Consequences are we get more shit games instead of good ones, as devs copy paste game ideas from games which weren't all that, but which the popular, mainstream, drongo buck tells them were.
I mean, look at the garbage open-world craze of the past 10-15 years. Some early Bethesda games were way better to explore, and games like Escape From The Pit and Gothic 2 were structured superbly. But what's on that list instead? Assassins Creed and Skyrim. So now devs look to the latter 2 games to draw inspiration from, and we just get more slop with open worlds not worth bothering with.
Another more modern example are games like Nioh 1 & 2 which have great 3D combat, but which far fewer devs and studios are paying attention to or learning lessons from because they're all focused on Elden Ring. ER's a great game. but Nioh's actual combat is flat out better. But what's gonna get a spot in IGNs "greatest games ever!" in 5-10 years time? Elden Ring of course, and that's what devs will copy the combat from instead of Nioh in future years.
Are you describing a consequence of historical narratives, or of shit taste and ignorance?
I can't imagine a case in which someone sets out to and completely develops an entire game, based on the reputation of something in the past that they haven't played or tried to appreciate themselves. What's happening? Someone wants to make a 3D platformer in abstract, they google "history of 3D platformers", and Scott the Woz tells them Croc was the most beloved N64 platformer so they look up that game on youtube and spend years of their life making a Crocbornevanialike?
Is this how historical revisionism hurts the industry?
I know that sounds silly, so why don't you give me an actual case so I can see what's really happening.
Said shit taste and ignorance is what drives that historical narrative.
If this is the key underlying factor I think it would make far more sense to just talk about shit taste and ignorance. I don't see a "narrative" emerging really, and calling it all this confuses the issue of actual historical revisionism in gaming which is a real thing.
Tons of modern gamers use these lists as guides to play games, which then influences their development choices if they go on to develop. Devs also see that these are the type of games being played, and then go on to make more like them for sales obviously.
Weak raped slaves who let copywrite listicles have taste for them are deciding what games should be made and how.
That sounds like our real problem. Not the content of the copywrite listicles.
I'd say Sea of Stars is a good example. Heavily influenced by the "legendary, gold standard, untouchable etc." Chrono Trigger...Sea of Stars is boring and wonky as fuck. And that's because it copied a formula with some lame design choices. For example, like Chrono Trigger you only have 3 party members in your team, which means losing 1 of them removes quite a sizeable portion from your combat strength and is harder to balance. The only way Square have ever made that model succeed (such as in FF games 7 through 10) is to make the difficulty extremely easy as compensation and Sea of Stars does the same. The second the devs try and make the game harder it feels like a spike, because the 3-person-party setup has to be very finely tuned for combat balance, which most modern devs won't achieve (and which Square themselves often failed at anyway).
Whereas games such as Final Fantasy 5 or Phantasy Star 4 where you have 4 & 5 party members respectively, give you far more flirtatious dynamics throughout them because you can regularly get party members downed. So devs give those games more challenge, and you also get the extra levels of tension which comes with more stages of party depletion. But the go-to combat setup model for some modern JRPGs like Sea of Stars is the lame 3-party one, because in recent years outlets like IGN have been telling devs "this is the best! this is what everyone loves!".
Never heard of Sea of Stars now. Looks like a product of the above. The primary problem is that it is made by weak raped Canadian slaves who just kind of
average out their tastes and ambitions between various safely staked out
DESIGNATED GOOD PRESTIGIOUS THINGS. "What if we made a Chronovaniabornelite with Ghibli elements?" What if I raped you, slave?
A cool person who really appreciated Chrono Trigger in their own way would probably make something interesting. These "passion projects" which are just five wasted years making a worse clone of something that already exists are what happens when company-filler slaves get told everyone can "justmakeart" in some kind of trannyish hopepunk nonsense way. No, not everyone can. These people should be programming chicken AI in Assassin's Creed 27.
I thought maybe I was being a bit too hard on these people, then I shared a link to the game elsewhere and started getting told about it. So far I'm only being told I'm right on it. So I guess I'll keep going.
It's like what I said about Halo and good shooters in that other thread. That the particular traits of great games are emergent from the people who made it and their particular drives and interests as they were making the thing. Particulars of a game, three characters, four or five, ATP, turns, dragon ball character designs, belts and zippers, it's all
symptoms. Accidentals. The essential thing is that these were a fundamentally different class of people making these things with organic drives and inspirations these Canadians can't even imagine possessing.
THE REAL PROBLEM HERE is that our industry is posers incapable of understanding art, expression, or greatness top to bottom now. They've hit a critical mass to the point people can go a long time thinking they're
inside without encountering the real thing.
Imposters affirmed by networks of
imposters,
infiltrators, posers, etc can now form self uplifting and supporting structures within the industry. But these are
not self supporting. The real light still has to come from without to make anything happen. These people are
parasites.
IGN try to reduce video games to 'Chrono Trigger is great because it was a threecharactersATPvaniabornelike, if you do that too you are great like chrono trigger' because they themselves are retarded raped slaves. Do you know how online journalism works? These people don't believe what they're saying. They don't even have time to think about it. It's basically a sweatshop clickbait scam industry run by rape-victim slaves who do it for the prestige of being
writers. Sam Hyde's fat slave Don Jolly wrote a good piece on this that he deleted. Let me get some of it for you.
