Topic: What are you playing? (Read 140672 times)

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unfeeling clusterfucks of unprocessed controversy
!

I remember I sort of had that impression when I stumbled blind into the trailer a few years ago and I think you've summarized it very well. I've never played any of the bioshocks but I always had the impression that they constantly attempt to reach things well beyond their creative and intellectual ability in order to attain this sort of undeveloped sensational controversy.

it also applies to so many things within the past decade, and I hope and pray that it is just a passing fad and currently in its downswing
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Today I was playing Yakuza 4 trying to get a round of Mahjong in and my game froze but the menus worked fine.... so I reset the console to find out my CD player stopped reading CD :(
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even though i have developed remarkable contempt for the zombie craze, i picked this state of decay game up. against my better judgement, i kinda liked it. it pulls off the survival setting rather well, there's just enough variety in locations and stuff to do that it stays fresh for a while. a short while, anyway. then you realize that there's a definite limit to the amount of things that can happen to you, and it's unfortunately rather easy to get familiar enough with the way the game works that all tension and drama is lost, and you realize that the game was a lot less challenging and dangerous than it initially appeared. there are some story scenarios you can follow, but they get progressively less involving as the game progresses, invariably with every plot thread you thought you may eventually be following simply ending in a way where you will find yourself wondering aloud on a message board if you did it wrong and got the bad/unrewarding outcome. the game is also fantastically buggy, probably as buggy as any widely circulated game i've played in a while, though i more or less forgive them for this when i went to their official message board and saw lead developers more or less apologizing for being such tremendous fuckups.
 
they did do some modestly interesting things in not really having a main character, letting you tag virtually anybody in the gameworld as your main character, never forcing anybody specific on you, though i feel like that's more a novelty than anything else. they were generally on the right track in making each of the characters handle somewhat differently and have light background personalities to differentiate each other, though they didn't really put the legwork into this to make any worthwhile dynamics out of it. they ultimately blend together and nothing aside from the occasional combat trait sticks out. an extra flavor writer or two on staff, more time in the recording booth for the voice actors, would have gone an extremely long way here. interesting primer for someone to come along and do this well, though.
 
i guess what i appreciated the most was that the whole survival system managed to balance some tension with being free and easy enough to the point where the game doesn't become that much of a chore. it's still just the standard clear out a building, press the action button on the cabinets and shit, but they keep the system generally realistic and never give you that much of a safe zone. the main problems i had with this system were the bugs, and the fact that you rather early reach a point where there isn't much reason to even scavenge for stuff anymore, as there's nothing else you can do with any of it. i reached the point where i was still generally enjoying the game enough to scavenge for shit, but had no reason to. the last hour or two of the game was basically just my super-beefy characters driving around in a pickup truck fixing all the devastating problems the game's bugs were causing, waiting patiently for the endgame quests to spawn. partially in their defense is that there's obviously alternate ways of playing through the game, such as sticking with one survivor, just doing story quests, ignoring the menial tasks of the game, and other things to generally handicap the experience, but i still think that there needed to be a lot more scenario content to really justify doing this, as the game would still become rather dull and repetitive even in themed or role-play playthroughs.
 
it's really not that impressive of a game the more i think about it, but it does a couple things well and is the sort of game someone else could pick up and learn how to do this sort of thing right by identifying the key mistakes of this one, as they were in the ballpark of doing it rather well here. i don't have the confidence that videogame industry peoples have such advanced capacity for critical thinking, but it's the sort of thing that looks nice written out.
Last Edit: June 21, 2013, 05:48:02 am by Hundley
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Largely the problem with zombie video games is that they don't effectively encompass actual survival and scarcity concepts very well which would mechanically at least be the only reason I'd want to specifically fight zombies in a video game. Then again I have yet to play Day-Z so I probably should stop complaining. Problem is that Day-Z doesn't look like it has good kinesthetics and its 3rd person perspective so it kind of puts me off to buying Arma just to play the mod.
 
Zombies as horror would be nice too but true horror games are few and far between in general so asking specifically for zombie horror is kind of silly. And zombies are only really scary when they are of the screeching fast brand or in dark claustrophobic areas were being lumbering isn't a handicap.
 
