Nexu's recent activity
-
6 votes
-
Comment on How's VR gaming these days? in ~games
-
What has made you laugh recently?
I'm most interested in entertainment/media of any form - movies, tv shows, youtubers, stand-ups, theatre, music, whatever. Something that was really (truly) funny to you, not just "comedy genre"....
I'm most interested in entertainment/media of any form - movies, tv shows, youtubers, stand-ups, theatre, music, whatever.
Something that was really (truly) funny to you, not just "comedy genre".
If you find yourself laughing more actively at the world around you then feel free to mention that too, with context.
You can explain why it makes you laugh, too, if you like. Although more importantly please indicate how much you laughed at a particular thing.
22 votes -
Comment on This is what a "second-person" video game would look like in ~games
Nexu i think the reason we don't see any 2nd person games is because we're using 1st and 3rd person sloppily, and the true meaning of these reference perspectives have been lost to marketing. 2nd...i think the reason we don't see any 2nd person games is because we're using 1st and 3rd person sloppily, and the true meaning of these reference perspectives have been lost to marketing. 2nd person games are everywhere.
use of X-person in games is typically extremely contrived when it's being talked about. 1st person, 2nd person, 3rd person are modes of address, and all provide information about: who is being addressed, how many individuals make up the interaction, and the direction of address.
a "first person" game, i.e. one where you "look through the eyes of the player character" and don't see your virtual body from a disembodied perspective, is both 1st, 2nd, and 3rd person, depending on the frame of mind of the player, and the camera angle, and many other things.
for example, halo 3 is a primarily first person game, where it's easy to become immersed in the control of a virtual character from the first person perspective, meaning you are looking from their viewpoint.
but at the same time, the player is very well aware that they are "puppeting" master chief, and so there are moments of indirect 2nd (i am controlling something, which i recognize as master chief, but do not accept is myself) and 3rd (wow, look at how cool that master chief guy is) person perspective.
not to mention, in-game cinematics change the dynamic completely. "who" is the camera, when we stop "controlling" it? is the camera a "person", accounting for a perspective? are cameras omniscient entities? are they narrators? or are they benign windows? how can a camera frame "address" a character? are we, the observer-through-the-camera-frame the other of the 2nd or 3rd person? these aren't easy questions to answer, not least because all of these things are constantly and fluidly shifting when we experience a video game.
similarly, take a 3rd person game, like gears of war. you are obviously playing as "that character, marcus fenix", but at the same time you are also controlling the first person, as in the protagonist. other characters refer to you, in the second person. you refer to your on-screen character, in 3rd person, and you play, embodied as the virtual avatar, in first person.
perhaps the most important distinction is how in 1st and 3rd person, the virtual characters never acknowledge the meatspace player.
the example of driver: san francisco in the video is not 2nd person any more than gears of war or halo 3 is 2nd person.
following this logic, a better example of a 2nd person game would be seaman, or even nintendogs. the second-person element is the fourth-wall breaking, where the virtual characters are acknowledging the influence of their meatspace players. that is true 2nd person. and even then, it's still contentious, because you are still embodying an avatar of some sort (seaman and nintendogs both have disembodied virtual hands, arguably adding another "person" even though they are supposed to represent "you")
-
Comment on Can anyone help me remember a sci-fi short story about disintegrating weapons and nuclear winter? in ~books
Nexu This seems like it might be the one... But I'm still hung up on the "nuclear winter" part. Is there any mention of a nuclear winter in The Trigger?This seems like it might be the one... But I'm still hung up on the "nuclear winter" part. Is there any mention of a nuclear winter in The Trigger?
-
Can anyone help me remember a sci-fi short story about disintegrating weapons and nuclear winter?
I'm trying to recall a short story I read about 10 years ago in English class in school. It would probably be fair to call it "sci-fi", but I'm not sure how important that is. What I remember: the...
I'm trying to recall a short story I read about 10 years ago in English class in school. It would probably be fair to call it "sci-fi", but I'm not sure how important that is.
What I remember: the story was set in the midst of an escalating arms race, Cold War-style, and the characters were chiefly military personnel (I think).
At some point, a chief actor obtains technology that is designed to (from memory) "disintegrate all weapons (certain materials/metals?)" within a vicinity.
I believe the technology is then used, and what ensues is a world-enveloping nuclear winter. I'm not sure how the weapons disintegration tech leads to a nuclear winter. It's also quite possible that I'm conflating two separate stories I read in that class.
Anyone have any idea what short stories I could be thinking of? This would be at the very latest pre-2010 stuff, and knowing my English teacher (old bloke from Yorkshire) probably 20th century. Probably.
7 votes -
Platform for discussion not centred around the sharing of links
deleted
16 votes -
China MiƩville
deleted
10 votes -
Comment on Let's talk about collectible non-card games in ~games.tabletop
Nexu In general response to some of the feedback received so far, I'd like to make it clear that the scope includes games from all eras, and don't have to be "mature" games for adults. Marbles and...In general response to some of the feedback received so far, I'd like to make it clear that the scope includes games from all eras, and don't have to be "mature" games for adults. Marbles and Knucklebones (Jacks) are good examples mentioned in the comments so far.
