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File: 1718795854801.png ( 694.09 KB , 1280x996 , FreeOrion.png )

 No.12123[Reply]

Is there even a single 4X game that's ever managed to solve the problem of tedious micromanagement in the late-game phase? It seems like this should be a solvable problem, yet I haven't encountered any that have pulled it off.
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 No.12124

>>12123
There are coding games, that require that you make, lets call it, deployable patterns. In a manner of speaking you would play the micromanagement once, record it and then it gets abstracted away from the game-play.

For coding games this is easy because it's like declaring a function. For a UI driven game where players are not expected to enter code, designing player input would be a challenge. I would try to record player actions, analogous to old-school desktop automation software. But you have to somehow shoe-horn that into a set of instructions that can be run in a loop. And you probably want more than one loop, so that the abstracted micromanagement patterns can be switched based on event triggers. Which means now we're making the player record different micromanagement instruction loops. Abstraction does have overhead.

Another option would be to design for constant gameplay complexity. That means you just stop simulating the low level gameplay elements once enough high-level gameplay interaction happens. After-all games don't have to be realistic.
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 No.12125

File: 1718809327134.png ( 53.29 KB , 906x708 , freeciv-governor.png )

>>12124
Although it doesn't relate to the current phase of the game at all, Freeciv does this to a certain extent with its auto-governor system. It allows the player to program certain priorities in how they want their city managed, and then the optimizer will figure out exactly the best way to arrange citizens for any given city. This massively reduces the tedious city-by-city citizen management that was a characteristic of early Civilization games.

One way of relating something like this to game progression I think is to unlock this stuff as a technology or event, making it unavailable to the player until they've passed a certain progression threshold.
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 No.12126

>>12125
>One way of relating something like this to game progression I think is to unlock this stuff as a technology or event, making it unavailable to the player until they've passed a certain progression threshold.
That's actually kinda brilliant, it stops being UI and it becomes game content. But you really do have to nudge players hard to activate it, so they don't get stuck playing in first gear.


File: 1717214730928.jpg ( 14.54 KB , 374x266 , Mega Man 7.jpg )

 No.12112[Reply]

Why did this game suck so bad? Capcom had just finished making Mega Man X2, arguably one of the best platformers in the entire Mega Man franchise.

And then came this turd… Sure it looks and sounds great, but mechanically it's full of problems. It inexplicably gives Mega Man a giant sprite (like 50% larger than Mega Man X or Mega Man's size in the NES games), and consequently is full of shallow platforming and somewhat frustrating, claustrophobic action. It also only lets you play four levels at a time (reducing replayability), and for some reason they chose to completely ignore the finely tuned weapon charge mechanics from the Mega Man X games and gave you a gun that takes so long to charge up that you mostly don't want to bother ever charging it at all. I've always had a hard time understanding why this game turned out the way it is.
5 posts omitted. Click reply to view.
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 No.12118

>>12116
I suspect it was a carry over of game design for arcades were you had to put coins into to play so making it insanely hard was a profit motive to keep people putting coins in the machine.
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 No.12119

>>12117
From the perspective of making a free open source arcade game. I wouldn't even conceive of levels. But rather a treadmill. Game-play elements are placed onto the treadmill in the front. As the player moves forward the game-play elements are interacted with and when they reach the back of the treadmill they disappear. From that perspective it's natural to consider procedural generation with a element of randomness. Instead of perfecting level design, it's about tweaking the procedural generation. The treadmill principle also works with multiple dimensions of movement, just like canned levels.

>>12118
>I suspect it was a carry over of game design for arcades were you had to put coins into to play so making it insanely hard was a profit motive to keep people putting coins in the machine.
Seems about right. But there probably are players who see this as a feature, you know something to chew on.
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 No.12120

>>12119
If you're describing a game that plays infinitely until the player concedes from exhaustion, there's a reason arcade games largely dropped endless play after the early '80s. Part of it surely had to do with players hogging machines for hours after paying only a quarter, but it's also grounded in a good design principle. Most arcade games after the early '80s targeted about 30-40 minutes, it's too much to stay focused on a tense self-contained action experience for much longer than that.
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 No.12121

>>12120
>If you're describing a game that plays infinitely until the player concedes from exhaustion, there's a reason arcade games largely dropped endless play.
I had not considered that, since people don't run on a treadmill until they collapse from exhaustion either. But i can see your point.
>players hogging machines for hours after paying only a quarter
Ok but that doesn't apply to a Foss game you play on your computer.

>it's also grounded in a good design principle. Most arcade games after the early '80s targeted about 30-40 minutes

So how do you achieve that ? People replay levels over and over too, so that's not really sending a natural halting impulse. Treadmills have timers that beep. There has to be something better than making annoying sounds ?
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 No.12122

>>12121
>So how do you achieve that ?
Just don't make your game too long, it's not that complicated.

