Games What are you playing? (Read 140669 times)

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I beat Human Revolution.
 
I did not like the ending options. They were stupid.
 
 
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sounds like that game has some daddy issues!!!
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sounds like that game has some daddy issues!!!
are you my dad
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Been some days since I've seen this place... been too busy to really play much of anything these days but what I've been playing last:
 
360 - Rage, FFXIII - 2
 
Wii U - New Super Mario Bros. U, Zombi U
 
3DS/DS - Prof. Layton and the Unwound Future
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I was looking at videos of Proteus and it got me to thinking what people picture when they imagine a video game.
 
I think there's a strain of conceptualizing games that doesn't understand how to put them together, and that's common with a lot of things, just thinking in general. You just have an idea, and it's vague, and you're happy with it until some force compels you to spell it out and then you see how undeveloped your thought is. Like I was posting in a Zelda thread and people were coming in and saying basically “yeah I'd like a Zelda that's basically, like, you can explore and the world is kind of open, and then maybe there's stuff to do”. I'm not fuming, and I don't think these people are stupid, it's just kind of funny to me when people take this vagueness out of their mind and they don't realize it's still incredibly vague when it hits the air and oxidizes. And then people will try to stretch out this opinion like it means something, this foggy idea of a game as an open place to explore and, then, stuff happens, I guess.
 
The continuing strain of this can I think be seen in indie games, where you have a rejection of open world objectives, which in light of games like Grand Theft Auto and Red Dead Redemption, and other games like that, I don't think is unreasonable. A lot of games have open worlds and it just becomes dead space. But this indie reaction to that is in the same vein of that thinking, “we still have an open landscape with scenery in it, but instead of including tedious stuff let's just cut out gameplay altogether”, and that somehow makes the game more pure.
 
There's this incredible sophistication in board games, and all these rudimentary building blocks are exploding into being, and you have designers taking these things, having a firm grip on them, a firm idea of them, and combining them together to create a sort of gaming Renaissance. But video games are mired in this swamp, where the picture increasingly seems to come into view as being: “a game, at its ideal, is some kind of open space or something” and then it ends. It's just so unclear. And the implications are easy to see. Like, for example, chasing after movie qualities for validation and content filling essence. That's a symptom of this half-formed conception floating in people's minds, this interpretation covered up hazardously by N64 fog.
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I was looking at videos of Proteus and it got me to thinking what people picture when they imagine a video game.
 
I think there's a strain of conceptualizing games that doesn't understand how to put them together, and that's common with a lot of things, just thinking in general. You just have an idea, and it's vague, and you're happy with it until some force compels you to spell it out and then you see how undeveloped your thought is. Like I was posting in a Zelda thread and people were coming in and saying basically “yeah I'd like a Zelda that's basically, like, you can explore and the world is kind of open, and then maybe there's stuff to do”. I'm not fuming, and I don't think these people are stupid, it's just kind of funny to me when people take this vagueness out of their mind and they don't realize it's still incredibly vague when it hits the air and oxidizes. And then people will try to stretch out this opinion like it means something, this foggy idea of a game as an open place to explore and, then, stuff happens, I guess.
 
The continuing strain of this can I think be seen in indie games, where you have a rejection of open world objectives, which in light of games like Grand Theft Auto and Red Dead Redemption, and other games like that, I don't think is unreasonable. A lot of games have open worlds and it just becomes dead space. But this indie reaction to that is in the same vein of that thinking, “we still have an open landscape with scenery in it, but instead of including tedious stuff let's just cut out gameplay altogether”, and that somehow makes the game more pure.
 
There's this incredible sophistication in board games, and all these rudimentary building blocks are exploding into being, and you have designers taking these things, having a firm grip on them, a firm idea of them, and combining them together to create a sort of gaming Renaissance. But video games are mired in this swamp, where the picture increasingly seems to come into view as being: “a game, at its ideal, is some kind of open space or something” and then it ends. It's just so unclear. And the implications are easy to see. Like, for example, chasing after movie qualities for validation and content filling essence. That's a symptom of this half-formed conception floating in people's minds, this interpretation covered up hazardously by N64 fog.
the_engineers_cry69, Hah Hah, no but it's actually nice to see a genuine Opposing Force...! Half Life...! like i'm totally for that n64 fog - hell but that doesn't mean game engy things are dead meat. i'd like to warn though that a knee-jerk reaction what would warrant to this - let's just focus excessively on gaming mechanics! - is itself a dangerous waters, covered in layers of sticky nerdy-gamer-cultural debris secretion where the opposite qualities are equally discriminated (and i'd argue even more so than the opposite, due to already technical-centered and -minded - culture of gamers and gaming itself).
maybe in this light you see why i don't see a problem with people (finally?) exploring the somewhat unexplored qualities in gaming, even though it's a bummer that people pick on the fad and fill it with their egoistic shit? condescenment in this post is unintentional, i could screen it thoroughly for that but nahhh not this time
Last Edit: February 12, 2013, 07:04:51 am by bonzi_buddy
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Darksiders. Not my kind of game but a friend bought it for me about 1-2 years ago and I feel guilty about not playing it.
 
