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Cake day: Jun 12, 2023

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Necktie.

Bowtie is trying a little hard, at least in comparison.


And never plays any of them.

The whole UX is just so bad


I mean for god’s sake, you had a spell in each hand but they didn’t do spell combos.

cmon man


Obviously ideas of fun vary; people are allowed to enjoy things I don’t like :)

Also I’m not rampantly disagreeing with you here, just picking at the edges for discussion because it still doesn’t sit quite right in my head.

It’s just… sometimes I feel like the implementation of complexity in these things is just kind of lazy, comparable to adding difficulty by making enemy bullet-sponges. It’s certainly more work to defeat them, but is that work rewarding?

Consider the annoyance that triggered this whole post.

In grim dawn, mid way through elite. I had some gloves with fairly miserable specs for my level, but they were providing most of my vitality res. Can I change them out?

Well there’s some with better overall specs but no vitality but they do have a lot of fire res, so I could swap those in, then the ring I was getting lots of fire res from could go, and there’s one with some vitality but unfortunately no poison, so let’s see, I do have a helmet that …

spongebob_three_hours_later.jpg

… but now my vitality is three points too low to equip the pants, oh fuck off. How is this fun?

Finding a reasonable solution doesn’t make you feel clever, and making an awkward compromise doesn’t feel like a justifiable sacrifice, it feels like you finally got too exhausted to search through more combinations and gave up. You can’t really look forward to getting better gear to fill a gap, because you’re going to have to go round and round in circles again trying to build a whole new set around the deficiencies that come with it.

It’s like debating against a Gish Gallop - taxing to keep up with but without any real sense of achievement.

And honestly it doesn’t feel like that’s really intended to be the real gameplay. If the genre is really a build-planning-combinatorics game with a bit of monster-bashing on the side, where’s the quality-of-life UX to go with it? Where’s management tools to bring the actual problem-domain to the fore? Where’s the sort-rank-and-filter, where’s the multi-axis comparisons? Where’s the saved equipment sets? Why is the whole game environment and all the interface based around the monster-bashing, if that’s just the testing phase? And if navigating hostile UX is part of the the challenge, then again I say that challenge is bad game design.

And all the layered mechanics across the genre feel like that: bolted on and just kind of half-assed, keeping the problem-domain too hard to work on because of externalities rather than the innate qualities of the problem itself. I know, let’s make the fonts really squirly and flickery so you can only peer at the stats for five minutes before you get a headache, that’ll give people a challenging time constraint to work with.

Did you ever play mass-effect: Andromeda, with the shitty sudoku minigame bolted on to the area unlocks? You know how that just… didn’t make the game fun?

That.

Also it seems to me that if the prep-work was really the majority drawcard, we’d be seeing a lot more football-manager-like tweak-and-simulate loops, if that’s what they were going for. Build your character, let it bot through the map (or just do an action montage), then come back with a bunch of loot and XP to play with before sending it out again.

I think an ideal game would hit all three kinds of satisfaction: tactics/graaagh, exploration/harvesting and mastery/optimisation. And ideally, each of those three targets would be free of external complications and left to focus on their own innate challenge and rewards.

I know that’s easy to say and hard to do… I’m just surprised that we haven’t got signficantly better at it in the last couple of decades.


I’ve played the crap out of both; they’re really good.


And that’s entirely valid; like I say, stardew gameplay is immensely satisfying in and of itself.

I just feel like all these other mechanisms in arpgs are thrown on top to try and disguise the nature of the thing, and it’s that disparity that leaves people jaded.

Stardew doesn’t have an endless progression of increasingly fell and eldritch vegetables that need you to constantly grind for upgrades just to tend to them. You water things in one click all the way through, and that feels good; you don’t need to chase a sawtooth pseudo-progression in order to be satisfied.

Stardew doesn’t make you do NP-complete multi-knapsack-problems in order to even have a viable character, or drown you in overly complex interactions so you can’t usefully plan in your head; there’s complexity there, but of the kind that opens up more options.

It manages to be fun without those things, but ARPGs seem to overwhelmingly rely on them in order to be engaging at all.

Why is that?

Why does gory-stardew need all those external obfuscations, when the normal kind doesn’t?

How could you make a gory-stardew that’s comfortable in its own skin?


I have absolutely no wish to dumb them down.

As I said, if you just took away all those mechanics, you’d be left with a boring empty game.

