I mod a worryingly growing list of communities. Ask away if you have any questions or issues with any of the communities.

I also run the hobby and nerd interest website scratch-that.org.

  • 75 Posts
  • 228 Comments
Joined 2Y ago
cake
Cake day: Jun 15, 2023

help-circle
rss

TLDR Bloated staff sizes and poor workflow management means salary costs skyrocket while a lot of people on staff are left waiting for things to do. The article keeps saying the costs aren’t just about better graphical fidelity, but I think this issue is somewhat related because a big chunk of staff are going to be artists of some variety, and the reason there are so many is to pump up the fidelity.

Not that it much matters to me personally. I’ve said before that games have long ago hit diminishing returns when it comes to technical presentation and fidelity. I’d rather have a solid game with a vision, and preferably a good visual style rather than overproduced megastudio visuals. Those kinds of games are still coming out from solo developers and small studios, so it doesn’t affect me one bit if big studios want to pour half a billion into every new assemblyline FPS they make.



In the stealth section there are static guards and patrolling guards. At the bottom of every turn the players pull from a deck of cards which says which of the patrolling guards will move and also a special event- this can be the meter towards the alarm ticking down, some of the guards reversing direction of their patrol, or reinforcements prestaging just off board.

During stealth if a dead guard or a player character is spotted by a specific guard, it will shout alerting other guards inside a certain radius and act according to the combat logic. At this point the stealth section will likely shortly end because of all the negative stealth modifiers.

In the combat section, enemies will move towards and fire at whatever spotted player character is nearest. The combat is very simple, which is balanced by it being very difficult for the players to survive, which means you want to delay combat as long as possible.


Mechanically I don’t think anything changes with the number of players, since you always have 4 player characters no matter how many players.

I personally don’t think it would be as fun solo. You would have more control and precision which might appeal to certain people, but for me the chaos of having other people doing things and having to negotiate a plan where everyone is constantly inputting was part of the fun.


The box comes with 9 different missions, and there are expansions with more missions and player characters. I’ve only played just this once so far though.


The tiles are double sided and I don’t believe we even used all the provided ones for this scenario.


Took me about 7 hours but I was poking around and going back for screenshots. It should probably take about 6 normally.