Also I just hit the hardest boss in the game (according to the internet) and having a lot of trouble. Tiamat. Who's the first major boss fight.
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Darksiders. Not my kind of game but a friend bought it for me about 1-2 years ago and I feel guilty about not playing it.
 
Also I just hit the hardest boss in the game (according to the internet) and having a lot of trouble. Tiamat. Who's the first major boss fight.
That is the final boss of the demo (I think? Giant bat?) and I literally spent half of an hour repeating the same 5 minutes of gameplay WITHOUT DYING. A SINGLE TIME.
I guess I kept missing "the kill" or something but that is a really, really dumb thing to put in a video game. Eventually I should have gotten some kind of hint "hey, you have to press L2+Square+start twice when the bat lands to kill it".
 
Official verdict: Darksiders is a dum game.
don't mind me, just postin' after a few brewskies
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the_engineers_cry69, Hah Hah, no but it's actually nice to see a genuine Opposing Force...! Half Life...! like i'm totally for that n64 fog - hell but that doesn't mean game engy things are dead meat. i'd like to warn though that a knee-jerk reaction what would warrant to this - let's just focus excessively on gaming mechanics! - is itself a dangerous waters, covered in layers of sticky nerdy-gamer-cultural debris secretion where the opposite qualities are equally discriminated (and i'd argue even more so than the opposite, due to already technical-centered and -minded - culture of gamers and gaming itself).
maybe in this light you see why i don't see a problem with people (finally?) exploring the somewhat unexplored qualities in gaming, even though it's a bummer that people pick on the fad and fill it with their egoistic shit? condescenment in this post is unintentional, i could screen it thoroughly for that but nahhh not this time
Ha! At first I thought you were calling me condescending in my post. So whatever condescenment was in your post was, as you can imagine, a great relief after that.
 
I want to make it clear that I'm not arguing against weirdness in games, we both value that but I guess I just see a different method of getting there, I'm also not interested in shutting out certain types of experiences as though they're a threat to me, but I do think that the procedure in Proteus (as far as I can tell) runs counter to its aims, and that's because effects won't emerge out of nothing. Experiences won't emerge out of AAA cinematics, experiences won't emerge out of similar vacuums.
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I agree with you 100%. NAY, 110%. 115%...! last offer...! In seriousness/clarification, I wouldn't demand you to agree on my view otherwise, that'd be egoistic. but i feel it's productive that we both understand/are on the same page that whatever matters most here is the experience, no matter HOW you achieve it. the roads to hell are many...
 
and yeah, i'm not commentign much on that game as i haven't got into it/read about it but it seemed more akin to minecraft-narrative of endless fractal world than strange rigid limitations and breaking of n64 fog as you put it...
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Darksiders. Not my kind of game but a friend bought it for me about 1-2 years ago and I feel guilty about not playing it.
 
Also I just hit the hardest boss in the game (according to the internet) and having a lot of trouble. Tiamat. Who's the first major boss fight.
That is the final boss of the demo (I think? Giant bat?) and I literally spent half of an hour repeating the same 5 minutes of gameplay WITHOUT DYING. A SINGLE TIME.
I guess I kept missing "the kill" or something but that is a really, really dumb thing to put in a video game. Eventually I should have gotten some kind of hint "hey, you have to press L2+Square+start twice when the bat lands to kill it".
 
Official verdict: Darksiders is a dum game.
While I agree that for a first major boss she was a bit much, the game has grown on me now that I've unlocked some new stuff. Namely I should point out that the game was too easy for the first 2-4 hours. And then got fairly frustrating which in hindisght was probably due to me buying the wrong upgrades. But now the game seems to have taken on (with a story introduced upgrade) "everything is difficult but in case things go really sour you have a trump card"
 
Of course this type of game not being my thing I picked normal difficulty instead of my usual dose of hard difficulty.
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spatial games are provided content by texturing the game space. the 'game experience' is this + players. players invariably being the more complex part of the combination. it's kind of hard to pin game experiences on makers, as usually players go about constructing their own methods for play & understandings of games. seeing a game as an experience is, in my view, akin to seeing a house or a website as an experience. these things can be highly expressive, but there is more than a singular experience communicated by an author in and around them. also true for books, but different because with more spatial things, traversing the object can be social and highly nonlinear, as well as the state-space (length of the material 'text') can be much, much larger. it would be therefore better to see games as venues, stages, or mediums for experience. depending on the game, they elicit a broader or narrower range of responses from player-communities. the production of game space is a lot like the production of space in general. the primary difference (significant, though it may be) is the construction materials. i guess that's why 'fog' fandom kinda reminds me of abandoned building exploration.
 
