Katana314

joined 1 year ago
[–] [email protected] 1 points 1 month ago (1 children)

Something that I think is a good criteria is whether an inclusion negatively affects the experience of someone who’s, let’s say, “normal”.

Ex: A female streamer plays Resident Evil 4, really enjoys the characters for Leon and Ashley. Then, Leon for some reason tries to peek under her skirt in a cutscene. Even if some people find it funny, it makes the streamer feel uncomfortable - both for a character she likes getting violated, and for making it clear “Even if you like fighting zombies, this game was made for horny BOYS. Not for YOU.”

Contrast that with players, in gameplay, spending time at a ladder with a sniper rifle to set up a curious angle. That requires specific player intention, and once it’s clear the player is involving themselves with that stupidity, it’s perhaps more appropriate to quickly lampshade it.

That said, I’m glad the remake had enough creativity it wasn’t invested in remaking tired jokes like that. You could say Lollipop Chainsaw is perhaps more ready to keep those elements given that the intention is clear from its cover art.

[–] [email protected] 9 points 1 month ago (4 children)

I’ll admit: I play games that are sexualized in a cringey way. But I don’t want those themes aggravating people that just want a fun zombie apocalypse, forced to play as a hero that randomly reverts to a horndog at random times.

That said, saying it now I wonder about Snake’s personality in the MGS3 remake, since every bit of that game is classic…

[–] [email protected] 4 points 1 month ago

Marine biologists cringing at the forced joke when the ocean has actual Pistol Shrimp that work very much like you’d expect.

[–] [email protected] 1 points 1 month ago

The true path of faking it till you make it isn’t to gain a significant other, but to become emotionally settled enough that you don’t even need one.

[–] [email protected] 1 points 1 month ago

Never trust your credentials to yourself, you can be bought out by beer, poor decisions, and tripping over the cables connected to your home server you cobbled together.

[–] [email protected] 5 points 1 month ago (1 children)

Even if I don’t want to end violence in fiction (it’s a very effective theme of conflict) I do think there’s too much out there that normalizes the extremism of it, and especially the fetishization of death.

In the one hand, you have fiction where large groups congregate around arenas where prisoners fight to the death, and applaud the bloody carnage. I firmly believe there’s not nearly so many of this kind of spectator as fiction implies.

On the other, there’s fiction where, even amidst a chaotic and violent conflict, the heroes labor to save even singular lives of people lost or separated from the destruction - retaining focus on the preservation of life as the goal, and violence as the unfortunate but necessary method to achieve that.

We’ve also seen this in Marvel vs DC Movie universes - where DC has reveled in mass death and destruction, while Marvel, even if their large-scale spectacle makes it seem unrealistic, emphasizes the narrative point of characters going well out of their way to keep people safe; 90% of Cap’s signature Avengers “Why should I listen to you” plan being around how to keep the aliens away from innocent people.

I’m glad Game of Thrones has had a bit of this analysis too. There’s some very well-planned and tragic deaths in there, but also plenty that just bought into the theme of “anyone can die” without building any useful or engaging narrative theme.

To make the point in an unnamed game: This game showed one interesting person as the main character. After one chapter, it killed them off in a surprise twist. This was well-written and unexpected…but then I realized on my next play I just wasn’t interested in continuing - not out of sadness, but boredom. What they’d gained in shock value, they’d destroyed in stakes.

[–] [email protected] 0 points 1 month ago (1 children)

I want to see that with terms like “Social Justice Warrior” and “Woke” too.

Help them realize what they think of as an insult is…actually kind of a positive thing.

[–] [email protected] 1 points 1 month ago (1 children)

As someone who grew up with the Redwall books I’m a bit sad all instances of anthropomorphic animals are met with that thought, which immediately assumes sexual deviancy.

Like, there’s some anthro visual novels out there that seem really cool, get a more stylistic look to each character by being animals, and yet they’re probably more associated to furries.

[–] [email protected] 0 points 2 months ago (2 children)

A coalition of all first world governments in the world is also incapable of stopping internal wars, so the phrase “weak and ineffective” is sorely exaggerated to me. The USA has been constantly condemned through history for acting as the “World Police”, so they now limit all direct military intervention.

Your comment on the navy is a non sequitor. No one is talking about outsourcing. More importantly, you’re still not suggesting a solution.

[–] [email protected] 0 points 2 months ago (4 children)

What are you talking about? Who gave what propaganda to whom?

[–] [email protected] 0 points 2 months ago (6 children)

What are you talking about? The US hasn’t stopped Russia, and Ukraine still suffers because of them.

War is extremely difficult, especially when trying to minimize damage to innocent people.