I'd add that conkers is an interesting bottom-up designed game. Not sure how popular that one is outside of the UK, but a big part of that was searching for and "collecting" the biggest, hardest conkers (horse chestnut) and stringing them up in preparation for playground competition.
It was common for children to hoarde conkers for years (they hardened as they dried out and so became more potent weapons) and even trade them. This was encouraged by the fact that conkers accumulated points of the conkers they destroyed with each victory (depending on your local ruleset, sometimes you'd get all the points of the destroyed conker, but sometimes victory would just count for one point).
Some children even used "cheats" like oven baking or using coats of resin or other hardening material; efforts were usually made to police these methods and if cheaters were found out their conkers would sometimes be destroyed by the angry child-mob.
Examples like these are very interesting and especially relevant - if you know of any games like this from your childhood or more colloquial examples that others might not have heard of, please do share.
-
Comment on Let's talk about collectible non-card games in ~games.tabletop
Nexu This is a good point. I'm more interested in defined rule sets over sandbox-style free-form play. But it's something I hadn't really considered, in how you mention beanie babies... the appeal here...This is a good point. I'm more interested in defined rule sets over sandbox-style free-form play. But it's something I hadn't really considered, in how you mention beanie babies... the appeal here is similar to the sentimentality of Pokemon, where many players are not that interested in the mechanics of strategic gameplay as they are invested in an attachment to particular Pokemon.
Beyblades is a really cool example as well, glad this was mentioned as I hadn't considered it in this context. Pogs/Tazos were on the peripheral of before my time, so I don't have a strong understanding of their appeal. The closest I've come to that is the Pokemon/YuGiOh holographic discs that were purely collectible. Much of that was the momentum off of the back of the respective brands, though, so no wonder I was excited about them as a child. Appreciate the response!
-
Comment on Let's talk about collectible non-card games in ~games.tabletop
Nexu My point about Warhammer lacking agility is that typically you'd need to be more considerate about logistics and do some planning if you want to bring the game elsewhere. You can't just grab the...My point about Warhammer lacking agility is that typically you'd need to be more considerate about logistics and do some planning if you want to bring the game elsewhere. You can't just grab the models and put them in your pocket, the best bet is that you've already packed everything carefully into a carry case - it's not the same as how easy and portable card games or even small handheld game consoles are.
I will look into Infinity and Kill Team, thanks for the tip.
-
Comment on Let's talk about collectible non-card games in ~games.tabletop
Nexu I've never heard of the Clix system but it's definitely relevant to what I'm looking at. Thanks for the suggestion...I've never heard of the Clix system but it's definitely relevant to what I'm looking at. Thanks for the suggestion...
-
Let's talk about collectible non-card games
I'd like to start a discussion around collecting-based games, with the following prompt question: What non-card-based alternatives to TCG/CCGs exist which satisfy the same criteria? This...
I'd like to start a discussion around collecting-based games, with the following prompt question:
What non-card-based alternatives to TCG/CCGs exist which satisfy the same criteria?
This "criteria" is my understanding of what makes TCGs/CCGs appealing, and includes but is not limited to:
- collectible/tradable (not necessarily monetized),
- portable/relatively self-contained (this could include apps, handheld consoles),
- the constant drive to expand the collection (whether it's through the randomness of distribution not ensuring particular collectibles, or an appealing reward system like in the Pokemon games).
I wish to divorce these criteria from the card format. Of course, the list of criteria not extensive and I am actively seeking a deeper understanding of what makes these card-based games so appealing. Discussions on the nature of gambling-addiction and the impact of secondary market values also very welcome.
The best example I can think of is the Pokemon games for handheld consoles. These games pre-dated the Pokemon card game and are a great example of the appeal of card games existing and thriving in a non-card format (which ironically led to the card game adaptation).
Another is Warhammer and the tabletop wargaming family. This is interesting to me but really seems to be in a completely different ballpark because it lacks agility and thus is far less appealing to many players.
Note: my reference point to what makes games like these appealing" is very biased by card games, specifically the current "big three" of TCG/CCGs: Magic: the Gathering, Pokemon, and YuGiOh. I'd appreciate suggestions of other relatively successful or simply well-designed games which employ collectibility as a core mechanic. They don't even have to be portable, as long as you're clear about that.
tl;dr: let's talk about alternatives to card games which depend on collecting as a core mechanic
Edit: formatting.
8 votes
I have a Samsung Odyssey+ (currently about $300) powered by a GTX 970 (about $200 dollars back in 2015).
The best WMR headset, without question. Has great colours + anti-screen-door technology to make the pixels less visible. This is a pretty weak system, by current standards, but I've had a great time with it.
What have been your favorite games/experiences so far?