A friend brought by a copy of Rogue Regiment, a game for up to four players to play in as members of the SAS during WW2. Scenarios start with the players sneaking across a map populated by NPC German soldiers and vehicles to achieve objectives. The players must remain sneaky to prolong the stealth section of the game for as long as possible. Firearms going off, explosions, the sight of dead guards or SAS to the Germans will put them on alert to varying degrees. Once the overall German alertness level is fully tripped, reinforcements will come streaming in to gun down the players. I took the role of Jock, a commando with a pair of grenades and a grappling hook. The grenades were useful as only explosive weapons were capable of harming the highly dangerous armored German halftrack. The climbing hook allowed me to scale specific points on the map that were otherwise inaccessible. I ended up flipping my loadout card over before the game started to trade out my 1911 handgun for a rifle which was a straight upgrade while losing my lucky rabbit's foot that would have allowed a reroll once in the game. ![](https://lemmy.world/pictrs/image/093ea54f-7c6f-4b04-b559-6cd1301e9c04.jpeg) The other players had different commandos with various special equipment. There was a sniper with a climbing hook and ghille suit, a sten gun equipped medic, and a sten gun welding commando with a reusable bear trap to silently take out patrolling guards. ![](https://lemmy.world/pictrs/image/c0a2fb6c-5036-460a-9eb6-535560b2436b.jpeg) ![](https://lemmy.world/pictrs/image/1904fd97-d8eb-4ae8-beac-0a943e06d9c6.jpeg) The scenario was set up on a long map with a German controlled compound in the top left. ![](https://lemmy.world/pictrs/image/992efb49-638b-473c-a920-62eb913fa5bf.jpeg) In the top corner of the compound was a ladder leading to a basement holding French resistance prisoners. ![](https://lemmy.world/pictrs/image/cb8c8b98-0937-4646-a8d8-ac32381c2800.jpeg) The goal of the mission was to free the prisoners and extract them off the bottom of the map without taking more than two casualties between the prisoners and SAS. As a team we started off in the bottom right of the board and carefully worked our way around guards, silently knifing and bear trapping them as we went. ![](https://lemmy.world/pictrs/image/fae59214-9c2c-4039-8b4e-5f01849d26e1.jpeg) We approached the compound on the left side, being mindful of the halftrack which had both heavy armor and a front and rear facing machinegun. ![](https://lemmy.world/pictrs/image/9ffd88c5-9e9c-4322-b239-97e838851307.jpeg) We split into two groups, my commando and the sniper used our climbing hooks to enter the near side of the building while the other two players went around the back to go access the basement. The game had given us a special random ability in the form of a cigarette which we could put on any German guard causing them to take a smoke break and not watch their sector for a turn. Using that, the two other players killed the guard at the far end of the building and one of them snaked around into the basement while the other one prepared to fight of guards and a patroling motorcycle during the inevitable firefight that would be coming up. The basement tile is cleverly on the inside of the box of the game. ![](https://lemmy.world/pictrs/image/7678754c-cbff-4b2d-9a41-a3f8ed20bd88.jpeg) Dropping down, the player inside was presented with difficulties but finally managed to free the prisoners while leaving a time delayed explosive charge planted. ![](https://lemmy.world/pictrs/image/57bb5893-e0ef-4acc-a3ff-97fc9a8bf4fb.jpeg) The charge's time delay was not precise and almost went off too late, but ended up going off perfectly to catch two of the alerted German guards, and keep the others confused behind a wall of smoke. ![](https://lemmy.world/pictrs/image/8f171d50-d405-477d-9b0a-d6553a2e2d19.jpeg) Up top the player keeping watch engaged the motorcycle, but failed to kill it. He found himself swarmed as a second motorcycle entered the board. He was killed in a hail of gunfire on all sides. ![](https://lemmy.world/pictrs/image/17d2b377-798b-4b32-a0d3-74ab6ca64e51.jpeg) I had been knifing guards in the topside of the compound and gotten into a good position to throw grenades at the halftrack. Both of my grenades killed it in one turn, but then a squad of German submachinegun troops flooded in. I had no good option but to retreat, unfortunately some bad rolls meant a German sentry that hadn't been taken care of earlier slowed me down in a firefight, where I killed him but was wounded in the process. The reinforcements caught up with me and shot me down while the sniper player expended the last of his limited ammo trying to stop them. ![](https://lemmy.world/pictrs/image/19493c73-11ba-4feb-83b1-c53e7a1c7f21.jpeg) With two players down, that was the end of the game and a mission fail. Overall a fun game. Once you learn the rules, it is mostly snappy, although sometimes measuring for line of sight can slow things down. The combat is very simple with D6 rolls to hit with simple modifiers and no armor or dodge rolls. That said, this game did take us about 4.5 hours, as a lot of the slowdown comes from group discussion planning, and thinking around that battlefield puzzles that get presented. A good game for people already familiar with boardgames or wargames, or people with the patience to sit down and seriously play a multi-hour game. Since it is co-op, if someone does have to leave part way through, another player can take over their character, which is a least an acceptable backup.
fedilink

Why did that scientist say it like that? What was his problem?





I’ve been working my way through Half-Life Opposing Force. It is harder than the base game, but I do enjoy it. It has a lot of ideas like the squad mechanics that would be great to see reworked.


This game always fascinated me as a companion piece to Half-Life. It cemented some things in the HL lore that have just become accepted, while at the same time existing in Schrodinger's canon. I'm considering giving it another playthrough and taking notes. How many people have actually played it? How many people who weren't gaming when it released have actually played? Is there any interest in it?
fedilink


This is a good example. The cartoony graphics work well for Nintendo because it fits their hardware better as well.

