- Joined
- Oct 10, 2020
On the topic of yellow paint, always remember: Game developers are literally building these games for people like DSP
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Nah this is the zoomer mindset. If youre gonna have a difficulty setting just make sure your game holds up on higher difficulties.If you're going to have a difficulty setting, give your players some incentive to proceed with it.
I don't care about Resident Evil.
And I'm saying the only reason "don't have irrelevant objects" works is because the game is set in a sterile test lab. If your game is set in a jungle or in a war zone, "just make all the surfaces flat and white" isn't a viable approach. You think yellow paint on a ladder looks stupid in Resident Evil? Try making every surface giant, flat, and white. Imagine how fucking stupid Uncharted 2 would look if it used Portal's design philosophy.As the commentary states: it was meant to avoid overwhelming the player with irrelevant objects that provide no use to the player. Likewise, the white squares that line the walls and floors were done so to explain the modular rooms with extending piston floors.
At least have actual changes across difficulties, none of this "we increased the damage taken and decreased the damage dealt" and the inverse for lower difficulties. This area had 3 of this tougher enemy in this section? Make it more and maybe add a much tougher enemy in that pack. Have the AI be more aggressive on higher difficulties or maybe new abilities. Just do something.Nah this is the zoomer mindset. If youre gonna have a difficulty setting just make sure your game holds up on higher difficulties.
Sometimes damage is all you need but there's so many games where its an afterthought and the number tweaking is just outright unfair.At least have actual changes across difficulties, none of this "we increased the damage taken and decreased the damage dealt" and the inverse for lower difficulties. This area had 3 of this tougher enemy in this section? Make it more and maybe add a much tougher enemy in that pack. Have the AI be more aggressive on higher difficulties or maybe new abilities. Just do something.
There is some truth to this, but consider the following:The thing with in game hints is that it all comes down to time and effort. Since games seem to be targetting adults nowadays, they make note of an adults lack of patience and lack of time. Back in the day games were marketed towards children and children would do anything to have a fun experience, they were willing to be patient and experiment with the game. That was how games were traditionally meant to be played, that's how a five year old could beat mega man 2 in the 80s while an adult can't beat dark souls today. So they chip away anything which could be perceived as inefficient or a time sink, not realising that experimentation is part of the experience. That seems like one of the game industries problems now that I think about it, having the core demographic be adults instead of children. Most of the games which come out are probably streamlined and suck due to that reason.
That qualifies as "incentive to proceed" imo. Moreso than getting muh cheevos or something. Usually there's one real difficulty and both the Hard and Easy modes are just some lameass damage multiplier that messes the game up.Nah this is the zoomer mindset. If youre gonna have a difficulty setting just make sure your game holds up on higher difficulties.
They may as well add a character to quite literally hold your hand. There's gotta be a better balance than this, like even just the fucking arrow.
True, but sometimes Normal is already messed up and the other modes fix the balance, especially if it's a series known for being difficult. Some of the Ys games are hard as hell on Normal, so playing Easy is what a lot of people would consider the the real Normal.Usually there's one real difficulty and both the Hard and Easy modes are just some lameass damage multiplier that messes the game up.
The motivation for playing a game should be the gameplay itself. If you want to play a game on a harder difficulty for the sake of a challenge that's very different than wanting some unlock or achievement.That qualifies as "incentive to proceed" imo. Moreso than getting muh cheevos or something.
Older teenagers still comes under the under 18 category. Ofc older teenagers had more time in the 80s but that's getting into politics. Todays games are made primarily for 20 and above at minimum and the people who play them are pozzed adults, trannies and manchildren in their 30s.There were already games targeted at adults (or older teenagers) in the 80s, and they were pretty unstreamlined
That's because they're not being led to old games. Couple days ago I saw a five year old with a Gameboy/advance rerelease and was playing ice climber on it, somewhere in level 5. If you give kids mobile slop and roblox that's all they're going to play.Nowadays kids with infinity free time play easy games
I agree but they're malleable. Before their late teens when their perspectives solidify you have a chance at changing them on things with correct exposure, especially things like video games.Children are dumb
Worse than that. Bethesda expects their customers to fix their games for them. And then they do it. A video game company might be bad, but they are that way because their customers allow for them to act that way.Bethesda games were always and will always be shit games with shallow open worlds and even shallower stories. this is how it was for skyrim, fallout, now starfield. I dont understand how people get so invested in them.
At least have actual changes across difficulties, none of this "we increased the damage taken and decreased the damage dealt" and the inverse for lower difficulties. This area had 3 of this tougher enemy in this section? Make it more and maybe add a much tougher enemy in that pack. Have the AI be more aggressive on higher difficulties or maybe new abilities. Just do something.
Bethesda was known for great writing wrapped in an awful game. Now they're known for shitty writing wrapped in an awful game.Worse than that. Bethesda expects their customers to fix their games for them. And then they do it. A video game company might be bad, but they are that way because their customers allow for them to act that way.
agree on the shallow part to some extent, but those games are sandboxes where you just kinda have to do whatever, I enjoy questing in FO4, but youd have to be a complete psychopath to only play them for the main storyBethesda games were always and will always be shit games with shallow open worlds and even shallower stories. this is how it was for skyrim, fallout, now starfield. I dont understand how people get so invested in them.
I do like survival games, but they never come in a form that i would want them to, there's always something missing or implemented in a way that i don't like, and that most of them are multiplayer focused, which is shit.All survival games suck.