EvaUnit02
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EvaUnit02

@EvaUnit02@kbin.social

I like lemon cake.

EvaUnit02,
EvaUnit02 avatar

I (genuinely) don't understand. What exactly was disrespectful?

EvaUnit02,
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Got in a great 7P game of Ares' The Thing. I was the starting alien. I infected someone and they, in turn, interacted with someone else.

Just as the rescue helicopter was to arrive, I decided to out myself as an alien. That instantly cast doubt on those two other players, one of which was actually human. The humans left him behind and we won. So fun.

EvaUnit02,
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I think it's just an effort to collect a licensing fee.

EvaUnit02,
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You have to take stock of your goals for the evening. E.g., does the game need to wrap up at a certain time?

I'm someone who doesn't mind playing a game for literal days. However, if you need the game to end at a certain time, then that means there's an implicit time-limit on play. That, to me, strongly suggests you want to keep the timer in play.

I would make the decision up front that the timer will be in play and decide for yourself what a maximum timer duration could be for your time requirements. Then, I'd announce it to the group ahead of time and allow the group to discuss what a reasonable timer duration should be.

As an aside, time limits like these are often not arbitrary and are part of the rules for game or experience reasons. Bullet is supposed to invoke similar feelings to a bullet-hell shooter. Removing the time limit, to me, seems like just choosing to play an entirely different game. A significant part of the game is being able to make decisions while under the stress of a time limit.

Similarly, I view the timer in Cosmic as intentional. The original Eon edition called the cards "Compromise" cards. I believe the intention was to force a compromise (as in, neither player necessarily gets an optimal outcome) I think it hurts the game to allow players to be able to entirely analyze the situation in order to make an objectively optimal decision.

EvaUnit02,
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Price per unit time suggests that the only value of a game is in how much time it consumes.

The value calculus is going to be different for everyone but for me, I tend to look for:

  • A game which is a game first and foremost rather than an entertainment experience. That is to say: something that demands decision making of me in which I can either increase or decrease the payoffs of those decisions. Games which focus heavily on cinematic scenes, heavy QTEs, or long dialogs disinterest me.

  • I am often willing to take a punt on a game that tries to do something creative and interesting.

  • I tend to not like games that demand a high degree of memorization and/or dexterity.

  • Games which perform well. A recent example of a regretful purchase I made was with Shin Megami Tensei V. I adore the series but the framerate on the Switch really brought my experience down to a level where I just didn't want to play anymore.

The weights of these things will change from game to game and other elements may enter or exit the equation from time to time, of course.

Do you know any good JRPGs with engaging gameplay similar to SMT?

I normally find turn-based combat really boring but I find Shin Megami Tensei games so engrossing in part due to the combat. You need to pay attention to mechanics and properly prepare for each boss fight if you want to overcome them. It’s not about just gathering enough exp. Do you know any games similar to SMT when it comes...

EvaUnit02,
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tri-Ace games have fantastic combat mechanics, imo. Give the original Valkyrie Profile, any Star Ocean (later games have more intricate combat), or Resonance of Fate a spin.

EvaUnit02,
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I'm not sure how ad blocking is going to work once more and more ads are delivered via the domains you don't want to block.

EvaUnit02,
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Most jobs in the game industry are employment, not contracts.

EvaUnit02,
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I strongly disagree with this. As with all engineering tasks, it comes down to what you're trying to solve.

If a framework can do some significant lift for you, then it's a question of whether learning it is worth the time and effort saved in writing a bespoke solution that does what the framework offers. You also have to measure how "locked in" to the framework you'll become and whether or not that will be a problem for you.

One example of a framework I wish I never touched is React Native. The way React Native handles everything from dependency management to coding practices to how to handle breaking changes is nightmarish. More than once on a React Native project did the entire project explode for reasons such as wildly major refactors (with only 6 to 12 months given for folks to switch over), "clever" code having wacky ambiguities and conseqent side effects, a convoluted toolchain breaking somewhere in the middle, and even the package manager itself being conceptually problematic (which I understand is not the fault of React Native but still) I am convinced the team lost more time in learning and coping with the idiosyncracies of the framework than if the project had just been written in Java and Obj C with some useful libraries.

