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File: 1608528169049.jpg ( 958.3 KB , 1920x2160 , TEASER.jpg )

 No.5309[Reply]

I am a modder for Hearts of Iron IV and I'm currently updating my old mod. My main issue is that I need loading screens/menu screens. The image given is a filler so I'm looking for something different.

The images need to be 1920x1440, and they SHOULD be appropriate to have on the Steam Workshop. Thanks!
1 post omitted. Click reply to view.
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 No.5311

File: 1608528169267.mp4 ( 296.14 KB , 720x720 , SukoshiCosplays-1210421143….mp4 )

>>5310

That one lewd Marxist-Leninist cosplayer that became a small meme for doing that maoist cosplay. You know, that one.
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 No.5312

/v/ is now the roulette board, please go there for your video game related discussions.
>>>/roulette/
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 No.11079

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 No.11094

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 No.12167

File: 1724609332478.jpg ( 101.81 KB , 814x810 , GERMAN_PRUSSIAN_ETHNICITY.jpg )



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.
7 posts omitted. Click reply to view.
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 No.12161

its really ugly game i don't know why its popular (maybe because microsoft in the title)
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 No.12162

>>12103
critical support for Rise of Nations

there is no such thing art for the sake of art!
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 No.12163

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 No.12164

>>9359
>Can we talk about how video games like Age of Empires/Civilisation etc are conduits to right wing thought about political economy of globalisation?
These games are literally tankie simulators where you the player are the ultimate dictator and economic central planner.
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 No.12165

>>12164
This is retarded. All war economies are command economies, regardless which economic system preceded it. Also Age of Empires is clearly feudal, not socialist. Why do you use the anti-communist label ?


File: 1722592012679-0.png ( 281.05 KB , 575x631 , freeciv-units.png )

File: 1722592012679-1.jpg ( 58.86 KB , 604x435 , company-of-heroes2.jpg )

File: 1722592012679-2.png ( 1.01 MB , 1024x576 , warcraft3-heroes.png )

 No.12152[Reply]

Whether real-time or turn-based, probably somewhere around half the games in the strategy genre implement unit promotion in some form or another. But is it even good game design?

In the best-case scenario it gets implemented in a way that doesn't cause snowballing (Pikmin, which doesn't feature 2P versus play anyway). However, in pretty much all instances it has the effect of discouraging sacrificial play as a tactic, in effect reducing the overall depth of a given game. I'm starting to think this may have been the genre's Original Sin. What do you think anon?
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 No.12153

>>12152
>games in the strategy genre implement unit promotion in some form or another
Fighters gain skill during combat and get better at it in the real world too, so why wouldn't video games also reflect that ?

>However, in pretty much all instances it has the effect of discouraging sacrificial play as a tactic, in effect reducing the overall depth of a given game.

loosing is not a tactic
loosing is not depth of strategy
In battle you win when your guys stay alive and the guys on the opposing side don't. Everything else is just BS excuses made up by shitty generals, not wanting to admit they suck at their job.

>I'm starting to think this may have been the genre's Original Sin

No, the almost universally lacking game mechanic is troop-moral and supply-lines. If either moral or supplies get too low troops surrender. If you can add this element to a game with it becoming tedious micromanagement it would enable more interesting strategies.

OP, if you have a pathology where you derive enjoyment from sacrificing people, you have my sympathy dark impulses suck, however please don't try to make it a virtue. It's not a skill it's a curse that makes you ill suited for command. When officers tried to engage in "sacrificial play" they ended up with a fragmentation grenade in their tent. That's where the word "fragging" originally comes from.
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 No.12154

>>12153
I don't know if i just suck at freeciv, but my superior units are usually swamped by a lot of inferior enemy units. Promotion only came into play as a unit production buff.
>in pretty much all instances it has the effect of discouraging sacrificial play as a tactic
I think it only discourages sacrificial play, when troops can be healed without being overrun by the enemy. In this case promotion would be a reward for committing spare troops to hold the front.
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 No.12155

>>12153
Anon… you know games aren't real life right? Those little characters aren't real people. It's okay to sacrifice a pawn in a game of chess; why shouldn't it be a valid tactic in a video game?
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 No.12156

>>12154
Promotion in Freeciv / other early Civ games is mostly important from a defensive perspective, because unit defenses are calculated multiplicatively. For example, an unpromoted Phalanx on a hill tile that is fortified, under the civ2civ3 ruleset, will get 2 defense base * (1.5 for the hill) * (1.5 for fortifying) = 4.5 defense. That same unit with one promotion will instead get 2 defense base * (1.5 for the hill) * (1.5 for fortifying) * (1.5 for Veteran promotion) = 6.75 defense. I think promotions also apply a multiplier to attack but it's not nearly as impactful as defense since most units don't have any additional sources of attack bonuses.
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 No.12157

>>12155
>real people.
mostly fake.


File: 1720619585868.mp4 ( 155.48 KB , 320x180 , QqhYli.mp4 )

 No.12129[Reply]

Thoughts on 'bad manners' in videogames? Is it accelerationist to be bad mannered or is it neo-feudalist supestructure pathology manifested?
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 No.12130

How do you draw the line between bad manners and "being an asshole"?
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 No.12131

There is no line. I only do things I can be proud of in non-hentai games. In hentai games open season.
This isn't for some moral reason, but rather because I feel too guilty to have fun being bad in normal games, but being bad makes me cum harder than I feel guilty.

Guilt is probably good, it's extremely limiting and conservative, but I don't see a better way not to hurt people.
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 No.12132

As long as directed towards the other team it's OK by me.
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 No.12134

>>12129
>Thoughts on 'bad manners' in videogames?
Not sure what you mean with this, but manners only exist in relation to sentient people. You can't be rude to a program. At least not yet.

>Is it accelerationist to be bad mannered or is it neo-feudalist supestructure pathology manifested?

This is intriguing, were feudalists bad mannered ?
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 No.12138

>>12129
>Is it accelerationist
Not quite. Even if you'll manage 2 bully some fag out of this particular game xir could just move 2 1other.
Also, as any m*rxist you should always remember th@ actively being a fucking retard shapes you into a fucking retard, so don't be just a stupid uyghur faggot without any purpose 2 it. It's ok to be against the cuckitalist society, it's not ok to be antisocial in general either you slid into tranarchism.


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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.
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 No.12133

File: 1720652663351.png ( 855.34 KB , 1161x613 , Screenshot 2024-07-10 at 1….png )

Just remembered I played this like a billion years ago.

Also do kart racing games count? I guess that's where the genre went.
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 No.12135

>>12133
>I played this
what game is that ?
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 No.12136

>>12135
<Hi-Octane
didn't see the game title was in the image file name


 No.4325[Reply]

3 posts omitted. Click reply to view.
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 No.4417

Probably same shit for electronic viewfinders on digital cameras, but it's not as intense and constant.
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 No.4480

LMAO imagine SAO-players waking up from their shit to have literal blindness
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 No.6187

They spy on you AND they ruin your eyes.
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 No.12128

NOOO, this can't be happening! What about my escapism and virtual companionship?!
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 No.12137

>>12128
[it's been] 4 fucking years, you massive autistiche faggot


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: 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.


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