For my personal example I can still play Starfox64 easily, but Goldeneye (one of my favorite childhood games) literally gives me a headache to look at. Goldeneye was going for a more realistic look on the engine of the time and aged terribly. Starfox is all big bright cartoon designs.


I can think of many older games in dire need of facelifts, but the thing is they don’t need a facelift into photo-realistic territory. Just enough to bring the vision out from developers reaching just a little further than their old tech could support. I’m thinking of a lot of early 3D games. Many of the older sprite based games still hold up great.

The AAA gaming industry has gone off the rails trying to wow us with graphics and the novelty has long worn off.


A lot of comments in this thread are really talking about visual design rather than graphics, strictly speaking, although the two are related.

Visual design is what gives a game a visual identity. The level of graphical fidelity and realism that’s achievable plays into what the design may be, although it’s not a direct correlation.

I do think there is a trend for higher and high visual fidelity to result in games with more bland visual design. That’s probably because realism comes with artistic restrictions, and development time is going to be sucked away from doing creative art to supporting realism.

My subjective opinion is that for first person games, we long ago hit the point of diminishing returns with something like the Source engine. Sure there was plenty to improve on from there (even games on Source like HL2 have gotten updates so they don’t look like they did back in the day), but the engine was realistic enough. Faces moved like faces and communicated emotion. Objects looked like objects.

Things should have and have improved since then, but really graphical improvements should have been the sideshow to gameplay and good visual design.

I don’t need a game where I can see the individual follicles on a character’s face. I don’t need subsurface light diffusion on skin. I won’t notice any of that in the heat of gameplay, but only in cutscenes. With such high fidelity game developers are more and more forcing me to watch cutscenes or “play” sections that may as well be cutscenes.

I don’t want all that. I want good visual design. I want creatively made worlds in games. I want interesting looking characters. I want gameplay where I can read at a glance what is happening. None of that requires high fidelity.


Visuals are very important in games, but Nintendo pursues clear and readable designs. Their games are easy to look at, and they age more gracefully than games pursuing realism.


As someone who prefers HL1 it was nice to be vindicated somewhat by a YouTube person agreeing.



Not as much as you’d think. I keep my soldiers faceless and unattached until they are fairly leveled up. By the the time they get customized, they tend not to get meatgrindered. Usually.





I bet the creator of this lazy asset flip is thrilled about this publicity.

Edit: for some reason replies think I’m being sarcastic.





I did a written review of it a while ago, and my conclusion was that a lot of the gameplay was serviceable but not particularly standout, which made it feel a bit bland. There were a number of small things that piled up, with one example being that any time you told a companion to special attack you had to sit through a short cutscene. It had great writing and characters, which makes it the first game I’d reccomend in spite of the so so gameplay, because I thought the character and world stuff was so strong.

While I didn’t have expectations, I think the marketing also greatly mislead other people. The game is structured like a classic BioWare RPG, rather than a modern Fallout game. I also found the marketing connection with Fallout New Vegas to be misleading because there was no connection of actual lead development staff with those games, but instead it was with Fallout 1 and 2. If you know that, and are familiar with the writing and design habits you can feel that difference. Some people may have felt it and been confused or disappointed that it didn’t have the New Vegas vibe.




Nothing will ever top the Modern Warfare 2 Infamy trailer.

Imagine it is 2009 and you have no idea what the future of COD looks like, no clue what is going to happen in MW2, and you see this trailer.




I’m incredibly curious if the pulled A-Life 2.0 code is still in the game somewhere. If modders implement it and get it populating in a sufficiently large radius it will really cement this game as a mainstay for a long time.



You probably won’t understand entirely what is happening in the setting, but it’s not like you fully understood what was happening for most of Shadow Of Chernobyl.

You play as a brand new character with no relation to the past games in STALKER 2.

