Sadbrained Thoughts on Modern Gaming

Maybe because I'm a woman I don't understand. But after the 10,000th big booby panty shot sexpot waifu doesn't it get kinda... not hot anymore?
Speaking as a man... yes, it gets boring. I recall reaching that point very fast when I was first into anime, and that was in the comparatively more restrained 1990s.

These days, I tend to have the same feeling about anime girls that Pewdiepie does to FNAF jumpscares:


This all being said...

.... I think what's going on is that it's not the same exact people falling for it over and over, but rather successive generations of dumbass coomers. To someone who is going through puberty for the first time, the local batch of moe archetypes may seem fresh.

Same deal as with Hollywood, where they (used to) prefer the same sort of starlets over and over and they all kinda look and act the same and play similar roles in movies.

I totally agree about the sameyness though. Its to the point where when I see anything Japanese I can instantly say "oh, that's what they're doing" within minutes of seeing a character.

I'm remembering also a part in Osamu Tezuka's Message to Adolph, where Hitler tries to be polite but can't help going into a rant about Japanese people being creatively sterile. I'm sure in context the intent was to show that he doesn't see his allies as equals but merely people to appease as long as they're useful to him... but considering Tezuka himself was highly critical of the anime and manga industry I kinda wonder if he might not have been using Holocaust Man as a mouthpiece for a panel.
 
First off, I've noticed designers (especially J designers) seem to think that just having more numbers to juggle is the same as having depth. The problem is its not--inevitably you're just always gonna wear the most balanced configuration and most battles come down to just "do the same thing over and over until bad thing dies."
Despite the anime pfp, I would have agreed with everything except this part. This is the only reason I still bother trying out japanese games at all. I am such a complete and utter aspie that I can ignore any aesthetic. Regardless of whether it's some complete bimbo out of a compile heart game or if it's a literal lesbian in a hijab like in the newest SaGa game. It literally doesn't matter to me because getting a new game every generation that pushes the boundary of number crunching is the only appeal japanese games have to me.

I don't mean number crunching as in just stacking multipliers for BEEG NUMBERS either. I mean the kind most people find genuinely annoying because the optimal answer shifts dynamically every turn (or every second in the case of an ARPG or ATB JRPG game). So something like Etrian Odyssey wouldn't at all be something I'd be interested in, though specific bosses with dynamic forms and rules like 3's Abyssal God would apply.

Perfect example would probably be Tales of Berseria. Story is passable, it's not offensively bad so I don't care. But in terms of gameplay I have well over 500 hours clocked in that game (and counting, since i still turn it on from time to time). It's a retarded game that decided to tie damage, hitstun, and proration of both to over half a dozen different factors, on top of two invisible bars that influence each other, asymmetric design on player and enemy assets, and every character having to follow their own specific rules for combo extension. They probably planned for hyper autists like me to play it too, since they decided to add level scaling (which also takes into account equipment value scaling) as well as random encounters that gain stats indefinitely, so it doesn't matter how much I grind I'm never to the point that I can just play the game on autopilot (as long as I keep the game at max difficulty).

There are a few western games that achieve this feeling too, but everytime it just feels like it happened by accident and wasn't at all something the devs expected to be a factor. Even outside of RPGs, something like Factorio, which ought to be the autism simulator, doesn't have this borderline hostile expectation for players to optimize non-linearly.

Despite that long post, the kind of games I'm looking for are vastly in the minority. So while I try every new wave of japanese games looking for the next clusterfuck of assets juggling, at best I get 1-2 decent hits every 4 months, and even then they often end up being an indie game only sold on japan-only retailers.
 
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.... what the fuck is "Proration?"
Colloquially means the decay of hitstun/damage value from an attack, mostly present in fighting games but ends up poking its face in some ARPGs. Supposedly has origins from the term "pro rata", since the proportional rate (whether damage or hitstun) of an action goes down, but I don't know how true that actually is since I only know the origins from hearsay.
 
Yeah sure, the biggest problem with modern videogames is too many sexy women. Very real and true.

Modern videogames being bland corporate slop and stupid ugly women and "women" bitching nonstop for the last decade or more definitely have no correlation
 
That is primarily a Western phenomenon.

The issue with Eastern vidya is they draw from a shallow pool of aesthetic and personality "sexy factors" at the expense of actually being a character. Same deal with storylines in general, they keep going back to the same wells. This is a bit of an issue in what are supposed to be story heavy games like RPGs.
 
