- Location
- The Hague
- Pronouns
- He/Him
Controversial gaming opinion: video games are good.
It could. Alternatively it could be used to justify treating this video game about ghosts with the gravitas it deserves, not acting like it's the original sin.
You know there are people that might actually see that as a good thing. Some people might actually take comfort in the idea that people that commit suicide find relief and comfort. It's better than thinking they're doomed to suffer.Willem DaFoe's character loses his wife and child to a drunk driver. That's awful and tragic and a sober example of something that happens way too often in the real world. Another example of something that happens way too often in the real world is people becoming consumed by grief and seeking relief through suicide. I have no issues with a story that examines that sort of tragedy, but I don't want to be anywhere near any story that presents it as a good thing.
You're right, "kill yourself and you'll be happy" is exactly the gravitas the subject deserves.
Are you just gonna ignore the rest of what I posted? Because italics and sarcasm aside I'm trying to argue in good faith here, and I'm a bit miffed you don't seem to care to.
I apologise, I'm on my phone and it's awkward to write at any length. Ultimately I'm not fussed that you don't like it - that's your prerogative as part of the audience (I didn't like Beyond much either). I take issue with trying to make it out as some egregious moral failing on Cage's part to have included it.
e: speaking of being on your phone ...
You know there are people that might actually see that as a good thing. Some people might actually take comfort in the idea that people that commit suicide find relief and comfort. It's better than thinking they're doomed to suffer.
On that I totally agree. Cage writes like he's a robot made by an alien civilization with only old radio dramas to teach him about the human race. Honestly the moment I found the most appalling in any of his games wasn't the suicide thing. It was that rather off putting sex scene in Heavy Rain. I actually remember a fic that took the logical outcome of that scene (that the stress and injuries of the last few days would have rendered lead guy totally impotent and he was likely too injured to move much anyway) and it was hilarious.At any rate I think we've derailed the thread enough. Suffice it to say the criticism aimed at Cage's works is largely earned.
This hilarious perfection must be preserved.I apologise, I'm on my phone and it's awkward to write at any length. Ultimately
People love base building. Get rid of that and you've sunk most of your PvE and big game drawRe: RTS
I think base building is probably what's holding the genre back in the first place. It was okay as a mechanic that gates the players from starting the game with the biggest unit and as a way for scouting to have some importance, but there are better methods of doing that now. Most games also don't do anything interesting with the base building mechanic in the first place save for the Starcraft series, Grey Goo, and maybe the TA/Supcom/PA games.
Resource collection can simply be player income (ala Wargame/Steel Division or World in Conflict), automated ticks independent of worker units, or be a consequence of actions on the game map. Line of sight, camouflage, and fog of war mechanics makes scouting just as, if not more, important than before. As with World in Conflict the type and availability of units can either be baked into the design (i.e. armor players get heavy armor while air players get the best helicopters), or as with Steel Division units can be gated behind arbitrary phases so that the chosen decks with early unit availability are more notable for it.
Eliminating base building can also help maintain interest in individual game sessions for both the players and the spectators as the game is now more about the battle and spectacle and the strategy and tactics are more apparent.
People love certain parts of base building. It's fun to set up your turrets, walls, and other defenses. It's not fun to have to find a worker to build another power generator or supply depo every two minutes. Those parts of base-building could easily be automated.People love base building. Get rid of that and you've sunk most of your PvE and big game draw
PA matches rarely last longer than 20 minutes on reasonably-sized maps. If you're taking an hour to finish a match you're doing something wrong.I mean I own everything from TA to planetary annihilation and I am downloading ashes of the singularity. Automation and easy user commands are a thing every needs. They still could do with faster games. I mean my dream game would be more homeworld 1 capital ship slug matches with better automation and easy to manage scouting and more compressed gameplay. Not every game needs to last an hour for one match.
That's a super tiny portion of any given RTS though. Don't think it really cuts to the core of what irritates people about micro.People love certain parts of base building. It's fun to set up your turrets, walls, and other defenses. It's not fun to have to find a worker to build another power generator or supply depo every two minutes. Those parts of base-building could easily be automated.
However I'm not the biggest fan of "10 riflemen/spearmen shoot/stab a building till it collapses". It's fun to destroy a nuclear power plant in RA2 the first dozen times but I'd much prefer gruelling urban combat in a military base, something I feel no game has managed to emulate.
Guild Wars 2 basically did that, where you have your abilities off the bat and buy some minor talents. Players hated it. You lost a lot of the sense of progression where you're learning new abilities and getting stronger in a way other than just bigger numbers.Here's one based on how MMO's have been created in the last few years - players used to have to buy increasing ranks of skills. So Attack 1, Attack 2, Attack 3, and so on. As a result of that process players got access to the vast majority of their character's abilities relatively early. Contrast that with how modern games give a player new abilities over time. The first approach lets players learn the "fighting style" of the class relatively early. It lets them figure out how to play the class well. (If they are paying attention, that is.) And, most importantly, it lets players figure out if a given class's play style is fun. I'd much prefer that over spending hours and hours leveling some-random-character and then discovering that the full list of abilities just isn't fun - or that I just don't get the class and should try something else if I want to excel.
Hence why this is an unpopular opinion. Not that I'm saying the old system of repeatedly buying the same thing was "good" or even "marginally fun" - it was honestly rather annoying. But I think the current solution is a poor one.Guild Wars 2 basically did that, where you have your abilities off the bat and buy some minor talents. Players hated it. You lost a lot of the sense of progression where you're learning new abilities and getting stronger in a way other than just bigger numbers.
I mean, I tend to vastly prefer it as it means I can hop around and figure out what I want fairly quickly. WoW also implemented a form of try before you buy with lvl100 Class Trials. But on the whole it gets a lot of pushback from communities that value the leveling experience.
I think Blizzard solved this reasonably well. You can have the classic character leveling process and you can try out any class at max level for free. In addition you get 1 free character boost and can buy more.Hence why this is an unpopular opinion. Not that I'm saying the old system of repeatedly buying the same thing was "good" or even "marginally fun" - it was honestly rather annoying. But I think the current solution is a poor one.
To be fair, Grim Eclipse is also rather mediocre, though I'm not sure that opinion qualifies as controversial.Ain't a game, boyo. Unless you mean that fangame-turned-realgame.
Then uh, why are you playing a themepark MMO? A game genre designed around repeatedly doing content for loot? There's an argument to be made that MMOs should be focused less on the endgame but this certainly ain't it.Low drop rate of items for MMO is a mechanic that needs to be phased out. If i want to grind, then i would pull out my pasta maker and make some pasta.
Souls game need boss run mode for new game plus. I will even pay money on top of souls for it.
Endless Space 2 is odd, i somehow won a economic victory without warning.