VRChat (Free)
Very compelling social adventure. One of the most exciting games due to the breadth and expressiveness of experiences you can have. Go in without expectations, and embrace the good and the bad.
Some of my most memorable experiences include:
These things may sound trivial or stupid but I have never experienced anything like this in my life before. Games like VRChat will change the way we socialize online.
Waltz of the Wizard (Free version)
This game impressed me a lot. It's a simple principle executed extremely well. Very short (and free) game but a good example of how to do VR - focus on the good stuff, zero filler! There's also a paid version but I didn't try that.
Basically you're in a wizard's room in a tower and you just rummage around finding different ingredients, plopping them into a cauldron and creating new spells. Each of the spells shows off a fun way of interacting with the VR environment and there's just generally a ton of interactivity in the whole space.
It's room-scale, there's basically no instruction (which is so crucial to the enjoyment of discovery) and the atmosphere is spot on.
Skyrim VR (heavily modded)
Probably one of the most extensive experiences you'll have on a VR setup. This was the first game I ever played in VR, on a PSVR setup (I now play on PC).
I was blown away that first time. Just looking around the dim caverns of the starting area, gingerly plucking a tankard from the table and proceeding to flip and catch it with a flick of my wrist blew my mind. Peering up at the cave walls, they felt SO HIGH. and when I excited that cave, there's no other way to say it other than -- it felt like I was really there. It felt like I was really standing below that looming rock face and staring out down the mountain.
With mods, I made the nights darker, the magic and weapons more immersive (pulling weapons from my belt and drawing glyphs of magic in the air to trigger spells) as well as texture packs to increase the level of detail on everything. Stuff like that. Great experience even though it's just a port.
Jet Island
Fly on a hoverboard and use grappling hooks to zoom around an alien world, encounter other players, and fight giant mechanical worms.
You will fall on your arse playing this game, unless you're a seasoned virtual buccaneer, but riding a virtual hoverboard is a lot like riding a bike. Just keep getting back on and before you know it that stability will just click.
Recommended with a big fan in front of your face blasting you for maximum immersion.
The Kobold Project: Chapter 1
Horror game. I've yet to finish this, because I was too terrified. Great example of how to open a narrative experience by playing on the strengths of VR. Great use of light/dark with torches and light switches, interactivity of trivial objects, answering a phone and putting it up to your ear, etc. Very immersive. Horror in VR is something else. I don't think I've ever been this terrified by a video game - it's so embodied and palpable.
Special mentions
What are those of us without VR missing out on?
The sense of immersion. Some games offer an experience that is unlike anything that has ever been possible before.
It is very hit or miss for people. For me, my initial experience of VR was skeptical caution, and ultimately a casual interest that faded out after I tried a few applications back in 2013-14. These first experiences were pretty much just put the headset on and look around the room on the original Oculus dev kit or watching videos with a Google Cardboard setup. Very underwhelming.
When I played Skyrim VR, it just clicked. It was at a convention, and I just stumbled on it. Instantly made sense to me. Just try it out, there's no way to know what you're missing unless you have that kind of experience.
In what way does VR still need to grow?
Wireless technology
It exists, but it's currently either way too expensive (TPCast Wireless Adapter) or way underpowered (Oculus Quest). We're getting there, though. A few more generations of VR tech and it will be the norm.
Complete game experiences
Right now, there is a lack of truly complete games; games executed to the same level of completion as current-gen games, and that successfully capture the essence of VR and fully make use of its strengths.
We need more games that dare to test the limits of VR experience. In part this means VR devs need more funding, which will come as market adoption increases.
Many games right now, even the best, are somewhat haphazard and feel slightly lacking in certain areas. There is very little highly polished offering. Most of the best titles I've listed are (or have been) early access titles created by very small teams (or individuals!). There are some projects that I'm excited about like Boneworks and I hope we see more in the next year or two.
The problem is a lot of games struggle to get the VR implementation right. It's about attention to detail. VR makes the most mundane stuff mind-blowing. Making everything interactable. Mechanics designed to play with your sense of perspective, and the intimacy of interacting with other players in a VR setting. That kind of thing. VR blows the doors open to so many facets of detail that can and should be exploited to raise the experiential bar.
Optimization and resolution
We need foveated rendering to offload some of the work required to run more graphically intensive games.
It's definitely one of the prevailing issues, that even top-of-the-line cards are not up-to-scratch with certain games. This is also a general optimization issue due to many games tacking on VR support as an afterthought. Better optimization will open up the market and help VR grow.
However, this problem is secondary to the need for more well-designed VR games. I also think the importance of 90fps as a baseline for VR is overblown. Personally it's more about stability, and I can play at a consistent 50-60fps for hours with no qualms.
Do you think it will eventually catch on more than it has?
VR is without a doubt the future of gaming. In less than half a decade it will be the norm, if you ask me.
In the past three years, we've seen a huge rise in VR popularity. VR is more proliferated than it ever has been at this point and it's only growing. I think it won't be long until VR is as commonplace as having a PS4 or Xbox.