• 17 Posts
  • 1.23K Comments
Joined 3Y ago
cake
Cake day: Jun 09, 2023

help-circle
rss

People follow “rules/systems” and notice “patterns” when pulling slots too.


I feel sorry for this game, because it was a pretty well-written story and a bit of a better grappling with anger and the dark side. Also a great choice for a story, given that it occupies a span of story where “The Empire is winning, and none of the heroes can change that until Luke flips his dad.”

As mentioned, the performance issues make it hard for anyone to experience that. I think I heard a claim that it performs better on Linux than Windows, which I didn’t take time to verify yet. Sadly, while they’ve made some cool findings here I don’t think this is enough for anyone to pick it up. If I ruled EA, I’d want them putting out a re-release by fixing the issues themselves, and throwing in some new skin or something to market it.


It’s a very tricky thing, I’m sure thousands of people will cry foul about it, but I do think “low framerate” has a good place in design, mainly around cinematic moments where the loss of clarity triggers an intentional panic. Ex: PTSD-riddled hero is in shock from a sudden violent event, and has a panic attack blurring their vision.

One thing that comes to mind is the reveal of Ganon (final form) in Ocarina of Time. The game kind of overloaded the N64 with all those active effects, which worked really well especially with the lightning silhouetting the beast.

Another scenario is some scenes in Final Fantasy 7. In 3D, all tweened animations are naturally smooth. I can’t quite tell what triggers it, but a few hard-hitting character scenes somehow bring that animation framerate down to emphasize certain actions (one specific example is Barret, in the town below the gold saucer, raising his gun to shoot his teammates - but actually hitting an ambusher behind them).


NO ONE WANTS YOU NOT TO BE ANGRY!!

LOOK AROUND LEMMY! Every political community! Every discussion! EVERYONE is angry, jaded, fucking upset the system isn’t working! The difference is, SMART angry people get angry at the actual causes of that economic disparity. Not going on wild, racist tangents to blame people even poorer than them that have barely done a thing to even affect that economic situation!

I don’t fucking trust anyone who’s not angry at the world. Those people are blind. But worse are people who are angry at the most victimized part of the world, instead of the ones doing the victimizing; or those who are angry at politicians who did in fact try to give rural America something to do with their hands - read the Inflation Reduction Act - but were spat on because Fox News parroted Shell’s line that renewable energy is a scam.

Don’t you dare say I’m demonizing people or “wagging my finger at them” for being fucking angry. That is a bald-faced lie. I demonize people for taking their anger out on people that should be brothers and sisters in the fight against injustice.


I’ve tried Remake once or twice, and cannot adjust to their “action battle” system. Give me old turn taking to make sense of things.

I definitely think they sorely mishandled the story with so much “addition”. They completely lost the feel of “less is more”, like only seeing the results of Sephiroth’s warpath instead of seeing every pixel of his presence.

I didn’t even bother with Rebirth. A while ago I thought “I’ll just wait until the full story is actually out, I don’t buy into this piecemeal bs” But now, I really don’t think I’ll ever play it from what I know.


When on sale, it’s about $100 for a year of access to a general library of games. Xbox Game Pass never goes on sale, costs at least $15 a month now, and doesn’t even have many of the singleplayer exclusives Sony puts out. So this comment seemed completely the wrong way around to me.


I’d especially like to see more games making a modern take on this battle. We used to view Nazis as a historical, comically evil villain. I’d like something new that makes every one of them alive feel thoroughly unwanted in this world.


Fuck shit damn. Cunt piss bitch. America was built on goddamn slave labor. Ooh boy, all that cursing was so, so difficult for my civilized upbringing.

This is what chuds don’t get, since they never read terms of use. Social networks don’t often oppose aimless expletives like “Let’s fucking kick a baby into lava haha!” They oppose pointed, meaningful intention like “I’m going to shoot up my school because it’s been infested with n%%%%s.” Hate is a language used everywhere, separate from curses, and it’s one I don’t mind blocking on every front possible.


Oh my god, my eyes saw the word “Lay-“ and knowing this is a studio in 2026 that makes singleplayer games, it automatically filled in a different word.


We’re in a reality where groups like ISIS have actively recruited followers through gaming networks. There’s genuine, violent risk in allowing hate speech to reach across land masses and be granted some form of discoverability, even if some of the recipients are just looking for answers to the question “Man why no girl want me”


One of the problems with that is, many publishers don’t care about curating a discussion community. Many didn’t even want to generate a “forum” when publishing their small indie game. So, it’s entirely possible, and even likely, for many game discussion forums to be filled with hate speech, or even recruiting into extremist cults.

I’m all with you about word-based censoring, and I honestly want to see a bit more use of AI there to lower that burden; to better pick up hateful context separating “Fuck you, random user” and “This boss fight is fucking hard”. That should only be in place to better alert real moderators, though, since I’m sure many people don’t like getting directly banned by silicon.


The purpose of a blocklist is to have a large group work on the large task of identifying a certain set of trolls, and then share that list automatically with themselves.