Don Jolly said:
There’s a lot of invective against the so-called “games journalists” today. And I get it. But my perception is colored by memory. I remember taking a tour of the Huffington Post at the height of their powers. The office took up the whole floor of a building on Broadway, not far from Union Square. And it was full of endless cubicles, like the matte painting from Tron, cubicles stretching to the horizon. And in each one was a writer, their ears covered by headphones, typing furiously on a laptop. Each of their heads was filled with music but for visitors, like myself, the cyclopean room was silent. Silent but for the sound of knuckles moving under skin and the dull clicking of keys, these quiet sounds amplified by sheer numbers until they thrummed in the air like a swarm of cicadas. Bone crickets at midday. That’s what I think of when I think of the “games journalists.” That and their little unused cereal bar covered with nerf guns. Remember: that was when things were good. That was the best they ever had, the best they could expect. That was the zenith.
These people even if they wanted to do their jobs properly still can't of course. The errors are repeated in what are meant to be hobbyist and enthusiast spaces. Because they're retarded rape victims who learned from the above slaves and don't actually have taste or passion, but vaguely want to be famous, want power and to be seen.
POSERS. PARASITES. IMPOSTERS.
Chrono Trigger is great because of who worked on it and what they believed in and wanted to bring to life. If you believe you can reduce existing works to traits and work from a list of traits to create new works, you are just doing slow AI art. And that's what Sea of Stars is, if we're being
generous. My Real American Patriot informers tell me that it's a deeply insincere feeling work that kind of has the tone of a white person VN about how VNs are bad (the kind obviously written by someone who does not read VNs).
I hope I haven't drifted off the essential point. No great work is its on paper characteristics. People who talk like that are retards. It's what people talk about when they have no strong organic reaction to a thing but feel a need to say something (because they're either a slave copywriter, or a rape victim anxious about the fact they have no soul).
Nioh was the other I mentioned for a more modern and higher profile example. Soulslike games are coming out ten-a-penny, and how many of them are implementing stuff like stances or stamina replenishment? I can't think of any off the top of my head, they're too fixated on the Souls games.
So you want people to spend years of their lives making Nioh but not called Nioh?
With Dark Souls, there’s never really a need to use anything beyond spamming R1, outside of dodging, and this became even worse in Dark Souls 3, which gained it the nickname of R1 Spammer among some people because of this. Nearly every enemy can be defeated by mere R1 spamming and even bosses fall down to that outside of the whole dance rhythm you perform with them. You’ll dodge their moveset, get a few R1 attacks in, rinse and repeat. Ultimately it makes for quite repetitive gameplay, especially on repeated playthroughs. Now I love the Souls games, but a lot f that it due to their atmosphere, worlds and traps, but that combat is definitely not as good as either Nioh game.
You kind of get at my answer here. The 'Souls' games are not wireframe combat simulators with a lot of set dressing. They exist as "worlds". I fucking hate the term "atmosphere", rape victim grasping to sound like they're saying something language. But you do understand something has to be said for it. There are lots of things you can do in these games, and things you can't do. There's no right answer for how you
should make it. From have games to sell, ideas and interests in their head, they hope to marry their tastes to audience expectations and convention and make something compelling. You can learn, master, and dominate Dark Souls perhaps a lot easier than many other games (though not
most games), and if the point was simply to resist mastery, it would be easy to load increasingly more obtuse mechanics to be managed at once, create crueller worlds, leaner conditions for the player. They aren't trying to maximally challenge you. The challenge is built to shape your experience of the world. You're meant to feel resistance you have to work a bit around mechanically, learning to fight, learning how you should fight, preparing, learning what to use. All of that is further engaging with the world. It's all cool.
An impression of a certain kind of fantasy world is what 'Souls' grew out of, not a bunch of numbers and theories on paper about combat systems and mechanics. I'm sure they do think quite hard about all of that. But individual mechanical and even aesthetic elements are not seen as justifying. It's all tools. Someone setting out to make a game which is everything 'Souls' is reduced to when you put it on paper would not make something that feels like 'Souls'. We have examples even. Who here liked 'Lies of P' or any other aspirational 'Soulslike' piece of shit? Who liked 'Lords of the Fallen(2023)'? That game should be the ideal example because
Lords of the Fallen is to Dark Souls what Sea of Stars is to Chrono Trigger.
Do you understand what I mean when I say that? If you don't I have failed in writing this post.
In the Nioh games, R1 spamming doesn’t work against most enemies. You can defeat cannon fodder enemies like this, but most others will block, dodge, counter or grab you. It creates a far more interesting gameplay experience, as the games encourage you to explore the full offering of the diverse combat system. The game offers combos, weapon switch combos, regular attacks into skills, evasive attacks, etc. You can approach and defeat enemies and bosses in so many different ways which, for me, creates more replayability. There’s also far more build variety and customisation options in Nioh, that not only help the replayability but create even more ways to approach combat that Dark Souls simply cannot match. But where are all the Nioh clones mechanically? Nowhere. Yet Dark Souls clones are ten a penny.
And we won't ever see a Nioh game featured in an IGN list because it's 1) not casual enough; 2) not popular, despite it hands down having the best combat mechanics of the genre.
Did you play
Sekiro? From obviously
can make more involved systems (you may think it's less involved, I don't care, not my actual point). But they'll only do so when they believe it serves the particular vision they're working towards. They do not hold any perfect model third person action game in their minds which they believe all projects should be under their surfaces.