• Activity
  • Votes
  • Comments
  • New
  • All activity
  • Showing only topics in ~games with the tag "ask.discussion". Back to normal view / Search all groups
    1. Online Scythe gaming group

      This thread is for organizing a group to play Scythe online. Everyone mentioned has either been in my specific thread about Scythe months ago or mentioned it elsewhere. I FINALLY got around to...

      This thread is for organizing a group to play Scythe online. Everyone mentioned has either been in my specific thread about Scythe months ago or mentioned it elsewhere. I FINALLY got around to getting the Steam version in addition to the Invaders from Afar dlc since it was a bundle.
      I'd love to get a Discord group started so we can all finally play together and ultimately shoot the shit and have some fun.
      Also I couldn't figure out how private messaging works which is embarrassing but this is way easier, anyway.
      If this gets enough traction in the next couple of days I'll make us a discord group and we can go from there as far as scheduling goes. I'd also be open to other games if the group wants to do so. 🤘
      @0d_billie
      @guissmo
      @Beowulf
      @Notcoffeetable
      @TreeFiddyFiddy
      @ocdbear
      @AugustusFerdinand
      @TownshipTeleporter
      @clerical_terrors
      @KapteinB
      @Spongey

      11 votes
    2. The "Great Games"- AAA titles, easy brand recognition- are what everyone pushes. But sometimes you need a "just average" game.

      With life, work and other hobbies, I confess I'm not the gamer I used to be- lack of time being the main culprit. But RPGs- specifically Fantasy Fantasy- are the type I've always loved. Since...

      With life, work and other hobbies, I confess I'm not the gamer I used to be- lack of time being the main culprit. But RPGs- specifically Fantasy Fantasy- are the type I've always loved. Since then, hack-n-slash (I'll keep calling them this name!), action-adventure... I've enjoyed them too.

      Given those genres, I'm sure you can think of big-name titles that are excellent. Cool. That's not what this is about. I should also add, I'm going back two generations with this, to the PS3.

      You may have heard of a game called Kingdoms of Amalur: Reckoning. It's never been called a bad game, but phrased as "it's definitely a dungeon crawler". It's certainly NOT a big name game. And yet... I've been putting in TONS of hours to it recently. For a game that isn't one of the Big Names (I actually do have Final Fantasy and many other Big Name games), I'm finding it to be massively fun. I'm wondering if because it's a relatively uncomplicated game- and I admit I also chose Casual mode.

      Meanwhile, I also got Monster Hunter: Rise on Steam- it was on a MASSIVE discount. This is DEFINITELY a Big Name game... and Holy Shit. Barely an hour into the game, and it just throws so much at you at once. Granted, playing it on PC rather than Switch is probably also a factor. I wouldn't describe it as complicated... more like, it gives you hundreds of options right from the start, and it feels very overwhelming. And that seems to be the case with games that have been around for a while and are well-known: they give you tons of options early-game. For some people, that's probably awesome- I suppose those with lots of time could easily spend hours working on it. But for someone who has limited time? It almost feels like too much.

      Or in other words: those of us with not so much time, having fewer options to worry about is a better things. And that seems to be something only found in "not great" titles. I get that gamers want tons of options- been there, done that- but I find myself wanting fewer things thrown at me now.

      23 votes
    3. With Yuzu and Citra gone, why is Dolphin seemingly unaffected?

      Given the fact that Yuzu (a Nintendo Switch emulator) and Citra (a Nintendo 3DS emulator) were recently taken down by Nintendo's legal team, is there a reason why Dolphin (an emulator for Gamecube...

      Given the fact that Yuzu (a Nintendo Switch emulator) and Citra (a Nintendo 3DS emulator) were recently taken down by Nintendo's legal team, is there a reason why Dolphin (an emulator for Gamecube and Nintendo Wii) is still going strong? Did Dolphin take any extra steps to protect themselves from lawsuits, or it's just a case of Nintendo taking their time?

      24 votes
    4. GMs: Collaborative worldbuilding

      GMs: do you have any gaps in the worldbuilding of your setting that you're looking for help filling? Post them here! In case it wasn't already clear, I need help as well. My setting is a...

      GMs: do you have any gaps in the worldbuilding of your setting that you're looking for help filling? Post them here!

      In case it wasn't already clear, I need help as well. My setting is a near-future hybrid of Shadowrun and Cyberpunk, in 5e. There are two major gaps. First, in my setting North America has fractured into a handful of nations - but the middle part split into a radioactive wasteland and a loose coalition of city states. What locations might be concealed in the wasteland? (A fallout vault-like society living in the NORAD mountains of Colorado?) Which city states would have survived and what would their character be?

      I also need ideas for more megacorporate factions.

      Here is the work in progress for the setting, if you're interested.

      Help me and I promise I'll help you!

      13 votes
    5. Most essential assets for maps?

      So a recurring thing that's come up when discussing ideas for games with friends, or just thinking about ideas: what are the most absolutely essential graphical assets for building a world?...

      So a recurring thing that's come up when discussing ideas for games with friends, or just thinking about ideas: what are the most absolutely essential graphical assets for building a world?

      Obviously, the answer will vary heavily for each game, but for some types of settings, the basic "starter set" is pretty universal. For example, nearly all house interiors will have a bed, at least one type of table (almost always dining), and at least one type of chair that goes with the table. After those crucial basics usually they'll also have some sort of shelf, a dresser, and kitchen counters and a fridge. Outdoor tilesets in 2D pixel art games typically need grass or other ground tiles, path tiles, water tiles, at least one type of tree, and at least one type of rock. From that point, you can expand to include things like fences, buildings, benches, lampposts, etc.

      Trying to figure out a full list of assets needed for any game can be daunting, so I figure I'd ask for input on what you consider the most vital for various types of settings. Starting with the absolute barest necessities for building a basic map (so you can at least plot basic layouts and try to get a sense of the art direction), followed by the most commonly featured items. Could be for individual rooms, specific buildings (like gas stations or restaurants), or specific types of areas (jungles, farms, beaches, etc.).

      Side-note: yes, I know you can use placeholder assets. But it's also helpful to just have a general list of what basic items are needed for reference.

      7 votes
    6. Armored Core VI discussion

      Gaming has been a mostly stale experience for me over the last few years, even with friends. But this game is the one that stands out; it's addictive in the best ways. The soundtrack? Slaps. The...

      Gaming has been a mostly stale experience for me over the last few years, even with friends. But this game is the one that stands out; it's addictive in the best ways.
      The soundtrack?
      Slaps.
      The storyline(s)?
      Slaps.
      The fact that creativity is rewarded?
      Slaps.
      The weird micro style of storytelling?
      Slaps.
      Iguazu being a whiny bitch the whole time?
      Hilarious.
      Anyways let's talk about it.

      35 votes
    7. Have public gaming communities always been terrible or do I expect too much?

      So, I have my group of IRL friends, and we have a Discord, as I'm sure many people do. I spend a lot of time there, and we've all played games online together since we were in middle school. Well,...

      So, I have my group of IRL friends, and we have a Discord, as I'm sure many people do. I spend a lot of time there, and we've all played games online together since we were in middle school.

      Well, now that we're all in our mid to late 20s, real life has caught up with most of us. Scheduling is hard, having free time is hard, having energy is hard, and now we've all found our genres we like, which all adds up to none of us ever playing much together anymore. I'm sure many of you can relate.

      I ventured out into LFG groups trying to find a community. I'm not into competitive games, I prefer more cooperative and casual experiences (Satisfactory, NMS, and Snowrunner are my big 3 at the moment). That makes finding a group difficult as is. Finding a group that is primarily my age is harder. But nonetheless I persevered.

      I've tried a number at this point, and it's always one of a handful of issues.

      1. The group is hundreds, or sometimes thousands, of members big. Everyone gets swept in the masses and there's little individuality. These usually also have problems 2 and 3 due to their size.

      2. There's just blatant -obias in the chats. Incels, toxic masculinity, racism disguised as "humor."

      3. Supposedly I'm in a group of people who are 21+, but the maturity level might as well be a 14+ server.

      At this point I feel like I'm losing my mind, that I'm being gaslit by the online Discord community. There is no way I should be feeling "too old" for this kind of thing, I'm only 26!

      52 votes
    8. Let's discuss poorly-crafted or niche magic items

      Artificer school is rough. You have to learn so many ways to manipulate magic forces and try to shove it all into small items. Sometimes it doesn't work as well as hoped. Even if every student...

      Artificer school is rough. You have to learn so many ways to manipulate magic forces and try to shove it all into small items. Sometimes it doesn't work as well as hoped. Even if every student gives it their best effort, someone has to be the worst passing student in the class.

      In my campaigns, I try to explore this concept by adding niche items or items of student project quality. Often times these items end up adding quite a bit of fun to the lower levels before access to "real" magic items is available.

      I would love to throw this idea out to the world and maybe get a bigger collection of these items for all of the Tildes DMs to use in their campaigns if they fit in the setting.

      27 votes
    9. How often do you 100% games/in what circumstances would you try to?

