Hell Swarm
Learned
- Joined
- Jun 16, 2023
- Messages
- 2,144
I agree with your sentiment, but just because you have thousands of games on your backlog doesn't mean that decline as a concept doesn't exist. I said basically the same thing a bit earlier, if you can't find something to enjoy, it's really on you. But decline isn't that the number of good games went down, it's that the overall quality of (then) new games went down. For instance, if you like blobbers, it's pretty hard to deny the sub-genre went into decline after 1993, even if good games were released after that. They just weren't as many greats. The PS3-era in general was pure decline for CRPGs. But incline is also possible, it's widely considered that 1993-96 is a dark age for CRPGs, but then it inclined. After the PS3-era, we got the Kickstarter-era, which resulted in incline, even if you don't care for most, they were better than the nearly nothing we got the generation before.I don't really believe in the concept of 'decline'.
Video games are a young enough medium that there isn't much danger of large swathes of games being lost to time(yet). Emulation is easy enough that any halfway intelligent person will have access to almost every game every made. Whatever your tastes, there exist enough games to occupy you for decades, and the absolute number of worthwhile games goes up every year, even if the median game might be getting worse(or might not, I think it's arguable). When someone complains that "everything is shit now", I assume that they just have low agency and expect large companies to spoonfeed them with titles that are tailor-made to their preferences.
I like compasses in games because they allow me to explore the whole map before moving to the next level.Might have said this one before, but playing the recent Quake 2 remaster again and I love the compass. I love being able to choose to bring it up and see exactly where to go. "But it's handholding!!!" Don't care, it's saving time. The appeal of Quake 2 was never in wandering around samey, muddy-looking maps not knowing where the switch you missed is. The compass is a great addition, giving you the option to cut through bullshit and get back to the game.
Even better is that the trail it shows wears off fairly briefly so it can even be used to give you a quick hint rather than an outright walkthrough, if you prefer - it's very useful when you're about to backtrack to a previous map and you think "wait, will I be wasting 15 minutes of my life if I do this?" and the compass can give you an immediate yes/no answer without revealing too much else.
I wouldn't mind it becoming a common feature in other older FPS game remasters. I remember Blood had a couple parts, mostly toward the end of the second and third episodes, where it just wasn't at all clear what to do or where to go.
It was never an issue in Doom or Doom 2 or Heretic or Quake. Sounds like a bad level design problem.Might have said this one before, but playing the recent Quake 2 remaster again and I love the compass. I love being able to choose to bring it up and see exactly where to go. "But it's handholding!!!" Don't care, it's saving time. The appeal of Quake 2 was never in wandering around samey, muddy-looking maps not knowing where the switch you missed is. The compass is a great addition, giving you the option to cut through bullshit and get back to the game.
Even better is that the trail it shows wears off fairly briefly so it can even be used to give you a quick hint rather than an outright walkthrough, if you prefer - it's very useful when you're about to backtrack to a previous map and you think "wait, will I be wasting 15 minutes of my life if I do this?" and the compass can give you an immediate yes/no answer without revealing too much else.
I wouldn't mind it becoming a common feature in other older FPS game remasters. I remember Blood had a couple parts, mostly toward the end of the second and third episodes, where it just wasn't at all clear what to do or where to go.
100% agree. I feel no shame whatsoever in using the compass, because the last thing I want to do is blindly wander around dark, brown corridors wondering what to do next. An FPS game should get to the action as quickly as possible, not be a poor man's Metroid.Might have said this one before, but playing the recent Quake 2 remaster again and I love the compass. I love being able to choose to bring it up and see exactly where to go. "But it's handholding!!!" Don't care, it's saving time. The appeal of Quake 2 was never in wandering around samey, muddy-looking maps not knowing where the switch you missed is. The compass is a great addition, giving you the option to cut through bullshit and get back to the game.
Even better is that the trail it shows wears off fairly briefly so it can even be used to give you a quick hint rather than an outright walkthrough, if you prefer - it's very useful when you're about to backtrack to a previous map and you think "wait, will I be wasting 15 minutes of my life if I do this?" and the compass can give you an immediate yes/no answer without revealing too much else.
I wouldn't mind it becoming a common feature in other older FPS game remasters. I remember Blood had a couple parts, mostly toward the end of the second and third episodes, where it just wasn't at all clear what to do or where to go.
FPS games are dungeon crawlers with guns.100% agree. I feel no shame whatsoever in using the compass, because the last thing I want to do is blindly wander around dark, brown corridors wondering what to do next. An FPS game should get to the action as quickly as possible, not be a poor man's Metroid.Might have said this one before, but playing the recent Quake 2 remaster again and I love the compass. I love being able to choose to bring it up and see exactly where to go. "But it's handholding!!!" Don't care, it's saving time. The appeal of Quake 2 was never in wandering around samey, muddy-looking maps not knowing where the switch you missed is. The compass is a great addition, giving you the option to cut through bullshit and get back to the game.
