Jaesun
Fabulous Ex-Moderator
Good video and some good advice. Completely agree with him.
Memes are ideas too.Ideas are amazing. Ideas are like currency. Ideas are what drives the world. Ideas are what we need to get to the next stage. And not just great inventions like the train, little things like this microphone, that enables me to speak to the unwashed masses. Cain On Games is another GREAT idea. Where would we be right now?
And we have to talk about it, because great ideas don’t come in all shapes and sizes. 9/11, September 11th. And we’re gonna use some reverence here and not be silly about this, but, look at what they accomplished with no weapons and just 11 guys who didn’t even speak English! And that proves that sometimes great ideas are actually horrible ideas.
I talk shop about programming combat, right down to the data structures and algorithms I use.
p.s. at 30 seconds in, this video also demonstrates that I don't edit my videos.
Tim purposely not doing what Age of Decadence did.When Fallout was GURPS, you started with a certain amount of hit points and that never changed, early versions of Fallout suffered from not feeling like the characters were getting progressively more powerful, armor was one solution but it didn't feel like the character themselves was changing.
I would love to see a game where information like this is an important factor. Similarly to how order can be delayed or misunderstood by units in tactical/stategy games.I considered the "everyone knows the item is stolen" thing as an abstraction of the item being reporting as stolen. Yeah, they're very quick about it. I think it's keen when there's stolen-status-decay so you can move the items when they're no longer hot.
Never had the joy of playing a strategy game with shit pathfinding or line of sight?Similarly to how order can be delayed or misunderstood by units in tactical/stategy games.I considered the "everyone knows the item is stolen" thing as an abstraction of the item being reporting as stolen. Yeah, they're very quick about it. I think it's keen when there's stolen-status-decay so you can move the items when they're no longer hot.
I talk about the Fallout team, about each one individually and how I remembered them years later. It was a very good team.
I talk about the Fallout team, about each one individually and how I remembered them years later. It was a very good team.
It's also entirely subjective. No two people are going to agree on how fun all the different mechanics in a game are. Part of the beauty of something like Arcanum is that multiple people with completely different conceptions of fun can find playstyles that suit them.I don't think there's really a dichotomy between realism and fun. This is a rather superficial take. It's like advising somebody: make good products, and bad products - don't make. As if there's some sort of argument with people advocating against fun in games.
When some people ask for more realism they do it because they think it would be more fun. Can they be wrong? Most certainly. The deeper question is why. Why is it not fun to, say, manage bladder in most games, yet it's fine in a game like Sims? Or why, for example, all fights in Fallout aren't resolved in form of cart racing? Is cart racing fun? It sure is. Is it simple to understand, is it consistent? Absolutely. So why not? Are you just denying people their fun because it's unrealistic?
Going with what is "fun" ultimately means that you don't actually know why you do things the way you do. You just stumble around and try to find your way by feel. Which is a good explanation for why Outer Worlds is such a huge departure from older games even though it seemingly follows the same "design principles".
Yeah it's a total strawman. Sure is a good way for Tim to shut down any criticism and avoid considering cool gameplay ideas though.As if there's some sort of argument with people advocating against fun in games.
I'd probably remember Fallout 4 more fondly if every quest had instead been a Mario Party/WarioWare-like minigamewhy, for example, all fights in Fallout aren't resolved in form of cart racing?
I talk about how to pace your games, both in terms of narrative and within gameplay itself.
If a player goes into your dungeon and finds a bookcase full of books and decides they're going to read all of it, they're going to read each one of these, and then later they complain about how the pacing in the dungeon was off that's on them.
You have to seed a certain level of control over to the player and hope that they understand that they have this control. The way I've described it to people is: my games offer a variety but you have to select it. It's like here's your menu, there's a bunch of stuff on the menu, you may not like some of it, and you know what you like and what you don't like, if you pick something off the menu, if you're like "I hate cilantro but I'm going to try your cilantro salsa" and then you don't like it, you probably shouldn't blame the restaurant.
Sheeit.Arcanum has too many enemy-heavy dungeons on the critical path.
the dayz mod was a fun 'realistic' game about chernograd during a minor zombie thing filled with treacherous asshats (me included) who'll rob you for your can of beans, and the realism made it challenging and fun. elite: dangerous was not super realistic because real spaceflight (let's take three days to get across the system at impulse!) wouldn't be fun for people not sperging autists. i like arcade racing games, realistic ones are stressful. my brother is the opposite and has a racing wheel of some kind because he loves that shit.When some people ask for more realism they do it because they think it would be more fun