      I just got my Spider-Man 2 Platinum trophy and was looking through my trophy list, I wonder how many people will also obsessively chase the 100% or Platinum trophy and under what conditions. My...

      I just got my Spider-Man 2 Platinum trophy and was looking through my trophy list, I wonder how many people will also obsessively chase the 100% or Platinum trophy and under what conditions.

      My personal favorite 100% achievements recently and why:
      Slay the Spire - I dumped almost 500 hours in this game and finally got Eternal One last year, it was an incredible journey and I definitely feel myself getting better as I play
      God of War Ragnorak - I'm a lifelong God of War fan since the originals and getting through this game was definitely a journey. Finishing the final final boss was incredibly satisfying
      Resident Evil 4 Remake - Another one of my personal favorite games of all time, I grinded a week for 50 hours to grab this over about 4 or 5 playthroughs
      Spider-Man 2 - My fastest platinum, not too difficult but very satisfying (I do love Spider-man though lol)

      12 votes
    10. Mass Effect: How do you feel about where it started vs where it went?

      Warning: this post may contain spoilers

      Let me start by saying I really enjoyed playing the Mass Effect games. They are awesome.

      I found the plot, though, incoherent. Especially in ME3. I don't mind small conveniences like "good thing this random teleporter beam designed to suck up corpses has easy entrée to the reaper's command center," because it's a game.

      But how on earth did Cerberus amass seemingly billions of elite special operations forces with nobody noticing? What do you mean the secret weapon against the reapers has been improved each cycle by people who didn't know what it was supposed to do? How could that possibly result in a functional device?

      It's clear, I think, that this wasn't necessarily the direction the first game was going. Cerberus was the subject of a side quest, but nothing more. The authors of the lore seemed to be taking great pains to ensure everything was logical, based on the in-universe rules they had established.

      ...and then ME2 kicks off and the series is almost as much about Cerberus, from this point on, as it is about the reapers.

      What did you think about how the plot unrolled?

      (You may also wish to read this series of essays. It's about 18 billion words long, though - fair warning. https://www.shamusyoung.com/twentysidedtale/?p=27792)

      33 votes
    11. Forza Motorsport

      The new Forza Motorsport has released to the masses as of today, and has been available to those who paid extra for premium upgrades and the like for about a week. I got it via Xbox Gamepass and...

      The new Forza Motorsport has released to the masses as of today, and has been available to those who paid extra for premium upgrades and the like for about a week. I got it via Xbox Gamepass and played about an hour of it this morning, and so far it feels like a nice return to form for the series, which hasn't seen a new non-Horizon edition since Forza Motorsport 7 in 2017.

      That game had some baggage with the card system/gambling mechanics, and I'm glad to see none of that thus far in the new Forza Motorsport - which, you may have noticed, has dropped the number. There's a feeling that Microsoft/Turn 10 may be aiming to make this something of a long-term platform play rather than just another game in the series.

      I'm enjoying it so far, and after playing Forza Horizon 4 and 5 a lot since FM7 came out, I'm glad to have the return to more traditional circuit racing, and absolutely do not miss the supremely annoying voiced characters from those games.

      The thing I most immediately noticed upon playing the game (besides the graphics, which are a real showcase for the Xbox Series X or a sufficiently beefy PC) is the new upgrade/tuning system, which requires you to actually spend time driving a specific car in order to unlock the various upgrade parts for it. You earn car points for doing things like clean racing and fast lap times, which you can then spend on upgrade parts between races. The game keeps calling those CP, which makes me think that nobody at Turn 10 has spent any time on the internet. An unfortunate acronym...

      I'm curious to know what everyone's opinion on this game is. I know a lot of the audience is turned off by the more sim-like/boring nature of the Forza Motorsport games versus the arcade fantasy for the Horizon games, but I'm very much on the FM side of that divide.

      14 votes
    12. Let's engage in a world building exercise. Ask and answer questions about your homebrew world/setting

      There's a popular trend on Reddit at the moment that they're struggling to engage with. The idea is that someone will post the question "Ask me anything about my world" And this does two things....

      There's a popular trend on Reddit at the moment that they're struggling to engage with. The idea is that someone will post the question

      "Ask me anything about my world"

      And this does two things. It gives them an opportunity to show off their setting, and more importantly it gives them a prompt. Someone may ask a question you don't have an answer to, so you're supposed to come up with one. Doing this enough will help you flesh out your world in ways you may not have considered on your own.

      I think the reason this is failing on Reddit is because there are a dozen people jumping on the bandwagon and filling the RPG subs with spam, which is causing other members to lash out at them out of fatigue.

      I think we here on Tildes could probably handle it a little better, and it would be better served as a single thread. Top level comments are for asking questions, and then anyone is welcome to reply to those with their answers. By sharing the same pool of questions this will allow us to compare and contrast our worlds with our friends here and maybe help spur on the creative juices.

      20 votes
    13. 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
    14. Starfield and the problem of scale

      Warning: this post may contain spoilers

      Minor Starfield lore spoiler's ahead

      Originally written for /r/games, but the last discussion thread of Starfield in that place saw many user who said they personally like the game downvoted and replied to by mentally-questionable individuals that said not-so-nice things.

      As I pass 170 hours in Bethesda newest, hottest, controversial game. I am happy because it is just as fun as I had hoped it to be.
      Yet as I explore the cities it has to offer there is always a small detail that I keep failing to ignore (whenever I'm not busy thinking of new ship designs that is).

      200,000 units are ready with a million more on the way

      So say the slender being that has been tasked with creating an army to defend a galactic spanning government of countless worlds. At this point Montgomery, Zhukov, MacArthur, Jodl, or any-other-WW2-command-figure-of-your-choosing are rolling on the ground clapping each other's backs laughing their socks off. Because 1.2 million is an absolutely puny and pathetic number of troops for a galactic war.
      I'm no Star Wars deep lore fan, I understand that fans and later authors has since tried to 'fix it' by making the Clone War more that just the clones. And yet those 1.2M clones was all there was when episode 2 released to theatres.
      Most Sci-fi writings has similar a problem with scaling to their subject. It is not news. It even has a tv tropes page (the page is more about distances, but it's in the same ballpark).

      Quest for the Peoplefield

      So where does Starfield go wrong in this? The ships are puny. The wars and the numbers stated are puny.
      Certainty more ways than one, but the one that I wish to focus on is this: where the hell are all the people?
      A brief summary of the lore. Humanity has invented FTL and has seemingly solved all energy problems. They had to evacuate Earth, but this was successful and so the starfield should be absolutely teeming with tens of billions of human souls spreading to all corners of the galaxy and its many already habitable worlds.
      And yet, Starfield feels so barren. I see no grand interstellar civilizations. Only dirt huts on a hill surrounded by walls that support barely a thousand people. Yet this dirt hill is supposed to be a capital or an interstellar superpower. Heck, they are even scared shitless of their own fauna.
      The opposites capital is no dirt hill, yet still smaller than a modern earth country town.
      And it's not like the main population centers are just outside player-accessible areas. All the NPCs ever talk about are Akila, New Atlantis, and Neon. These tiny puny cities.
      It doesn't feel like the evacuation of Earth was a success. It feels like it was a catastrophe, and all that remains are scattered remnants playing civilization.

      And yet... The Starfield is actually lively, just not where it should be. There is a scale imbalance, because spread across nearly every world in the settled systems are countless research stations, outposts, deserted or populated, you name it.
      Yes, those procedually-generated buildings that spawn nearly everywhere you land in the settled systems.
      Where did these come from? Surely the UC couldn't have built them. Manning just the ones that I have come across in my playthrough would empty New Atlantis 10 times over!

      Bethesda built their open-world game style upon Fallout and Elder Scrolls. For both it makes sense that the worlds are sparely populated. One being post-apocalyptic wasteland, and the other a medieval society.
      But now they have built something in a completely different realm. But they way in which Bethesda built the scale at which the game is presented remains the same.
      So why did they go with this approach? I don't know. Maybe they just like making "small" worlds and didn't want to fit the new universe. Maybe the idea of 'climbing any mountain you can see' is a very hard rule and they didn't want to limit player movement in metropolises, that would undoubtedly be unfeasible to make fully traversable.

      But lets pretend they actually tried. And perhaps it can be done without really changing how the game is designed or played.

      So you can do it better huh?

      A Microsoft executive plays the game as it's nearing launch. He feels there is something missing with the scale of the Starfield universe.
      So he does the only rational thing he can think of and storms into the street and picks the first rando he can find, puts the Bethesda crown upon his head, and orders him to fix Starfield's problem of scale.
      The exec is later found to be mentally ill and fired, but it does not matter for I am now king of Bethesda and my words are design directives.

