
Synth noodling conceptual artist


I think the telling thing is that these angry gamer dudes are awfully lonely and would kill to have a girlfriend who shared at least some of their interests.
This kind of self-face punching comes from such a low self esteem that they have to reject the idea for fear of rejection in reality.
And then they go looking for every other reason to explain their loneliness epidemic.


Ok, but you understand that even at a reasonably low level “plugins” exist for core functionality.
Libraries within code exist to make certain tasks standardised and easy to implement. Game engines abstract common requirements like level loading, control schemes, camera movement…
The point I’m repeatedly making is that these things already exist, and if a designer chooses to implement them one way or another, then I suspect they have a reason to.
No one sets out to make a half-assed game. Even the jank out there was probably a better idea at one point. But often that comes from hubris, not from a lack of “plugins”.
Again, I used to do this as a job. I was pretty mediocre, but I did get to work with some amazing talent… And I think they’d back me up on this. Creating cm games isn’t about standardisation, it is often about exploration. It is an art form as much as it is a technical process.
However, I highly recommend you give it a go yourself. GODOT is a great engine with a ton of functionality and plug ins as well as tutorials. Spend a week making a very simple game with very simple controls. Do the thing and report back. I promise I’ll play it and I’ll celebrate it with you.


I disagree, rather strongly.
The evolution of gameplay comes from the diversity of design.
This occasionally enables games, of varying quality, to break with orthodoxy and to create new paradigms.
The two stick control method we use for FPS, for example, only happened because someone broke with convention when designing Alien Resurrection for the PS1.
It was absolutely planned at the time, but soon became the standard.
My point is that you don’t know what needs to be improved until the alternatives appear.
So no, inventory should not confirm to a standard. It should be entirely driven by the aspirations of the designer and the needs of the game.
There will be times when games don’t get it right, much like in biological evolution, there are mistakes and dead ends, but the only thing you really want to avoid is a monoculture.


Think you just described a game engine like Godot or Armory.
Ultimately that’s what you are describing there with such a free-form framework. The tools to make anything.
Even at a higher level engines like RPG maker and twine exist within genres.
And that isn’t a mod, so much as a game.
But going back to mods…
And why should that end up with a common look and feel? People have been modding the look and feel of games since the 90s.
Credentials: I made mods and maps in the 90s and commercial games in the 2000s.
I don’t think this is a gaming problem.
It is a discourse problem.
People engage in absolutes. They either love a thing or hate a thing. There’s no nuance.
And it must be made to cater for them, there’s no expectation that it will contain choices they don’t approve of.
And this stance, this modern relationship with the world permeates everything, especially forms of media.
You see it in films and books… Fans and stans and folk trying to take it down. There is no nuance or middle ground.
People don’t accept that, perhaps, something isn’t just “not for them”. That’s why you get grown men complaining about the direction of children’s shows they used to watch.
And this is compounded with social media where polarisation, blunt takes and contradiction are the primary drivers of engagement.
Audience error.


The size of the open world doesn’t matter, especially if a ton of it is empty procedurally generated nothingness.
Likewise, the length of the game doesn’t matter if it is bulked out by empty, meaningless fetch quests and busy work.
It’s like boasting that you are serving gallons of 1% Beer.
Good for these guys.


It’s the first Mario game in a while where I feel that a huge part of what the game offers is completely beyond me.
That’s what the author feels is weird. That they find the game a bit too tricky compared to what they are used to. That and it feels new and strange.
I used to be with it, but then they changed what it was. Now what I’m with isn’t it, and what’s it seems weird and scary to me, and it’ll happen to you, too
Grandpa Simpson
That’s not how money works.
Those people bought it at an agreed value with the information present at the time. Why would they receive a refund?
If that was the case, if you bought something that went on sale next month, does that mean you are entitled to a refund? And if so, what is the cut off date for that?


The side stories were mostly absent and not interesting at all.
Then
I did the story for Far Cry 6 and some of the side stuff in about 12 hours, then uninstalled the game
Come on pal, I don’t disagree, it felt the weakest of the series… But this feels like you wanted to dislike the game before even playing it. Plus, you can’t really criticise something as being absent if you just chose not to engage with it.
You’d use a big ass gun upgraded with special armor piercing bullets, shoot a regular dude right in the head and he would just shrug it off and keep going.
Yeah? I had the opposite problem. Using the first rifle you get with a silencer and some armour piercing rounds you could one shot every enemy with a head shot. Took away a lot of the fun by making me have to ignore that and use different guns that were substantially weaker just for some fun firefights.


Really wanted to like this game. The hype had me.
I played it, waiting for it to get good. It just never did for me. Maybe I’m missing something, but after 10 hours I felt like I’d seen pretty much everything.
As for the anti-cheat, I understand why they’d have that. I’ve played so many games where people cheat and it just kills the fun. Even when it is PvE.
I don’t really understand the mindset of the cheaters though. Do they think we all talk about how great they are after the game is over? Like, Bobfucker326 sure did shoot more stuff than any random player I’ve ever seen, he must have a massive wang and be great at maths and stuff.


I think I want to like it more than I like it.
The loop is just pretty dull. The stakes never really feel that high.
Totally understand why some people dig it though, especially those playing with pals.
And yeah, can you imagine buying a ticket to see a film and being told there’s not enough room in the cinema, so stand outside and just wait. I’m not sure that’s a great experience.
Ah, my bad, no harm done and thank you for explaining that, it really is appreciated.
I find so much online discourse has become performative contrarianism that I’m probably a little over sensitive to it.