And then of course there's the recurring problems with modern gaming, which various threads here have recounted in detail: Corporate corruption, takeover by either hipsters or woketards...

... And the thing that bugs me the most (and I realize this will be rich coming from me)... the obsession with the past.

Like seriously, was I the only guy who was not excited when Sega announced they were reviving a bunch of their old franchises? For me, the only good thing that could come out of that is retro compilations.

I saw a video earlier today where I saw someone lamenting that Capcom seems to have no interest in making new Mega Man games. My response? Good! Mega Man had a long existence of being over-milked and frankly, the last official game kinda sucked. If his fate now is to have his entire back catalogue compiled into Legacy Collections, I am all the way okay with that.

A thing that ends is in a special place: it gets to live on in the realm of memory, pure and uncorrupted.

Keep it going, and well, you go from "Lord of the Rings" to "Gollum" or "Amazon Prime's Third Age."

Gonna stop here and accept my autism stickers with grace.

There's games that can be improved upon, and ones that can't. For instance, I want to see another city simulator game, because there's lots of ways the genre can be improved, with new QoL features, implementing strategy rather than just plopping buildings, and so on.

On the other hand, as much as I like SimTower and Yoot Tower, I can't see a third game that really improves on things because the original concept was sort of limited in itself, a cut-away view that focuses on elevator logistics, and you can already tell that the Japanese-only expansion packs for the second game were already straining for new concepts by introducing storylines into the game and relying increasingly on gimmicks.

Sequels are difficult—to pull them off properly you have to make it more ambitious than the original while keeping that familiarity that made the original so good to begin with, and when it works it's practically a guaranteed classic and in so many series, the second game is usually the best one.
 
Colloquially means the decay of hitstun/damage value from an attack, mostly present in fighting games but ends up poking its face in some ARPGs. Supposedly has origins from the term "pro rata", since the proportional rate (whether damage or hitstun) of an action goes down, but I don't know how true that actually is since I only know the origins from hearsay.
... Still kinda having trouble grasping it.

Mostly I'm trying to parse what you mean by "decay of hitstun/damage value." Do you mean attacks are less likely to stun/do less damage over time, or what?
 
... Still kinda having trouble grasping it.

Mostly I'm trying to parse what you mean by "decay of hitstun/damage value." Do you mean attacks are less likely to stun/do less damage over time, or what?
Yes, though its not less likely, they absolutely are weaker and stun for shorter periods. The nitty gritty of exactly how proration works depends on the game, but generally its purpose is to to prevent infinite combos or just spamming a single busted attack over and over again.
 
That is primarily a Western phenomenon.

The issue with Eastern vidya is they draw from a shallow pool of aesthetic and personality "sexy factors" at the expense of actually being a character. Same deal with storylines in general, they keep going back to the same wells. This is a bit of an issue in what are supposed to be story heavy games like RPGs.
To my memory its always been a mixed bag like this.

Western artwork was very good at things like atmosphere, Japanese art was better at designing attractive characters.

Like to use some examples:

WizGold_Mac_Box.jpg


I remember seeing this in stores (PC version had the same box art) and just being a little turned off by it. Obviously this is what they thought a "sexy woman" looked like back then but I dunno, this always read to me like my mom trying to be cool.

Now as for Japan:

dragon_quest_III_famicom_box.jpg


So these characters aren't as ugly (depending on how you feel about 80s Toriyama designs) but... what even is this box art? A bunch of guys from a local SCA meetup giving you stern looks?

And in my experience this is kind of a recurring issue with Japanese box art--they like to put their attractive characters front and center, to the point where its actively detrimental.

(This isn't always a consistent trend tho... a lot of the Japanese Wizardry covers are actually kinda good, and Ys used to consistently invoke adventure instead of putting the waifus front and center... and I've also seen plenty of shitty western box art that can be described as "look at the boobs on this chick!" Heck that Wizardry Gold cover is basically exactly that).

It's basically like.... everyone with imagination and talent existed in the eighties and nineties, then with the 2000s came the coomerbrained troper types. This is of course also the era were writers like Howard and Doc Smith became more obscure and most people had never even heard of Frank Frazetta. I wonder if that's somehow related to the diminishing cultural imagination? It's like the more you lose touch with your history the worse your brain gets or something.