Maybe I'm still not clear on what I meant though. It's not about total time played in a session, it's about restricting the overall time of a complete playthrough of the game. What happens in for example a single-credit clear, especially in an arcade game which can't be paused, is that you're challenging yourself to focus at a high level for the entirety of the game experience. As you get closer to the end, with more time passed, few mistakes made, and the challenge ever increasing, an experience of thrill and reward is created that doesn't happen in any other game genre. But it's also stressful. When your hardcore action challenge is too long, it starts to feel like a chore near the end because it's too hard to stay focused for that long.

It is a bit tangential that we're having this conversation in a Mega Man thread though. I include "arcade-like" in the discussion because Mega Man games don't really have the arcade endurance structure I'm describing. They have a lot of hard stops (Mega Man 7 has quite a few intermissions for dialogue), and the player themselves can take a break and come back at any time thanks to password or save systems.


File: 1716089269100-0.png ( 331.83 KB , 419x500 , Red Arremer.png )

File: 1716089269100-1.jpg ( 44.13 KB , 394x400 , Firebrand.jpg )

 No.12105[Reply]

How do you deal with this asshole?
1 post omitted. Click reply to view.
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 No.12107

Why don't you settle your conflicts with words instead of resorting to violence?
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 No.12108

>>12107
Does this look like the kind of bloke who will listen to reason?
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 No.12109

>>12105
get the pc version the internet says it's got better difficulty settings, that let you beat the game.

>>12106
It's a really hard enemy character from a really hard 2d side-scroll game
https://farside.link/invidious/watch?v=2aofQC1qXBU
go to time index 00:04:44
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 No.12110

From my experimentation, aggression will get you nowhere but a quick death. The trick is to patiently wait for him to do a swooping attack at you, and then jump backwards away from it while shooting at him.
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 No.12111

>>12108
Give peace a chance


File: 1621800581616.jpg ( 120.74 KB , 616x353 , ageofempires.jpg )

 No.9359[Reply]

Can we talk about how video games like Age of Empires/Civilisation etc are conduits to right wing thought about political economy of globalisation?

Simply, they portray human society and civilisations as inherently atomised and singular in their development as well as presenting culture as essentialist.


Also, an anon posted an academic article related to this recently, but I've lost it, if anyone could repost that would be great.
2 posts omitted. Click reply to view.
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 No.9391

>>9359
>Civilisation

Actually no, Civ is kinda materialistic despite minor bonuses civs get, the success of a Civ is 90% based on external/material factors

An essentialist game is actually EU4
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 No.9396

if I remember correctly it used to be clowned on but the existence of "Barbarians" in Civ (although possibly recently removed? I stopped playing after 5) is pretty essentialist. a group of people who fundamentally, cannot be civilized, even though they operate like a civilization, in some games outright equivocated with wolves.
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 No.9397

>>9396
I don't know what civ you played but in VI they form city-states after awhile
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 No.12103

>lose at Rise of Nations so badly I empathize with anti-colonial movements
is there a term for this
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 No.12104

>>12103
Yeah, not being a cuck to the more powerful ones.


File: 1624947406770.png ( 428.02 KB , 600x600 , cheater's lament.png )

 No.10492[Reply]

>The Market is unavailable for the following reason(s):
You must have a valid Steam purchase that is between 7 days and a year old with no recent chargebacks or payment disputes.

>To remove this restriction you must make a purchase in the steam store
6 posts and 1 image reply omitted. Click reply to view.
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 No.10512

>>10511
If you mean sell them, I can't since the market ban exists or that would be my goto

If you mean trade them, I don't understand
Where do I trade them to and with whom
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 No.10513

>>10512
>I can't since the market ban exists
Oh that's right I'm a dumbass
>Where do I trade them to and with whom
There's a trade forum, right? I've never done it because I don't wanna learn the complexities of it just to get digital cards
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 No.11132

>>10498
>TF2
unironically based and cringe at the same time.
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 No.11139

>buying games
But why though? I only have steam for TF 2.
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 No.12102

Maybe not solely Steam but:
>game is on sale
>game with all the DLC packs costs close to (or exceeds) 60 bucks
Is this bullcrap or what? Paying for the standalone game on sale is like paying for a longer demo.


File: 1704631142545.jpg ( 494.11 KB , 1920x1080 , wonder.jpg )

 No.12085[Reply]

Currently stuck here. I kinda wish the special world wasn't as easy to find, because I don't wanna back out until I beat it but I got bored of trying this level.
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 No.12086

>>12085
<playing proprietary slog from the infamous copy-monopoly-take-down mafia.
may i suggest 2 FOSS games

Mari0
Similar to Mario, but it has a portal gun
SuperTux2
Well polished plattformer featuring Tux
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 No.12087

>>12086
Super Tux has turned into complete garbage these days, with the devs removing any semblance of risk-reward dynamics by taking out the lives system. Now they expect the players to collect the coins in every level… just because they're their and the player is assumed to be a perfectionist who finds that interesting. If you're gonna recommend a Tux platformer, at least say Super Tux Advance.
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 No.12088

>>12087
>If you're gonna recommend a Tux platformer, at least say Super Tux Advance.
Today i learned Super Tux Advance exists.
thanks for letting me know
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 No.12089

File: 1705496394434.jpg ( 103.9 KB , 640x912 , Super Mario Bros. 2 Mario ….jpg )

Speaking of Mario, what's the deal with this game? I've always really admired its creative level design, and then it occurred to me recently that it was made as a sort of advertisement for a technology expo. How could they put so much effort into that?
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 No.12101

>>12089
AIR this game's got the same case as Quake 2, which is not Quake in the first place.