Individually blocking 8 or 9 trolls yourself as you browse 20 new indie games becomes a laborious task. But, if a community of hundreds all knows “Yeah, every time someone posts the ‘Please include LGBT!’ comment on these block-matching puzzle games, it’s a troll” then 99 people don’t even have to wait until they’ve identified trolling and blocked it each time.

Bluesky uses these sorts of blocklists, and it works pretty well. By having members opt into them, it evades the issue of Valve “promoting an army of hundreds of highly opinionated moderators”.


One of my favorite video game romances takes place in the Legend of Heroes: Trails series. When first described on paper in a quick summary, it’s something some people might roll their eyes at, but it’s built very well.

Something that had to be nailed down early about it was, it really couldn’t be optional, based on “relationship score”, or even happen on its own time. One of the best scenes in this duology centers around a huge character reveal, which puts forward the confession of love all at the same time; while that relationship had been a slow tease through individual scenes, it suddenly became a huge, very important part of this large conflict.

I definitely think for better relationships in games, we need a lot more focus on characters, and we need to stop viewing the relationships as rewards; sadly I don’t have many further ideas than railroaded stories, but I think there’s probably more options out there.


Part of me thinks the devs should just be more settled about having more relationships that don’t involve the player. You get 5 supporting characters, and character A, in their “relationship event” with you, admits that they have feelings for character C and want your advice because they don’t know how to express it.


I heard about a very silly, cartoony game that applies this as a basis: Buster Jam. The two leads are in a relationship, but it doesn’t affect their lazy heroic dynamic in any way. Funny to have a villain remark “…you and your GIRLFRIEND…” and not get corrected.


I would actually agree with him in some level. Art should always be evolving, and it should be looking past its comfort zones, even past areas many others have failed, to do so.

It doesn’t need to be a form of “disqualification” as he says, but there IS value in applying change even just for its own sake.


YES, absolutely. The child in the street looking for his hide and seek buddy is cute world building, but it should take up 0.0003% of my playtime. Don’t quintuple that occasion by making his line fully voice acted.

I feel like there’s an absolute banger of a JRPG opportunity if someone can nail the interruptive timing of Guardians of the Galaxy or Class of 09. Forget AI; comedic timing is the true rare technology.



They seem like pretty good games to me, but so much of them seems so, SO far removed from my nostalgia of the original. There’s some comparison videos out there in how they deliver certain scenes, force some cameos too early, mismanage the music, tweak plot that didn’t need tweaking, and so on.


I mean…basically FFXIV’s Dawntrail expansion. But even then, a lot of their side dungeons and such have been referencing events/worlds from other Final Fantasy games via some multiverse theory.


The main reason Valve doesn’t step in on these is they have a firm philosophy of giving the community the tools to form their own outcomes, rather than directing them in every issue. So they might be dissatisfied with people writing “Woke TRASH!” braindead reviews, but also not want to take action on them.

The least they’ve done is remove the clown award so people have less incentive to troll. But I’d also like them to implement community blocklists; If you nag a game for “Having/not having LGBT representation”, you go on a blocklist 90% of the community is using.


Well, that’s the good part. I don’t think AI will ever replicate the kinds of full-system dynamics that occur in ranked modes, but I DO think it could make for an interesting challenge when the goal is to reduce the game state to just a few techniques the game is trying to teach the player.

For instance, an AI playing as Guile that can only use Flash Kick and Sonic Boom, and teaches players to counter him by spotting out his charging and blocking what comes through.


After playing Arc Raiders, I kind of wonder if the newer generation of AI could put together a challenge that actually fits the holy grail of fighting Game singleplayer.

An AI could be given a special avatar that challenges a particular theme of the player’s development, being strong in some regards but not in others. Think one enemy that’s a crawling ninja with super fast movement, another who’s a crawling hulk with high-range attacks.

The AI could also be guided by metrics of how fast its opponents learn mechanics or how much they enjoy the match, rather than “how do I beat this player”. I’d feel safe thinking a predictable AI would not be judged well.

EDIT: I honestly do get the knee jerk downvotes regarding AI, given everything it means in recent years. But let’s not forget it also refers to computer opponents in video games (which admittedly may see advances due to current mostly-icky tech)


I think the biggest thing it can help with is steady escalation of difficulty.

In level 3, you learn how to grapple. The level has a growing number of enemies that can only be beaten by grappling.

In level 4, you learn about pokes and block punishes; and enemies will use different attacks that can test your block (but grappling is set aside for the moment so players aren’t overloaded)

Oh, and crucially: This isn’t put into the set dressing of a big square stage with a “Training Step 5 of 182” HUD and a “Good!” and jump to the next lesson each time the player executes a mechanic once.

Have the president’s daughter kidnapped, send a horde of zombies, make the player a detective finding clues in the bad part of town. Break it up with a locked door puzzle, climbing sections, etc. The lessons of interest learned from every other action adventure game.


I watched a streamer I like playing through this. I really liked the cinematic element of some of the horror sequences, and there’s some nice “open world moments” and vehicle moments. That sounds initially like it doesn’t fit with a creepy game, but I liken it to the isolation of Highway 17 in Half-Life.


