- Location
- The Hague
- Pronouns
- He/Him
Controversial gaming opinion: video games are good.
I have, but I guess that's different circles we communicate with.
(Was about to give another reference but the cover seems to support your experience somewhere between partially and completely.)
There's also a distinction between the specific game and the franchise/setting in general. E.g. GURPS Alpha Centauri is alternatively referred to with (on the cover) and without (elsewhere) adding the 'Sid Meier' name before AC. Like, here the abbreviation is AC and the decryption is just 'Alpha Centauri', even though it's about Sid's setting.Entirely possible. I only really learned about Alpha Centauri when it came out on GOG, and later when people started mentioning it when talking about Civilization Beyond Earth. So I wasn't really into the Alpha Centauri fandom as such, and of the places I saw it discussed, it was mostly referred to as "SMAC", so that's what I picked up.
Case in point, they are apparently having a beta for a 2nd piece of major DLC.Their DLC game was strong post-launch, patches fixed alot of the serious issues, and I love the aesthetic of Cyber Souls over the billion and one Dark Fantasy ripoffs.
Bullshit. Plenty of games demonstrate that less restrictive save systems make for dull gameplay because assuming players won't take the easy way out is just stupid.
For instance. Lockpicking and Hacking minigames with any consequence for failure just don't work in a game with unrestricted saves because the only thing keeping a player from resetting to get it right is the player, and plenty of players will play a great game in the least interesting way because it's efficient, and then go on to complain about it being boring elsewhere. Horror games don't work with functional checkpoint system because the Icon telling you that quitting the game will corrupt your save signposts that something's about to happen and changes the atmosphere.
How and when you can save games can define genres; so saying that games that don't let you constantly quicksave and quickload are shit is like saying any game where you can't get a gun is shit. It marks you as someone who is fundamentally small minded about what games are.
I mean sure have an Ironman mode for people who like that, but making field saves impossible isn't difficulty, it's frustration.
It's mostly because it's a selectable option rather than a mandatory thing that needs to be modded the frick out.Yet people aren't that bothered with bed-saving in Fallout 4's Survival Mode. I wonder why that is. It may be because Kingdom Come is a slower game while FO4 is faster paced. FO4's Survival even disables fast travel yet people sing it high praises.
If you're playing survival mode, you deliberately made the choice to play the game mode that introduces several tedium factors to the gameplay loop. Whereas with Kingdom Come there is no choice to not have to deal with a tedious method of saving. Even the Metroid series which has long used save stations as its primary method of saving has started to introduce more generously located checkpoints to the series. And starting with the Prime series, saving also rewarded you by fully restoring your health to make you want to visit save stations anyway. And also Retro studios was great at level design and made sure to place its stations very generously.Yet people aren't that bothered with bed-saving in Fallout 4's Survival Mode. I wonder why that is. It may be because Kingdom Come is a slower game while FO4 is faster paced. FO4's Survival even disables fast travel yet people sing it high praises.
Yet people aren't that bothered with bed-saving in Fallout 4's Survival Mode. I wonder why that is. It may be because Kingdom Come is a slower game while FO4 is faster paced. FO4's Survival even disables fast travel yet people sing it high praises.
Man, I don't save scum because it's efficient. I save scum because failure isn't fun, and I don't want to fuck up something I could have gotten because some stupid minigame was too hard. Don't pretend people are ignorant idiots because they don't ironman like you. It's not interesting to me to fail picking a lock when I'm supposed to be a badass thief. It's just annoying. I don't, generally speaking, play games to feel like a failure.Bullshit. Plenty of games demonstrate that less restrictive save systems make for dull gameplay because assuming players won't take the easy way out is just stupid.
For instance. Lockpicking and Hacking minigames with any consequence for failure just don't work in a game with unrestricted saves because the only thing keeping a player from resetting to get it right is the player, and plenty of players will play a great game in the least interesting way because it's efficient, and then go on to complain about it being boring elsewhere. Horror games don't work with functional checkpoint system because the Icon telling you that quitting the game will corrupt your save signposts that something's about to happen and changes the atmosphere.
How and when you can save games can define genres; so saying that games that don't let you constantly quicksave and quickload are shit is like saying any game where you can't get a gun is shit. It marks you as someone who is fundamentally small minded about what games are.
um, foamy, the discussion isn't Skyrim? He said games with actual consequences. I've played games where losing the lockpick/hack would shut off an area permanantly, losing some upgrade or another. Why did you assume the most insulting possible interpretation of what was being said? Do you just want to brag about playing real games?Because breaking a lockpick in Skyrim or FO4 is *such* a loss, eh? Heaven help you people if you try FTL.
Because breaking a lockpick in Skyrim or FO4 is *such* a loss, eh? Heaven help you people if you try FTL.
Which doesn't address the point. You chose the most insulting, trivial interpretation of what Kaiya said as the basis of your attack.'Any' (the word actually used, instead of, well, 'actually') consequence of failure includes trivial ones, @Kaiya.
um, foamy, the discussion isn't Skyrim? He said games with actual consequences. I've played games where losing the lockpick/hack would shut off an area permanantly, losing some upgrade or another. Why did you assume the most insulting possible interpretation of what was being said? Do you just want to brag about playing real games?
Apparently yeah, that was the goal.'Any' (the word actually used, instead of, well, 'actually') consequence of failure includes trivial ones, @Kaiya.
Which doesn't address the point. You chose the most insulting, trivial interpretation of what Kaiya said as the basis of your attack.
It's not interesting to me to fail picking a lock when I'm supposed to be a badass thief. It's just annoying. I don't, generally speaking, play games to feel like a failure.
Some people don't need to feel accomplishment at doing the thing, they just enjoy the process itself rather than the fact they did it. That's why I turn on keepInventory and turn off Creepers when I play modded Minecraft, I enjoy building and designing things, and not the end-result of me having gotten a nuclear reactor.A thing you cannot fail removes any feeling of accomplishment at doing the thing, in my books, and in well-designed games there's usually an alternate path to anything actually critical, it just might take more time or other resources instead.
It is great that you are trying to defend your argument, Foamy, but you didn't actually explain that. You threw out a pithy one-liner that, again, took the most insulting and trivial interpretation of what Kaiya said.I'll note that @Kaiya says this:
This doesn't actually require any consequence at all if it's purely the failure that upsets them. If it's the loss of access to gameplay content then why bother to say the above at all when the rest of the post explains that perfectly clearly?
A thing you cannot fail removes any feeling of accomplishment at doing the thing, in my books, and in well-designed games there's usually an alternate path to anything actually critical, it just might take more time or other resources instead.
Because breaking a lockpick in Skyrim or FO4 is *such* a loss, eh? Heaven help you people if you try FTL.