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- Oct 6, 2016
What? You mean the one about mice by the guy that trooned out mid development?coomer furry crpg
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What? You mean the one about mice by the guy that trooned out mid development?coomer furry crpg
If there is enough variance, bare bones mechanics with a nice presentation can perfectly work. One of the reasons I enjoy VN is going with the flow and seeing where the decisions take me and crpgs take that one step further by also adding the possibility of failure upon your decisions. As long as there is enough wild variance to it, I can enjoy these sort of games. Then you have stuff like fake choice which absolutely undermines the appeal of these sorts of games and suddenly you are just reading a book with an audio track for the most part where you can give sassier responses.Why are you expecting crpgs to have gameplay? It's like expecting visual novels to have gameplay, they're practically the same genre. Although with that said, dice rolls/RNG can be a fun gameplay mechanic on its own if done right, see dicey dungeons, buckshot roulette, roulette knight.
I understand the appeal of card games (and gambling in general, to an extent) but the difference I see is a hand of blackjack lasts at most a minute, maybe? I know a hand of poker can go a little longer but you're still talking a couple minutes at most, I assume. I can understand that logic applied to games to an extent, but I have never understood the appeal of the roguelike genre, for example, where you can lose hours of progress to one little mistake or just plain bad luck and you start over with nothing.I personally really like blackjack and poker.
What? You mean the one about mice by the guy that trooned out mid development?
The appeal of roguelikes comes down to, at least for me, systemic interactions, dynamic item/weapon pool and synergies/stat breaking. I won't say Hades is bad but I found it boring as well, it's closer to a visual novel with minigames like other supergiant games, gameplay just exists to pad out character interactions. Dead cells does not have huge stat breaking capacity insofar as the initial game stages. But I like games like isaac and neon abyss for those reasons. Atomicrops is another roguelike which I like for similar reasons although it has no stat breaking. There are some roguelikes I'm just not good at and have never completed, spelunky and gungeon for example, so I can't comment on them.I don't mind so much in games like Dead Cells because a run of that only takes an hour at most (much less if you get God rolls) and you can choose different routes if you don't fancy a particular area or just want a change, but I got bored so fast with Hades because no matter what rolls you get you're always going through the same biomes and fighting the same bosses with minor variations (and none of them are particularly fun to fight).
The thrill of winning despite the odds. It’s the same concept for gambling. Roll the dice, hope for something nice. It’s a simple albeit very effective means to keep an audience engaged. I marked out heavily when I played BG3 last year, and one of the decisions my character had to make required a D20 to succeed… and I managed to roll it. Absolutely lucky, but it felt awesome.Genuine question: what is the appeal to games where your success is predicated on complete luck?
I gave up on playing Inscryption even though I really liked the aesthetic because I got tired of getting fucked over by RNG
I actually like the grotesque unfairness of some roguelikes.The appeal of roguelikes comes down to, at least for me, systemic interactions, dynamic item/weapon pool and synergies/stat breaking. I won't say Hades is bad but I found it boring as well, it's closer to a visual novel with minigames like other supergiant games, gameplay just exists to pad out character interactions.
I'm a big fan of stacking buffs to a game-breaking level.The appeal of roguelikes comes down to, at least for me, systemic interactions, dynamic item/weapon pool and synergies/stat breaking.
Blackjack depends how many people are playing and if the hand gets gnarly, i.e. lots of people splitting or having difficult choices, common because your average player doesn't have basic strategy hardwired into their brain. Poker hands can go on several minutes, especially if someone goes "into the tank," i.e. spends a lot of time thinking about the hand.I understand the appeal of card games (and gambling in general, to an extent) but the difference I see is a hand of blackjack lasts at most a minute, maybe? I know a hand of poker can go a little longer but you're still talking a couple minutes at most, I assume.
When I learned to embrace losing in video games, I truly learned to enjoy them. Losing makes the snowball victories in roguelikes all the more satisfying, IMO.I actually like the grotesque unfairness of some roguelikes.
I don't mind losing when I know it was my fault (AKA the 'git gud' grindset) but when it's due to something I couldn't possibly have foreseen or realistically reacted to I just feel like I'm having my time wasted.When I learned to embrace losing in video games, I truly learned to enjoy them.