Best summary I can give: 3D-movement fighting game, very much based around having three heights of attack, and a few ways you can guard moves based on their height, as well as react to your opponent’s guard.

It’s mostly known for sexualized characters, some of which are visually on the “younger” side, and a very complex, DLC-driven, gacha-based method of unlocking other costumes for its roster. It shares a universe with the Ninja Gaiden games, so a few of those characters like Ryu Hayabusa appear as more than just cameos.


I’m imagining getting a headshot of Kasumi, upon which she indignantly says “Hey! My breasts are down here.”


I don’t think it’s a full hate train, since it’s a game that defined my early childhood, but Half-Life 2 had more flaws than I’d initially admit.

Some I’d the things you need to pick up on to enjoy the levels are not readily apparent in the moment. The gravity gun obscures your view, leading many people to get objects trapped against bits and bobs. They only introduced the intelligent save system in Episode 2, meaning many players get stuck just before a big fight at 20 hp.

The story, while often environmental, relies very much on Lost-style mysterious elements; not just relating to the G-man but the resistance’s ready acceptance of Gordon’s reappearance. Most crucially, what little further development we’ve gotten on it suggests Valve never really had concrete ideas for a conclusion, or even an answer for people’s burning questions.

Tap for spoiler

This even goes so far as to create a time travel retcon in Half-Life: Alyx to undo a character death that may have only happened to up the “drama” levels.



See, this always annoys me. Game info, yes, is hard: The game needs to send info about the guy behind the wall to your client, so it can draw shadows, play their subtle footsteps, etc. But game logic, like “isPlayerInvisible”, should NOT be hackable like that. That means the hacker’s client sent game state var “Hey, I am invisible now” to the server, and the server just said “Sure, okay . Hey, player 87, you are now being shot by an invisible player.”

Imagine if you sent all state variables while banking. “I send $5 to my savings account, which leaves my checking with $8 trillion.”

It generally comes down to developer laziness; transmit all info, trust everything, and rely 100% on the anticheat, so the game code can stay flexible and run in all locations.


The Last of Us Pt 2 Episode 1 (and an announcement for its Remaster in one year)


I might consider the facial verification thing if someone fulfills a security audit that both verifies the photo is never sent, encrypted or not, and it does not stay on the device’s drive.

But yeah, part of me hopes some number of privacy focused companies will just abandon business in these locations and claim “It’s only a matter of time before they reverse course for security failures, we will just wait until then.”


Though Highgiard probably deserves to be a failure, I have noticed these snap judgments too, and don’t often enjoy them.

I even see them the other way. A crowd knows a game for its notoriety, and they worship the amazing payoff at 30 hours. But, in the face of that positivity, no one is making good observations about how 15 of those hours were useless padding and the game’s main mechanics are severely flawed.

That’s not an observation that should retroactively pull down the score of a game that left impacts on people though. Analyzing flaws can help us work out how to improve sequels, or even patch games to help people dive further into them.


Alright, here’s a hot take:

I’m 7 hours into Clair Obscur. It’s intrigued me a little, and I know it has good reviews for excellent story, but nothing I’ve seen has wowed me. Should I give it a negative review?


If you want nostalgia for a remake of a game that came out close to the year 2000, I would instead recommend Trails in the Sky First Chapter. Unlike the dumb time travel ghost shenanigans, it’s actually a remake of an old JRPG. It tunes up battle mechanics, but also respects what worked in the first game.


Some games that came to mind for this thread were:

  • Another Crab’s Treasure, a soulslike with some fun imagery, but also a great storyline about the poisons of late-stage capitalism
  • Mouthwashing, the famous horror game where the monster is machismo and warped senses of responsibility
  • J J Macfeld and the Island of Memories, also a pretty brutal game about a certain kind of social acceptance (I got this one wrong even late-game, which made its message all the better)
  • Papers Please, giving you a highlight of the xenophobia developed at the border of nations in conflict
  • Celeste, promoting self-acceptance through difficult platforming challenges

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.
fedilink

Not much to add, but this was true from the beginning for me. I have “Roguelike” excluded from my Steam searches because around the time Hades got popular it was a source of so much slop where you’d spend most of your hours in the first two levels. Many of those games I hated were highly regarded.


Call this what you like. Echo effect (previous entry was bad, and so people avoid the very good sequel), $70 price tag…in my case, it was Microsoft nosediving harder than usual on all fronts, including literally bombing children, making it an easy decision to boycott them.


I was always grossed/weirded out at all the social media presence wanting this game to fail. I agree it seems to suck out of the gate, but I’m never happy about it. The world needs more good games.

The suspicion I have with 3v3 is they know it feels empty, but had little choice due to performance issues, since effects/CPU usage scale with the number of players. If they keep optimizing, maybe someday we see 12v12 as our Heavy, Engineer, and Pyro gods intended?



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)
fedilink

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.
fedilink


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.
fedilink

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.
fedilink

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?
fedilink

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.
fedilink


Team Fortress 2’s storyline has concluded with a 7-year-delayed comic
lock
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!
fedilink

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."
fedilink

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?
fedilink



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.
fedilink

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"?
fedilink

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?
fedilink