting it; like people who lose the irony in vouching for Helldivers’ “For Managed Democracy!” or feel like Warhammer40k’s Imperium of Man is awesome.

We probably need more Spec Ops: The Line’s, but also more hero fantasies about destroying those dystopias.


Just get a Steam Deck, and add a hub and wireless controller.

Oh, but it won’t run full-detail AAA releases at 4K? Nothing cheap will. That is exclusively the domain of consoles, earned through direct-contact optimization with developers. That’s still enough horsepower for the thousands of great indie games on Steam, many of which are simple enough to run fine on a midsize TV on the small Deck CPU.

Basically, if someone is adamant about running high-detail games on their TV using Steam, they’re already a niche enough market that it really doesn’t make sense to build up a single SKU for them and hope for bulk manufacturing savings the same way you could for consoles.

It’s probably better off for developers to keep targeting the Deck as a general metric point anyway. The especially good news there is, once devs do that, Linux desktop gamers benefit anyway.


I still need to start this.

But I know the feel - games that expand their emotional range often get the best reactions because moving to an extreme of seriousness, sadness, or even humor, can shock the player.


I regret that after Ross’s stepping back, I didn’t give this issue much attention. I suppose we have to trust that it’s sifting through the slow gears of politics, but with so many “bull” responses to petitions it’s likely worth keeping public attention on it.


In support of the move in spirit, but: Any ideas to prevent a company from circumventing this via dummying up contractor firms? Eg, “We employ this software company started by our founder to write our code. Coincidentally, their pay is .1% of the pay at Microsoft”


I’ve always been okay with keeping gaming libraries digital - but I think the larger console population might be okay with that too if we could disconnect digital games from account-based ownership - the kind where a company can go “Oh, whoops, we lost the license to this fart sound effect. We’re going to have to remove this game from your library.”


I can’t say I like how /Games often circles around negative attention rather than positive.

Activision spent billions on marketing so people will buy these stupid Ultra Editions. Even negative attention gets people thinking about and talking about the game.

Instead, post about the cool indie games out that you think deserve far more attention than this battle pass slop. Let Activision come check up on us and cry because for all their efforts no one even cares to hate on their game.

Theres an asymmetric game out as a demo, called Carnival Hunt. It has a really unique aesthetic, and isn’t all that fun yet, in part because of the formula being refined and players getting better at it. But I like the idea: Rather than TCM’s idea of unlocking doors towards an exit, the survivors, “bunnies”, are trying to climb the floors of a large building, with each method of ascending a floor requiring various tools and making noise. Some ways up are harder to set up but easier to repeat, others only work if the killer is ignoring them.


The only occasion I could buy that a “console makes the exclusives” is when the costs are so high that the investors decide a $60 price tag isn’t enough.

That can be alleviated with DLC, or live service bullshit; or it can become an incentive to buy a particular console.

Then, when someone is braindead and doesn’t want a big epic award winning adventure, they’ll use that same console to play Fortnite. Thus, God of War helps sell VBucks or whatever.

It’s a weird analysis, but even though we no longer see console exclusives and it’s seen as a pro consumer move, I also think it was just a way for managers to boost one quarter’s revenue, and it wasn’t really good for the console ecosystem as a whole, especially considering how it would fund future exclusive epics.


What exactly do you see as a punishing death? Erasing someone’s save file? The only other thing I can think of besides permanently taking consumables that won’t be restocked is sending you back a long distance to redo a bunch of fights again - and DS does literally that. DS2 even lowers your max HP as an additional Fuck You.

You’re not the first person to say dying is “not so bad” in those games and I still can only view those as the ritualistic statement of an insane person. Every other action game I play, I rarely die, and when I do it just has me retry the singular thing I was attempting in that past minute. Even other hard games, like Super Meat Boy or Ori and the Blind Forest, don’t force large area repetition, or take away items as punishment. The mastery of completing 18 tasks perfectly in succession is for speedrunners - it’s not something I or most players are interested in, and it’s solely a source of stress, not excitement.

Heck, Tunic had the money-loss system during development. The dev took it away before release (you just lose a paltry amount and can still get it back) and the game was still great.


I disagree with this. I think Dark Souls does tell you which are approachable or not. It’s just not as obvious as other games. Some games will have a sign for the player that says “this path is dangerous” but DS doesn’t. It has characters talk about venturing into the catacombs. It has characters point out the aquaduct is the path to the first (and at the time the only you know of) Bell of Awakening. It tucks the elevator into New Londo behind the bonfire, where stuff will be later but you won’t see yet. It also tells you a lot about locations in item descriptions.