      Tell, don't show

      The simple solution that requires no real work but some change in lore. New Atlantis is no longer a capital, just a administrative and diplomatic outpost. Akila is now just a small border city. The real population centers are now on entirely different worlds. Inaccessible to the player.
      Why can't players go there? Well it shouldn't take much suspension of disbelief to acknowledge that governments might not want any random idiot, in a flying hunk of metal capable of tearing space-time at it seams, to go anywhere near their main population centers without considerable control.
      NPCs should no longer talk of sprawling New Atlantis, Neon, or Akila, but rather these other places that you can see on the map but are not allowed to go to.

      Show enough

      The population planets are now accessible, but restricted in where you can land freely. On the map it should show big cities. And just like how you cannot land in water, you can neither land anywhere in cities or its surroundings.
      Just like with New Atlantis and Akila, you can land at a designated spot. The difference is when you look into the horizon, because rather than a procedurally generated landscape you will instead see a sprawling metropolis that tells you "Yes here! Here are all the people!".
      The other change would be that, unlike the landscape, if you try to go beyond the player-area of the city you will hit a wall. But that is a sacrifice I am willing to make.
      New Atlantis and Akila can stay, but like the other solution they would change status.


      All in all the scale issue is no big problem and the game is fine as it is. This was just something that has been on mind for some time and I wanted to put it to writing. So do you agree that Starfield has a scale problem? If yes, how would you fix it? Or maybe I missed some crucial info-dump and the entire premise of this writing is wrong?

      39 votes
    15. Godot Engine

      So, by now everyone knows about the big outcry over Unity's big runtime fee. Even if they backtrack, I foresee MANY developers leaving Unity because the trust has been damaged. So there are two...

      So, by now everyone knows about the big outcry over Unity's big runtime fee. Even if they backtrack, I foresee MANY developers leaving Unity because the trust has been damaged. So there are two options to look at now: Unreal and Godot. I have no experience with Godot personally, but I know there are people on here who do.

      So, to those with experience with it, here's the chance to share your expertise and knowledge! What do you want new users to know about it? What do you consider its strengths and weaknesses? What resources would you recommend for new users? Any particular tips and tricks? And also, what are some games you know made with it you'd recommend, either to give people ideas of its capabilities or just because they're good games?

      98 votes
    16. Defunct studios discussion - Who remembers Black & White?

      I just finished playing through the Fata Deum demo and you can really feel the B&W roots, even if it's minus your pet. While there's lots to be excited about off the back of Fata Deum, it does...

      I just finished playing through the Fata Deum demo and you can really feel the B&W roots, even if it's minus your pet.

      While there's lots to be excited about off the back of Fata Deum, it does kill me that this IP was left for dead considering how innovative the gameplay was at the time and how much potential it had.

      Does anyone have fond memories of other hits from now defunct studios?

      31 votes
    17. Do you think there will be a "Baldur's Gate Effect?"

      There have been a lot of complaints from DMs over the years about Critical Role and the "Matt Mercer Effect" causing new players to have unrealistic expectations of tabletop RPGs. Baldur's Gate 3...

      There have been a lot of complaints from DMs over the years about Critical Role and the "Matt Mercer Effect" causing new players to have unrealistic expectations of tabletop RPGs. Baldur's Gate 3 has the opportunity to introduce many new players to the d20 system/5e DnD specifically. Though it's a bit different in that the game is obviously scripted and you can't do literally anything, the game provides a ton of options and fleshed out paths, including full support of niche spells like speak with animals/speak with dead. Do you think this might have a similar influence on expectations from some new players moving forward or do you think since BG3 is a video game it will have less of an impact than CR and other tabletop shows have?

      35 votes
    18. Happy Baldur's Gate 3 Day! What are you going to play?

      Happy Baldur's Gate 3 Day! Just wanted to open up this thread to see what everyone will be rolling as. I haven't played any of early access, so maybe be careful on the spoilers. I'll be playing as...

      Happy Baldur's Gate 3 Day! Just wanted to open up this thread to see what everyone will be rolling as. I haven't played any of early access, so maybe be careful on the spoilers.

      I'll be playing as a stereotypical criminal human rogue, mostly because I like sneaking around and dual wielding, who is aligned maybe lawful evil (planning, scheming to get what he wants) but I want to eventually bring back to good because he realizes how much his previous life has hurt other people.

      I'm interested to see what you all will be playing, and what you're most excited about!

      63 votes
    19. Remnant 2 so far is great. Your thoughts?

      I've been playing through Remnant 2 and having a great time with it. I think they've hit on a great mix of combat and challenge. Plus I was pleasantly surprised to find that the writing,...

      I've been playing through Remnant 2 and having a great time with it. I think they've hit on a great mix of combat and challenge. Plus I was pleasantly surprised to find that the writing, especially for the lore, was quite engaging (the intro doesn't set a high bar tbh). Still in progress for the game, so no spoilers please, but what do you think?

      17 votes
    20. How do people get started in something completely new for them?

      I know that a lot of people can only get into gaming as adults, and I have no idea how they do it. I grew up playing all sorts of games, so I'll try/enjoy anything from Harvest Moon to Baldur's...

      I know that a lot of people can only get into gaming as adults, and I have no idea how they do it. I grew up playing all sorts of games, so I'll try/enjoy anything from Harvest Moon to Baldur's Gate 3. But something that's been frustrating for a while is whenever I can't "get" something. An individual game is tolerable; I couldn't get into Stardew Valley the way I could Rune Factory, but oh well.

      But shooters and (grand) strategy games feel incomprehensible to me. I enjoy Deep Rock despite being not any good at it, but it's my sole exception and probably because of the focus on PvE. Anything focused on PvP in general feels really unapproachable since I'll probably spend forever staring at a respawn or loss screen (I was just lucky growing up with SSB). I enjoy throwing myself at Dark Souls bosses way too early until I've finally gotten good, but in a team-based game I'd hate to force others into dealing with that. Strategy games are also kind of mind-boggling, but I also have trouble getting in the "conqueror" mindset that they seem to all require.

      My friends really like those two kinds of games, so I'd really like to at minimum not zone out whenever they start talking to each other about them. Best case scenario, I could even try some of them myself.

      26 votes
    21. Lets talk roguelikes!

      Roguelikes have a special place in my heart. When you know that your character is mortal, the stakes feel so much more real, and your progress feel so much more earned. You can’t second-guess the...

      Roguelikes have a special place in my heart. When you know that your character is mortal, the stakes feel so much more real, and your progress feel so much more earned. You can’t second-guess the level design, because random, and sometimes things are simply not unfair, like when you get transformed into a cute mushroom, while your otherwise generic foe get transformed into a god. I consider unfairness, uncertaincy and chaos to be core gameplay components.

      Here’s some roguelikes I liked, in no particular order:

      Inscryption
      Sort of like Slay the Spire with retro aestetics combined with the gritty feel of the SAW franchise. The most atmospheric and foreboding deckbuilder I've ever played. It is sort of a meta-game where you play a retro computer game in which you play a tabletop roleplaying game with a deranged dungeonmaster.

      Noita
      Looks like a rather generic pixelart side-view dungeoncrawl, but beneath the humble surface lurks Finnish folklore, a revolutionary physics engine and an insanely versatile magic system, likely the best in any game. The game is vast, both in sense of game world but also the numbers of monsters, spells, perks and secrets. I consider this the best roguelike, full stop.

      Don't Starve
      Craft to survive in an unforgiving wilderness, battling wildlife, hunger cold and insanity. Having to constantly collect resources makes this game a bit on the grindy side, but the hand-drawn artwork and a rich world to explore and unlock makes this stay fresh.

      Jupiter Hell
      This, the successor to DRL (Doom Roguelike), is the only classic roguelike I could ever get into. The top-notch visuals makes me literally forget that I'm playing a grid-based turn-based rogue-clone. Still, the game is rather lacking in variation, and there's no lore or story choices. While I think this is by design, the DOOM roots and whatnot, I'm missing the sense of exploration and wonder found in other roguelikes. But even with that, the game is cool and ever so dark, and there's quite a lot of depth despite the simple controls.

      FTL
      Simplistic and neat pixelart space exploration game. The meat of the game is space combat in real time with pause, between which you plan your route on a node-based overworld and make various choices. The game, while cozy, is quite intense. You're trying to escape a vastly superior fleet while fighting off incoming attacks and trying to not run out of fuel while hopefully improving your ship to survive as the stakes rises. Every choice you make feels like a life or death decision. The fights offers a lot of different tactics. There's various ships to unlock by completing various missions. The one downside is that you have seen all the different encounters way before you have everything unlocked, but the mod FTL Multiverse adds a lot of new content.

      Into the Breach
      Simple tactical turnbased on 8x8 fields, by the folks behind FTL. The main gimmick is that you can see how the enemies are going to attack in their turn, and try to counter it. This works surprisingly well and offers a lot of depth.

      Depth of Extinction
      Underwater turnbased tactical. The game feels like watching a cheap action movie from the eighties. Sometimes the missions can feel a bit samey, and the underwater setting could be more in forefront but this doesn't stop the game from being quite a lot of fun. I'm hardly an expert here, but I've heard people who prides themselves of their expertice at turn-based tactical gaming giving this one a lot of praise.