edit: cbf disassembling my above writings. probably seems totally unrelated / out of nowhere again.
Last Edit: February 14, 2013, 10:34:27 am by Biggles
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I beat Darksiders. I'm torn about it. I enjoyed the Bosses except maybe the first one and combat was generally ok but my experience with games of this nature is small. What I DID NOT LIKE were the constant stream of puzzles. People told me that they basically ripped off Zelda. This makes me believe that I would not like Zelda games. Because the puzzles impeded progress fairly often and I ended up always wanting to just forge on.  :P
 
I originally was going to play another PC game but my brother borrowed Halo 4 from someone so I think I'll play through that. After I beat that game though I'll probably play either RAGE or or Alan Wake.
 
Its funny though I'm going to play through Halo 4 but I've yet to play through Reach. I know they are not connected but its still very unlike me.
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I'd be interested to hear what you think of Darksiders 2 especially compared to 1. If you ever play it. After playing 1 would you be interested in 2? 2 places more emphasis on random drops and crafting, which is interesting, but I think the puzzles are downplayed a bit.
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Eh, after playing 1, not really. Though the fact that Darksiders 2 downplays puzzles is good and random drops and crafting CAN be fun. But purely on the basis of the first one I probably wouldn't play its sequel. I kind of wish my friend had not bought me it. This is to say, I don't like receiving games as gifts in general. Because people pester me to play what they bought me or even if they don't I end up feeling guilty and play it anyway before other games I'd rather play. I don't like being pestered/rushed as I'm generally a slow and methodical person and I don't like feeling guilty (who does?).
 
That being said I almost feel like I'm being rushed into playing Halo 4 as well because my brother borrowed it and has to return it eventually which is also a pain. I don't like rentals or borrowing. I hate time limits and deadlines in general applied to most things. Too stressful.
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Anyone talking about innate spatial qualities and a truly immersible experience versus innovative mechanic-ology and inventing your own experience based on player interaction with emergent systems. I am addressing this to you:
 
I have been playing Tiny and Big: Grandpa's Leftovers. I saw a video of it linked to the side right after watching some gameplay footage of Proteus. Now I do not disagree with proteus as a concept (as long as nobody expects you to pay for playing it), I am just saying that I bought Tiny and Big just based on what I saw from someone playing the demo level on a youtube video.
 
I have been playing it, and for MY money, it has been basically the most ideal balance between the two qualities being discussed in the last few posts I have ever seen. It can be true how easy it is for game developers to be mired in one or the other, but find one good application of both at once, and you quickly realize they are basically just like two sides of the same coin. It is the ideal, that type of balance. Hard to pull off with a heavy weight of creativity applied on both sides of the scale. Difficult, but not impossible.
 
It is odd with this particular game because the few times I found myself most stuck were in the early levels, where I was not expecting the path to be cleanly laid out for me by common platforming game tropes, and thought I needed to apply especially cunning problem solving skills to advance and cheat my way to the top of whatever obstacle I was currently facing.
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I don't particularly feel that there is an opposition between those two qualities. Particularly, if you consider "mechanics" to their finest grained, they are a complex of human biocultural stuffs and computer software (itself material culture & technology). This is the same stuff that produces spatiality in games. As approaches, though, they might be distinct. A mechanical approach tends to be focused on more board-gamey macro design, whereas an approach focused on experience might focus on the aesthetic qualities of particular components (software and otherwise) of the game. There is also a literary approach, which treats games as a narrative text. I suspect that range of such approaches exist. In the sense that you may invest your time into one approach or the other & must manage conceptual conflicts between serving the needs of each, I guess that you could consider there being an opposition between them. But reconciliations and combined approaches are certainly possible, so by working at it, the seemingly opposed may meld into a third thing. For me, games are programs produced by doing work & cooperating. As software is such an astoundingly general thing, it naturally welcomes many different approaches.
 
Tiny & Big looks pretty entertaining. As it appears to be compatible with my computron (hooray!), I will probably purchase it and return later with game specific comments.
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i've been playing a lot of 3DS lately, namely Ocarina of Time 3D and Professor Layton and the Miracle Mask.
 
oh and i just played Ib (an artsy (literally) Japanese survival horror puzzle game made in RPG Maker) and got all the different endings and dang that was a good game!! it's similar to Yume Nikki but more active and less mysterious. i highly recommend both of those games. i love Japanese indie horror games! i've got a whole bunch more that i still have to play~
Last Edit: February 18, 2013, 12:59:34 pm by mkkmypet
semper games.
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on my first play through pokemon ruby, but progress will be slow since I have some big exams/projects etc.
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