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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.
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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.


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


File: 1629858248653.jpg ( 78.77 KB , 800x600 , arcade.jpg )

 No.11787[Reply]

Is it bad that my favorite class of games, arcade games, were the original nickel-and-dimers? In fact, why haven't we seen a resurgence of arcades as the video game industry has continued to struggle with the falling rate of profit?
2 posts omitted. Click reply to view.
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 No.12091

Isn't it a ripoff to have to pay each time you play?
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 No.12092

File: 1706729956052.png ( 20.26 KB , 240x320 , Raiden Fighters Jet.png )

>>12091
What if the game is just that good?
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 No.12093

File: 1706730862633.webm ( 2.85 MB , 1080x720 , 1702830214160730.webm )

Because returning to an arcades style business model would make the falling rate of profit even worse.
Arcades machines of the 1970's, 1980's and some of the 1990's were built around a minicomputer architecture. Meaning that they was no single processors doing everything like in modern computers.
That's why they all required their own hardware for the most part. You couldn't just buy a new arcade game and plop it into your old hardware. Every arcade game was written for it's own custom hardware.
The Sega Saturn was the last console to be built with a minicomputer configuration and it was notoriously hard to program for and failed spectacularly in the market.
No that everything is on a microcomputer architecture there's no need for big bulky arcade units with one off boutique internals.
Round One is bringing back traditional arcades but most of their machines are rhythm games with huge novelty inputs like drums, turntables or mini dance floors that can detect if you're moving your body correctly. Things that can't be replicated in the home easily.
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 No.12094

>>11787
>Is it bad that my favorite class of games, arcade games, were the original nickel-and-dimers?
You probably like those games because they have very tightly focused game-play mechanics. The arcade business-model was kinda mid, not the best but also not the worst, you got to play games and you got a social gathering place. In these days computer technology was so bulky and expensive that it was either that or nothing. The only real downside to arcades was that people payed money an never ended up owning any games.

>In fact, why haven't we seen a resurgence of arcades

That might be coming tho, i've seen a youtuber talk about a arcade store owner opening a second venue, i think they just charge a small entry-fee and then all the games are free. It's mostly retro stuff but they are still building new games too apparently. For modern games there is arcade potential too: Good quality fully featured VR-gear with "full-body immersion" like a strap-in walking simulator rig and full body temperature/kinetic simulation, that stuff costs about the same as a arcade cabinet way back when. It's also very bulky too. All in all very suitable for arcades.

Whether there will be a retro and VR arcade revival, will depend on some factors:
If this becomes a open technology scene, with a organic culture that freely shares technical expertise, and builds on top of free open source technology models, it'll take off. But it could also just become a corporate walled-garden trying to build a locked down franchise model, that will completely flop. Because this has to be tinker friendly for it to not be a sterile environment with lots of out-of-order arcade booths, guarded by disinterested under-payed corporate serfs.

Btw: the Soviets had publicly funded arcades that worked like a public library. Tho most of their games were WW3 simulators, because most of computer scientists that build those, started out as technicians in the military.

>the video game industry has continued to struggle with the falling rate of profit

I think the video game industry struggles more with the falling rate of spending power of the masses. Capitalism diverting more surplus towards war and militarism lately is what's squeezing the entertainment industry. The falling rPost too long. Click here to view the full text.
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 No.12095

File: 1706755829499.jpg ( 77.42 KB , 1080x1534 , Gendo.jpg )

>>12093
that Chad Gendo tho


File: 1702588531592.jpg ( 15.69 KB , 781x439 , epic-games-v-google.jpg )

 No.12080[Reply]

Looks like people are finally getting a little sick of monopolists' bullshit. A California court just ruled in Epic Games v. Google that Google has engaged in a variety of anti-competitive behaviors with their smartphone app store. This all came to a head when Google removed Fortnite from their store because Epic Games tried to make their own independent revenue without Google's approval through in-game microtransactions.

Setting aside that smartphones are trash game machines and this lawsuit is basically one scumbag company vs another scumbag company, are we about to see a turning point in what electronic stores are allowed to do to their customers?
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 No.12081

File: 1702588585529.jpg ( 11.9 KB , 350x350 , Slavery.jpg )

Is Valve next?
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 No.12082

>>12081
>>12080
>implying the US government would ever properly regulate big tech
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 No.12083

>>12082
Funny enough, this ruling came from a jury in San Francisco, the Belly of the Beast.
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 No.12084

> A California court just ruled in Epic Games v. Google that Google has engaged in a variety of anti-competitive behaviors with their smartphone app store.
Keep in mind that Epic games lost a virtually identical legal battle against Apple.

>are we about to see a turning point in what electronic stores are allowed to do to their customers?

One way of looking at this situation is that Google got punished for having a slightly more open Eco-system than Apple. So at the moment it looks more like we can expect more apple-type walled gardern shit.

Of course Apple might get forced to tear down that wall. There was an EU ruling that requires Apple to allow third-party app stores. That'll be a few years until this goes into effect, so i guess we have to wait and see.

ATM you have to install a custom Rom or learn how to use a Linux phone if you don't want to get fucked over.


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