      Retromancer
      Arena-shooter with a very stylish retro aestetics which doesn't confuse you in the fast-paced chaos. This, combined with a RPG fantasy theme really make this stand out from the other twin-stick offerings. This is a game I consider a spiritual successor to the original twin stick shooter, Robotron 2084. Of course, you need to play the Hunter, the other characters doesn't have the Robotron-trademark mashine gun fire. There's a dash function which is quite handy when you're about to be cornered. There is not really any character building, although by scoring enough points you can unlock various pickups. I guess it is designed for local multiplayer (there's four characters to choose from) but I haven't tried this. Plays excellent with controller.

      The Wrath's Den
      This is basically Dungeonkeeper, but simplified into a turnbased pixelart game with keyboard controls. You use space to switch between minions, arrow keys to move them, X to do various actions. Besides the random room choices, everything follow simple strict mechanics, which sometimes requires a bit of observation to grasp. The one major downside is that you cannot save your game. Much suck! But other than that, this humble little game is quite easy to fall in love with.

      90 votes
    22. For Honor discussion

      For Honor is having a free week(end on August 3rd) and have also released a new hero, the Ocelotl. The Ocelotl comes equipped with a Macuahuitl club and Tepoztopilli spear, using these to have...

      For Honor is having a free week(end on August 3rd) and have also released a new hero, the Ocelotl.

      The Ocelotl comes equipped with a Macuahuitl club and Tepoztopilli spear, using these to have infinite chained attacks, and a few bash attacks. He is a hybrid, described as a ganker and disabled. His feats makes it so at tier 1 when he dies, he can move in spirit form and respawn wherever after 10 seconds, but with very little health. The longer you wait to respawn, the more health you have. The tier 2 is a complement to this, so the enemy that killed you is marked, and tier 3 increases attack speed and damage done, after you kill someone. Tier 4 is a spear attack, which drags an enemy towards you and inflict bleed.

      I have tried the new hero out and overall, finds him relatively balanced. While his feats adds a new form of stress, his actual moveset is okay. It isn't stupidly OP, nor is it weak. It's pretty smackdabb in the middle, imo. Also, his feats are an inderect buff to heavy heroes, as boosting a zone is important, so the Ocelotl doesn't respawn in you back zones. This makes it so heavies can more easily build up renown (they gain extra renown from boosting), while also adding surprise attacks. All in all, I like playing against the Ocelotl (as I main Warlord, and like boosting) and I also like playing a Ocelotl.

      8 votes
    23. Tildes Game Nights Discord server

      It seems that this thread has sparked a lot of interest from the gamers of Tildes, but the forum just isn't a great place to actually get things going. To remedy this, I've created the Tildes Game...

      It seems that this thread has sparked a lot of interest from the gamers of Tildes, but the forum just isn't a great place to actually get things going. To remedy this, I've created the Tildes Game Nights discord server where people who like the format of Discord can get together and play games :). I hope to foster the same sort of civility we have here, so the rules are pretty much identical to Tildes' (with a bunch of the rules being taken directly from the code of conduct). I already have some channels set up for the games that got a lot of votes in the linked thread, but I can add more if there's popular demand.

      Here is the invite link :)

      28 votes
    24. Let’s talk Skyrim mods!

      This is a calling for all my fellow TESV modders; hello! How are you? What mods are you running? Know of any hidden gems? When will I be satisfied with my modlist and actually play the game? Any...

      This is a calling for all my fellow TESV modders; hello! How are you? What mods are you running? Know of any hidden gems? When will I be satisfied with my modlist and actually play the game? Any and all modding conversations are welcome here, because I don’t want to fill ~games with identical topics lmao.

      24 votes
    25. PS5 and Xbox Series closing in on three years of use

      Curious to hear what the people of tildes think. As we close in on 3 years of use with these newer consoles, what are every one’s thoughts? Has “next gen” been what you thought it’d really be or...

      Curious to hear what the people of tildes think.

      As we close in on 3 years of use with these newer consoles, what are every one’s thoughts? Has “next gen” been what you thought it’d really be or are you kinda just feeling whelmed?

      I have a PS5 and I use it every now and then for pretty much the first party games. PC is my main platform but as I think back, I’ve been pretty happy with my PS5 and the games to come so far. I also really enjoy the UI (although custom backgrounds would be great).

      I don’t know how the Xbox side is so I’d love to hear your thoughts to!

      Thanks for taking the time to read.

      28 votes
    26. What would you like to see in The Last of Us multiplayer game?

      Disclaimer I’m a huge fan of the Last of Us Part I and Part II. With no hesitation, I’d say Part II is my favourite game. I also loved the HBO series, and I’m sure I’ll like Season 2 as well. This...
      Disclaimer I’m a huge fan of the Last of Us Part I and Part II. With no hesitation, I’d say Part II is my favourite game. I also loved the HBO series, and I’m sure I’ll like Season 2 as well. This is a controversial hot take online, it seems, but I don’t share any of that to convince anyone, rather to set the stage for this discussion.

      Specifically, that it’d be nice to keep this discussion between:

      • People who enjoy the games and spinoffs. That doesn’t mean you have to love everything about them, but you’re generally optimistic about the series.
      • People that may be new to the series, but are interested in the multiplayer game.

      I really dislike that I feel the need to make this disclaimer and perhaps it’s not necessary on Tildes (I’m new here). But it’s been really difficult to find a space online to discuss this series with other people who enjoy it.

      I played the original PS3 version of the Last of Us, but I have never tried Factions. Over the years, I’ve heard a lot of good things about it, but at this point, I’m going to wait to try out the new multiplayer when it releases.

      I’ve seen a few details floating around online: it’ll be set in San Francisco, have a new cast of characters, and have it’s own story.

      I want to know, what kind of mechanics and story elements do you want to see make it into the multiplayer? If you played Factions, are there any stand out features that you want to see return? Do you care if it’s live service? Do you want it to have “seasons” that build on the story over time?

      My Thoughts (Spoilers)

      Game Mechanics

      Personally, if the multiplayer has the same gameplay mechanics as Part II, it’ll already be mechanically great for me. If we see Naughty Dog continue to build on those mechanics with more weapons, executions, animations, and banter, it’ll be even better.

      I really liked how they made Joel, Ellie, and Abby all feel different to play in the main games, so I hope the new cast of characters have a similar implementation. I would also love to see more variants of infected and “bosses” like the Rat King.

      It could also be interesting to bring the gameplay closer to Grounded mode. That’s where I’ve felt the main games really shine, because people and the infected feel genuinely lethal. Every encounter requires some serious strategizing and equipment management. This would probably alienate too many players, but it doesn’t have to be quite as extreme as Grounded, something akin to Hard/Survivor would work as well.

      What to expect from the story?

      I have no idea what to expect from the story, and I think I’m open to anything Druckmann wants to do. I hope Halley Gross returns as a writer as well, because I really like what she brought to Part II.

      Ultimately, I want to learn more about the infected and the Fireflies (as well as other militia groups). I hope the story also reemphasizes and builds on Ellie’s immunity (even if she’s not featured directly in the multiplayer), because I think that could help set-up Part III.

      Speaking of Part III, which could easily be its own discussion. Part II’s ending was soul crushing, and I want to see Ellie have some closure. Her immunity is still the biggest mystery in this world and I don’t think she’s fully accepted or embraced it. Though we saw glimpses of that in Santa Barbara at the end of Part II. I’d love to see an older Ellie in Part III that leverages her immunity to survive in more exploitative ways.

      Multiplayer Story Implementation

      I’m not very familiar with multiplayer games, particularly ones that attempt to tell a story (especially with TLOU being so narratively driven). But I think seasons could be interesting if done right. It could make for some fun discussions online as new seasons are released and the community uncovers the details. I think I like the idea of an open map format with event triggers (akin to The Division 2) more than restricted lobbies and matches.

      Alternatively, I’m down to see something new and innovative. Some kind of hybrid between the single player experience and scripted events, but set in a multiplayer world.

      Live Service?

      I would love to simply pay full price for this game and not have to see any live service components. However, I think that’s unlikely to happen. I expect there to be premium cosmetics, emotes, and executions. Especially if there’s going to be long-term support and something like seasons, because there’s really no other way to do it.

      9 votes
    27. Can we talk about BattleBit Remastered? It's kind of a big deal.

      Three devs just made one of the best selling games this year. A throwback to when games were more about actual gameplay than story or graphics. I think it's pretty cool. What do you think so far?...

      Three devs just made one of the best selling games this year. A throwback to when games were more about actual gameplay than story or graphics. I think it's pretty cool.

      What do you think so far? What are your favorite classes/loadouts? Any sneaky/funny shenanigans you feel like sharing?

      Did you know the PP19 quick mag is horribly bugged and so the gun has the lowest recoil in the game? It isn't the best weapon, but it is pretty much a laser.

      53 votes
    28. Sunday Game Jam Review Thread (July 16 2023)

      Welcome back to the third weekly game jam thread. Whats a game jam you may ask. Well imagine if you locked a group of game developers in a box for box for some quantity of time ranging from a few...

