A hundred percent, but the fact remains that journalists have a very hard time supporting themselves in their profession. A job that is critical (when done well) to an informed public.
It must be depressing knowing you could just take a TypeScript React bootcamp and probably double salary in a year. Like, journos have an important job. It’s just not lucrative, despite its value to people/society.
I agree that the game falls apart without challenge, but the challenge will vary by player, especially those of different abilities. So while I wouldn’t use them (until I get older and slower maybe), I support the addition of optional accessibility options in Souls games. They aren’t a fun little experiment anymore - they’re a proven formula, and I believe it can survive tweaking.
I agree with the person you were replying to, and I am glad that the Souls formula isn’t the norm (I’ve played all of them, and haven’t finished a one)…
But the Soulses get a pass from me personally, because their whole thing is about being present in the moment and overcoming what appear to be unbeatable odds. It’s the closest thing in modern gaming that gave me the feeling of being crushed by, and overcoming, the first Airship level in Mario 3.
That said, I’m not against accessibility option in a Souls game, so long as they’re optional.
I see what you’re saying, and agree with your clarification. Maybe a broad term like red ocean wasn’t the best choice of words.
I was thinking more about how it’s harder for individual (or tiny) contributors to stand out. This is just one metric, but look at steam games tagged as “indie” released over the years. Game developers went from having stand out among dozens of other games, to hundreds.
Like I’m part of a group of solo/tiny game devs outfits, and we’re seeing first-hand how a game is almost dead in the water unless you spend serious time/money on marketing.
E: forgot link
I get what you’re saying, but in cases like this I think it’s important to “signal” (but like unironically) that you aren’t trying to do a little wink and a nod to racists. Yeah it can be tiring, and it’s not an exact science, and we’re going to slip up, but that’s the worthy work of making sure racists don’t feel welcome to be even subtly racist in our spaces.
truly feels like an alien fantasy world not just medieval fantasy earth.
This is what I love about Morrowind. It really gave me a sense of wonder and strangeness, at a whole new world to explore.
The successors are good games, too, but much more familiar. They fit right in with if you’re used to cliche high fantasy / DnD settings.
Yeah I remember working with people who didn’t even feel comfortable using the “ok hand” emoji because of associations with white supremacy (back when the hand sign was in the news again). Obviously white supremacy is a lot worse than that kind of minor chilling effect, but yeah, they just smear a little of their leaky shit everywhere so that people who actually care about their fellow humans have to expend extra energy vetting their own messages for dog whistles and double meanings.
Undeniably there has got to be the allure of known, but Sega also knows the string of fumbling a beloved game series, so I hope they will be careful. Also, there are seasoned developers and designers who grew up playing the original Sega games, so I imagine it would be a real crowd pleaser within the company, too - to get to work on something you can get excited about (hopefully)
I’m with you - a really beautiful vanilla map, that pushes the visplanes, is much more impressive than a limit removing equivalent. I’m not saying that the latter maps lack artistry, but vanilla requires that you look at your map from every angle in almost excruciating detail. The result – to me – just feels that much more intentional/authorial.
OK now I’m definitely sounding pretentious :p
I think you’re on to something. There’s something more “grokkable” about Doom’s 2.5 maps (some more than others, admittedly), both as a player and maker. And I think it shows in the incredible number of Doom maps people have made over the years.
Got back into Slay the Spire on a whim. Nice little turn based card thingy, with beautiful art, and fun synergies.