What I said was that it would be nice if you could make the combat feel more like hunting than gathering, so you wouldn’t have to make up for it with a:) number-go-up and b:) np-hard - then you could then go for much more enriching forms of complexity.

For instance, making mobs fight a lot more tactically as their level increases instead of just stacking on the HP and damage - and instead of your perks just driving stat inflation, they unlocked new tactical options on your part, giving you a series of new stops to pull out as the battles got more fraught.


I dunno if it even needs to be difficult; even a bit tactical would change the nature of the thing. As it is the mobs in these things tend to be mindless converging waves; what if they set up set pieces, ran for help, dived for cover, used supporting fire etc etc?

Also perhaps overambitious, but what if the difference between low and high level enemies wasn’t their HP or damage, but how tricky and organised they were? What if leveling up didn’t make number get big, but instead gave you more options in a fight?


Ah, perhaps a slight miscommunication.

though I do enjoy traditional roguelikes, I’m not looking at the stakes or the intensity, but rather the kind of itch that’s being scratched in diabolikes, and it feels a lot more completionist/procedural in nature than it does adversarial.

Both are good, but dressing one up as the other can lead to an underlying sense of disappointment.


I love diablo-likes, but they’re also really annoying.
I've been playing the things since Diablo I; I love the concept and the gameplay loop, but the game-design issues they run up against, and the mechanics that get implemented to address them... irritate the crap out of me over time, and I want to talk about that. I think the paradox at the core of it all is that the gameplay loop is basically Stardew Valley in Doom clothing. It's not a hunting game, it's a gathering game. Walk through this area, and harvest all the objects. Explore every part of the map, rip up all the weeds, look for hidden goodies under every fallen log. The satisfaction you feel ripping through a wave of mobs isn't the satisfaction from triumphantly pounding your enemy's skull into a pile of bloody ashes and limping away, it's the satisfaction you get from ripping off a really big crackly sheet of tree bark in one go. You could probably reskin the whole thing into an apartment-cleaning game and it would still work. And that would be fine in and of itself, but it probably wouldn't sell many copies - so they dress it up as Epic Monster Combat, and that's where the problems begin - layers and layers of obfuscation to hide the seams. In order not to feel tedious and grindy, there needs to be a sense of progression; your standard power-fantasy stuff, where the challenges increase, you improve to meet them, rinse and repeat. In practice this equates to a varying number of clicks-per-mob. You start out needing three clicks to defeat a mob, over time you get better gear and go down to two clicks, level up and drop to one click, and woah I'm so powerful. But oh no! A new area with bigger scarier mobs! They take three clicks, even with my new powers! But of course you'd see through that straight away, so they put numbers on everything. You see bigger and bigger damage numbers as you level up, so it keeps feeling more impressive. For a while, at least. But that only lasts so long before you start to feel played for a chump, so slap on more and more layers to hide the lines, and make little mini-metagames around navigating them. Trouble is, those minigames really aren't very fun. Scattering a dozen different stats and resistances across half a dozen gear slots is just a box-packing game. You want to get the best possible numbers for each attribute, but they're clustered randomly across all the different items, so you need to evaluate a butt-ton of different combinations in order to get the best coverage. I'm guessing that's going to have some kind of shitty NP-hard algorithmic complexity, so you're basically doing the travelling salesman problem in your head. Wheee. (ok but seriously this has to map to a named problem that someone's analyzed already... any ideas?) And hey look, there's the insanely complicated perk tree of PoE, or the similarly confusing devotions from Grim Dawn. Again it looks like they're confusing complexity with richness, and making optimization too confusing to do without third-party tools or even less fun, following a published build. (for god's sake, if we're going down that route, let us plug the final build in at the start, then auto-level towards it) Item sets! Because there's nothing like grinding for weeks until your corneas dry out, filling up endless stash tabs with partial sets that you'll level out of before you ever complete; it's so much fun. Crafting recipes, same deal, and even worse, meta builds that rely on unique items that are impossible to reliably SSF, so you spend your whole game grinding for trade. And on and on, there's so many symptomatic patches to delay the eventual ennui, but no fixes to the fundamental design issue that causes it. You can't just take them away and replace them with nothing, or you'd be bored in minutes. But building up to completely jaded after a couple of weeks once you start playing the engine rather than the game is also pretty crappy. How do you make the fighting feel like fighting instead of watering cauliflowers, or else how do you make crop-harvesting feel badass? How do you create a sense of progression beyond mere stat inflation? How do you do a rich slew of possibilities without creating spaghetti hell that ends up only having six basic metas at the end of it? How for the love of god do you make combat feel intense without blanketing the entire screen in particle effects? Could someone design a system where every build can be effective if you adapt your playstyle to suit? I dunno, It just feels like the genre is still only half-invented, and waiting around for someone to do it properly. Thoughts?
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that game is a steal at full price, let alone a discount.



