- Location
- The Hague
- Pronouns
- He/Him
Controversial gaming opinion: video games are good.
Apart from the changes to searchable objects, areas and environments in C2077 had all kinds of clutter that you could collect and which made a bit of a game out of checking out the surfaces of tables and desks and such. Some of that clutter remains (eurodollars, food) but I really liked that there would be various medical items all over the place. Kind of seemed appropriate. More importantly, the rarity distribution on these items was well handled: there were plenty of green MaxDocs, but purple and orange with their better effects were a lot rarer, meaning that not only did you have fewer, finding them was a nice surprise. Same thing with grenades, where ordinary frags were plentiful, but laser grenades or anything with the homing function felt appropriately rare.
It's a bit of a shame that was lost. And on that note, it's a bit of a shame that the variant functionality was taken out. The homing and sticky grenades were fun.
I... think the '-like' nomenclature is used for mechanical similarities because, like, you can absolutely make a soulslike or roguelike with that kind of story and it won't make sense to call it a Yakuza-like...Xenoblade X is a Like a Dragon-like.
It's an RPG from Japan with a main story that has some neat dramatic moments, but really isn't the main attraction, while being densely filled with sidequests with quirky city residents that actually manage to be consistently funny.
Because Hollywood has an overinflated sense of self-importance and have been cultivating the idea that "it's not real until it's a movie" for decades. Consider how even books aren't considered successful until they've got a movie made out of them.Dear colleagues - let me ask you a question.
There is a game that uses "motion capture", official actors play roles, and in general it is "interactive cinema". Why make a film based on a game that is already a "soap movie"?
For the first decades they somehow got along just fine without adaptations. Besides, Warcraft or some Tomb Raider are one thing. But Until Dawn?! It already looks like a bad movie - as if we don't have enough bad movies!Because Hollywood has an overinflated sense of self-importance and have been cultivating the idea that "it's not real until it's a movie" for decades. Consider how even books aren't considered successful until they've got a movie made out of them.
That's because for the first decades they didn't see video games as valid stories period.For the first decades they somehow got along just fine without adaptations. Besides, Warcraft or some Tomb Raider are one thing. But Until Dawn?! It already looks like a bad movie - as if we don't have enough bad movies!
Yes, in the first decades games were largely dismissed as not real art- you're confusing cause and effect. They didn't get movies because even big name games got no respect from broader society, stuff like Warcraft getting a movie at all was a big 'look, people care enough to get The Big Deal' moment.For the first decades they somehow got along just fine without adaptations. Besides, Warcraft or some Tomb Raider are one thing. But Until Dawn?! It already looks like a bad movie - as if we don't have enough bad movies!
Think of it this way.Okay - that's all clear. But Until Dawn is almost a movie anyway - which recently got an updated version anyway. Another one in such a short time is too much.
Is/ought problem. The point is game companies do seek Hollywood's positive opinion/to be seen like Hollywood.Hollywood's positive opinion is probably something that should not, in general, be respected or sought after.
-Morgan.
I haven't played Starfield and it sounds bad to me, but I will say if NMS transitions are "seamless" I don't really understand the value of the term - there are quite clear and visible divisions between ground, flight, and space flight. They're all in the same world, and that's useful (use space to cut between surface POIs fast, land carefully in places that would otherwise be tricky to traverse, even strafe ground threats with your ship). But seamless?So, having finally played No Man's Sky, I can finally confidently say, that I prefer exploration in Starfield. All the touted features, such as "land anywhere" and "seamless transition" don't add anything to the experience. All planets are single biome planets, so you can't even exprience different biomes on one planet and quite frankly, I rather have 5 second loading screen than spend 2-3 minutes flying from point A to point B every time quest marker says. Ability to land anywhere isn't even truly landing, it's just button press and ship handles the landing itself, up to and including landing inside a rock of it happens to be in bad place.
Elite Dangerous mostly solved it via "it's about the fastest and easiest way to make money" but I'm not sure if most people would qualify its exploration as proper exploration.NMS also grappled hard with the usual exploration game problem of "why, though?" and I don't really think they solved it. Not sure anyone else has either without hand-built maps.
I haven't played Starfield and it sounds bad to me, but I will say if NMS transitions are "seamless" I don't really understand the value of the term - there are quite clear and visible divisions between ground, flight, and space flight. They're all in the same world, and that's useful (use space to cut between surface POIs fast, land carefully in places that would otherwise be tricky to traverse, even strafe ground threats with your ship). But seamless?
People have asked for this but I struggle to imagine how this would work. Stellaris operates at a scale where stellar gameplay is very marginal, the moment you start the game you're directly mandated to send out science ships and explore the nearby solar systems. Even planets (which have oscillated in importance but have always been at least moderately significant) aren't given enough granularity to be singularly sustain gameplay.Stellaris needs more smaller scale Origins that are focused on the history of an Empire Pre-FTL rather than some crazy sci-fi thing happening.
Like, yeah, I'm glad the big, mechanics heavy origins are there. It's cool to be able to start as a Clone Army, or having a Gateway in orbit, or whatever. But it deeply annoys me there's no difference between 'our planetary government evolved out of an equivalent to the UN' and 'we united our people in a massive war' or 'A new religion swept aside all prior forms of government, bringing our people together'
I'm sorry but at what point in the Starfield gameplay loop are you actually exploring space, then? You've described how you can just fast travel via menu, and then fast travel via menu from different starting points. I know you explore on the ground, but like...To explain difference, in Starfield you select a landing site from the planetary screen. If it is the first time you land on the planet, you get an extra animation that is skipped on all following landings. But main thing is that you click a planet and the landing site, and you instantly go there, rather than be able to "fly down". You can even directly select and "fast travel" to landing site from another star system, skipping all the manual need to jump to star system, select planet, fly to planet, select landing site and watching the animation. You just... go where you need to be.
When people say "seamless", they mean there is no visible loading screen.
Tankdrop wasn't talking about an Origin where you start pre-FTL, but more Origins based around what the pre-FTL society was, that aren't based on some large thing that makes them extremely different from other empires.People have asked for this but I struggle to imagine how this would work. Stellaris operates at a scale where stellar gameplay is very marginal, the moment you start the game you're directly mandated to send out science ships and explore the nearby solar systems. Even planets (which have oscillated in importance but have always been at least moderately significant) aren't given enough granularity to be singularly sustain gameplay.
In practice a pre-FTL start would be sitting in one system until you research the necessary tech or go down an event tree. Which frankly doesn't sound fun to me. For that to work you'd need a game that was designed from the ground up to make it viable. Stellaris has revamped core systems before but always to serve a broad design vision, "let's make this one specific Origin work" doesn't really cut it. If this were to happen it would probably need Stellaris 2. And even that I suspect it probably wouldn't happen, it's just not conducive to the kind of game they're making.