That's sad. I'm pretty sure people in their 50s to the 70s would give the youngns a woop in the ass for cheering on an asinine ideology. It's no wonder too, Estonia makes full use of economic freedom nowadays.I find very ironic and funny that a game development studio from Estonia, a nation that has a very turbulent history with communism while they were under the rule of the Soviets, would make a game that, a lot of people, find sympathetic to communism together with the devs thanking Marx and Engels at the VGAs. This plus the collapse of studio and the subsequent infighting leads me to believe that if these people lived during the Stalin era/Cold War they would have ratted out their neighbors to the NKVD/KGB for wrongthink/petty bullshit and would feel proud about it.
Implying that EA wasn't already doing DEI in practice.The sweet baby inc cancer is spreading, EA wants an intern DEI coordinator.
Lmao EA. 2042 was such a dumpster fire it both revived Genderfield V (Which became 'good' after a couple of patches, and if you ignore the history revisionism, which is a bit hard to do), Battlefield 1, and even Battlefield 4. Sure, none of them are great, but at least the air units gameplay in BF1 beats 2042 by a landslide. Just because it's on a playable state now, it doesn't justify this 4 year EA Scam. There's still no server browser, only something remotely similar limited to the Portals game mode. 2042 dev cycle is ADHD incarnate, throw every single idea but don't expand on any of those. Reason being: Most of the DICE's staff that were responsible for creating and maintaining the Frostbite engine left after BFV. Alongside most other, for lack of better word, veteran developers. Including founders and the people directly responsible for the frostbite engine itself, some of these people worked at DICE for the majority of it's lifespan. If you cannot grasp the severity of the situation I don't know what can.
Fun how people have forgotten the DEI History revisionism in Battlefield V, where they basically went the Giant Enemy Crab* route.Implying that EA wasn't already doing DEI in practice.
If cancer wants to get additional cancer, what we are to stop it from happening?
EA has fallen. There is no hope left for gaming
Isn't EA felt like decades ago?EA has fallen. There is no hope left for gaming![]()
EA has been producing damn near nothing but trash for a decade, propped up by morons who can't help but continue to throw a billion dollars a year in MTX at their fucking soccer game, since EA sports can mostly just copy/paste all of their shit annually.EA has fallen. There is no hope left for gaming![]()
Ironic merchandise that is "safe horny" by subverting weeb expectations?What in the name of the holy does any of this has to do with your games?
EA was rewarded the worst company in history.Isn't EA felt like decades ago?
This may be new to some, but EA always been a disaster for the gaming industry since the second half of the 90s. They did some of the most egregious and anti-consumer practices in the early 2000s. Honestly, if EA falls, that would mean hope for the rest of the industry. Tons of licenses and IPs would be freed from their retardation. Codemasters? westwood studios? bioware? I hate pedopedia, but there is a wikipedia page just focusing on their acquisitions. They've acquired, since the 80s, a total of 47 companies, only to later dissolve them. This practice is so scummy, that I'm curious about reading some antitrust law to see if it isn't breaching at least a couple of those.EA has fallen. There is no hope left for gaming
Date | Company | Status | Business | Derived Studios | note | |
---|---|---|---|---|---|---|
1 | 1987 | Batteries Included | DEAD | Hardware and software developer | — | |
2 | July 1, 1991 | Distinctive Software Inc. | MERGED | Video game developer | EA Vancouver | |
3 | September 10, 1992 | Origin Systems | DEAD | Video game developer | — | |
4 | November 14, 1994 | DROsoft | DEAD | Software distributor | — | |
5 | January 6, 1995 | Bullfrog Productions | DEAD | Video game developer | — | |
6 | March 8, 1995 | Kingsoft GmbH | DEAD | Software distributor | — | |
7 | January 29, 1996 | Manley & Associates | MERGED | Video game developer | EA Seattle | |
8 | June 4, 1997 | Maxis | DEAD-ish | Video game developer and publisher | Maxis | While Maxis Emeryville was closed, other Maxis groups were consolidated into existing studios of EA. New studios using the brand name began opening in 2019. |