Though the Walking Dead Games using zombies as a backdrop largely for story seems interesting. I've yet to play it though.
 
As for devs learning from past mistakes I think you give them too little credit. The problem isn't the devs themselves but the issue of publishers pushing them in other directions. And even perhaps from the stand point that there are lots of developers that don't have time to play many video games in the first place, especially too little to play the fairly 'small time' game you just played, to really have the opportunity to learn in the first place. Some Indie group could potentially learn from it but the resources to make such a game would likely be beyond them.
 
I want to say more but I'm bogged down by work. I have not played KOTOR2 in like 2 weeks it seems like. Yesterday I gamed a little but only played BLR since it doesn't require too much brain power from me at this point. Not that I played well. I got my ass handed to me because I was tired and my reaction time significantly suffered and further couldn't think to stratigize to make up for that due to a fore mentioned tiredness.
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i bought SaGa Frontier for the ps1 off ebay like a month ago. im hoping to play through it at some point during the summer. it looks good.
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Today was the first time in 2 weeks that I've been able to play KOTOR2. I've put in around 31 hours now. Moving very slowly, but enjoying it. Can't wait to listen to some HK-47 again.
 
To bad he's probably going to hate my character's guts since I'm 100% goody-two-shoes.
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Today was the first time in 2 weeks that I've been able to play KOTOR2. I've put in around 31 hours now. Moving very slowly, but enjoying it. Can't wait to listen to some HK-47 again.
 
To bad he's probably going to hate my character's guts since I'm 100% goody-two-shoes.
He going to call you a meat bag anyway you slice it.
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i bought SaGa Frontier for the ps1 off ebay like a month ago. im hoping to play through it at some point during the summer. it looks good.
i would say your odds of loving it or hating it is about 50% in either direction. it's childish and unintelligible, so you kinda need to go into it not really expecting something specific, or anything really resembling a cohesive experience. it doesn't really do anything particularly well, and it's really disappointing how badly they end up tying together all the scenarios in the game(and insanely disappointing if you've ever played live a live).
 
despite this, i really like saga frontier. the whole experience is kinda dumb and meandering, but there's a certain aesthetic that comes from it all that i'm not really able to articulate too coherently. all the saga games are kinda like that, where it's never too clear how to get a handle of how the game works, or what is really going on in the story or what you should be doing. deliberately or not, there's something about those games that has the feel of renting an old, obscure, unintelligble nintendo game without the instruction booklet, and finding the novelty in trying to piece together the logic of something that doesn't make a lot of sense to you. like trying to communicate with someone who doesn't really speak your language over a near-destroyed ham radio that you don't really know how to operate. stuff like that i guess. the novelty of confusion. though other saga games are better examples of this odd aesthetic, it's still more or less present in this game as well.
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I have a habit of enjoying the hell out of certain games that are generally considered pretty bad. http://www.youtube.com/watch?v=TOA5hpBURjg]Shadow Madness[/url] remains a guilty pleasure despite being completely shit in every area besides music and atmosphere.
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i bought SaGa Frontier for the ps1 off ebay like a month ago. im hoping to play through it at some point during the summer. it looks good.
i would say your odds of loving it or hating it is about 50% in either direction. it's childish and unintelligible, so you kinda need to go into it not really expecting something specific, or anything really resembling a cohesive experience. it doesn't really do anything particularly well, and it's really disappointing how badly they end up tying together all the scenarios in the game(and insanely disappointing if you've ever played live a live).
 
despite this, i really like saga frontier. the whole experience is kinda dumb and meandering, but there's a certain aesthetic that comes from it all that i'm not really able to articulate too coherently. all the saga games are kinda like that, where it's never too clear how to get a handle of how the game works, or what is really going on in the story or what you should be doing. deliberately or not, there's something about those games that has the feel of renting an old, obscure, unintelligble nintendo game without the instruction booklet, and finding the novelty in trying to piece together the logic of something that doesn't make a lot of sense to you. like trying to communicate with someone who doesn't really speak your language over a near-destroyed ham radio that you don't really know how to operate. stuff like that i guess. the novelty of confusion. though other saga games are better examples of this odd aesthetic, it's still more or less present in this game as well.
 
