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Cake day: Jun 09, 2023

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I mean, I’ll oppose any Xbox Game Pass because Microsoft has proven itself untrustworthy.

But I’ll bite; I don’t necessarily oppose the structure of a monthly fee for game rentals. Still, it really should be closer to the $10-$15 range, at max. Many people will claim the USA has suffered inflation, but I think a lot of that has just been price collusion on essentials. The minimum wage is the same.

The only problem with your piecemeal approach is that some features like cloud streaming sound unappealing from a distance (many people would comment “It can’t possibly technologically work! Anyone saying they’ve tried it is lying!111”) So having some way in which it becomes an extra element can get people to value it more. The base layer could even allow for about 1-2 hours of the “Streaming X” layer as a trial.

As a reminder, for anyone kinda interested in this but hating Microsoft, the lite Indie Pass exists.


The price surge put some more nails in the coffin for me, but my breaking point was firing the team that made Hi-Fi Rush, their ONLY GOTY contender.

Other nails in the coffin came from learning just how much the Azure team does to lick Israel’s boots in their genocide.


That was also the only factual assertion I made. I posited a guess afterwards, and drew potential conclusions afterwards.

You’re free to analyze my assumptions, which I label as assumptions, as incorrect, and give a further explanation of why one thing is true and another is not. But if you’re entering an argument refusing to make statements, OR supporting/negating suggested statements, that’s pretty much the definition of arguing in bad faith. Your arguments don’t “stand on their own” if you’re not open to discussion of their potential flaws.

If you don’t want to comment, just keep your hand off the Post button. No one hates you for that.


It says a lot that Bioshock’s hacking minigame was derided though. I can’t fully explain why, but the implementation in Pragmata feels much more engaging. It manages to build it less as an obstacle out-of-combat, and more of a reward in-combat, while also not needing that much thought process to apply it decently.


Hell, I’ll admit, I don’t care much for Nintendo now but I’m also not going to invade topics about Tomodachi Life to insist every Nintendo fan boycott it because of what they did to Garry’s Mod.


I think it’s valid to point to exceptionalism in the reasoning.

Excuse racism as an analogy here; but if a homeowner complains “That young man has been loitering around that corner store all day! He’s up to no good!” then a good cop (yes, I know) should rightfully point out “So, that young man is black. To be clear, your issue is with loitering, so you also have an issue with that white boy that’s loitering around another corner store, right?” If the homeowner’s response is “I didn’t say that!!” then it suddenly becomes telling as to why they have a favorable view of one circumstance and not another, even if they’re not verbally stating “I don’t like black kids!”.

You said they’re both “bad”, but by lack of mention, it sounds like you’re not boycotting Steam’s, and if I had to guess, it’s due to effectiveness; so long as it can be circumvented, you don’t especially care, right? For the purposes of the argument, circumvention and performance are two very distinct concerns. If it can be shown that Steam DRM also affects performance, what would be your opinion then?


I definitely recall part of the setup of Denuvo involves the developer having to call into it on many phases of the game running. But I specifically remember there was a contention where one dev decided to call it every frame, which thrashed some part of the computer, and even Denuvo engineers themselves said that’s a bad idea. It’s more likely something like a common event, something like a player getting a kill, or even loading between levels.

We’re all going to be competing on data about exactly how much Denuvo affects performance, when even common accessibility technologies and other modern game features have effects too. To me, it’s a simple question of whether it’s smooth and playable, and especially in Capcom’s case I can say performance has generally been good.


So what should be the word we use for “media that depicts positive social ideologies?” Apparently “woke” includes the definition “while being super preachy about it.”

Of course, in that split, it’s also common people will call something “preachy” when a gay guy is there, and doesn’t even waste the viewer’s time. It happened to that horrible conservative animated show, as well.


Funny thing is, I knew a long time ago it was a boomer shooter. I was miffed that it boiled down “detective work” to gunning down whole rooms of people.

But, on a second look, I’m surprised to see there’s a lot of genuine worldbuilding, exploration, and conversations to go into the mystery! Sure, gunning down hordes is still used as the central play, but I like when it’s not overly reductive.


I think the big counter example to that is Fortnite. Battle royales were already pretty successful, and then Fortnite (previously a fort zombie defense game) pivoted to a battle royale, and the rest is history.

So it’s hard to say it can’t be done. Certainly most of them are a waste of time.


Apologies; didn’t read that far when I saw it. But to be fair, your exact quote was “Requires Windows”, not “Requires Windows or Linux”. You’re sort of the odd one out on macs.


Wait, what? The game is Steam Deck verified. How does it require Windows?


One thing I appreciate about the game is the natural enforcement of rules. Usually, in a game we see strict, coded enforcement: You’re not punished for attacking a teammate, you either physically can’t, or you’re removed from the game when it’s demonstrated to be intentional.

In Arc Raiders, if there’s no witnesses, you CAN get away with murdering another player. It comes with risks, for instance people could hear and deduce the situation. I think having that as a possibility actually makes the friendly interactions feel more positive. It’s more of an intentional choice.

