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I remember reading a pre-release article about Far Cry 2 in a game magazine, where were all hyped about the many different ways a player could take out an enemy camp, e.g. go in guns blazing, or set a fire that would spread to the camp, or startle wild animals which then would stampede through the camp.

So, that’s the thing, that’s interesting emergent gameplay.

Compare that to Just Cause (2006) or Just Cause 2 (2010). It has neat traversal mechanics (paragliding, and in the second one the grappling hook), but it has neither the emergent gameplay of Far Cry or the carefully crafted level design of a less open game.

Or compare Far Cry to Red Faction: Guerrilla. That has cool destructible buildings, but otherwise it just falls within the triangle. In my opinion they didn’t do enough with the building destruction (compare it to how destruction is used in a tactical way in the multiplayer game Rainbow Six Siege, or how its used as the basis for a puzzle game in the indie game Teardown), but the real ugliness of the game design rears its head in the driving missions. I remember being able to flick my mouse back and fourth and see vehicles appear in a space in the split second it was off screen. That wouldn’t be so bad if it wasn’t for the fact that these were timed missions, and a vehicle could literally spawn directly in front of you, or directly to your side off camera and plow right into you.

But beyond being really annoying and goofy looking, I have to ask if that sort of system even fit the concept they were going for. The GTA games were satire games, if the spawning system and the wild car chases were a little bit goofy that was part of the joke. And while Red Faction was not the most brutally serious game I’ve ever played, it was one of the most political, especially for the era that it came out. In the first Red Faction you are part of an armed labor uprising very reminiscent of the Battle of Blair Mountain (the workers are miners). In Guerilla you basically fight in a SciFi version of a middle eastern war, on the side of the middle east. So where is this goofiness coming from?

Sorry, that was a bit of a tangent, but I think game design and narrative/themes are intertwined, and IMO this is another instance of taking the open world formula and leaving elements behind while not doing anything to replace them or transform the things you took to make it work in the new context.

When you say “dumbed-down”, I understand you mean that the difficulty was too low, is that correct?

Not really, no. Certainly a lot of people complained about games getting easier and easier, but in regards to Bioshock in particular I mean that its level design and gameplay mechanics were literally more mindless for the player to interact with, conceptually simpler, and less intellectually interesting, than its predecessor System Shock 2. This doesn’t really have anything to do with how mechanically difficult it is to execute an action in either game (although SS2 was more difficult, in a bad way, it was enormously more clunky than Bioshock).

Its kinda hard to explain what I mean by this without writing a giant essay on the game’s designs and the philosophy of the immersive Sim design ethos. The most succinct way I could describe it would be to say that an immersive sim tries to merge an action game and an open ended puzzle game (as in a puzzle game where the player can come up with their own solution) into a seamless whole. Another way to describe is as a game that tries to maximize the potential for emergent gameplay while still having finely crafted encounter design (something that in most games is antithetical to one another). Another way to describe it would be a game that has those sorts of finely designed encounters, but with systems that are intentionally made to be exploitable in a way that many games do on accident. Or in other words the encounters are intentionally made to be cheesed and broken, and and the act of figuring out how to do this was made to be fun, and because of that the games were still usually fun even of you broke them in a way the developers didn’t anticipate.

So, to put it simply Bioshock just did these things much less than its predecessor (the places where it still did was the enemy ecosystem, and to some degree the way you had to plan to take down a Big Daddy). Unless I can dig up some really old YouTube videos you’ll have to take my word for it that there was a sentiment among certain circles, at least in the early 2010s, that was lamenting the death of games like System Shock 2, Thief, Arx Fatalis, and Deus Ex, and Bioshock was held up as an example of that.

At the same time there was a less niche complaint about the death of what we would call “boomer shooters” today. Specifically how they had keys, secrets, and nonlinear levels. The sentiment was that without these elements the player was much less likely to explore of their own volition (not just because its the opposite direction of a waypoint) and think about the level design. Speaking of waypoints I remember the first group of people really complaining that the arrow in Bioshock is even more egregious than waypoints, though IMO the way it encourages you to unthinkingly follow it is actually quite thematic.