[–] [email protected] 0 points 2 months ago (8 children)

Withdrawing support for either country doesn’t do anything good for us. It keeps friends with them, and both are fighting terrorists.

Israel, unlike Ukraine, happens to also be incurring civilian casualties - lots of them. By being the one they work with, we get to set terms of delivering aid and limited attack responses, things China or Russia likely wouldn’t care about. It works, to some small degree - they limited their attack response to Iran based on Biden’s threat.

You can disagree with the policy as being ineffective. But I’d say, first, propose an alternative - one that actually reduces death, not just wiped out hands of it. Second, stop labeling it “support” for the genocide. At worst, it’s a failure to convince other people to stop it.

 

Sales follow the tradition of supply and demand. Products come out at their highest price because of expectations and hype. Then, as interest wanes, the publisher continues to make some sales by reducing price to tempt the less interested parties.

But this isn't the formula for all games. While we might agree that games from 2000 or even 2010 are "showing their age", at this point 5 to 8-year-old games are less and less likely to be seen as 'too old' by comparison to hot releases. Some publishers have picked up on that theme, and doubled down on the commitment to the idea that their games have high longevity and appeal; making the most of their capitalistic venture for better or worse.

I recently was reminded of an indie game I had put on my wishlist several years back, but never ended up buying because it simply had never gone on sale - but looking at it now, not only did it maintain extremely positive user reviews, I also saw that its lowest all-time price was barely a few dollars off of its original price.

In the AAA space, the easiest place to see this happening is with Nintendo. Anyone hoping to buy an old Legend of Zelda game for cheap will often be disappointed - the company is so insistent on its quality, they pretty much never give price reductions. And, with some occasional exceptions, their claims tend to be proven right.

In the indie space, the most prominent example of this practice is Factorio, a popular factory-building game that has continued receiving updates, and has even had its base price increased from its original (complete with a warning announcement, encouraging people to purchase at its lower price while it's still available).

Developers deserve to make a buck, and personally I can't say I've ever seen this practice negatively. Continuing to charge $25 for a good game, years after it came out, speaks to confidence in a product (even if most of us are annoyed at AAA games now costing $70). I sort of came to this realization from doing some accounting to find that I'd likely spent over $100 a year on game "bundles" that usually contain trashy games I'm liable to spend less than a few hours in.

For those without any discussion comments, what games on Steam or elsewhere have you enjoyed that you've never seen get the free advertising of a "40% off sale"?

 

We get a lot of sequels in the gaming world, and a common criticism is when a series isn't really innovating enough. We're given an open world game that takes 40 hours, with DLC stretching it out 20 more, and see a sequel releasing that cut out it's late 30 hours because players were already getting bored.

Meanwhile, there's some other types of games where any addition in the form of "It's just more levels in the series" is perfectly satisfying. Often, this is a hard measure to replicate since these types of series often demand the creators are very inventive and detailed with their content - this likely wouldn't be a matter of rearranging tiles in a level editor to present a very slightly different situation.

What I've often seen is that such games will add incredibly small, insignificant "New Gameplay Features" just so they have something to put on the back of the box, but that tend to be easily forgotten in standard play (yet, the game as a whole still ends up being fun).

The specific series that come to mind for me with "Level-driven games" are:

Hitman - the way the levels are made naturally necessitates some creativity both from the level makers to come up with unique foibles and weaknesses to each target, and from the players to discover both the intended and unintended methods of elimination.
Ace Attorney - While they series has come up with various magical/unusual methods for pointing out contradictions in court, the appeal is still in the mysteries themselves, and it's never needed much beyond the basic gameplay, and the incredibly detailed and well-animated characters to hook people in.
Half-Life - For its time, anyway. While its Episodes certainly made efforts to present new features, quite often the star of Half-Life games isn't really in any core features or gameplay mechanics, but in the inventive designs of its levels, tied in with a penchant for environmental storytelling; making you feel the world was more than an arrangement of blocks and paths. For a long time, the wait for Valve-made episodes was alleviated with modder-made levels hoping to approach the inventive qualities of the original games.
Yakuza - While the series has undergone a major overhaul moving to JRPG combat mode, for 6+ games it satisfied a simple formula: Dramatic stories driven by cutscenes, as well as a huge variety of mini quests, of boundless variety and very low logic. For many of their games, they weren't doing a whole lot to re-contextualize their core gameplay, being fisticuffs combat, and it still worked out well (plus, they're continuing to go that route for games like Kiryu's last game)

To open up discussion, and put the question as simply as I can: Which games do you follow, that you wish could be eternally supported by their devs, by simply continuing to release new "level packs" or their functional equivalent, with no need to revamp gameplay formulas?

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