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11 votes
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Is there a site where I can check if a game has multiple endings or missable stuff without spoilers?
I mean, the simplest answer would be to ask around in forums, but I wanted to know if there's a site where that information is compiled. (wikis typically don't care about spoilers)
25 votes -
€78 ($90) mount is now available for World of Warcraft - more than three times more expensive than anything else
Can you even call it microtransactions anymore? Here's the link to the store page. I have never bought a cosmetic in any game, ever, but this is absolutely insane to me, especially for World of...
Can you even call it microtransactions anymore?
Here's the link to the store page.
I have never bought a cosmetic in any game, ever, but this is absolutely insane to me, especially for World of Warcraft which usually had somewhat measured pricing on their real-money cosmetics (everything has always been below €25 to my knowledge) - that it's fully cosmetic is debatable though, seeing as you now have an auction house and mailbox wherever you are. Not all that game changing to be sure, but it's definitely a small advantage over those that are not rich in money or in-game currency.
There is an argument to be made that it's a way to influence the economy in the game - another gold-sink to reduce the huge wealth gap between players (it will cost nearly two million gold to reach the Battle.net balance required). However, two million gold is not that much.
I'm not quite dusting off my pitchfork over it, mind you, but still. And I just wanted to share to maybe foster some quality discussion on tildes about microtransactions maybe?
Thanks for the tags @mycketforvirrad, didn't really know what to put.
32 votes -
Starbreeze admits it made poor design decisions on Payday 3, but has plans to turn the heist FPS around
8 votes -
An astrophysicist attempts to measure the physics of Outer Wilds
23 votes -
I'm a game developer with a special interest in horses and riding. I wrote a lengthy guide on what could be done better when adding horses to games.
55 votes -
Helldivers 2's crucial 01.001.100 update completely reworks weapons, adds new Galactic War feature, and changes much more in bid to make the game easier
17 votes -
The games behind your government's next war
11 votes -
“The Door Problem”
26 votes -
The design of Dredge
11 votes -
Why is ‘left stick to sprint’ so unpleasant in games?
32 votes -
Monster Hunter Wilds: Basic mechanics overview
13 votes -
Games where the campaign serves as the tutorial?
Recently I just finished Hitman: World of Assassination's campaign, where the main campaign is basically a tutorial for the main "meat" of the game, i.e. contracts, Freelancer, and pushing down...
Recently I just finished Hitman: World of Assassination's campaign, where the main campaign is basically a tutorial for the main "meat" of the game, i.e. contracts, Freelancer, and pushing down your assassination time for the story missions.
I really like that style of game, on this site famously I'm always talking about Monster Hunter which functions similarly (main campaign into grinding out for materials and decos), and was wondering if anyone else had any similar games.
I think roguelikes fit this a bit too, but for the sake of this topic not devolving into "what's your favorite roguelike", hopefully there are different suggestions! (Backpack Hero does something like this lol)
25 votes -
PVP in MMORPGs is dead (and here's why)
18 votes -
Dragon’s Dogma 2’s combat is sloppy and unrefined — on purpose
8 votes -
New Catan game with environmental mechanics
15 votes -
It annoys me that so many PC games feel like they're intended for consoles
I often starts playing a game, then quit because it simply doesn't feel like a PC game to me. Sometimes it is because it is a console port, but not always. I just tried playing VAMBRACE, and got...
I often starts playing a game, then quit because it simply doesn't feel like a PC game to me. Sometimes it is because it is a console port, but not always.
I just tried playing VAMBRACE, and got stuck when trying to open a door. There was an "open door" icon right at the door, but clicking it had no effect. Turns out I had to press the action button, which was the E on the keyboard. What's more, all the icons in the game works like this, having assigned a key you have to press. With me having a mouse which is designed especially to click on things on the screen, this makes little sense. It reminded me of the way early homemade DOS games let you use keyboard input, typically in this format:
<P>lay <M>anual <Q>uit
Obviously, VAMBRACE was designed to be played with an Xbox controller. But the end result is a control scheme which grew out of fashion thirty years ago.I quite hate the Xbox controller. That wobbly thumbstick are just so so uncomfortable, with the forward direction forcing you to move your thumb forward and slightly left in the most awkward of movements. Despite most humans having 10 fingers, the majority of actions are performed by the right thumb which have to move between 4 different buttons. In the Xbox controllers defence, it had to have the wobbly thumbstick as a replacement from WASD + mouse first person shooter movement. But this doesn't change that I'm never going to like this silly gadget.