That’s…false.

The very first NPC you find at Firelink Shrine tells you there are two bells - one above, and one far below. It strongly implies both are equal options. There are at least 3 ways out of Firelink Shrine; one happens to go below, just like your friend the NPC said, to New Londo.

For players still acclimating to the basics of the combat, New Londo is a terrible novice experience. It requires perfectly tight positioning on teensy platforms barely visible through the water, and relies on limited items to even make a single attempt through the ghost-ridden area. That is a ton of mechanics that would be fine to slowly introduce players to, but it’s like putting the “Allspice Turducken while in a tornado” level of Overcooked first.

Then you’re talking about the Catacombs? The area whose entrance has infinitely respawning skeletons? Give up, man.

Dark Souls’ failure isn’t talking through NPCs - dozens of games that give your character a radio do just that. It’s from literally lying to you with misleading tripe and having no interest in any form of teaching - be it Half-Life 2’s nonverbal teaching or any verbally direct form. I had to play games by other devs, imitating the better parts of their formula, to learn FromSoft is just uniquely TERRIBLE at it.


That is…ABSOLUTELY false.

People frequently point to the idea that if you collect an item like a Soul of Lost X, or a weapon, and then die, you get to keep the item. But the game also has consumable items used to make tons of options easier within the world. Things that enhance your weapon temporarily, give an extra health boost, or give you souls. Players that use these without making much use of them, or even misuse them due to nebulously archaic descriptions, will have nothing given back to them later on, making a venture even harder than the first few go’s.

Plus, you’re likely not to get as many level ups due to lost souls, meaning you’re going to get even more of a difficulty ramp than other players.

I’m sorry - it’s just juvenile the way people who obsess over this game will defend every issue with “it’s not for every person” - especially when indie devs that have TWEAKED the formula, and FIXED the issues, end up making for very fun games. No one is playing them and complaining “Man, I wish I’d accidentally spent an hour going the wrong way at the start!”