Even better is that the trail it shows wears off fairly briefly so it can even be used to give you a quick hint rather than an outright walkthrough, if you prefer - it's very useful when you're about to backtrack to a previous map and you think "wait, will I be wasting 15 minutes of my life if I do this?" and the compass can give you an immediate yes/no answer without revealing too much else.
I wouldn't mind it becoming a common feature in other older FPS game remasters. I remember Blood had a couple parts, mostly toward the end of the second and third episodes, where it just wasn't at all clear what to do or where to go.
It depends on how you measure 'goodness'. Some people consider it good as cheap entertainment in the same way that some bingewatchable mediocre TV show or animu of the season is 'good'.my unpopular gaming opinion is that gamers don't even understand why they like a game. they equate a lot of hours spent on the game = good game.
mhh I haven't thought of that, I guess gamers are even more retarded than I thoughtIt depends on how you measure 'goodness'. Some people consider it good as cheap entertainment in the same way that some bingewatchable mediocre TV show or animu of the season is 'good'.my unpopular gaming opinion is that gamers don't even understand why they like a game. they equate a lot of hours spent on the game = good game.
For context of this postI don't want to say elden ring players are retarded, but I want to say they themselves don't understand why a game is "good". They are like little hamsters that keep spinning their wheel for a piece of cheese the developer set out for them. It doesn't matter that the cheese has absolutely no nutrition and is probably harmful to their brains, they just keep chasing it because it feels good, get that dopamine, and support the development of these kind of games with their wallets.
Didn't you enjoy it? You wrote it was addictive, was it an unpleasant addiction then?What did I get out of my 13 hours?
What do you mean, "crack is bad"? You smoked crack for 13 years!Didn't you enjoy it? You wrote it was addictive, was it an unpleasant addiction then?What did I get out of my 13 hours?
Raven was never good at level design. Heretic starts mostly OK but unexceptional then gets really, really shit in the bonus episodes. Hexen is a switch hunt (though I think it wouldn't be as bad if it had a journal/checklist letting you know which ones you pressed). Hexen II was at least better at keeping track of your progress, but in exchange the enemy placement was shit (enemies get replaced by variants more HP as levels go by, but your damage is entirely static). Outcast varies between "a bit opaque" and "incomprehensible"Doom 2 might be pushing the envelope, but it's nowhere near as bad as Hexen with its "You flipped a switch. No go search the entire level to figure out what changed asshole." design. Hexen is one where a compass could actually improve the gameplay.
Isn't that why we're playing games?What do you mean, "crack is bad"? You smoked crack for 13 years!Didn't you enjoy it? You wrote it was addictive, was it an unpleasant addiction then?What did I get out of my 13 hours?
The only reason why people give Hexen so much crap is because it broke from the usual level system of the time where you played through levels in sequence, as opposed to going back to older areas which wouldn't be out of place just a few years later. If it didn't have you occasionally going back to old levels to reach new areas, nobody would give it much thought.Doom 2 might be pushing the envelope, but it's nowhere near as bad as Hexen with its "You flipped a switch. No go search the entire level to figure out what changed asshole." design. Hexen is one where a compass could actually improve the gameplay.
Posts like these make me think the Codex is full of more posers than people would like to admit. Oh, no, you have to stop to solve a puzzle on occasion, how incomprehensible. Yet, somehow I beat it as a kid, while aiming with the keyboard. Apparently some Codexers are more like Resetera users than they'd like to admit.Outcast varies between "a bit opaque" and "incomprehensible"
It's a maelstrom of bad design choices that make Hexen a terrible game. Having to backtrack periodically is not a big deal. Having to backtrack across the entire level 10 times, because there are 10 switches and the game doesn't so much as give you a hint about which switch affects which area, is just shit. This wasn't an evolution of Doom's 3 colored key design; it was a complete failure to understand what made Doom good.The only reason why people give Hexen so much crap is because it broke from the usual level system of the time where you played through levels in sequence, as opposed to going back to older areas which wouldn't be out of place just a few years later. If it didn't have you occasionally going back to old levels to reach new areas, nobody would give it much thought.
I feel like you're a person who would be too easy to trigger, so I'll refrain myself.Sad pathetic little man wants to argue on the quality of an open world while fanboying for Todd Howard's space empty warehouse.
I've read enough of your posts to know what a loser you are. You have to go into other threads to try and 'troll' because Starfield failed and no one wants to discuss it. You swore you would quit the forum and never return because you got labeled a bethestard. Then you tried to bribed your way out of the title and now you're here crawling on your belly like the fag you are..I feel like you're a person who would be too easy to trigger, so I'll refrain myself.Sad pathetic little man wants to argue on the quality of an open world while fanboying for Todd Howard's space empty warehouse.