One example of a framework (or game engine or whatever you'd want to call it) I adore is Monogame. Monogame is super straight forward. You're given a game loop, I/O handling, and some additional niceties. Nothing is obfuscated from you. The tools you use, with the single exception of the MGCB, are whatever you want to use. There's no magic. Everything is right there in plain ol' C# for you to see and understand clearly.

As you rightly point out, some tasks are both critical and complex (e.g., cryptography) and shouldn't be performed on one's own. Choosing a framework or a library that will handle that for you is prudent. However, most of the features of a framework are not that. Most features are about solving boilerplate and general issues for you so you can get to the task of writing whatever it is you're trying to write. That's all well and good. However, choosing a framework can come with as many headaches as they relieve, if you're not diligant.

I got a PS2 last week and I'm still amazed by how easy it was to set up

So I’m a Gen Z’er, a bit on the older end of the spectrum. Currently finishing my bachelor’s degree, if that gives you some perspective on my age. My dad actually owned a PS2 when I was born, but by the time I started playing video games it was on an Xbox 360. We didn’t get the first “new” console that I actually...

EvaUnit02,
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I recoiled when I read, "my dad actually owned a PS2 when I was born." Oh time, you cruel beast.

EvaUnit02,
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I think there are enough tabletop games in the hobbiest game space for everyone. That means there's a very wide range of games from the simplistic to the complicated. I think if expectations are not kept in check, it can be easy to bite off more than one can chew.

Moreover, everyone's going to find different things complicated. I've been in this hobby for decades. I don't find Gloomhaven particularly complicated. I very much enjoy hex and chit war games. But god damn, I cannot wrap my head around Oath. There's just something about it in which the rules don't click for me.

One of the first things I do when considering a new purchase is head over to BGG and read some reviews. If it looks up my alley, then I'll give the game a go.

EvaUnit02,
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Amen.

EvaUnit02,
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There's an "up" button as well.

It's basically just an arcade stick where you replace the lever with buttons.

EvaUnit02,
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People have different preferences but generally, "up" is the thumb button.

EvaUnit02,
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As much as I want to like VR, it just makes me so nauseous. Even games attempting to mitigate motion sickness make me nauseous.

There's a game on PSVR called RIGS. It's a high speed sports game. That game made me nauseous in about thirty seconds and the nausea lasted for hours. Such a dreadful experience.

Food Chain Magnate - Between Two Deluxes (www.thegamecrafter.com)

recently, it was announced one-time only deluxified version of Food Chain Magnate (FCM) would be held on Gamefound (campaign not launched yet) featuring a different art style than the infamous Spotter Spellen game known for its retro yet functional graphic design which some felt was so bad refused to play it despite it receiving...

EvaUnit02,
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I have the original and I think it's delightful. Everything looks exactly like an old timey fast food menu.

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  • EvaUnit02,
    EvaUnit02 avatar

    Wait until you find out you'll need to pay for electricity to run the game and Internet service to download it in the first place. CDPR is in bed with Big Everyone!

    EvaUnit02,
    EvaUnit02 avatar

    tri-Ace has made some of my very favorite JRPGs on the face of the Earth. I am so stoked for this release.

    EvaUnit02,
    EvaUnit02 avatar

    The machine can be identified via a GUID or hash without leaving anything behind.

    EvaUnit02,
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    In addition to the mentioned Godot, Monogame is available as well.

    EvaUnit02,
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    I guess good luck to the mid-size developers who take service deals, then.

    EvaUnit02,
    EvaUnit02 avatar

    Yeah, I'm rather bored with the wide-but-shallow approach Bethesda games take. Tons of geography with maybe 20% filled with things of consequence. I am uninterested in collecting 42,000 wheels of cheese or finding some random space hobo on a planet.

    EvaUnit02,
    EvaUnit02 avatar

    The article quotes Todd Howard as saying a design goal was providing the player with a feeling of being an explorer.

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