Forgive me for saying that, but it’s quite harsh to call a whole decade of games uncreative if you haven’t played a lot of the greatest and most creative games of that time.

I have actually played Portal. I had a section where I mentioned that Valve games were an exception to this sentiment, then I deleted it and forgot when I wrote the last part of my previous comment.

But anyway, I’ll admit that I was really thinking more about the time period from 2005 to 2015.


So, when I mention the Assassin’s Creed / Far Cry / GTA triangle I really mean to say the poor imitators of those games. They did do some very innovative things when they first came out, but just like modern military shooters took regenerating health and the two weapon limit from Halo while leaving behind all the other gameplay mechanics that made that work, so too did many games adopt the open world and the general way you interact with it, while removing anything interesting. By “the way you interact with it” I’m referring specifically to the map unlocking, the collectables, the village / territory faction control, and the “heat” system that spawns enemies depending on how much attention you are generating.

IMO those sorts of games were very much the other side of the coin from CoD-likes, and the problem was that while the extremely linear levels of CoD-likes were too restrictive, these open world games had no structure at all. In games like Blood, Quake, or what have you, encounters are designed to flow in a certain way, with each one having its own flavor and favoring certain approaches over others. In some games you can even think of enemy encounters as a puzzle you need to solve. Level design and enemy placement of course form the two halves of encounter design. In good games this sort of thing extends to the structure of the game as a whole, with the ebs and flows in the action, and different gameplay happening in different sections so the formula keeps getting changed up. But in games where the level design is an open world that let’s you approach from any angle, and where enemy placement is determined on the fly by a mindless algorithm, there is no encounter design. At the same time the way enemy spawning works is actually too orchestrated to have interesting emergent gameplay. For example, if an algorithm made an enemy patrol spawn an hour ago, and the player can see it from across the map, they can come up with their own plan on how to deal with this unique situation. If the player gets one bar of heat and the algorithm makes an enemy spawn around a corner they can’t anticipate that at all, its just mindless. This has implications for the gameplay itself (no enemy can be very tough or require very much thinking or planning if you’re just going to spawn them around a corner) but also, as previously stated, the entire structure of the game.

As for the other games you mention, I want to bring up Bioshock in particular. Its true, that game is a master class in presentation and aesthetics, and a game I would highly recommend, but its actually one of the games that I remember people complaining about when they said gaming was better in the 90s. Specifically the way Bioshock is very dumbed down compared to its predecessor System Shock, both from a general game and level design standpoint, but also because of the inclusion of vita chambers and the compass pointer that leads you around by the nose. (One place I will give Bioshock points though is that it has way more of an ecosystem than most imm-sims with the way enemies interact with each other; it even beats out imm-sim darling Prey 2017 in this regard).

This is admittedly a way more niche complaint than people complaining about QTEs or games being piss/brown, but it was definitely a smaller part of the much larger “games are getting dumbed down” discourse.

I could talk about Crysis and Spore too, but this comment is already really long. I haven’t played the rest of the games you list, so I can’t offer an opinion on them, though I have heard that KOTOR was very good.


You’re right, as is so often the case when people talk about a decade I’m thinking more of its latter half and the beginning half of the next one.

But in my defense I did say “the mid to late 2000s”.

I have a few more thoughts, but I’ll have to make another reply in a bit.


20 years ago people were complaining about the same lack of creativity in the AAA scene, saying that gaming was better in the 90s. In fact I remember it was a common talking point that AAA gaming had gotten so bad that there would surely be another crash like the one in '83.

Here’s how I see it:
From a gameplay standpoint: My perception of the mid to late 2000s is that every AAA game was either a modern military shooter, a ‘superhero’ game (think prototype or infamous), or fell somewhere in the assassin’s creed, far cry, GTA triangle. Gameplay was also getting more and more trivial and braindead, with more and more QTE cuts scenes. The perception among both game devs and journalists was that this was a good direction for the industry to go, as it was getting away from the ‘coin sucking difficulty’ mentality of arcade games and moving towards games as art (i.e. cinematic experiences). There were of course a few games like Mirrors Edge, and games released by Valve, but they were definitely the exception rather than the rule (and Valve eventually stopped making games). Then Dark Souls came out and blew all their minds that a game could both have non-braindead gameplay and be artful at the same time.