ahaha yeah I played this game for way longer than it deserved. You forgot to mention the battle scenes were even more confusing wackass crystal prison than earthbound's, with like 3d clashing with 2d clashing with strange camera angles/polygon distortion and random colors. I thought that part was good. The game would have still had some nice aesthetics even if it were straightforward. I was watching a let's play and going through the pipes under the prison looked pretty weird/bizarre light sources coming from nowhere. I dunno I'd talk more about it but it gets into the ineffable after a while
 
also there was supposed to be an 8th scenario as Fuse in the beta version or whatever. Fun fact
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i am obsessed with Animal Crossing: New Leaf
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Been trying out the newest Final Fantasy MMO, going through an MMO phase... again.
 
Quests as usual for an mmo are generic and boring but admittedly I'm enjoying dungeon runs because it simply forces team play. Beta is almost over and open beta will be coming up soon, but I doubt ill invest in a monthly subscription when the game is released which is what the payment method will be.
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(various nice things i should have responded to)
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W-what?? w-w-w... WHAT?? 8^O 8=====^O 8^O ... >:^8 ?! what the fuck man!! your posts are good!! what the heck!! please don't delete them!!! please!!! :^_( _
 
EDIT don't hurt yourself!!! also i reaaaaaaaally doubt you dont know ANYTHING about games design... >;^2 ?? they were probably good posts even if you didnt think so...! >;^4 youre hella suspicious...! >;^d dont take a shit on yourself!!! don't decice your worth beforehand... >:^8 Believe In Yourself! :^>
 
i really know nothing!!!! i sort of feel that there is nothing objective to be said about games. like, every time i think of something that could maybe be considered 'true', there are a million ways to disprove it. i sometimes think they're entirely about taste, the niche-iest forms of art? and sometimes i just don't like them at all. and sometimes i read game design articles and think, 'hmm, game design' and i don't agree, but i try to vocalise why and i just think i'm being just as prescriptive and reductionist about it, or something? i really don't know.
 
when talking about these things in 'meatspace', i find myself mid-thesis just going 'and yeah... game design! hurrah!' rather than finish the obviously narrow minded thought i'm probably trying to form. like, i catch myself being all designey-winey and because i mostly hate reading or hearing this stuff, i stop in my tracks?
 
i sometimes wonder if the games i like only exist in my imagination, and that they wouldn't be to my taste if i actually played them. 
 
i loved playing kings field iv very drunkenly the other night. i loaded it up specifically because i wanted to feel the 6s death that you can achieve by starting a new game while holding NE on the stick.  does that go some way to explain what i mean? like, how niche they are? like, i wanted that specific experience that day and time? i don't know. i turned off the game after that.  
 
i tell myself other things are more interesting to me personally than design, (not to belittle those for whom it is important...) like, i can't help but feel there's that craft element which can be learned or chipped away at until it is a smooth thing, and the design aspect is actually just a puzzle with an ideal solution, so why discuss it? but other things, such as theme and atmosphere (THE ART, MAN, THE ART!), are things that i convince myself that i'm personally looking for? i guess i could speak about these aspects of games i'm playing (very few these days, beyond a casual toe in the water etc) but i don't feel qualified to vocalise these things. i'm not an artist any more than i'm a designer!
 
i've played a lot of games for short periods of time lately. nothing's really grabbed me, though.  i quite enjoyed the periphery around Willy's Great Adventure but out of nostalgia alone, probably. i love that it was made 28 years ago, and that its design has no modern concessions. feels like an unearthed relic.
 
i have enjoyed the general 'madness' (that old arcade game thing of the bigger the better, "we're gonna give you the BIGGEST SPRITES EVER! some of them are TALLER THAN THE SCREEN!") of the following games lately: Vanquish, Metal Gear Rising and Shadows Of The Damned.) sometimes i think i like this kind of game at the moment because i want some brain junk to unwind to (like, even having multiple paths or the possibility of secrets is too much for my OCD brain which cannot proceed when it looks as if there is a hidden something somewhere?) these games all go: here you are, a level, a cutscene, a boss, a cutscene, a bigger boss, a cutscene, a bigger boss with two of the other previously biggest bosses on top of it?
 
