• 18 Posts
  • 1.31K Comments
Joined 3Y ago
cake
Cake day: Jun 09, 2023

help-circle
rss

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.


I vaguely remember seeing those coin pusher games at old arcades, and avoiding it because it was incredibly unclear how you were even supposed to play.



Here’s the problem: Out of thousands of corporations, the chances that none of them are headed by genuinely nice CEOs that at least like to balance consumer needs with the drive for price squeezing is pretty low.

Presenting high suspicion, and suspecting that most of them are out to get you, even in Valve’s case, makes sense. But here’s the kicker:

People are pressured to spend. Food, basic luxuries, transport; on some measures they have to, no matter how much they protest it. The scummiest of the companies providing those things know you’ll hate them. So, their version of PR is to make sure you hate all of their competitors equally, absent of logic.

There are plenty of genuine, real, tangible reasons to hate companies that can be described in detail, like Valve inventing the loot box and making a gambling market accessible for kids. But throwing logic aside and saying to hate them for nothing specific is, in some ways, shilling for the worst of big game companies.


I get the impression most devs would rather you didn’t use the refund window as a trial; eg, if you think you’re only 5% interested, they’d rather you don’t buy it with plans to refund.

Refunds still cost them, and some players have received warnings from Steam support for excess refunds even if they follow the hour limits each time.


Fair criticism, though I’m curious if engagement translates directly to hours spent. I wonder if they have any other way to measure.

Maybe one simple thing would be if players take the time to review a game, it presents a boost to “engagement” disregarding their playtime.


I’m reminded of the full page of junk DLC that some anime games get, adding 30+ outfits and little charms for protagonists that already have pretty good default costumes, or even unlock costumes through gameplay. Sometimes they just give you a trivial number of expendable items ingame.

But I imagine some metric tells them to add those things, because some fans exist in this world that will throw money at a franchise beyond reason.


The thing that might be missing from your hard math is addiction. You’re right that most games will be a blaze-past tryout period as you described, but sometimes will have 6 hour stories that you get invested into, while others are roguelikes that actually become compelling for 20+ hours. Which ones will form that addiction is unclear from browsing a store page, so it’s nicer to have complete access to them.

I’m also a little curious what worthwhile subscriptions you have. Most things I used to sub to, like Game Pass, have gone up to $15/$20-month and I decided to leave. Something simpler at $7/mo is a bit more agreeable to me. I spend more than that on some individual Patreons.


What? This isn’t run by Microslop. It’s an indie store called Indie.io - the title is just comparing them to MS Game Pass.


That seems like a somewhat disingenuous way of boiling it down; realistically, most people will never play a significant percent of the games in a subscription. I think stats have shown most game pass players only end up playing 5 or 6 games in the majority of their time.

They also probably want 70 to be the low point if they’re still collecting indies into the program.


There’s a few key games that some people can’t easily give up.

I also think if anyone has any interest in streaming, there’s often software built for specific desk tools they have (like stream decks) that can be hard to find reliable linux drivers for. I did see OBS is native, but that may be only part of it. Plus, many people are just starved for time, and don’t want to take a day to process a backup/reformat/reinstall that they may have to go back on.


I like it. This is what I wanted from Game Pass, minus Microsoft enshittification. Honestly, most of what I played on Game Pass was indies I was curious about, but sometimes only played 2-3 hours of.

That said, it doesn’t seem to be a complete announcement yet; much of the site is still marketing to developers, not gamers.


What games do you play that tend to be downloaded by torrent?

If you can answer without breaking community rules, I’ll consider not reporting the thread…


You might have had the same issues with SM2 I did; periods of smoothness followed by severe stuttering. In the past few weeks, they put out a patch that fixed things for me. That said, I’m on Nvidia.


If you were sorely hit by the april fool, and urgently need a bad factory game to fill in the desire, Arknights: Endfield is a F2P gacha game that uses factory-building for a lot of its progression system (it is also a generic 4-man combat game)


There’s a little bit of vindication in having a shared opinion, but also kind of sad that the game ended up feeling like a waste of time.

In terms of being fun while also approaching some of the same robo-philosophy story beats, I did find Stellar Blade really fun. That game exists mainly for the combat, although you get lots of costumes; so it’s a nice approach if you find one given outfit oversexualized.


The existence of engines like Unity and Unreal blurs this a bit. You used to see more full-conversion mods for games that make them into something else, because the engine was the hard part. Now that they’re available on very permissive terms, most hobbyist game devs will genuinely make a full game from an empty kit, and release it without players needing to mod a game like Half-Life or Quake.

But, having full ownership of that environment naturally means a lot of creators will want something back for their work. They have no choice but to shrug and accept it’s a free fan project when it’s built off a $60 game, but the story is different when that chain is gone. So most of this trend takes the form of indie game development.


Tbf, they’re a bit like Valve - they only want to be adventurous when they have a new idea. They probably don’t care much about making “Another 3D platforming collectathon hero.”


Very happy for it. There’s probably been some good RPGMaker games out there, but having the absolute bog-standard presentation of square sprites has caused a lot of them to blend together in my mind. I’ve always known there was a lot of algorithmic display choices that could make basic art look better, and this is sort of just one option; I’d even like it if they expand to more isometric looks, or any other creative approach.


Okay. And…?