Now I would say we’ve actually seen a partial reversal of this trend. Triple A games are still not likely to be pioneers when it comes to gameplay, we’ve actually seen a few mainstream franchises do things like using Souls-like combat or immersive-sim elements, which IMO would have been unthinkable 15 years ago.

From an aesthetic standpoint: My perception of the mid to late 2000s is that everything was brown with a yellow piss filter over it. If you were lucky it could be grey and desaturated instead. This was because Band of Brothers existed, and because it was the easiest way to make lighting look good with the way it worked at the time. As an aside, Dark Souls, a game where you crawl around in a sewer filled with poop and everyone is a zombie that’s also slowly dying of depression because the world is going to end soon and they’ve lost all hope, had more color than the average 2000s game where you’re some sort of hero or badass secret agent.

Things are absolutely better in the aesthetic department now. Triple A studios remembered what colors looked like.

From a conceptual / narrative standpoint: I don’t think AAA games were very creative in this department in the 2000s and I don’t think they’re very creative now. They mostly just competed to see who could fellate the player the hardest to make them feel like a badass. If you were lucky the player character was also self destructive and depressed in addition to being a badass.

Then and now your best bet for a creative premise in a high budget game is to look to Japanese developers.

From a consumer friendliness / monetization standpoint: In the 2000s people were already complaining about day one DLC, battlepasses and having to pay multiple times just to get a completed game.

Now its worse than its ever been IMO. Not only do AAA games come out completely broken and unfinished, really aggressive monetization strategies are completely normalized. Also companies are pretty reluctant to make singleplayer games now, since its easier to farm infinite gacha rolls from a multiplayer game (although this was kinda already the case in the 2000s).

Overall I think we’re now in a golden age for indie games, and things like Clair Obscura and Baldur’s Gate 3 give me a lot of hope for AA games.


I thought The Outer Worlds was violently mediocre, and yeah, its really long uninteresting fetch quest, but:

  • Parvati says she’s not interested in physical affection, but I don’t recall her ever saying she was aromantic. The closest thing I remember is that she feels like she’s better at dealing with machines than people, which definitely doesn’t mean the same thing.

  • I also don’t recall her ever saying anything sexual about Junlei?

  • how old does this woman look to you that you think she could have a 28 year old daughter?


An FoV slider tag might be a good addition to the camera comfort section; I’ve heard many people say that narrow FoVs can make them motion sick.


In Fallout 3 you can kill the entire BoS faction (minus the essential NPCs, that go unconscious), wait a day, and they’ll be your best pal again.

In Starfield there is the exact same morality system, with lawmen who will attack you if you are evil and some random faction that will attack you because “we hate goody two shoes”, but you are shoehorned into being Jesus at the end of the game with the same issue of the ‘good’ faction having to mandatorily become non hostile to make the final quest work.

The way people feel about Starfield is the way I feel about every Bethesda game since Morrowind.


The monsters in REPO are worse somehow.

Not sure if its because its relatively easier to stun/kill/hide from them or if its because their mechanics are lacking in some way compared to lethal company’s, but I feel as if they don’t have the same sauce.


Sure, you should be able to pause and/or quit out and resume the game where you were.

I just think its a little bit dumb that games like Undertale get praised for having a save system that’s not actually a save system, or how Oneshot gets praised for letting the player permanently screw themselves over (you get one shot, no reloading), but the fact that you have to make it to the next bonfire in Dark Souls to make progress is treated as meaningless bullshit that only serves to make the game harder with no thematic significance at all.


Because restrictions on what you can and can’t do is what makes a game a game. Should every game have noclip on by default in case someone doesn’t want to engage with the level at all? After all, players that want to can simply restrict themselves to only moving inside the playable space.

I have no problem with being able to open up a console to type god and noclip, or installing mods to change how the game works, but it should be clear that you’re stepping outside the experience that the developer created. And it shouldn’t be an expectation that every game has the same experience.




I think they’re both better and worse.

In the latter half of the 2000s and early 2010s AAA games were becoming increasingly hollowed out husks, with dumbed down paint-by-numbers gameplay and tons of QTEs. And its not like their narratives or art direction were any good either (it being the blurry brown piss filter era). In the same time period we saw the rise of predatory practices like day one DLCs and preorder bonuses.