There's games that can be improved upon, and ones that can't. For instance, I want to see another city simulator game, because there's lots of ways the genre can be improved, with new QoL features, implementing strategy rather than just plopping buildings, and so on.
Going with this note, one thing I don't like about the trend of remakes, revivals, and Spiritual Successors to Other Games is.... they tend to always choose stuff that was already pretty good (not to mention over-saturated--we do NOT need another Mega Man clone!)

One of my favorite games growing up was a Windows game called Outpost, by Sierra On-Line. Now, Outpost was broken as all fuck, a lot of its mechanics basically did not work right (or at all) and the game had game-ending bugs.... and yet, I can't help but be in love with its concept, aesthetic and a lot of its presentation choices. I made a bigger post about it in the "Shit Games that Could Have Been Good" topic, Link Here (you'll have to find Zelda--like most princesses--in another castle).

THIS is a game that I would love a spiritual successor (or even just a fan remake) of.... and its one nobody ever touches.

Of course, if they did, I'm sure they would want to "modernize" the very aesthetics that I like, so the Tokamak Reactors would no longer look like industrial dome things but instead would probably have that shit sleek iPhone look that everything seems to have now, and your AI companion would probably not sound like a 90s computer voice anymore.
 
Going with this note, one thing I don't like about the trend of remakes, revivals, and Spiritual Successors to Other Games is.... they tend to always choose stuff that was already pretty good (not to mention over-saturated--we do NOT need another Mega Man clone!)
This is what bugged me about Stardew Valley is a lot of the gripes I had with Harvest Moon still exist. Last day of spring and crops still growing? Too bad, they're all dead the next day! Want to visit the store? Guess what, this is the one random of the day of the week when they close. Like the idea of a town where you know everybody and maybe want to stay out a little late? Sucks to suck!
 
This is what bugged me about Stardew Valley is a lot of the gripes I had with Harvest Moon still exist. Last day of spring and crops still growing? Too bad, they're all dead the next day! Want to visit the store? Guess what, this is the one random of the day of the week when they close. Like the idea of a town where you know everybody and maybe want to stay out a little late? Sucks to suck!
The whole Farming Sim thing, at least the Stardew Valley/Harvest Moon/Story of Seasons corner of it, is one of those things where I wonder why so many exist when they're all basically the same with minor tweaks--so basically the Mega Man issue.

Stuff like the Doraemon Story of Seasons, which have more of a story focus, make some amount of sense, but...

As for Stardew itself, for me its in a weird place. I actually had more fun with Pioneers of Olive Town simply because the obvious waifu options were more likable/attractive. Stardew Valley's looks, however... they have an odd appeal because it reminds me of 1990s MS-DOS games. The problem is that 1990s MS-DOS games tended to have fugly characters, and when you're supposed to theoretically find these people to be marriage material, being in the town where all the girls have cartoonishly huge chins like they're all cousins of Popeye the Sailor Man ain't winning me over.

So its like, on one hand it actually evokes a sort of nostalgia, but....
 
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The whole Farming Sim thing, at least the Stardew Valley/Harvest Moon/Story of Seasons corner of it, is one of those things where I wonder why so many exist
Autistic, degenerate coomers.

(Seeing a pattern yet?)

Yes, I'm serious. The loudest segment of players are the types who demand LGBTQ+ pairings instead of glitches being fixed.
 
I gave Stardew Valley a shot and almost immediately uninstalled it. It isn't just a knockoff of Harvest Moon, it's a carbon copy, but all of the characters are insufferable woke dangerhairs. It's one of those games that's so terrible, I immediately knew I wouldn't even want to associate with the kind of people who enjoy it. It's pretty annoying to see it touted as such a big, popular indie game when it just hijacks fuckin' everything Harvest Moon did.

It would make a lot more sense as one of those FOSS clone games like FreeCiv or OpenTTD, the kind that are literally designed to be exactly that game, but able to run smoothly on modern hardware and allow easy modding. But no, apparently we're supposed to pretend it's totally not Harvest Moon, even though it is, just with a coat of woke paint.
 
Autistic, degenerate coomers.

(Seeing a pattern yet?)

Yes, I'm serious. The loudest segment of players are the types who demand LGBTQ+ pairings instead of glitches being fixed.
This probably explains why I eventually lost interest, because I actually enjoyed managing my farm far more than the whole "romancing local hotties" aspect.