I can't say exactly what the difference is between PC games and console games. There are of course the controls, keyboard and mouse VS gamepad, but I also feel like there are also some differences in the basic feeling of the game. A lot of consolish games feel a bit like a tech demo with some light interaction throughout, sort of like a rollercoaster ride.
This was something I liked about NOITA. It is designed for PC from the ground up. The aiming requires a mouse cursor, and the wand tinkering would be pretty much impossible without a mouse.
34 votes -
The personal, political art of board-game design
6 votes -
Are there any games that you have enjoyed playing without the HUD or mini-map? If so, which ones and why?
I just posted this as a comment to someone who mentioned Horizon Zero Dawn, but figured there might be more discussion if I made a new post for it, so here goes: Are there any games that you have...
I just posted this as a comment to someone who mentioned Horizon Zero Dawn, but figured there might be more discussion if I made a new post for it, so here goes:
Are there any games that you have enjoyed playing without the HUD or mini-map? If so, which ones and why?
One of my favorite gaming experiences was playing Zelda BOTW in its entirety without any HUD elements, just using the game's scenery and story to guide me. I loved it so much that I tried doing the same in other massive open-world games like Skyrim, Fallout 4, The Witcher 3, and Assassin's Creed Origins, but found that they relied too much on small details or markers in the minimap. So instead of feeling more immersed and in-tune with the game world, I just felt more frustrated at not knowing exactly where to go or which specific person or item to click on without the game explicitly telling me. I'm sure it can be done, but I found it nowhere near as pleasing as BOTW.I just recently picked up Horizon Zero Dawn and wondered if it could be played in a similar manner, without the map or other HUD elements, or if I'll end up needing some of them to know where to go or who to talk to.
I'd love to hear any other recommendations or thoughts on this matter.
28 votes -
What game mechanic or boss could you just not overcome?
What game mechanic, boss or puzzle in a game got you to give up? For me it was a drivers license test in Gran Tourismo 2 on the Playstation. I was so into racing sims that I had a decent steering...
What game mechanic, boss or puzzle in a game got you to give up?
For me it was a drivers license test in Gran Tourismo 2 on the Playstation. I was so into racing sims that I had a decent steering wheel and pedals set (like $80 in 1999). I even found a better coffee table to more comfortably fit it all. I had so many hours into GT1, various NASCAR entries, MOTO Racer, various Need For Speed games, etc.
GT2 had a system where you had to upgrade your license to unlock more tracks. There was one where you had like 15 or 20 seconds to slolem through a course and then do it in reverse. After hours almost every night for a month straight of getting to within .5 seconds of qualifying for the license to unlock more tracks I just couldn't anymore. I gave up racing/car sims for nearly 15 years until XBox heavily pushed Forza Horizon and I gave it a try.
It certainly didn't help that I had just recently been scarred from being stuck in a similar system in X-Wing vs TIE. There was a training mission where you had to take your X-Wing through a course with barrel rolls before you unlocked something (another ship or more dangerous missions?) that I was stuck on. After like 6 weeks of getting within a second or less to completion I finally found a cheatcode to bypass it. By then the damage to my enjoyment of the game had been done and I never did finish that game.
51 votes -
Modern controls are needlessly convoluted
Now the topic may be inflammatory, so let me walk it back and say "in some cases" - let me explain; Just got me this gamepad and I absolutely adore it - for folks not wanting to click on a link,...
Now the topic may be inflammatory, so let me walk it back and say "in some cases" - let me explain;
Just got me this gamepad and I absolutely adore it - for folks not wanting to click on a link, think of it as a fancy SNES pad.
I got it as a fightpad and for that it is marvelous - and while I have no intentions of playing a 3d action game with it, I booted up some 2d indies and platformers to take it for a spin ... and realized that apparently, 6 buttons + dpad just aren't enough anymore.
Since when do you need to have a light and hard attack as separate buttons? And need an analogue stick on top of the dpad to navigate through inventory? The amount of "simple" games needing to use all the buttons on the modern controller - without a viable alternative - is ridiculous.
Yes, there are some workarounds but just wanted to vent.
I'm installing some random titles from my backlog (I have 800+ on my backlog through bundle deals, giveaways, etc.) and it's a crapshoot, not in my favor.
Thanks for coming to my TedTalk.