In more recent times I think we’ve actually seen a reversal of the gameplay hollowing out trend, and an improvement in art direction. However with the rise of lootboxes, trading, and gatcha, monetization schemes are more predatory than they’ve ever been (though these are mostly concentrated in multiplayer games). Its also really common now for games to release in an completely broken and unplayable state.


Honestly “it’s this game but with that.” could be a pretty good way to innovate unless you’re totally phoning it in IMO.

Metroid was created when people at Nintendo wanted to combine the skill-based platforming of Super Mario Bros with the exploration of a Zelda game. That ended up being one of the two founding games in the Metroidvania genre.

System Shock was created by people who wanted to make a game with the same “emergent gameplay systems as a puzzle/playground” aspect of dungeon crawling RPGs like Ultima, but in a SciFi rather than fantasy setting. What we ended up with was something that combined fast paced shooter gameplay and a tight narrative presentation on the one hand, with letting the player make their own solutions to levels by manipulating open-ended gameplay systems on the other. This is very similar to the situation with metroid IMO, in how it tried to combine two very differnt styles of gameplay. Today we have an entire genre of games inspired by System Shock called immersive sims (though its more of a design ethos than a genre IMO).

The famous level design and exploration of Dark Souls was inspired by the 3D Zelda games, and while I don’t have a source for this its hard for me to believe that the lock-on mechanics and basic idea for the movement weren’t at least a little inspired by Zelda too. Or, in other words, Dark Souls is basically a 3D Zelda game but with the tone and difficulty of their earlier King’s Field series.

Now, I don’t mean to imply that combing two good things is a guaranteed way to get something good. Or even that, if you do hit upon a good combination, that that’s the only thing you need to put into your work. The games I’ve just talked about are all absolute classics and obviously a lot went into that. For example, the genesis of the iconic multiplayer aspect of Fromsoft’s games came about during the development of Demon’s Souls, when Miyazaki was trying to drive up hill in a bad snow storm. There was a line of cars, and when one began to spin it’s tires then ones behind it would intentionly push on it to help it up. This all happened without the drivers being able to talk to each other, and, seeing this, Miyazaki wondered what became of the last car in the line, but knew he would never get an answer since he would never see these people again. It was this experience that inspired the creation of phantoms.

However, what I am trying to say is that taking something you like and understanding what makes it tick, then making it work in a new context, can end up creating something that then seems wildly innovative in that context.

As an aside, both Zelda and King’s Field were inspired by a dungeon crawling game called “Wizardry: Proving Grounds of the Mad Overlord”. Both Wizardry and Ultima were derived from earlier games that were basically “Dungeons and Dragons, but on a computer”. Some of them were even named “DND” on the early computer systems they ran on.

DnD itself was created when people wanted to do wargames with a greater emphasis on unconventional warfare (such as spying, diplomacy/intrigue, propaganda, etc) that by necessity required roleplay. After one of these kinds of games was set in a half Conan the Barbarian half Gothic horror medieval fantasy setting with a spooky underground labyrinth beneath a town we got the trope of dungeon delving and returning with treasure to a (relatively) safe town just outside the dungeon entrance.


It’s not a secret, Nvidia publishes white papers about what their technologies are and how they work:

https://research.nvidia.com/labs/rtr/neural_appearance_models/

It seems like everyone in this thread thinks it’s like that AI generated Minecraft demo. Though I can’t blame them too much since the article is complete shit as well.


Are you misreading “preparing” as literally any writing

“Prepare derivative works” means not just any writing, but literally anything creative. If you paint a picture of a character from a book, using specific details described in that book such as their appearance and name, you are creating a derivative work.

https://law.stackexchange.com/questions/78442/what-is-considered-a-derivative-work

Even that Wikipedia article goes into fair use.

Fair use carves out an exception for parody, criticism, discussion, and education. “Entertainment” or “because I like the series and these characters” are not one of those reasons. Fan fiction might qualify as parody though.

What effect on the market can there be for a fan remaster of a 20 year old game that isn’t for sale anymore? Hard to argue that doesn’t fall under fair use.

