[-] setsneedtofeed@beehaw.org 1 points 11 months ago

I can’t get a handle on the gameplay. It is kind of broken in turn based mode, which is a shame because I’m not good at real time tactics mode.

I’ve only gotten through like half the game, and that was after a lot of struggle.

[-] setsneedtofeed@beehaw.org 2 points 11 months ago* (last edited 11 months ago)

Designing coherent spaces is useful for game world designers to think about, but it could have been 5 minutes long and gotten the point across.

[-] setsneedtofeed@beehaw.org 1 points 11 months ago

The atmosphere, taken moment to moment, or at individual locations was good. The coherency of the explanations behind a lot of things and the coherency of the world as a whole was pretty disjointed.

[-] setsneedtofeed@beehaw.org 6 points 11 months ago* (last edited 11 months ago)

Both games do environmental storytelling, but with vastly different goals.

Obsidian approach is very constantly supporting a consistent tone and overarching setting. It is more desolate and feels more desolate because that’s what a lot of these in-between little areas are supposed to be. But the details in each area that are there so tell a story about what the area is like and how it function, they give a history to what you are seeing but it often isn’t over the top and full of little cute mini-stories you can follow. It isn’t bad storytelling, it’s telling a story you’re not into.

The Bethesda approach is often much more varied. Each settlement or location can have all these environmental stories, often will little miniature running plots. The variety extends to tone, and type of story. This does come at the expense of some coherence if you step back and start putting a critical eye to everything as a whole.

They are trying to give players different experiences. FNV a player can travel through a bleak desert, maybe only with hostile encounters as the Jungle Jangle radio plays until they finally hit a settlement and it feels like an actual refuge from the sun and rad scorpions to the player. The desolation builds that. Fallout 3 and especially 4 don’t want the player getting bored, so there is something interesting and different every ten feet to check out.

I suppose it says a lot about me that my Fallout 4 modlist turns the world into an extremely dangerous, ghoul filled place with dark nights, and rad storms. All of which makes travel on the overworld terrifying, and settlements feel extra secure in contrast.

[-] setsneedtofeed@beehaw.org 0 points 1 year ago

I dunno, seems incredibly competent to me.

[-] setsneedtofeed@beehaw.org 0 points 1 year ago

It’s a different kind of beast.

NMS released. They put it in a box and said “This is the finished game”. It was then torn to shreds and the long road of updates was a redemption story for an already released product.

Star Citizen will NEVER be done. It will always exist in some weird development alpha-beta limbo. It’s never going to go on Steam or shelves as a finished product. This allows the developers cover to always say the game is in development as a shield against any and all criticism. From their perspective it’s kind of perfect. Fans throw money at it endlessly and the development never really needs to reach a coherent state of being finished. Why would they ever want to actually release a finished game?

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submitted 1 year ago* (last edited 1 year ago) by setsneedtofeed@beehaw.org to c/gaming@beehaw.org
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What? (beehaw.org)
[-] setsneedtofeed@beehaw.org 1 points 1 year ago

So far I am locked out of the Killian/Gizmo quest because both characters think I’m too dumb and dismiss me.

And big problem: I’m too stupid to use a slot machine. I had planned on using gambling as my money maker so this is a problem. Even with Mentats I’m still too dumb to gamble.

[-] setsneedtofeed@beehaw.org 2 points 1 year ago

I’m kind of in a spur of playing or replaying older games. Replayed Fallout 1 recently and I’m doing a low intelligence build for the first time ever.

Debating playing VTM Bloodlines or the original Deus Ex, because this is a sin- I’ve never played either.

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I linked a Warlockracy video because I really enjoy his choice of games and presentation.

Other channels I really enjoy: Mandalore, Grim Beard, Civvie11, Oboeshoesgames, and Boulder Punch.

If you can’t tell, I like longform, scripted and edited videos on older games and niche games and mods.

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I was thinking about a few games where I have broken the tone or balance. Wondering what other people have done similar?

My two examples:

This War Of Mine. A moody, atmospheric game about survival and the toll of war. The city is randomly generated, but depending on what locations are available it is breakable. The most common way for me is a super market location with the event of a lone soldier preparing to attack a woman. If the player has a knife, backstabbing the soldier is an easy kill and nets an assault rifle as loot. An early game assault rifle opens a ton of possibilities when you learn how enemy AI works. AI enemies can be ambushed by making noise on the other side of a closed door, when the enemy is in their animation to open the door they are easy pickings. I have used this technique to single handed wipe out an entire military base which nets more food, weapons, and supplies than I’d ever need. My survivors end up living in a comfortable, fully upgraded house.

STALKER Shadow Of Chernobyl. This is a more messed up break. In the early game the player starts in a village of rookies, and down the road is a small military check point. I take the terrible starting pistol and shoot potshots at the military patrol to aggro them, and I lead them back to the rookie village. Once the military and rookies start fighting I go hide near Sidrovich’s bunker and go inside if somebody finds me (enemies don’t follow into the bunker). Eventually the military kill all the rookies but take casualties themselves and are wounded. I pick up a few guns and finish off the military survivors. Then make lots and lots of trips to Sidrovich to sell him dozens of assault rifles and armor sets.

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submitted 1 year ago* (last edited 1 year ago) by setsneedtofeed@beehaw.org to c/gaming@beehaw.org

Like the title says, I’ve been painting figures with cheap dollar store craft paints (and a few other cheap materials) rather than “proper” hobby paints. Gauging if there is interest among people who might want to try mini painting but are intimidated by price or the idea of complexity.

These minis were printed on a lower quality printer, then primed with some kind of mystery spray paint during bad weather, then given to me. So this would be a guide in making tabletop standard baseline minis, and people following it would probably have better results than me but I’d do a starter guide if there is enough interest for me to take pictures and notes.

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Gain (beehaw.org)
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If like me, you don’t play OG Doom but want to watch a really amazing project, the above video (which I’m not associated with in any way) is an unexpected journey.

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This is a really old build and paintjob. I want to make a new, much improved one someday. A long list of future projects.

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setsneedtofeed

joined 1 year ago