What games have mastered “Both emotional extremes”?
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.
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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.
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Wait, that game is still playable online?
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?
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Survey for curiosity: How many readers are in a library network that holds video games?
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.
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Team Fortress 2’s storyline has concluded with a 7-year-delayed comic
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Storyline? What kind of lore-addled whackjobs needed a storyline to get invested in two teams of knuckleheads killing each other endlessly in the Nevadan wasteland? Back when I played video games, it was two bleeping and blorping pixels that would gladly use their own guts as a rope to strangle the other. And you were lucky if you got any blorping! Anyway, it ends on a happy note so you may as well enjoy it. Merry Smissmas!
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Name a game game: “…and then it ends with you fighting A GOD.”
Trope or not, gods just end up being a common target for games about heroes escalating in power while fighting increasingly world-destroying consequences. So, for each post, name a game and describe it, with the assumption being that every description automatically ends with the phrase: "...and then it ends with you fighting a god."
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Stories and Mechanics around punishing over-aggression
For game designers, encouraging aggression is often a good thing. Too many players of StarCraft or even regular combat games end up "turtling", dropping initiative wherever possible to make their games slow and boring while playing as safe as possible. But in other games, often of multiplayer variety, hyper-aggression can sometimes ruin pacing in the other direction. Imagine spawning into a game with dozens of mechanics to learn, but finding that the prevailing strategy of enemy players is to arrive directly into your base and overwhelm you with a large set of abilities, using either their just-large-enough HP pool, or some mitigation ability, while you were still curiously investigating mechanics and working on defenses. Some players find this approach fun, and this may even be the appropriate situation for games of a competitive variety, where the ability to react to unexpectedly aggressive plays is an exciting element for both players and spectators. Plus, this is a very necessary setup for speedrunners, who often optimize to find the best way of trivializing singleplayer encounters. But other games have something of a more casual focus, which can give a sour feeling when trying to bring people into the experience without having to reflexively react to players that are abandoning caution. Even when a game isn't casual, aggression metas can trivialize the "ebb and flow, attack and defense" mechanics that the game traditionally tries to teach. This can also lead to speedruns becoming less interesting because one mechanic allows a player to skip much of what makes a game enjoyable (which can sometimes be solved by "No XGlitch%" run categories) So, the prompt branches into a few questions: - What are fun occasions you've seen where players got *absolutely destroyed* for relying on various "rush metas" in certain kinds of games, because witty players knew just how to react? - What are some interesting game mechanics you've seen that don't ruin the fun of the game, but force players to consider other mechanics they'd otherwise just forget about in order to have a "zero HP, max-damage" build? - What are some games you know of that are currently ruined by "Aggression metas", and what ideas do you have for either players or designers to correct for them?
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Recommendation engine: Downvote any game you’ve heard of before
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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Many players have become “patient gamers”. What are games people might miss out on by waiting for sales?
Sales follow the tradition of supply and demand. Products come out at their highest price because of expectations and hype. Then, as interest wanes, the publisher continues to make *some* sales by reducing price to tempt the less interested parties. But this isn't the formula for all games. While we might agree that games from 2000 or even 2010 are "showing their age", at this point 5 to 8-year-old games are less and less likely to be seen as 'too old' by comparison to hot releases. Some publishers have picked up on that theme, and doubled down on the commitment to the idea that their games have high longevity and appeal; making the most of their capitalistic venture for better or worse. I recently was reminded of an indie game I had put on my wishlist several years back, but never ended up buying because it simply had never gone on sale - but looking at it now, not only did it maintain extremely positive user reviews, I also saw that its lowest all-time price was barely a few dollars off of its original price. In the AAA space, the easiest place to see this happening is with Nintendo. Anyone hoping to buy an old Legend of Zelda game for cheap will often be disappointed - the company is so insistent on its quality, they pretty much never give price reductions. And, with some occasional exceptions, their claims tend to be proven right. In the indie space, the most prominent example of this practice is **Factorio**, a popular factory-building game that has continued receiving updates, and has even had its base price *increased* from its original (complete with a warning announcement, encouraging people to purchase at its lower price while it's still available). Developers deserve to make a buck, and personally I can't say I've ever seen this practice negatively. Continuing to charge $25 for a good game, years after it came out, speaks to confidence in a product (even if most of us are annoyed at AAA games now costing $70). I sort of came to this realization from doing some accounting to find that I'd likely spent over $100 a year on game "bundles" that usually contain trashy games I'm liable to spend less than a few hours in. For those without any discussion comments, what games on Steam or elsewhere have you enjoyed that you've never seen get the free advertising of a "40% off sale"?
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Game genres where “It’s just more X content” is more than enough
We get a lot of sequels in the gaming world, and a common criticism is when a series isn't really innovating enough. We're given an open world game that takes 40 hours, with DLC stretching it out 20 more, and see a sequel releasing that cut out it's late 30 hours because players were already getting bored. Meanwhile, there's some other types of games where any addition in the form of "It's just more levels in the series" is perfectly satisfying. Often, this is a hard measure to replicate since these types of series often demand the creators are very inventive and detailed with their content - this likely wouldn't be a matter of rearranging tiles in a level editor to present a very slightly different situation. What I've often seen is that such games will add incredibly small, insignificant "New Gameplay Features" just so they have something to put on the back of the box, but that tend to be easily forgotten in standard play (yet, the game as a whole still ends up being fun). The specific series that come to mind for me with "Level-driven games" are: *Hitman* - the way the levels are made naturally necessitates some creativity both from the level makers to come up with unique foibles and weaknesses to each target, and from the players to discover both the intended and unintended methods of elimination. *Ace Attorney* - While they series has come up with various magical/unusual methods for pointing out contradictions in court, the appeal is still in the mysteries themselves, and it's never needed much beyond the basic gameplay, and the incredibly detailed and well-animated characters to hook people in. *Half-Life* - For its time, anyway. While its Episodes certainly made efforts to present new features, quite often the star of Half-Life games isn't really in any core features or gameplay mechanics, but in the inventive designs of its levels, tied in with a penchant for environmental storytelling; making you feel the world was more than an arrangement of blocks and paths. For a long time, the wait for Valve-made episodes was alleviated with modder-made levels hoping to approach the inventive qualities of the original games. *Yakuza* - While the series has undergone a major overhaul moving to JRPG combat mode, for 6+ games it satisfied a simple formula: Dramatic stories driven by cutscenes, as well as a huge variety of mini quests, of boundless variety and very low logic. For many of their games, they weren't doing a whole lot to re-contextualize their core gameplay, being fisticuffs combat, and it still worked out well (plus, they're continuing to go that route for games like Kiryu's last game) To open up discussion, and put the question as simply as I can: Which games do you follow, that you wish could be eternally supported by their devs, by simply continuing to release new "level packs" or their functional equivalent, with no need to revamp gameplay formulas?
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