At this point I don’t know if this is about mostly-ok games or games about the Hamas raid, and I don’t want to wreck the ambiguity.



Roleplaying evil characters
So, I almost never play evil characters in most CRPGs - despite the potential fun to be had - and recently I've been thinking about why. I mean, lawful good is the most boring alignment, evil NPCs can be an absolute hoot (exhibit A: Astarion), stealth murdering villagers for lulz can be entertaining, so why am I always such a freaking goody-two-shoes when it comes to actual plot decisions? I think a lot of it comes down to lame and crudely-drawn motivations for the evil option in each case. Your options in most games always seem to boil down to callous, greedy or spiteful: haha no / fuck you pay me / I just blinded your child lol. And those just aren't satisfying. Especially when you're starting out and forming your character's persona and network, you're pretty much powerless, dumped in a situation where you're casting around for allies and can't afford to burn your bridges. Running around just randomly being mean to folk like some poster child for Troubled Youth and the need to be Tough On Crime is just... stupid. There's some crude sadism there, and there's some crude avarice, it gets you minor short term benefits but no long-term ones, it gets you hated but not feared, without any real sense of control. Everyone dies or gets led off in chains with big sad eyes, and there's always the strong implication that you failed. It just feels like a heavy-handed morality lesson where all the bad people are thugs, arseholes and/or developmentally challenged. Apart from being not much fun to play, it's kind of erasing the harm presented by smarter, more insidious kinds of evil. Being a good guy gets you willing allies, is about personal validation, and feels like success. It gets you the generosity of the people you help, but that's a bonus on top the fundamental win of making the world a shinier better place. By the same token, being an evil bastard should get you unwilling allies, it should be about power, and *it should feel like winning*. It gets you benefits you did not earn, but that should be a bonus on top of the fundamental win of tightening the screws on people. That's the actual payoff, but it seems to be the one they always miss. I think evil playthroughs could be a lot more fun if you had better ways to be evil: blackmail, extortion, *sneaky* betrayal and brutal revenge. Not ODD, in other words, but NPD. Control, leverage, perfidy. Locking your victims down so they have no choice but to help you, or deceiving them into working against their own interests. Either keep a tight rein on your PR - or let them hate, so long as they also fear. And another BG3 example: I think the nature of the shadow curse was a misstep, what with the all the grotesque madness and putrid corruption that surrounded it. I think it would have been far more effective as psychological horror, *morally* corrupt but reeking of purity, so shadowheart would have had believable reasons for wanting to join the gothstapo, and the player could plausibly be sold on it despite everything. But instead the lesson seemed to be that evil is yucky and broken and ew don't get it on you, and that just feels like a missed opportunity to me. What say you? Am I an outlier in this? Do the typical offerings feel satisfying to you? Are there games that do relatable, enjoyable evil especially well?
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I’ve been playing Mass Effect: Andromeda, which I got on sale recently, and man does it ever suck.

All the charm and fun and engagement has been surgically removed from the series. Your squad is dull and bland, the choices-matter don’t, the mechanics are tedious, looting and crafting are even hollower than normal and the fake Australian accents on the Boring Fish People are pissing me right off. It’s the worst factory-farmed content I’ve encountered in ages. Oh and getting voice lines every 30 seconds to update you on the temperature, that’s just brilliant I wish every game had that.


How would you like stats and levelling to work in the next Elder Scrolls game?
So, levelling in TES has had some... interesting... design choices over the years, from the weird counterintuitive attribute-maxing minigame of major and minor skills in Morrowind and Oblivion, to the much simpler but arguably less-interesting system in Skyrim. And then there's the contentious issue of level scaling getting its oar in, too. What would you personally like to see implemented? Where does modern game design stand on the issue? Is skill-based levelling still a sensible idea, or should we be looking in a different direction? (Generic XP? Something else?)
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