There’s perhaps something interesting to say about game design mechanics there - where something exists in the game but is not actively rewarded or encouraged nor punished.


Yeah, but that doesn’t support indie devs.

Do you seriously pirate indie games? Against AAA there’s at least a sense of inflammatory rebellion. What’s the thought process there?


I’m not uniformly opposed to subscriptions as a concept. That almost goes as far as “paying money for products is anti consumer”.

Even when it comes to a smaller sum, I see the attraction to companies: It’s reliable revenue, which makes business and payment of employees more stable.

That said, it relies on the consumer constantly knowing they have the option of leaving without “lock in” persuasion, and the product being decent value. Obviously, we’ve seen hundreds of anti-consumer subscriptions.


There’s certainly been some industry-wide brain drain, especially when it comes to low-level engineering. When you think about the memory-level mastery people exhibited to get things running on the PlayStation 1, it feels incomparable to today.

Those people enjoyed being pioneers and recognized that was the only way to achieve their dream; but they’re also valued so highly today (picture publishers willing to buy out entire other publishers to get hold of a game engine), chances are they will never have a simple job.

Worse, some MBAs don’t even recognize their value; and wrongly believe they can be easily replaced. There’s probably some ecological comparative example where a great oak is central to the ecosystem of a whole country, and a business developer claims “We can bulldoze that for farmland and import fertilizer, right?”


Is that a frequent concern? I know high spec devices sometimes have issues with ultra framerates or wide monitors, but generally between the Lost Planet and RE Engine Capcom has done pretty well making their own engines.


When I played Trails in the Sky, I felt a lot of my FF7 nostalgia coming back. It got a remake which has been very faithful to the original; while you start combat with some dodges/swings in the overworld, most fights inevitably come back to turn-based.


This might be too pointed a memory, but I remember trying a demo for that game, and somehow having the basic attacks involve cat-like repetitive swatting from the chibi characters put me way off.

I also want to feel really intrigued and connected with a story to play a JRPG. “Generic lore” doesn’t do it for me.


Dead by Daylight.

The idea evolved out of turning horror games into multiplayer. As balance adjustments were made over time, the horror element was depleted and most of it is based around pathing between obstacles as a slower character, against one very powerful melee-based character.

It’s certainly fun and bearable in its current form, but: The objectives based around “escaping the killer” tend to result in lopsided results (eg, one player that hid and escaped feeling proud, while a very good chaser gets few points since they died). The game is not accessible to players intimidated by horror, and some effects even trigger certain phobias or bodily resistances (eg, The Plague causes some empathetic vomiting issues to some people) Plus, some players taking the killer role sometimes associate a bit too much ego to their result (they do badly in matches, and blame the game, stating “I’m Michael Myers, dropping bits of wood and puny flashlights shouldn’t phase me”)


I tried the demo for this game, and it was a lot of fun. Capcom is one of few that can still get those basic creative formulas out well.

I could be biased towards it for being a fresh IP in a world of remakes. It’s still hard to justify a $70/$80/$9000 price tag but I may be ready for this one.


Is this Absolution?

Before the World of Assassination trilogy, I think the tone was often very grim and mocking even on the player’s side, eg “welp, gotta murder for a paycheck, that’s how the world is”

For the newer trilogy, there’s still a lot of grim humor, but it’s usually on the part of targets. They’re painted as VERY savage billionaires deserving everything coming their way, and the guards around them less so.

You also get far more tools to be nonlethal, to the point any kind of gunfire is heavily punished and no speedruns really acknowledge runs where you kill non-targets.

I did kind of have that feel that previous games were too grim about a lot of things; ended up enjoying World of Assassination quite a bit more.


HITMAN! The core story/cutscenes form a very serious, grim premise. But, the actual gameplay, and the writing of the many dozens of NPCs in each level, is filled with humorous charm and tongue-in-cheek Bond-eque silliness. Characters will acknowledge 47’s often paper-thin disguises, make silly remarks about excuses to take off early, or alluding to how horrible it would be if some freak accident occurred. Plus, the mechanics can involve things like dropping banana peels for people to slip on, or luring people with a cartoony explosive rubber duck.

It takes a bit of time to get used to how the game wants you to explore, and stop trying to brute-force it like a stealth game. Quite often, some of the main intended ways of going about a mission involve little to no stealth. It’s a lot of fun and very replayable.


I was surprised how much it’s able to hold its laughter to tell a worthwhile story. It makes sense, because every single line just being pure parody/silliness can get really grating.


Something I always had strong opinions about was cameraman intent. Like, plenty of media has very attractive characters, due to author appeal. But when the media’s cameraman, its writers, and costume designers, are all obviously gooner-brained, that can push the idea that I’m looking at a specific person’s intentionally-advertised sexual fantasy, not just letting my own gaze naturally wander.

So yeah; players can, and will, push their cameras up against characters’ asses. The more a media pushes that intentionally, breaking from any in-media fictional premise (like suggesting that Tracer turns tail, since she enjoys people’s attention on her tight pants) the weirder it sometimes feels.