      Welcome back to the third weekly game jam thread.

      Whats a game jam you may ask. Well imagine if you locked a group of game developers in a box for box for some quantity of time ranging from a few days to a few weeks and told them to compete with each other by building something around a theme and then judging whatever each other came up with, that's a game jam.

      Longtime viewers AKA the 5 people to who looked at the 2 previous threads will have no doubt noticed I missed last week. During an unusually normie weekend I was busy awkwardly standing in a corner at not 1 but 2 different parties and was super tired when I got back I did not want to write this up. I hope you can forgive me. To ensure that this does not happen again I am moving this thread to Sundays which should give me more time flexibility and something to look forward to instead of sitting around dreading the upcoming work week.

      Also as a bit of compensation for your troubles today I am linking 2 top quality longer games that you can really sink your teeth into this week. I am 100% cool with someone discussing games from any week in future threads so don’t sweat the time commitment and don’t feel you have to finish the whole game before returning to discuss it. Quality video games shouldn’t have an expiration date.

      With that said lets get into the this weeks games

      Infinimall: Dream Job!

      Platforms: Windows, macOS, Linux, Android
      Authors: Pandora
      Genres: Visual Novel

      Coming to you with love from the the folks in the the proverbial vaporwave-dreamworld-liminal-mall-urbex complex, Infinimall: Dream Job! Is a dating sim visual novel set inside a surreal mall and originally written for the NaNoRenNo 2023 Jam. Featuring the Doomer Girl like bisexual disaster Mia(I wonder if its the same Mia as Heart Beat) as she navigates a dead end job and tries to get her dead end life back on track.

      According to my calculations the game has about 100 book pages worth of dialogue over all its branches which should be a breeze for the text-only titans that walk the halls of this site.

      Hypnagogia

      Platforms Windows
      Authors: sodaraptor
      Genres: Adventure

      Our second game is also taking us to the dreamworld but this time its inspired by late 90s PSX aesthetics, in particular, the cult classic game LSD: Dream Emulator which is fitting given it comes from LSD Jam 2020. It centers on a gameplay loop of exploring diverse dream worlds inspired by dreams from the developers own dream diary. I think the game is best thought as a sort of drug trip or spiritual experience in the same way as something like Superliminal. Go in with an open mind and I think most people can get something from the experience. This goes double for the games sequel Hypnagogia 無限の夢 Boundless Dreams which is available without DRM on itch.io or with DRM on Steam if you are into that sort of thing.

      However long it takes after you awaken from your strange dream let me know what you are thinking. Its okay I won’t die if you don’t like the same games I do though I will be sad. Its lonely walking the path of niche games but you can’t make friends if you never share.

      PREVIOUS WEEK

      7 votes
    29. Any experience with making a board game?

      My friend and I embarked upon a journey over the past few months to create a tabletop board game. The interesting part is that we were motivated by the emergence of generative AI and the...

      My friend and I embarked upon a journey over the past few months to create a tabletop board game. The interesting part is that we were motivated by the emergence of generative AI and the capabilities it had in rapid prototyping concepts. On a whim we said, let's see how far we can push making a board game. We pushed Midjourney, ChatGPT, and a variety of creative tools to help build the foundation for our game. We both have design chops and are into diy, creative design, and 3d printing, and technology to help get this thing past the finish line.

      We are now at the point were after many iterative sessions, we have a functional and fun to play game! Our intention is to give it away as a free downloadable that folks can 3d print and paper print all the parts so they can play too! Huzzah! We are balancing the rules and creating the instructions which is not something we are relying on AI aside sticking to the theme. We are in search of inspirato on what makes gameplay fun for folks today.

      Question What are the most fun, exciting, or challenging aspects of any tabletop or board games you play? What keeps you engaged?

      EDIT
      I didn't give many specifics on the game itself, and figured it might help. Remember we used AI to come up with this storyline. The prompt was to write a story for a "Sci-fi Christmas Horror" board game...

      The basic premise is that you are attending a party at the North pole celebrating the research of Dr. Frost on ancient Christmas magic. Predictably things go bad, and you have to find your way out before it's too late and you are killed by a troop of Christmas themed monsters.

      The games objective is to work together to escape the facility by collecting sleigh parts, fighting monsters, navigating a maze in dark hallways, and visiting special rooms to solve puzzles. It's all kinds of ridiculous but fun it its own way.

      12 votes
    30. What's the current state of PvP survival shooters?

      I used to absolutely love DayZ when it was still a mod. Even over a decade later I've yet to find a game with the sheer level of adrenaline that it could induce. I fell off the genre when it...

      I used to absolutely love DayZ when it was still a mod. Even over a decade later I've yet to find a game with the sheer level of adrenaline that it could induce. I fell off the genre when it started moving towards crafting and base building since the systems just ended up feeling like busywork and detracted from the intensity of the core gameplay.

      Is there anything newer that captures that experience from early DayZ, or is the Rust/Ark style gameplay loop completely ubiquitous now? I'd love something with good gunplay, a focused set of systems, and a punishing difficulty curve.

      15 votes
    31. What game(s) do you love that you never see brought up in conversation?

      Warning: this post may contain spoilers

      I was playing Motorstorm: Arctic Edge emulated on my Vita and realized I have literally never seen it brought up or discussed online.

      Motorstorm is a dead franchise, but the console games I occasionally see talk of but never the psp version. I think it did a great job of capturing the feel of the game on the go and has a banger soundtrack too. I played it a ton back in high school on my psp and still boot it up from time to time for a quick hit of adrenaline fueled racing.

      I'm sure others have similar games, maybe it's a "bad" game that you love or just an oldie lost to time.

      90 votes
    32. System Shock remake discussion

      Is anyone here playing/finished with the System Shock remake? I’d love to hear your thoughts whether you’re brand new to the series, played the original, or played System Shock 2. What are your...

      Is anyone here playing/finished with the System Shock remake? I’d love to hear your thoughts whether you’re brand new to the series, played the original, or played System Shock 2.

      • What are your thoughts on the game? What’s good and bad about it?
      • How well did they pull off the remake?
      • Does the game still appeal to modern sensibilities?
      • Did you lose faith the game would even come out between now and when it was crowdfunded seven years ago?
      • What other thoughts do you have?

      Please mark any spoilers, either by warning in advance or by putting them inside of a details dropdown:

      Spoiler

      Look at you, Hacker…

      Edit: I originally miscalled it a remaster. It’s a definitely a remake.

      24 votes
    33. I am officially a DM now!

      This is a follow up to this discussion from the other day where I was getting ready to DM my first session of 5e. tl;dr from that is that I was chosen to be the DM by my group and we're playing...

      This is a follow up to this discussion from the other day where I was getting ready to DM my first session of 5e. tl;dr from that is that I was chosen to be the DM by my group and we're playing through the Essentials Kit campaign, albeit with certain elements tweaked to give it more flavor.

      Our first game was last night and I think I crushed it. Typical of our group we got a later start than intended, so we only made it through most of a single quest. But man it was so much fun. I was expecting the group to go routes I hadn't expected, but I really didn't account for them splitting the group...whoops.

      Basically the first quest was to retrieve an elderly woman from a windmill. When they arrive, the windmill is under attack by a manticore. In my head the solutions were A) fight it there, B) distract it and save the woman, or C) go hunt with it for food.

      The group ultimately chose all 3. One character started telling the Manticore riddles while another snuck around behind the windmill to try to get the woman out of the house. But conveniently the window was too small. It culminated in the Manticore going hunting with a Harengon alone, the rest of the group realizing what a bad idea that was and then shadowing them. And then ultimately the group jumped the Manticore and we had our first encounter. Thankfully I had nerfed the Manticore's health about 40%, so it was a pretty easy fight.

      The weakest part was definitely the combat. I was never any good at that as a player, so me running it was a little rocky. But nobody died, everyone got to participate, and they defeated the Manticore at about the right speed to keep it interesting. The best was just the roleplaying. I got to play as 3 distinct characters (the starting zone guide character, the Manticore, and the old lady) and had a blast. The old lady's voice slowly slipped into a Terry Jones inspired cockney woman's voice, which is just so much fun to do.

      Long story short, everything went really, really well. I know what did and didn't work, so I'll be adjusting accordingly for next session. Although very little didn't work. I was really pleased. And since we didn't even entirely finish the first quest (the turn-in part at least), I still have a quest/dungeon written up that I can use for next week.

      25 votes
    34. What variant rules/house rules do you use in your Warhammer fantasy roleplay 4e game?

      I'm currently reading over and learning Warhammer Fantasy Roleplay 4e I'm moving more and more away from D&D and Pathfinder games towards others due to different mechanics, fantastic design, etc....

      I'm currently reading over and learning Warhammer Fantasy Roleplay 4e I'm moving more and more away from D&D and Pathfinder games towards others due to different mechanics, fantastic design, etc.

      I've seen much conversation about WFRP 4e online and how it's not as good as 2e, or too complex, or other arguments. I'm not looking to start edition warring, but how many of these arguments still hold true in 2023 with the newer rules from Up in Arms and Winds of Magic?