If you can pick up on implications and make informed guesses you can understand the world well enough. STALKER games have always succeeded with atmosphere and vibes rather than tight plot.


to get Stalker 2 into a decent place performance wise across PC and Xbox Series X and S

Consoles, and bugs stemming from optimizing for consoles.



They replaced map specific factions with one type of each team (SAS vs Phoenix terrorists) globally in CS2. Which is pretty lame but probably makes it easier to theme buyable skins.


Skins, especially CT skins have long represented real organizations. The game isn’t coordinated with them.


CS:GO they’ve been the CT team for the Dust maps.


This game has an all time peak of 20 players. I don’t think it is exactly reaching a major audience. Pretty obvious it’s a quick low quality game capitalizing on shock value and politics over anything else.

I wonder if it is the best use of a counter terrorism taskforce to seek out a game at all, and such a small fry game at that. This smells of doing something just to justify somebody’s job rather than actually doing any public good.



Removing the bugs from STALKER? Very inauthentic.


Repostin’. Trying out Arcanum for myself for the first time.





Anime waifu weirdos turn out to be weirdos. More at 11.


This is a Senator firing an opening salvo with a vague threat of government action.

Warner also warned, somewhat ominously, that if Valve does not adopt industry-standard moderation practices—whatever that means—it will “face more intense scrutiny from the federal government for its complicity in allowing hate groups to congregate and engage in activities that undoubtedly puts Americans at risk.”

Nothing has been done with government force, yet. Maybe he will drop it, maybe he won’t, but at the moment I’m responding to a Senator floating the idea of using government power to wade into Steam forums.


I don’t think anything good can come of the government deciding to crack down on Steam moderation in order to “save the children”.

The current situation of Steam having a toxic forum community in places is better than whatever happens with “scrutiny”.

If I may put on a tinfoil hat for a moment, this recent push to get Steam labeled as an extremist den that needs to be dealt with feels like yet another attack originating from competitors.




Those were both side games. Like how Fallout New Vegas isn’t Fallout 4.





One time I got an “in between” job at a local business. The first day I showed up and the place made me sign a 17 page front and back NDA.

I’ve signed actual, legitimate NDAs. They are like 3 pages, max. Some people are just preposterous.



Wikipedia isn’t the end all, but in this case I think it provides a working definition.

Enshittification (alternately, crapification and platform decay) is a pattern in which online products and services decline in quality. Initially, vendors create high-quality offerings to attract users, then they degrade those offerings to better serve business customers, and finally degrade their services to users and business customers to maximize profits for shareholders.


There’s a danger in any game where it might be largely designed and marketed to be one thing, and then has lengthy mandatory sections where it becomes another.

Poorly made stealth sections are a prime example. Game designers want to change things up, but if the game isn’t made to do stealth, it can easily turn into an annoying mess. There are a few (not a ton, but a few) games where the mandatory stealth sections are well liked, but they were made to carefully take advantage of the game’s strengths and knew when to end.


Hold up, “enshitification” is just turning into a buzzword now.

Enshitification has from the beginning described a service or product which is first released one way, and then over time is made worse for the users in ways designed to squeeze more profit out of them.

Without some serious mental gymnastics, forced stealth sections tend to just be bad design choices. Not every bad thing is the same kind of bad thing.