This is not how “the effect of the use upon the potential market for or the value of the copyrighted work” part of fair use works.

A company can create a work, sit on it for literally 100 years doing nothing with it and making not a single cent from it, then sue you for making a nonprofit fan work of it. Steamboat Willie is 95 years old and until just this year you could have been sued for drawing him. Note that, in the eyes of the law, Steamboat Willie is effectively a different character than Mickey Mouse.

Again, I cannot stress enough how it doesn’t matter at all whether you are personally profiting from something or whether you are affecting a market. The word “potential” in that quote above is doing a lot of work:

A father in the UK wanted to put spiderman on the grave stone of his 4 year old son who loved the character. Disney said “no”. Disney does not make tombstones. You are not eating into their profits by putting spiderman on a tombstone. And yet in the eyes of the law Disney has every right to stop you since they might decide to start up a tombstone business next week.

Nothing I have written here is legal advice.

EDIT: I am not a fan of any of this. I think you should be able to write nonprofit fanfiction without worrying that some corporation might sue you. I am on your side on this. But this is the reality we live in.


People are allowed to write fanfic and make fan movies and whatnot. The line isn’t crossed until money changes hands.

This is completely wrong. A company is fully within their rights to issue you a cease and desist for fan works. Some companies, like Disney and Nintendo, do this all the time (though sometimes people are able to fly under the radar).

If you see a free fan game or fan work of anything it’s completely at the mercy of the company that owns the IP. If it’s not taken down it’s either because the company is cool with it, not aware of it, or can’t be bothered to deal with it.

EDIT: https://en.wikipedia.org/wiki/Legal_issues_with_fan_fiction

People really have no idea how overbearing IP laws are. Technically even recordings of people playing video games (let’s plays and the like) could be infringing. This hasn’t been extensively argued in court because most game companies don’t want to deal with the PR backlash that forbidding let’s plays would cause (in addition to the free advertising they get). Though, once upon a time that didn’t stop Nintendo from using YouTube’s copyright system to claim videos of their games.

https://www.ign.com/articles/2013/05/16/nintendo-enforces-copyright-on-youtube-lets-plays

https://www.slaw.ca/2024/02/07/lets-plays-a-copyright-conundrum/



I’m going to sound a little pissy here but I think most of what’s happening is that console hardware was so limited for such a long time that PC gamers got used to being able to max out their settings and still get 300 FPS.

Now that consoles have caught up and cranking the settings actually lowers your FPS like it used to people are shitting themselves.

If you don’t believe me then look at these benchmarks from 2013:

https://pcper.com/2013/02/nvidia-geforce-gtx-titan-performance-review-and-frame-rating-update/3/

https://www.pugetsystems.com/labs/articles/review-nvidia-geforce-gtx-titan-6gb-185/

Look at how spikey the frame time graph was for Battlefield 3. Look at how, even with triple SLI Titans, you couldn’t hit a consistent 60 FPS in maxed Hitman Absolution.

And yeah, I know high end graphics cards are even more expensive now than the Titan was in 2013 (due to the ongoing parade of BS that’s been keeping GPU prices high), but the systems in those reviews are close to the highest end hardware you could get back then. Even if you were a billionaire you weren’t going to be running Hitman much faster (you could put one more Titan in SLI, which had massively diminishing returns, and you could overclock everything maybe).

If you want to prioritize high and consistent framerate over visual fidelity / the latest rendering tech / giant map sizes then that’s fine, but don’t act like everything was great until a bunch of idiots got together and built UE5.

EDIT: the shader compilation stuff is an exception. Games should not be compiling shaders during gameplay. But that problem isn’t limited to UE5.


Redfall being a prime example. We kept hearing how Microsoft was happy to leave those studios to it, to give them the time and resources they needed and they still released dog shit.

Yeah, the studio that developed Prey (a dumbass name that zenimax forced them to use) went on to develop Redfall after Microsoft bought them.

Clearly they were a bunch of idiots before the acquisition who had no idea what they were doing, and the only problem afterward was that Microsoft didn’t boss them around enough.


From watching the opening I didn’t like the writing of the dialogue.