      If there are complexities/gaps in 4e, what variant rules, house rules, or homebrew are you using to fix those things or fill them out?

      9 votes
    35. Do you use props in your role playing games?

      I'm not especially creative, but I love having props at the table for games. Some games seem like a better fit for props than others - for example, Call of Cthulhu's focus on investigation makes...

      I'm not especially creative, but I love having props at the table for games. Some games seem like a better fit for props than others - for example, Call of Cthulhu's focus on investigation makes having prop newspaper clippings, diaries and journals, maps and other ephemera feel natural and rewarding. It's made that much easier when the publisher provides them with a scenario, which is what Chaosium does for Cthulhu - the starter set handouts are freely available at their site.

      Recently, I've added a mix of etsy and more premium products to various games:

      • a fun set of inn menus, maps and store price list handouts for Lost Mine of Phandelver (link)
      • I'm waiting for the Silver edition of Waterdeep: Dragon Heist to release from Beadle and Grimm (link)
      • For the introductory Cthulhu adventure 'The Haunting', I found some really nice non-combat maps on DTRPG (link) and added the handouts from the HPLHS Classic Game Prop Set (link)

      I'm curious to know how other people use props at the table, if you make your own, or have found something on etsy or elsewhere that you'd recommend.

      14 votes
    36. Opinions on shadow drops vs. announcement ahead of time for games?

      I've seen how some people love when games like Hi-Fi Rush just shadow drop instead of being revealed at some kind of gaming presentation (like a Nintendo Direct or The Game Awards) with a proper...

      I've seen how some people love when games like Hi-Fi Rush just shadow drop instead of being revealed at some kind of gaming presentation (like a Nintendo Direct or The Game Awards) with a proper trailer and a release date set for some point in the future. I personally prefer the latter, since it lets games give me the first impression they want to, while with shadow drops, the first impression can be a big spoiler or some meme or really anything. It also helps me mentally prepare for the game to release, in a sense. So many games release every year, it's useful to know when they're coming out for budget and schedule reasons for many people.

      What do you guys think? Do you have a preference?

      9 votes
    37. WoW Classic Hardcore is the first time I've had fun with WoW in a long time

      I've been out of the game for years. I left midway through Legion, early into BfA, and then finally SLs burnt out any lingering love I had for the world and its lore. Apparently DF is better, but...

      I've been out of the game for years. I left midway through Legion, early into BfA, and then finally SLs burnt out any lingering love I had for the world and its lore. Apparently DF is better, but it's not a world that interests me anymore. Alternatively, Classic was neat, but it's a solved game and mostly a time capsule.

      So I'm surprised how much I look forward to playing classic hardcore when my daughter goes to sleep and I have a bit of time to myself. I'm never bored; even boring walks might have stealthed panthers or stuff, so I have to pay my full attention. Whenever a bag drops, or I get an upgrade, it's the best feeling in the world. Leaving a kobold cave alive is such a rush. Watching your hearthstone finish casting in the middle of an enemy camp and letting out that breath that you're holding is incredible.

      It absolutely sucks when you die, but then it also makes me more likely to try out classes and races that I usually steered away from, because why not?

      Is anyone else on the same boat, or looking forward to the official servers?

      14 votes
    38. RPG Maker and learning game design

      I have been making a game with Rpg maker MZ in my free time. It is a slow process, but it is coming along. With no background or experience with coding, I had attempted to jump into Unity a while...

      I have been making a game with Rpg maker MZ in my free time. It is a slow process, but it is coming along. With no background or experience with coding, I had attempted to jump into Unity a while ago, but quickly became overwhelmed and gave up. Rpg Maker has felt like a great onboarding for learning game design. The simplicity of making events, adding in sprites, sound effects, dialog and anything else you want is amazing. I've gone from googling how to do the simplest of things, and now have a full town with npcs, a dungeon with puzzles and a few quests, and usually able to figure out any problems on my own. It feels like my own little world. I even have a small discord that I post updates to and get suggestions/comments from friends and family.

      I think when I am done with this demo, I may give Unity another shot. I feel like I have a much better understanding of how to think when designing a game. I know Unity is a much bigger step, but I feel like I can at least see the staircase now.

      So I guess my question for you is, what other programs have been instrumental to your game design journey? Have you used Rpg Maker and what are your thoughts on it?

      16 votes
    39. Diablo IV discussion thread

      What are your initial impressions of the game? What do you like about it? What are your criticisms? How does it compare to previous Diablo games? What are your hopes for future patches, content,...

      What are your initial impressions of the game?

      What do you like about it?

      What are your criticisms?

      How does it compare to previous Diablo games?

      What are your hopes for future patches, content, or adjustments?

      42 votes
    40. What’s a genre or style you wish was explored more in games?

      It’s often argued that open-world, zombie survival, and the likes have been overdeveloped and variety needs to be introduced to help stimulate an otherwise stale market. What do you wish upcoming...

      It’s often argued that open-world, zombie survival, and the likes have been overdeveloped and variety needs to be introduced to help stimulate an otherwise stale market. What do you wish upcoming games had that the others do not? Were there any titles that just fell shy of your expectations?

      66 votes
    41. Thoughts on romance in video game RPGs (no major spoilers)

      What are your thoughts on romance in RPGs? I'm using the word "romance" here because it's usually what the topic is called. But I think it's too specific and has unwanted connotations with...

      What are your thoughts on romance in RPGs? I'm using the word "romance" here because it's usually what the topic is called. But I think it's too specific and has unwanted connotations with cheeziness. I would prefer the term "attraction", which can also refer to more challenging relationships that might not include sex or even happy endings.

      The recent news that Starfield will only feature 4 romance options has fans debating, and before Starfield it was Cyberpunk, Mass Effect, Dragon Age, Skyrim, etc. Each of these games took a slightly different approach to romance and each had their fans and critics. On the one hand, the Witcher 3 had a defined player-character and very few romance options, but the writing was excellent and the romances fairly believable. And then there was Skyrim, where you created your own character and had lots of romance options, but all you needed to do was a fetch quest for your belle/beau and then give them a necklace before living a happily married life of fighting bandits, adopting children and saying the same things to each other ad nauseam every day for eternity. But even Skyrim's romance had a certain charm to it. At least you got to live with your partner, build a house, have a family and go hunting together...

      I fully understand the viewpoint that gamers would rather have fewer options if they are deep than more numerous janky options. We're yet to see what Starfield's execution will be like, but even if they have done a good job with it, I can't help feeling a little disappointed that there are so few options in such a massive game. I fully understand how difficult it would be to have more options and still make the romances compelling, but I think this should be strived for, rather than just given up as too hard.

      Of all the big entertainment media (movies, TV, books, etc.), games are understandably way behind when it comes to romance. It's either rarely implemented or implemented poorly because technically it is very difficult. Yet it's often a major part of storytelling and virtually omnipresent in other media. Sometimes it's the main story; other times it's a side story within the main one. But it's quite rare for it never to feature at all in mass entertainment media. Of course, it's often shoehorned in because it's what the viewers/readers want and expect, but you can also argue that attraction to someone else is just a fundamental human emotion and maybe even unavoidable, especially in an epic or heroic scenario like an RPG. I'm sure someone with professional experience in this field could probably speak more to this point, but I'm thinking here of those intense emotional feelings you get from stressful situations, which could lead to crushes and attraction for those in the same situation, or to rescuers and caregivers (Nightingale syndrome), or even to abductors (Stockholm syndrome) and the opposite (Lima syndrome).

      And the fact that it's a fundamental human trait that plays such a major role in our lives (for better or worse) is why I think gaming companies should not ignore romance and should strive to create truly compelling attraction stories. It's an area ripe for innovation and could really make a game stand out from the rest. It's time to move on from the stereotype that gaming is for teenage boys and all they want is to shoot things and maybe have sex with big-titted avatars. Gaming is now for everyone, for all ages and for all sexualities (including asexuals), and I'm sure there's a market for mature stories to reflect what drives many people's decisions and behaviours.

      The RPG genre in particular seems to be the best fit for romance (outside of dating sims, which I know nothing about). The beauty of role-playing is that you get to be who you want to be, which includes exploring attraction and your sexuality. It's incredibly challenging and maybe even impossible to create a game that would please everyone, but I certainly don't think the idea of compelling attraction gameplay should be given up because previous attempts have felt so inauthentic.

      Going back to Starfield, I'm really excited to go out exploring the stars, fighting space pirates, upgrading my ship, and acquiring cool abilities. I love all these things about RPGs. But I'm also a sucker for a great story and experiencing a genuine human journey. For me, this includes relationships, both platonic and sexual, because it would be unavoidable when spending so much time with people on my ship, and exploring the galaxy. The importance of attraction in games will vary between gamers, but as other mass entertainment media has shown us, it's massively popular when done well, probably because it speaks to something so fundamental within us as humans.

      These are just some of my musings and ramblings. What are your thoughts?