i like and play far less indie games than i should. i am mean-spirited about them, and i am a whore for 'polish', despite finding most polished games infuriatingly shallow, so that excludes a lot of shorter works where they are high-concept but not very designey-winey. then again, i play larger indie games from time to time, and mostly feel that they're too design focussed, to the detriment of their meaning and atmosphere. make your mind up, jasper!
 
i watch videos of old spectrum / msx / colecovision / etc games a lot, and imagine polished games that look like them. i don't know what that means.
 
i recently bought both a 3ds and a vita, because i am releasing a game on the latter (and possibly the former too) i enjoyed the reductionist survival horror of RE:REVELATIONS. i like that it's dumbed down enough that i can consume it like a tv show, despite craving (and attempting to make) the complete opposite kind of game in the same genre.
 
so i realise as i'm writing this that i mostly play junk.  and yet i tell myself i'm looking for some magical piece of art that will somehow fit my aesthetic perfectly (and this is the theme of my new game), but i'm clearly looking in the wrong places (maybe silent hill 2 is the only example i can think of which has everything on my 'checklist'?) i don't know why i expect to find this work on a ps2/3/gc/saturn/etc/etc instead of, say, the indiesphere?
 
my method of designing stuff is a combo of enough monkeys + typewriters, and endless imposing of my wip games on friends until they give me all the design answers i can't figure out myself. so maybe i don't even do my own design? i'm just not a terry cavanagh / increpare / michael brough who live and breathe it. and yet i find most games infuriatingly designed, even if i can't vocalise why.  in fact, people like the catamites seem far better able to vocalise what it is i'm looking for, the intangible nature of it. my new game is about this yearning for something, the ultimate-thing-within-your-niche-aesthetic, which seems to me ultimately empty and fruitless, partly because i can't put my finger on what it is i'm looking for. i say to myself i love theme above all, and i focus heavily on that, yet the stuff i actually play rarely gives two shits about it.
 
the more i'm writing, the more i realise i don't even know what i'm trying to say and this always happens when i try to talk about these things. i will shut up now.
 
(i fought the urge to delete this, but, well, here it is)
Last Edit: July 15, 2013, 10:43:38 pm by superflat
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I am very glad you did not delete that. That was one of the more interesting and coherent rants I've read.

Honestly, I wish I had your problem when it comes to game design (if only because you actually released something despite it). My issues preventing me from working on my game are as numerous as they are illogical.
 
I wish I could put more effort into a response but I have to wake up super fucking early tomorrow and drive for 4.5 hours and I am tired now and there is no telling if I'll remember to come back and discuss a bit more or I'll be capable of the self motivation.
Last Edit: July 16, 2013, 02:01:25 am by Warped655
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I've been playing Mount & Blade a lot. its a good game, despite a lot of flaws and lack of polish.
 
I got castle crashers too, and it has a lot going for it but ultimately feels like slogging through a sack of meat.
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inspired by a couple brief posts in this topic, i am playing saga frontier again. apparently i started playing it again at some point and got most of the way through Red's scenario, but stopped for some unknown reason(EXISTENTIAL CRISIS). i have only fragmentary memory of this. so i picked up where i presumably left off, like finding a half-completed crossword puzzle in an abandoned train station and finishing it for no reason, even rolling with the glaring mistakes made by the last player.
 
i still don't completely know why i like this game so much. i doubt the people who made it do either. part of me wants to crack the code, the other is afraid i might not survive pulling back the curtain and seeing little beyond some slightly-impaired japanese people huddled frightened in a corner. the signature attack of the final boss of T260G's scenario screams NO FUTURE in big red letters before bouncing some laser beam off of the wall of television monitors behind it. i think this is tremendous, and i worry i would be less of a man if i fully understood why.
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u. for a fool.
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u. for a fool.
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Been playing a lot of the Colonization expansion for Civilizations 4. I really like it, the resource trading and colony settlement systems are more diverse and in-depth. You actually get more options for how you want to develop and specialize a city, because for any crucial resource that city might lack, you can make up for by establishing supply lines from any other city you have that is producing in abundance.
 
I feel like this is how Civilizations was meant to be played all along, and if I get the same expansion for Civ5 just to find out it goes in a completely different direction with it, I am going to be sorely upset.