Sounds like trend-chasing. Rushing a game out to meet a current popular genre generally spells doom.


Pass a law that any government shutdown over a week causes all of Congress to be fired, and I may consider it.


Very happy for all the Layton fans, but in looking at old colleagues I’m sad that Ace Attorney has been left in the dust aside from console remasters.


I sold two lemonades at my street corner.

With a DOUBLED sale rate from yesterday, and a continuous rate of growth from the past two days, I’m already looking to internationalize the business and establish 800 new offices!

(Not mocking you, just investor logic)



I picked up People of Note, a rhythm JRPG, in part to be the first to deliver ProtonDB reports. Wasn’t expecting a musical number at the beginning of the game, but does prep me for what I’m in for.


I want to strike the execs who see a halfway interesting project and want the team to get 8,000 more members so they can release by Christmas.

I’d smack them with their secretary as a bludgeon, genuinely tell them to cut funding in half, and point out “CHRISTMAS HAPPENS EVERY YEAR”.


That seems smart.

I do want to allow for more adult-ish games on Steam, but when browsing them, you DO sometimes get review comments stating “Oh, god! This is not at ALL what I expected!” So having a fresh branding plan to subtly prime people makes a lot of sense.


A missed sales window should not be the immediate and direct cause of dropped paychecks. That strikes me as extreme financial insolvency.

But hey, I suppose I’m preaching to the choir there.


Yeah, I mean MGS3 technically isn’t “Solid Snake”.

Cloning aside I’d like for major series like that to be okay with having more protagonists. It’s been one of Ace Attorney’s major issues; even when a new kid came around, he got show-stolen so much by Phoenix.


I feel a lot of first-world privilege out of having all my gaming hardware from before the AI boom started. Around the time sanity lost the election, I decided to get a new GPU because I was worried all economies would turn terrible, and I was basically right.


Shitpost, but I imagine you could analyze a whole period of low inspiration on media vision and growth during periods where people were unable to visit other countries, unable to pay medical bills, and feared armed soldiers raiding their neighborhoods.


Oh, it found its audience, I just mean not all of it was off the same crowd. It thankfully got a visibility boost off the initial “MGS6” expectations, but for other creators they either don’t get that chance or the game isn’t even worth the chance.


One of the big lessons I want to slam in the face of shareholders is that even auteurs don’t matter the way they do in comics, film, or TV. People like Hideo Kojima can do great things, but even Death Stranding got a bit of a release backlash for not feeling like MGS. Games, especially compared to other fields, are really a product of a whole team generating ideas that mesh. Sometimes all it takes is for a little bit of group breakage or brain drain, even just the unknown Engine Programmer departing, for the next project to not feel the same.


One thing that makes it fun is each of the characters they add is based on an actual race-horse. For instance there’s a memetic and weird racer named Gold Ship, based on a horse of the same name that was similarly wacky and unpredictable.



What digital indie games would you like to see at libraries?
The prompt for this one might seem wildly unexpected. To start with: Yes, some libraries let people borrow video games. Generally, the easiest system for them is just to buy Switch / Playstation carts/discs for people to borrow and return. However, many great indie games have never really had the publishing resources to put out physical releases, especially with the Switch's printing expenses. Even those that have, don't always have them widely available. But, it's now common for many libraries to offer DRM-driven, digital services to account for their gaps and failings (and so people don't need to make so many trips in the dead of winter). Hoopla and Kanopy are examples of such services: Content providers can give bulk licenses for media, with an agreed price the library pays (presumably often just per item for infinite borrows) So to bring back to the original point, if the logistic hurdles were cleared so that a solo dev could take their Steam-only Unity game, and sell it to libraries as well, so that lower-income gamers could run them anywhere, what games do you think could have the best *societal impact* for people to be able to play? It'd be great to have plenty of mindless, pure-fun games on offer, but I'm also thinking about introspective, social-literacy games that most people wouldn't pay money for just looking at the thumbnail.
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The Quake community regularly performs map jams. While I haven't tracked the efforts of the previous ones, this jam results in a large, nonsequential set of maps on offer, combined with a full conversion that creates new enemy variants, and remixes Quake's known weapons into new forms (dual nailguns, a rebar cannon, a multi-missile launcher, and a gemstone that functions like Doom 3's soul cube). When you load in, you're brought to a museum-like "gallery" with portals into each of the maps created for the jam, denoting their author and difficulty level; sorted into "main offerings", "new faces", and other sections. The simplest way to set the mod up is as a mod for Quake (though ironically, you'll be replacing both the main paks, AND the engine)
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Hadn't heard much of this project until now. Apparently, Crytek, a previous holder of the IP, has at one point given their direct blessing for this project to exist, so it *should* be safe from immediate legal threats. The project aims to recreate multiplayer as well as the singleplayer. Great to have another awesome free game available, so it'll be reliant on natural social media spread.
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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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