      • Is it a waste of dev time and resources because it's too hard to do well?
      • Is it an aspect you particularly enjoy or hate in RPGs?
      • Which game did it best?
      • What would you like to see in RPGs of the future with AI possibly being used?
      23 votes
    42. FFXVI review

      Hey everyone. I just beat FFXVI and wanted to share my thoughts in case anyone was thinking of getting the game, or if anyone wants to have a good discussion about the game. I tried to make it as...

      Hey everyone. I just beat FFXVI and wanted to share my thoughts in case anyone was thinking of getting the game, or if anyone wants to have a good discussion about the game. I tried to make it as spoiler-free as possible, but please do be advised that this could end up accidentally spoiling certain story elements.

      Please note, these are just my opinions. I haven't really played any other FF games, so I'm only comparing this one on it's own merits. Please, if you disagree with something, don't lash out at me. I'm just a dude posting this for good fun and have 0 accolades on why I'm qualified to review anything lol

      Also, if you're reading this and have a gaming recommendation for me, I am 100% open to it. I've been looking for some new games to play, so if you think of one I might enjoy while reading this, please let me know.

      Pros:

      • Graphics: This game looks amazing. There were times where I would just walk through locations and really appreciate how everything looked. I don’t do this often in video games, so it’s nice to see a world that felt genuinely awesome to appreciate and admire. You can tell a lot of work went into building these towns/locations, aside from some of the later areas.


      • Combat: The combat in this game is great, addicting fun. I know this is a point of contention for fans of previous FF games and how this is a definite departure from the turn-based style, but some of the best moments I had were chaining combos and getting staggers quick. Towards the end of the game, I was able to bring down some of the mini-bosses extremely quickly and it never got old to pull off. I see people saying things like “You just press square the entire time and win” which I don’t agree with at all. If that’s how one chooses to play the game, then you’re actively not engaging with the combat mechanics and that’s on you. The combat can be complex with different abilities interacting with each other to obtain massive damage, that's what I like in a game.

      • Story: The story of this game is phenomenal and I was engaged most of the way through. I’ll have some of my thoughts on story-beats below because there were times where this game dragged on, but the overall concept of a nation at war with each other and essentially starting your own faction from the ground-up is a lot of fun. About 50% of the way through, you’ll unlock a mechanic that allows you to see how all the factions have been interacting with each other, what wars were started and why those wars were happening throughout the entirety of timeline of the game. I spent a solid hour reading everything in these menus because I was intrigued by the complexity of everything and how it all tied into other events, and how sometimes your main characters crew were beyond detached from what was going on in the main world to achieve an ultimate goal. It’s really awesome to see what other antagonist are doing despite your current story beat being involved with something else at that moment, and I wish more games would incorporate this because it really works to make it feel like the game doesn’t revolve around you but that you are apart of an overall story.

      Cons:


      • Eikon battles: For those not in the know, you’ll occasionally transform into a giant beast (Eikon) named Ifrit and take on other giant beasts (Eikons) throughout the story. At first, these were really fun to play and were truly spectacular to watch but as the story goes on, the fights get less and less engaging. In these parts of the game, you really can just press square and win. Aside from dodging, there is practically no complexity or strategy to these fights. There really isn’t strategy with the main combat either but at least with the main combat, you can pull off insane combos. As Ifrit though? Forget about it. The best combo you can do is ‘Square, Square, Square, Square, Triangle’. You do get 2 abilities as the story goes on, but they’re really nothing special. I actually started to play these section how I play Diablo; outheal the damage. I just used the one combo and healed 2-3 times per fight, while closing the distance as much as possible. I guess this is a valid strategy but I can’t imagine this is how the devs wanted these parts to play out.


      • Quicktime events: I think QTE’s should stay in the 360/PS3 generation. I haven’t seen a current Gen game utilize QTE’s, let alone utilize them as many times as FFXVI did and it’s these dated mechanics that are definitely contributing to others saying the game feels outdated. There are multiple times where you’ll go up to a door click ‘X’ and it will be like ‘Now hold R2’. This happens a lot in the game. It happens so often that I’m not convinced at all that it has anything to do with enhancing the gameplay and was made simply to show off the Dualsense controls because, whilst I don’t like the QTE, the Dualsense will give this haptic feedback during these parts. I can’t really explain it, but it does occasionally work well enough to be immersive. The other QTE events are during Eikon battles, and they’re literally just ‘Press X’ and ‘Press R2’ in an extremely generous amount of time. There’s also another QTE even where you just mash square endlessly until you win, which reminds me of mini games in Mario Party 1… on the Nintendo 64 nearly 30 years ago. It’s just an outdated design IMO and I would have rather just watched cutscenes than occasionally press a button. I will say though, there was one QTE which I laughed at. There’s a scene where the MC is coming to grips with an important story-beat and the QTE literally says “Press L3 & R3 to accept the truth”. This gave me giant “Press F for respects” vibes, and I don’t know whether they meant for this to be hilarious but it was. This is the only QTE event I thought was good.


      • 70% fun, 30% drag: I found the first 70% of this game to be an insanely good experience. Truly next-gen and one of the best action games I have played. The story was engaging, the combat was really fun and the character/world building peaks about here. Afterwards though, not so much. It goes from being a story about conflict between nations but once that resolves, it’s a story about killing God. From here, I really couldn’t care less about the happenings. The people you’re built to dislike from the beginning have resolved story arcs, they introduce new antagonists that aren’t super interesting and it’s just an overall slog the last 30%. Also, that’s a specific percentage, but when I found myself wanting the story to wrap up, it was right at the 70% mark. From what I’ve read/watched about the FF series, it seems like a few of the games have this inevitable drop-off and can get pretty convoluted, but what I can say is… that first 70% was some of the best gaming I’ve had in a while. The last 30%, not so much.
 The ending of the game was great though and I hope that we get a continuance of this story later on.

      Random Thoughts:


      • Side-quests: I’ve seen people saying the side-quests are generic MMO like side-quests and I flat out disagree. First off, I think the only reason anyone is making the MMO comparison is because the same team that made FFXIV (an MMO) created this game, so it’s low hanging fruit and easy to criticize without putting in any effort. The side quests are not any different from any other RPG game I’ve played. Most side quests in most RPGS boil down to “Talk to this person, go kill this thing, come back and get a reward”. I have played very few RPG’s that didn’t have these as a majority of their side quests. Even something as recently as Diablo 4 has primarily only these types of side quests. I don’t understand why people give FFXVI so much flack, but I just don’t agree. The side quests are more about world-building and getting to know what your average person existing in this world deals with. You’ll learn backstory about your companions you wouldn’t know otherwise, get various upgrades/mementos and really get to know the world you are playing the game in. I’m not saying that some of these side quests aren’t just “Go talk to this person, then talk to this person and win”, because there are some that are really that simple, and if that’s not your thing then that’s okay, but I seriously don’t understand why people are giving this game flack for doing the same things that every RPG has done before. Just seems unfair IMO.


      • RPG Mechanics: This game should have either added more RPG mechanics, or leaned into the action style and got rid of them entirely. There is no point in leveling up in this game. You don’t get rewarded for leveling up. It happens automatically and you don’t get to distribute any skill-points or anything like that. You literally don’t get anything but new weapon unlocks and an increasing number. I have never played a more shallow RPG. You get Ability Points which can increase your Eikon powers, but somewhere down the line, you just start stockpiling these because you have nowhere to spend them. Sure, you can unlock more abilities and increase those powers, but why would you do that? This game has obvious skills that are significantly stronger than other skills, so why would you use those other skills? I’m sure if I experimented around, I can find some great ways the skills I never used can interact with each other, but why would I when the ones I use now are already doing massive damage? IMO, they should have just leaned into the action gameplay and did away with the RPG mechanics. I know this is FF and FF is an RPG series, but the RPG mechanics are insultingly bad in this game and I can see why FF take offense to it. I do, and I’ve never extensively played any of the others. They could have at least added damage modifiers, resistances, etc that you can spend Ability Points on. By the end of the game, I had 8000 unspent Ability Points because there was just nowhere to spend them once you've got your play style.

      Overall, I'd give the first 70% a 9/10 and the last 30% a 7.5/10.

      14 votes
    43. Marvel Snap players - How's your season going?

      Interested to hear from anybody who plays Snap. What's your thoughts on the current meta? What do you find the Ghost Spider and Silk so far? Any other cards you're saving tokens ford? Have you...

      Interested to hear from anybody who plays Snap.

      What's your thoughts on the current meta?

      What do you find the Ghost Spider and Silk so far? Any other cards you're saving tokens ford?

      Have you tried Conquest?

      I'm mostly pretty casual. I'm free to play, and the highest rank I've reached is 70. I've been playing a my own attempt at a Sera Surfer deck lately (can't bring myself to net deck), and it's been pretty going well for me.

      I've got mixed feelings about Conquest so far. Since you're matched up with the same player for several matches, it can be a bit more of a time commitment. And if you get an emote spammer, it can feel a it gruelling. But it helps me think about my matchups in more depth, which is actually kind of cool.