File: 1711680500597-0.jpg ( 12.69 KB , 640x400 , MEGARACEa.jpg )

File: 1711680500597-1.png ( 37.86 KB , 240x230 , kingdom grandprix.png )

 No.12099[Reply]

All right can someone explain why the hell there aren't more death race games? I've never been able to understand this. Why would I want to settle for kiddie kart racing where no one ever dies when I could strap guns to my vehicle and kill everyone in front of me?

It's always baffled me why there's a whole bunch of car combat games taking place in an arena, but nobody wants to combine the idea with racing. What gives?
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 No.12100

>>12099
>why the hell there aren't more death race games?
Are you sure ? Have you checked all the indie game makers ?

>Why would I want to settle for kiddie kart racing

It's the same game mechanic though.

There's a spaceship racing game which is somewhat popular. It has interesting maps that blend atmospheric and space obstacle courses. It also has various game modes with "strapon guns". I think it's open source and has fancy graphics as well. But i can't remember the name, sorry.


File: 1617592263018.jpg ( 121.64 KB , 1280x720 , EyLWlaMUUAUZ6nK.jpg )

 No.8533[Reply]

>No animal crossing thread for 10 pages
Absolutely disgusting you uncultured plebs.
Post friend codes and Island codes, or just screenshots in general.
26 posts and 2 image replies omitted. Click reply to view.
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 No.8571

>>8569
Just fishing or hanging out or whatever.
>>8570
Ye they're open but not for too much longer.
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 No.8573

>>8571
I can stay in the shop to keep it open while i'm online though.
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 No.8575

>>8561
Wow thank you. I really didn't expect a positive reply.
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 No.8639

animal crossing won’t help you have sex. you might as well play a real video game, creeps.
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 No.12098

File: 1710868932665-0.png ( 112.03 KB , 212x348 , Tom_Nook.png )

File: 1710868932665-1.jpg ( 111.85 KB , 1280x720 , 8qy16yirt63b1.jpg )

Is Tom Nook a real uygha for letting you pay off your debt or is he still a jerk?


File: 1608527522412-0.jpg ( 178.5 KB , 1920x1080 , undertale.jpg )

File: 1608527522412-1.jpg ( 14.25 KB , 1280x720 , deltarune.jpg )

 No.128[Reply]

Thread for Undertale and Deltarune discussion! Post theories, art and bad AU's!

Official Websites:
https://www.undertale.com/
https://www.deltarune.com/

Official Twitter (news may get posted here):
https://twitter.com/undertale

Toby's Twitlonger on Deltarune:
http://www.twitlonger.com/show/n_1sqn3p9
17 posts and 8 image replies omitted. Click reply to view.
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 No.11901

>>4344
I love how the font change implies that he can do a perfect impression of Papyrus on command.
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 No.11990

>>130
My theory is that he's pulling a Homestuck and making the characters bland on purpose to critique the fandom he created with the last game(hence why the Snowgrave route had so many motifs of romance throughout), and hoping he somehow makes that interesting despite retreading old ground.
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 No.12055

I just can't feel anything for Berdly yet like some people do. Characters like Scout TF2 are interesting to me because they turned their little brother syndrome into a skill and some sense of kindness in life(no matter how selective and warped), meanwhile Berdly's just kind of stagnated. He's 15-16, so I'm certain the rest of the story will have him finding that thing, and if he does I'll enjoy watching.
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 No.12056

File: 1700023799883.png ( 374.14 KB , 602x616 , Screen Shot 2023-11-14 at ….png )

I have the urge to voice him but can't come up with any material at the moment, anything the people want to see?
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 No.12097

>>12055
>little brother syndrome


Whats that?
Also why do people always assume the worst of younger siblings?

IMO, older siblings get way too much sympathy


 No.12096[Reply]

All right, fine… It's been 18 years, and I'll finally admit it! As much as I loath this insulting trash game for daring to call itself Mario Bros. (and the trend of dumbed down trash games that followed in its wake), Koji Kondo at least managed to belt out another irresistible banger for the main stage theme.

It's a testament to a composer's skill that I find myself getting this theme stuck in my head all the time, imagining that it's some nostalgic theme from a much earlier Mario game. But no, in fact it had the great misfortune to be attached to this turd. Well done, Kondo-san.


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