Alright alright, I want to wrap a negative comment back to a point. All other comments in this thread are going to be moping huffy attitude towards Gearbox being jerks, Borderlands sucking now, etc. No disagreement, but also: What is the point? I just came back from PAX East, looking at a good dozen indie game devs eagerly seeking their next source of attention. And here people are filling the front page with junk about games they don’t like getting railed?

New plan! Whoever’s reading this: Post about a cool-looking game you’ve heard about that you’d like to see get positive impressions! Don’t just let Borderlands get negative attention - let it sink.


Glad to see Onirism in the list. I still don’t know where the title is from, but it’s definitely an oddball and was an unexpected find with a ton of content.

Not exactly fitting the criteria, but in terms of using shooting mechanics and leaping between obstacles, an old indie I enjoyed is A Story About My Uncle. It even had surprisingly good facial animation for its time, especially since story isn’t such a core element.


Careful, putting out the message that they’re amazing games could lead to the studios getting fired. Like what happened to Hi-Fi Rush.


Expanding the team, by contracting or whatever approach they want, is the big mistake that leads a lot of these projects into hell. It draws time away from the core team, by both managing the contractors, and correcting the hundreds of artistic mistakes the contractors are doing. Most historically classic games I enjoyed came from a relatively small team.


It’s common for the government to push funds to many industries if they believe there’s a chance of growth, that private investors either won’t give enough for, or will solely benefit from. Meat, cars, farming, all get funding in the USA. Sadly, we don’t get free meat as a result.


I’m thinking a lot of them ride off of FFXIV, though it’s less visible much of the time. That game has a lot of real loyalists.


Avowed is pretty good.

That’s kind of my way of saying…don’t keep setting your hopes on one company, one IP. Brain drain is real. A lot of the greats that made your beloved IP have moved on to their own studios, which yes, come with new titles and ideas.


Besides masking loading, I think these are put in to break the pace in games. If all you’re doing is going from one fight to the next, your mind is a bit too locked in. Climbing is less effort on your mind, without making you pay attention to story.

I also found in games like Expedition 33, they help make the world feel more alive if you’re clambering through low caverns and climbing up cliffs. The way the verticality lends to better vistas is itself pretty valuable.


I remember a game called Outriders; it was a little bit of a generic RPG-shooter with abilities and a dismally apocalyptic world. I played through it, I enjoyed the campaign, but I was confused because many reviews were lamenting how “The postgame is terrible and it’s lacking content”. I didn’t really understand the point, since I just enjoyed the base elements.

I identify a bit more with Breath of the Wild’s lampshading of 100% completion, where they reward you for stumbling across a significant number of these things to find, but only hand you a golden turd for getting “ALL” of them.


I’m glad for everyone that enjoyed this game and found a meaningful experience in it. Kind of wish it could’ve been the same for me. I found the whole experience, from combat through story, to be horrendous by any standard, and quit midway through. Then someone begged me to come back and give it a full shot. So, I completEd it all thE way to the Ending, and it got even worse.

Anyway, hopefully you do enjoy it; I could probably give a full-paragraph diatribe on what didn’t work for me, but art can be very subjective.


Part of me is really confused they’re called “Endings”. Like, the “switch” after the first credits, to be vague, is the closest to that. But moving past that part, what you’re playing are “Chapters” where more stuff is happening. When you realize it’s a terminology switch, it becomes less “genre-breaking” and more just “a confusing, long game”.


Yeah, I’m confused most nostalgia veers towards the PSP, when the follow-on was fully backwards compatible. Weirdly enough, some of the best AAA blockbusters I played on the Vita were first written for the PSP.

I’m an oddity in that I never jailbroke mine. I just really enjoyed playing indie PSN games on it, since most teams releasing on PS3 and not driving a graphical powerhouse could just do a side release there.


Definitely Ace Attorney. It hits a lot of marks; it gives you the feeling of beating enemies by being clever, rather than powerful. It ties in with a sense of justice, and contains some murder mysteries that rival some of the greats of Agatha Christie with twisted, complex motives and multiple lying witnesses. It has VERY creative character designs, making each new face very memorable. Its localization team had their own sense of humor, conveyed well with how they chose to adapt many things. In spite of the humor, they often follow through with deeply emotional endings to each case.



If this is the master plan, a lot of these people might be very worried to learn about how expansive the indie sphere of gaming is across the whole world, encompassing what used to be AAA genres like 3D survival horror, platforming action games, etc.

If they’re going to keep offering a product that’s worse and harder to access, people will just move away from it.


It’s a singleplayer game, right? It’s not going to be reliant on continued “playerbase”.


Most of their effort is probably on other stuff. For instance, PAX still exists, in fact it’s next week in Boston.


What really damages me is the gaslighting. I have attempted AI many times. It is usually wrong and useless, and rarely justifies the oceans of water usage or power waste. I witness local communities struggling with utility bills every day.

And yet, I’m forced to listen to hallucinatory insistence from every form of leadership that AI is perfect, AI is the future, everyone must use AI even if it’s just to copy one file from a directory to another. I look at my coworkers and I can’t tell if I’m talking to a fucking brain worm that took them over.

And then there’s the plight of entire marketing departments turning out the most uncanny valley slop in video, and having no one among them capable of looking and seeing “This unsettles me rather than garners interest.”



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

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