      17 votes
    44. Thoughts on Final Fantasy 16

      Personally I'm none too keen on this new action focus that SquareEnix has taken the series but many people like it. What really has me second guessing myself are the graphics. They seem not...

      Personally I'm none too keen on this new action focus that SquareEnix has taken the series but many people like it.

      What really has me second guessing myself are the graphics. They seem not necessarily bad but dated and/or lower budget than I expect from a main series release. Their character models still suffer from lack of mocap especially facial details. The backgrounds are lackluster and the textures basic. Even during one of their much touted Epic Eikon battles they use a completely gray background?! I feel like my PS5 hardware is taking a nap while playing this game.

      Edit: turns out that after adjusting settings on both the game and my TV everything looks much better. For some reason my usual game profile on my TV made everything look super washed out. Between that and the beginning of the game being pretty monotone for the first bit with the game look super washed out and without detail.

      One of the main driving factors of the series have always been the progression tree. Historically unique awesome visual representations of the skills you can gain with varying paths to choose from. FF16 has a basic interface that essentially amounts to equippable skills with (so far) no exploratory elements whatsoever.

      Lastly the main protagonist seems almost like a clone of final fantasy FFXV character. The clothes are similar, his backstory is similar, and his skills are similar.

      I understand that I'm probably aging out of their target demographic and I'm especially curious on younger people's thoughts on it.

      Edit: After about 30 hours and almost at the end of the game it has grown on me a bit. The combat while still super easy at least it is more fun with added Eikons. The side missions get a bit better towards the last third of the game and some of the hunts are pretty challenging. I'm still disappointed in the lack of RPG elements such as, skill trees, elemenal and status mechanics, and equipment variety but I've enjoyed the game and can at least appreciate the accessibility to a wider audience.

      43 votes
    45. Saturday Game Jam Thread (July 01 2023)

      Hey y’all, welcome back to the second weekly game jam thread. Whats a game jam you may ask. Well imagine if you locked a group of game developers in a box for box for some quantity of time ranging...

      Hey y’all, welcome back to the second weekly game jam thread.

      Whats a game jam you may ask. Well imagine if you locked a group of game developers in a box for box for some quantity of time ranging from a few days to a few weeks and told them to compete with each other by building something around a theme and then judging whatever each other came up with, that's a game jam.

      Now you may ask why would anyone play these things besides the other game game jam entrants. I don’t know about everyone else but despite being one of the younger users on this site I can’t help but feel like I have to work very hard to find any sort of magic in my life and I keep telling myself if I just keep playing more games and scraping and scrounging at the fringes of the industry I can find the magic again and be happy for a little bit.

      Its actually a little scary sharing these games with you guys. I know its unreasonable to get emotionally invested in tiny games I did not even make but it does make me happy that people are taking an interest in this thread. Here is what I have for you this week.

      HeartBeat

      Platforms: Windows, HTML5
      Genres: Rhythm

      Do you remember that one part in that one game that you like, during the final boss fight when the heroes theme is reprised and layers are added to the song for each stage of the boss fight and then the vocals kick in and its awesome. Here in game jam land our motto is “All killer no filler”, we like to skip to the good part and this entry from Boss Rush Jam 2023 fits the bill. Its the final boss battle of a rhythm game and features an unusual control scheme that takes a few tries to get the hang of. Let me know if this game jogs any memories of boss fights.

      e-scape

      Platforms: Windows
      Genres: Simulation

      If you talk to a gamer that has been around for awhile they will have a story to tell you about a game that they used to play that has since been shutdown. Its always the same story. They see an article out of the blue that the game they used to play just announced a shutdown date. They log in and like a traveler from an antique land, are greeted by a ghost town filled with statues of champions and kings soon to be buried forever at the command of a datacenter sysadmin.

      That is e-scape, look on its works, ye mighty, and despair!

      This week was both nostalgic and somber for me and that leaked into this weeks selection in a big way. I really do look forward to seeing peoples responses to this thread though and I hope to keep doing these threads for the foreseeable future.

      PREVIOUS WEEK NEXT WEEK

      9 votes
    46. The argument for Dungeon Crawl Classics

      Dungeon Crawl Classics I think this game is great and I was surprised to see nobody recommended it in their non-D&D game lists. At the system level, Dungeon Crawl Classics (DCC) is a rules-light...

      Dungeon Crawl Classics

      I think this game is great and I was surprised to see nobody recommended it in their non-D&D game lists. At the system level, Dungeon Crawl Classics (DCC) is a rules-light version of 3.5. You never need more than one sourcebook and there are quick-start rules to play for free on the website.

      At its core, though, DCC is an old school sword and sorcery setting heavily inspired by the authors of Appendix N. For those not familiar, in the first edition of D&D, Gary Gygax published a list of authors that inspired D&D in an appendix in the back of the Dungeon Master's Guide. It has some obvious ones that I think most RPGs pull from (Tolkien and Jack Vance {of the Vancian magic system}, for instance), but there are also some deeper cuts that I don't think are really leveraged in many tabletop RPGs (Robert Howard of Conan the Barbarian and Solomon Kane, and H.P. Lovecraft). Those last two in particular, pulp-y fantasy writers who defined a genre, heavily influence DCC in my experience.

      Aside from this, though, there are a few very unique and fun mechanics that got me totally hooked on this game.

      The 0-level funnel and death as a narrative device

      Traditionally in D&D, you end up spending the majority of your first session designing and building a character. In my experience, it usually takes around 2-4 hours depending on complexity. This results in mechanically unique characters, but it also ups the stakes for the DM. When was the last time you played a game of D&D and the survival of your character was ever truly in question? Nobody wants to spend 4 hours on their character only to have it killed off in the first play session -- that's not fun. But, in the end, it's also not challenging.

      In DCC, it takes about 5-10 minutes to create a character (and there are online tools like The Purple Sorcerer that will generate them by the dozen). Every character starts with a profession (and by extension, a tool of their trade), a random piece of gear, and a block of random stats (3d6 rolled in order, none of these "points" or "4d6 drop the lowest" business). In the first session, you roll 4 of them and you play all 4 in what is termed the 0-level funnel. Over the course of this adventure, 2-3 of your characters will die -- after all, adventuring is a treacherous business fraught with peril -- and your surviving character(s) become level 1. At this point, they get a class and a couple additional abilities.

      The core interesting thing to me about this is the emergent gameplay that results. Oftentimes, the character that rolled the best stats aren't the ones that actually survive. A single unlucky roll or an undiscovered trap results in unceremoniously striking down another one of the PCs, whereby they pick up the gear leftover from them and continue on their grim quest. I've seen the character with the lowest luck somehow being the one that survived and it forging a bond with the person playing it unlike anything I've seen in D&D. What did they do to earn that? What is in store for the doomed character that somehow managed to outlast 3 of his fellow villagers? It gives you a ton of tools as a DM and as a player to craft interesting narratives. And it also reminds the players that this character probably won't last forever. That opens the door for dramatic moments involving death that you don't really get to explore with D&D. Magic that restores life is exceedingly rare and would require a quest of comparable bravery to discover.

      Magic as a dangerous and unpredictable tool

      I've heard some complaints about Vancian magic in other topics and DCC also does away with this, but it does it with two chaotic and, at times, hilarious mechanics: the mercurial magic table and the spell table.

      The Mercurial Magic Table

      Magic is, by nature, a chaotic tool for the desperate. No two casters cast the same spell in the same way and the mercurial magic table is a representation of that. The first time a character casts a spell, they have to roll on the table to determine how they invoke that spell. There's a big chunk of the table that's just 'as normal,' but there are also things like 'every time you cast this, a digit on your hand or foot disintegrates. Take a -1 to dex for every two digits that disappear.'

      How badly do you need to cast that magic missile? Is it worth invoking the unpredictable elemental energies required to do so? Is it worth....your thumb?

      The Spell Table

      Once you invoke the spell, you roll your spellcasting check and consult the spell table. The quality of your roll (of which there are a couple mechanics to affect this) determines what the spell actually does -- and they can be wildly different! That magic missile might fire a single missile that does 1 damage or it might summon 1d4 that do 1d4 damage each. Your darkness spell might allow you to create a 20' sphere of darkness at a point of your choosing or it might center a 5' magical darkness sphere on you.

      Magic is chaotic and difficult to control. But as a result, it is almost always very powerful. Your spell might not do exactly what you expected, but it makes for much more interesting combat and on-the-fly thinking.

      Should I play it?

      Emphatically, yes! The rules-light nature of the game allows you to focus more on story-telling and mood-setting than being buried in the books all the time (except for looking up spell effects, everyone at the table seems to get excited when we have to do that). The deadly nature of the game has resulted in both better and heavier storytelling than anything I've done before -- stakes without it getting personal, as it were. And the adventure content is awesome -- there are some great resources on Sample Adventure Paths, but even the starting 0-level adventure in the back of the sourcebook is strong. I swear I'm not a shill, I just want more DCC in the universe.

      30 votes