Edit: Yes I realize the modern controller is standardized to the "two sticks + pad + 4 face buttons + 4 shoulder buttons" design; what I'm saying is that while for some game that design is essential, a lot of other games use up all the buttons without a baked-in viable alternative, or worse yet, use buttons for the sake of using buttons!
25 votes -
Turning popular video games into great board games is a lot harder than it sounds
20 votes -
The “Shove” mechanic in Baldur’s Gate 3 - What my brave warrior's death to a lowly goblin taught me about dice anarchy
32 votes -
Diablo 4 update nerfs all five classes
47 votes -
How bisexuality changed video games
37 votes -
What's a mechanic that you used to dislike when introduced, but now that it's common you prefer having it
As the games industry continues to grow there are many new things introduced which sometimes players don't like, but then overtime we either get used to them, while still disliking them (only a...
As the games industry continues to grow there are many new things introduced which sometimes players don't like, but then overtime we either get used to them, while still disliking them (only a bit less maybe) or we realize "hmm, yes it's good to have this actually". Of course any such mechanic can be implemented very well or quite poorly. I'm not asking about specific implementations, but the mechanic itself as a whole.
Personally I can think of some quality of life changes that at first I thought are not needed or would make a game needlessly easier. When playing I would always try to go for full immersion, but overtime as I've had less and less time to be able to play in long uninterrupted stretches I've come to appreciate things like fast travel and quest markers and other features which would help resuce "wasted" time when playing.
28 votes -
What video games have a player insert character who actually reacts like you would?
I'm looking for some new rpgs to play and I'm interested in stories that they and act like tye player character is some clueless out of towner to basically act as an avatar for the player. I feel...
I'm looking for some new rpgs to play and I'm interested in stories that they and act like tye player character is some clueless out of towner to basically act as an avatar for the player.
I feel like most of the gltimes I've seen this done its pretty hamfisted and doesnt seem like the interactions go right. I'm wondering if anyone has encountered good examples of this idea?
28 votes -
Does adding story to open world survival games work well? An agonising deep-dive into the strange game that is The Forest.
5 votes -
The games I wish I never replayed
9 votes -
Morality in games mechanics
4 votes -
Breath of the Wild fixed stamina, it's perfect now, we did it
5 votes -
Crafting is (kinda) pointless
10 votes -
The problem with mini-maps
9 votes -
The importance of button prompts
3 votes -
Why you didn't get lost in Metroid Dread
8 votes -
The anatomy of Portal - How Portal's puzzles trick you into being smart
5 votes -
Vibe checks in video games
8 votes -
Why do so many games have tanks, healers and DPS?
11 votes -
The power of video game HUDs
8 votes -
Enough with the red screen of almost-death
6 votes -
How the nemesis system creates stories
7 votes -
Board games with unique mechanics?
Currently, I've been playing board games which always have the same kind of (standard) mechanics (worker placement, card drafting, etc), which after a while, starts to feel kind of the same but...
Currently, I've been playing board games which always have the same kind of (standard) mechanics (worker placement, card drafting, etc), which after a while, starts to feel kind of the same but what changes is the theme.
I'm looking for recommendations on board games which have unique mechanics. It could a completely new mechanic or simply a mechanic which already exists but then the game uses it with a twist.
For example:
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Trickerion use of worker placement but the workers have actually different values.
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Tzolk'in and the use of gears.
12 votes -
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Why do many games make you press a button before loading (after launch)?
So recently I've been playing Destiny 2. After you launch the game you need to press "X" for the game to start loading (which takes multiple minutes, it's ridiculous). I've seen this in other...
So recently I've been playing Destiny 2. After you launch the game you need to press "X" for the game to start loading (which takes multiple minutes, it's ridiculous).
I've seen this in other games and I never understood the point. Yes I want to move past that screen, load the game and play it. Do you guys know why game developers do this?
10 votes -
Anatomy of a DOOM Eternal fight
3 votes -
Against the hegemony of hit points - Games don’t necessarily need less violence—but they do need more varied approaches
7 votes -
Subtle mechanics in Celeste that widen timing/positioning windows and make the game feel better to play
18 votes -
How level design can tell a story
7 votes -
Scythe’s Automa designer on making cardboard AI feel human in solo board games
8 votes -
Pack-ratting in video games: How can developers encourage or discourage players from hoarding?
7 votes -
How do bullets work in video games?
7 votes