9 | April 2, 1998 | Tiburon Entertainment | MERGED | Video game developer | EA Tiburon | |
10 | April 8, 1998 | Vision Software | MERGED | Software distributor | Vision Software | |
11 | July 28, 1998 | ABC Software | MERGED | Software distributor | ABC Software | |
12 | August 17, 1998 | Westwood Studios; Virgin Interactive's North American Operations, Burst Studios | Triple Kill | Computer and video game developers | EA Pacific | ALSO DEAD. Staff who choose to remain were absorbed into EA Los Angeles. |
13 | September 8, 1999 | PlayNation | Merged | Developer of online entertainment | PlayNation | |
14 | November 22, 1999 | Kesmai | DEAD | Video game developer and online game publisher | — | |
15 | February 24, 2000 | DreamWorks Interactive | DEAD | Video game developer | Danger Close Games | ALSO DEAD |
16 | February 28, 2001 | Pogo.com | Family games website | — | ||
17 | June 11, 2002 | Black Box Games | DEAD | Sports and racing video game developer | Quicklime Games | ALSO DEAD |
18 | October 16, 2003 | Studio 33 | MERGED | Racing video game developer | EA Northwest | |
19 | February 13, 2004 | NuFX | DEAD | Sports video game developer | EA Chicago | ALSO DEAD |
20 | July 28, 2004 | Criterion Software | Video game developer | — | ||
21 | July 27, 2005 | Hypnotix | DEAD | Video game developer | EA Tiburon | |
22 | December 8, 2005 | JAMDAT Mobile | MERGED | Mobile entertainment developer | EA Mobile | |
23 | July 20, 2006 | Mythic Entertainment | DEAD | Computer game developer | EA Mythic | ALSO DEAD |
24 | August 23, 2006 | Phenomic Game Development | DEAD | Real-time strategy game developer | EA Phenomic | ALSO DEAD |
25 | October 2, 2006 | Digital Illusions CE (DICE) | MERGED/GOLDEN BOY | Video game developer | EA DICE | DICE Ontario was closed down; the Stockholm studio persists under the "EA DICE" label. On verge of "restructuring" (killing) |
26 | November 30, 2006 | Headgate Studios | DEAD | Video game developer | EA Salt Lake | ALSO DEAD |
27 | February 12, 2007 | SingShot Media | MERGED | Social network service | Sims on Stage | |
28 | October 5, 2007 | Super Computer International | MERGED | Computer software developer | EA Online Technology | ALSO MERGED |
29 | October 11, 2007 | VG Holding Corp. | DEAD | Holding company of video game developers | BioWare | Pandemic Studios (DEAD) | Somehow bioware is still alive. |
30 | May 21, 2008 | Hands-On Mobile | MERGED | Mobile video game developer and publisher | EA Mobile Korea | |
31 | June 3, 2008 | ThreeSF | DEAD | Social network service | — | |
32 | December 2, 2008 | J2MSoft | DEAD | Computer game developer | — | |
33 | Q1 Fiscal 2010 | J2Play | DEAD | Social network service | — | |
34 | November 9, 2009 | Playfish | DEAD | Social network game developer | — | |
35 | October 20, 2010 | Chillingo | DEAD | Mobile video game publisher | — | |
36 | May 3, 2011 | Mobile Post Production | ALIVE | Mobile video game developer and publisher | — | |
37 | May 4, 2011 | Firemint | ALIVE | Mobile video game developer and publisher | — | |
38 | July 12, 2011 | PopCap Games | ALIVE | Video game developer and publisher | 4 studios, 2 closed. | |
39 | August 11, 2011 | Bight Games | MERGED | Trade Wars (mobile game) | Red Crow Studios | |
40 | June 1, 2012 | ESN | Social gaming product developers | — | ||
41 | December 1, 2017 | Respawn Entertainment | Video game developer | — | Titanfall is dead. | |
42 | May 1, 2018 | GameFly | Game streaming | — | ||
43 | July 9, 2018 | Industrial Toys | DEAD | Mobile video game developer | — | |
44 | February 18, 2021 | Codemasters | Video game developer and publisher | — | F1 mines | |
45 | April 29, 2021 | Glu Mobile | Mobile video game developer and publisher | EA Mobile | ||
46 | May 5, 2021 | Metalhead Software | Video game developer | — | ||
47 | June 23, 2021 | Playdemic | Mobile video game developer | — |
Their games takes years to update, and most of the updates are basically bugfix patches; They haven't had a good game for a very long while now, even if they claim that Ultrareddit is selling like hot cakes, the developer is fucking up that game so bad that even the fanbase would turn on xey/xem, if they weren't the same Undertale/FNAF fandom. Coomershit aside, that still has nothing to do with their games, except the PR Guy needing a shower and probably their hard drives checked up by the FBI.Ironic merchandise that is "safe horny" by subverting weeb expectations?