Incidentally it is kind of amusing to me that this topic started out as ranting about modern gaming's suckage but now seems to be just a hangout for people who have mixed-to-negative feelings on Stardew Valley.
 
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Incidentally it is kind of amusing to me that this topic started out as ranting about modern gaming's suckage but now seems to be just a hangout for people who have mixed-to-negative feelings on Stardew Valley.
Because Stardew Valley is emblematic of the rot infesting at least Western gaming.

It's a copy of a Japanese franchise, Harvest Moon. But, its fans are mostly focused on the frankly banal townspeople's relationships, as opposed to the farming.

These same fans are likely the ones who insisted the Rune Factory 5 localization team pester the Japanese side to add extremely out of character gay pairings instead of fixing crippling bugs. It really cannot be overstated that the LGBTQ+ shit is most of what the Western "fans" I have seen talk about.
 
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Just get a MISTeR and a PVM, a Dreamcast with an SD adapter, a fat PS2 with an SSD and an RGH Xbox.

Or if you don't care about using emulators just a beefy PC that can run even PS3-era games but at real 1080p and solid 60fps.
I would have been so excited as a kid for something like that.
That's the impression I got playing GTAVC on a phone over 10 years ago, "imagine going back to 2002 with this".
This is the same reason that we're getting more and more gachas
That and because its easy as shit to churn those waifus out. For example AI still struggles to make photorealistic stuff and even some drawing styles but its incredibly easy for it to make convincing modern anime art because that shit its so simplistic, so repetitive and so standardized nowadays.
A shocking number of people go nuts for what I can only describe as "-dere" type female characters.
Yeah, virgins who have never been stuck with a bipolar bitch as a gf.

They should make animus and mangoes with realistic -dere gfs, like "baka I just slashed your tires" or "baka I just downed a bottle of pills!" or my favorite: she showing up to my parents house pretending we're still a couple.
"Womb tattoo"
I never understood the appeal of that shit...
 
I never understood the appeal of that shit...
It's the same appeal as the -dere tropes, the idea that some girl is only into some avatar for a coomer to project onto.

A lot of this stuff just boils down to particularly crass oversimplification of women as just mix-and-match sex objects with no other interesting features.

This is not to suggest women are immune to this; fujos do the exact same shit to male characters, there's just less of them. But you can just tell when a broken Western woman is writing a male character a lot of the time.
 
This probably explains why I eventually lost interest, because I actually enjoyed managing my farm far more than the whole "romancing local hotties" aspect.

Incidentally it is kind of amusing to me that this topic started out as ranting about modern gaming's suckage but now seems to be just a hangout for people who have mixed-to-negative feelings on Stardew Valley.

Well, Stardew Valley is one of those symptoms of modern gaming, and making remakes of games that don't need remakes, or at best, not fixing the things that need fixing. The gift process is especially dumb that needed purging or reworking, not making it even more centralized.

That's also why I dislike Cities: Skylines because they took some of the worst features of SimCity 4 that needed to be reworked or deleted—government-funded health, a giant power plant a stone's throw away from your first neighborhoods, the rigid zoning...and worked off of those. (It's part of the greater problems of the game--stealing concepts from SimCity while not knowing how they worked or how they made the game fun, and then adding even worse mechanics themselves).
 
That's also why I dislike Cities: Skylines because they took some of the worst features of SimCity 4 that needed to be reworked or deleted—government-funded health, a giant power plant a stone's throw away from your first neighborhoods, the rigid zoning...and worked off of those. (It's part of the greater problems of the game--stealing concepts from SimCity while not knowing how they worked or how they made the game fun, and then adding even worse mechanics themselves).
Simcity itself is, to me, one of those "it got worse over time" things. The SNES version of the original is my favorite, because its graphics and music are just the right amount of cozy and comfortable and really fits the supposed "Software Toy" thing Maxis was apparently going for.

While up to SC3000 they're still playable, there's this feeling that they got more complicated and micromanage-ey each time.

On that note I recall an interview with Sid Meier (back in the DOS days) where he said that one problem he always had with Simcity is he could tell Will Wright inserted a lot of his politics into it, something Meier apparently attempted to avoid with the original Civilization.

I'm willing to bet history has not been kind to that statement, regardless of whether you're talking about just the original Civ in retrospect, Civ's own modern sequels, or whether or not Simcity was/is really more political than Civ was/ended up being.
 
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