Summers Game Fest 2023

"We are focused on putting our players first-"
lol fuck no you aren't
I don't even care about Microsoft enough to know what its fans are like but I know for sure they aren't for what you're putting forth
And no studio that proudly pushes DLC and microtransactions into their unfinished games gives a shit about its players
 
Phil is wearing a Hexen shirt, which was made by Raven who got bought by Activision, who they just bought.

:thinking:
 
Oh hey, Marissa Moira!!

what's gonna be the new "15x the detail"??
 
Wow really looking next gen here Todd. Looks like fallout 4

It's all procedural generation, its going to be boring and samey. Don't believe a word Todd says. It's big budget No Man's Sky

>next gen lighting model
its PBR, they moved to PBR in fallout 4. GI looks non existent, probably just mean they capture a cubemap. NVM I see heavy ghosting when they pick up items. Probably some awful ambient occlusion though, Fallout 4 and Skyrim SE have that too.

AI still braindead and stands still.
 
>Starfield is our first original world in 15 years
LMAO IMAGINE BRAGGING ABOUT THIS
 
>exploring an area where you've landed in
>new and different
WHERE ELSE ARE WE TO EXPLORE TODD
THERE IS GOING TO BE NOTHING IN SPACE
 
>Black person destroys the UK: The Game
Err. What did they mean by this?

This shit has been tried before, and the exact reason that it hasn't been repeated is because it just isn't fun. There is no thrill to a battle when you know exactly how everything is going to play out. Even Into the Breach, a game so predicated on playing to counter your opponents that it telegraphs all of their attacks ahead of time, still has RNG in the form of Reputation upgrades at the end of an island and the Grid Defense system (which can sometimes be infuriating, as I painfully learned when I lost an entire fucking run by going from full grid HP to nil while having 32% Defense, may god smite every Blobber ever to grace the game's code amen) and it works. The game is stupid amounts of fun, and every time I end up slipping and lose a building I sit there praying it'll resist even if my Defense is at the lowest possible percentage.

The problem with RNG isn't RNG itself, it's the game design relying too heavily on it. I think Pokemon gets close to doing that with how it not only has random damage rolls but also random chances to crit and random chances of capture, but I still think it's plenty playable and definitely fun. Going any further than it has gone, imo, is a bit much.
Going in the opposite direction, however, is fucking stupid, especially if you're going to keep the same battle system. Pokemon's is notoriously slow and boring in the campaign, where almost every battle is painfully easy to counter and those that aren't tend to be minor struggles at worst, and yet instead of doing anything to change this all of these clones just copy the same battle system (as well as the lack of difficulty that comes from it) and then remove the only exciting element of it, which is typically the RNG.

Why have critical hits endured so long throughout gaming (and especially RPGs) despite being the definition of random bullshit? Because they're fun.
Why has RNG not been completely eliminated from any game with a hint of a competitive scene to keep things "fair"? Because it gives the losing team a slight possibility of turning the tables without pulling some genius strategy out of their ass.
Why has Temtem's competitive scene died completely despite having no RNG whatsoever- a theoretically "fair" fighting plane? Because it's no fun to participate in a solved game, nor one in which you know exactly how things will go from team composition alone!
Just to clarify, I'm not talking about Pokemon and I'm specifically talking about general RPG Enemy AI. A markov chain would probably be really boring with only 4 moves available.
I'm interested in markov chains because it still has plenty of randomness and allows for interesting behaviour modelling. (without needing explicit boilerplatey scripts. Those can be saved for the bosses.)
The player doesn't even *really* need to think about it. The important part is that you can get a vague feel of what's coming next without being completely sure of the outcome.
 
Just to clarify, I'm not talking about Pokemon and I'm specifically talking about general RPG Enemy AI.
That makes more sense, but since it was in relation to a poke-clone I just ran with that context. Dunno how it'd work outside of that setting. Probably a tiny bit better, but still not great...
 
>NASApunk
you don't need the fucking punk suffix this isn't punk at all
it's literally just "what if we made spaceships look realistic"


and stop using "lo-fi" like you know what it means, it's not equivalent to fucking analog
 
they're doing the Cyberpunk NPC thing? alright, I'm anticipating the t-poses

Relentless shitting on Bethesda aside, I do actually appreciate the retrofuturism, especially on this scale

Those buildings are making me salivate a little lol, I've been looking forward to that aesthetic making a comeback
 
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