This game at first presented itself with an earnestness familiar to WW2 media. The game began with a sense of veneration of the real men of the airborne in WW2. There was a constant orchestral score in all the menus and briefing screens to set a mood. There were somber titlecards with quotes from real soldiers of the war. The first fighting of the game was in Italy, during the real life Operation Husky. German and Italian soldiers resisted while I fought them in the streets. It was typical WW2 fare. Americans with Thompsons and Garands working their way through streets against Germans ands Italians with K98Ks and sandbags with MG42s set atop them. ![](https://lemmy.world/pictrs/image/5406d015-9101-417a-a10d-35eb9d9f3e68.png) The game played as innumerable WW2 games before it until the end of the first level where I got my taste of the unintentional descent into the surreal this game had in store. The last objective was to storm a German held building, taking out the garrison and in the process killing four specific officers. I fought my way up alongside the NPC airborne troopers, slowly taking out German hardpoints outside the building until the American troops could advance into the building. They cleared rooms and killed Germans while I did the same on my own path. Eventually the shooting completely stopped, but the level hadn’t ended. I checked, and I had only killed two of the four officers. I didn’t immediately know what had happened, but the answer was soon revealed. All the Germans except for the officers were dead, and it was clear that since they were objectives for the level, the NPCs couldn’t kill them. I entered a room to find American paratroopers standing around, with a German officer cowering in the corner. They were all waiting for me. They weren’t going to finish this. Had to be me. Someone else might have gotten it wrong. I went up and quickly finished off the first officer with a Thompson. It was strange being the only audible gunfire, lacking the otherwise seemingly constant sounds of war in the game. I killed the second officer and the level ended. Then the next level briefing began with another simple operational brief. There was no character development or personal plot to add a connective narrative tissue to the treadmill of fighting in different locales. Playing this game is like being inside someone else’s PTSD. There is an uncannniess to the tone and presentation that makes the whole experience dreamlike. ![](https://lemmy.world/pictrs/image/c082f2d6-c179-462c-afaf-743c0b407d6e.png) The missions began more clearly based on real life, but by the level with the drop over Normandy the divergence from reality was becoming more clear as I was sent to assault Germans who were directly defending the beach. I fought them while within sight of American infantry coming ashore. ![](https://lemmy.world/pictrs/image/23ca8392-28ab-4d55-9061-c8cf5fcca736.png) By the time I was fighting in Operation Market Garden, the Germans were showing up in hoards with Panzerfausts and firing them at infantry. All German tanks were Tiger tanks. At one point I fought and destroyed a roving Tiger tank, only for a cutscene to introduce a second Tiger tank as if it were some ominous boss enemy- despite the fact I had just destroyed one. ![](https://lemmy.world/pictrs/image/5badc294-29d8-4e1f-a5a8-d1bd0c99e080.png) Germans later showed up hipfiring MG42s like they’ve come out of Jin-Roh. ![](https://lemmy.world/pictrs/image/ee332eea-1522-4c58-8be9-c180006994e6.png) I fired back with weapons that are being given mandatory upgrades by the game. My trusty BAR with jungle taped magazines, and my scoped and jungle taped STG44 carried through the later levels. ![](https://lemmy.world/pictrs/image/6de1d77a-5208-49a3-890f-d2493d3fa0f8.png) The further the game went, the more coherence seemed to break. I found myself assaulting a flak tower by landing directly atop it, blowing it up piece by piece. Eventually I had to descend into the basement with was full of red light and steam, looking like Freddy Kruger was waiting for me. Instead it was waves of gas mask wearing, MG42 carrying Germans. ![](https://lemmy.world/pictrs/image/f63e4be6-15e1-4bc4-a412-86467bb4cdc3.png) The whole time graphical glitches were causing weapons to flicker in and out of my hands. For some reason moving platforms would flicker to invisibility, forcing me in the later areas of the game to imitate Indiana Jones and the Last Crusade by taking on faith that I could step onto a chasm without falling to my death. At one point in an earlier level, the American planes flying overhead constantly simply stopped in place so I looked up and could hear the droning of their engines, but they were simply paused in flight. Reality was cracking. ![](https://lemmy.world/pictrs/image/1b01c6a1-e7d8-4d80-b886-fdbe8d9f9e18.png) It was as if the WW2 veteran whose head I was inside was slowly slipping away, with his last and most vivid memories colliding into eachother as the inevitable darkness that takes away life from us all snuck up on him, and all he could do was make every last bit of glory replay as a comfort. Overall, I wouldn’t recommend this game.
fedilink