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Sab669 posted:
You got a kind face mister... kind I'd like to PUNCH!
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# ? Jul 14, 2020 20:13 |
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# ? Apr 18, 2024 10:10 |
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Hey I enjoyed staring at the environments in RDR, but actually getting around felt like a chore.
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# ? Jul 14, 2020 21:48 |
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Pretty sure a chore is what they were going for.
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# ? Jul 14, 2020 22:14 |
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itry posted:Pretty sure a chore is what they were going for. When I finally got around to playing GTA5 and RDR2, I was struck by just how much of the game feels like a chore. So much of the game felt like riding/driving around from Point A to B to C back to A, even though the games both feature so many intricate systems (especially RDR2). For what it's worth, I won't mind it in Cyberpunk 2077 because then I can blast my synthwave playlist and it won't feel out of place.
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# ? Jul 14, 2020 23:06 |
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space marine todd posted:When I finally got around to playing GTA5 and RDR2, I was struck by just how much of the game feels like a chore. So much of the game felt like riding/driving around from Point A to B to C back to A, even though the games both feature so many intricate systems (especially RDR2). This is so true, I was exhausted with RDR2 extremely quickly and just dropped it with no interest in coming back to it. It’s stunningly well made in so many ways but so many of its mechanics seem to just willfully waste your time and I really can’t stand that.
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# ? Jul 14, 2020 23:46 |
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GTA 5 got old when I realized everything other than the heists was just "drive to place A to talk to some ridiculous rear end in a top hat then drive to place B and maybe shoot some people or press the interact button at some point." Every character except franklin is just the worst garbage and I don't want to talk to them or be around them at all. In the end the game seemed a little too nihilistic for me. And most third-person shooters suck and this one really sucked.
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# ? Jul 14, 2020 23:57 |
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GTAV is so incredibly rigid that it couldn't introduce any new systems without the old formula taking precedence. Want to change your mind about who you're taking along for a heist? Want to actually have an overview of the heist so you can make an informed decision? gently caress you, go play Yakuza 0 instead.
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# ? Jul 15, 2020 00:03 |
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Sleeping Dogs and Saint's Row 2-3 know how to do GTA better than GTA.
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# ? Jul 15, 2020 00:15 |
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Glenn Quebec posted:How are they handling buildings of that style? Can you just enter all of them and go to each floor? Somehow I doubt this immensely??? Does anybody actually want this level of access to buildings in this type of game? I mean it's the equivalent of having miles and miles of empty fields in an open world game only it's vertical instead of horizontal.
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# ? Jul 15, 2020 00:23 |
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Saints Row 2 is the best sandbox since Vice City and San Andreas. Hopefully the patch for pc is ready soon
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# ? Jul 15, 2020 00:31 |
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Sab669 posted:Horseback travel was a pain in the rear end in TW3, I started playing AC:Odyssey since the steam sale and it sucks there too, and it sucked in RDR2. Kingdom Come:Deliverance is a pro-tier riding horses in the woods simulator.
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# ? Jul 15, 2020 00:44 |
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Friendly Fire posted:Does anybody actually want this level of access to buildings in this type of game? I mean it's the equivalent of having miles and miles of empty fields in an open world game only it's vertical instead of horizontal. Yeah, but only in regards to... Kind of emergent gameplay. I get my V bike shot to poo poo and have to bail and I run to this building to hold out but OOOPS you can't enter it
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# ? Jul 15, 2020 00:52 |
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Dracula Factory posted:Sleeping Dogs and Saint's Row 2-3 know how to do GTA better than GTA. Those games remembered to make doing simple things fun.
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# ? Jul 15, 2020 01:37 |
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Khanstant posted:I think it's probably an oversimplification, but yeah. Like, I remember in New Vegas they had to use a weird trick of making the monorail train model by attached to a human body(which was hidden from view), because there wasn't a normal way in engine to "elevate" an object that high off the ground. They seemed to have to remove something in the transition from Morrowind to Oblivion. Morrowind you could jump and fly and there were things hidden with verticality in mind. They claimed they removed fun movement options for the sake of making their lovely cities larger, but without actually fitting them on the world map seamlessly. In order to give us a worse experience of instanced cities, they also had to sacrifice the fun and advancement of movement and jumping/flying/etc in the game. I think the real reason is they didn't like that people could speed run the game by levitating over physical barriers. Like how they made story-critical NPCs un-killable. Rather than deal with the possibility that players may use fun mechanics to break their precious narrative, they just removed the player-agency when it comes to breaking the game. mllaneza posted:Kingdom Come:Deliverance is a pro-tier riding horses in the woods simulator. Really the best forests of any game, hands down. They cheated by using satellite imagery to map the topography of a real place, but no game has every had a ~sense of place~, a feeling that it actually was a real, lived in world, than KC:D had for me... ...which is why it sucks so bad about the lead writer. Death of the Author, and all that, I guess? tanglewood1420 posted:Yeah, people (not generally in this thread) keep making that comparison and I don't understand it. Deus Ex: MD with tacked on driving seems more apt.
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# ? Jul 15, 2020 02:41 |
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priznat posted:This is so true, I was exhausted with RDR2 extremely quickly and just dropped it with no interest in coming back to it. It’s stunningly well made in so many ways but so many of its mechanics seem to just willfully waste your time and I really can’t stand that. I played it through a month of quarantine so riding, hunting and sleeping in someone else's boots had a different appeal than usual.
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# ? Jul 15, 2020 05:03 |
Toxic Fart Syndrome posted:I think the real reason is they didn't like that people could speed run the game by levitating over physical barriers. Like how they made story-critical NPCs un-killable. Rather than deal with the possibility that players may use fun mechanics to break their precious narrative, they just removed the player-agency when it comes to breaking the game. Naw, there's no hostility towards speedrunners. Unkillable NPCs is a design choice they made to make the games more accessible at the expense of agency (or just being more robust in how their story is structured). The levitation stuff being removed was a tech thing, they couldn't get the size of cities they wanted on the regular open world, so they had to make show models where you'd load in through a door or sewer hole somewheres. They couldn't have players flying into these dollhouse cities or over the walls and finding the mto be weird hollow facades. I mean, I don't know much about making videogames but seems like you could just put a hitbox or something over top the joint and "load" players in from a point in the sky inside the instance, but permanently sacrificing the joy of movement upgrades in their game certainly is another solution. Good news is Fallout 4 brought baby step versions of vertical movement back in the powersuit. Their next game is Starbound, right? If that poo poo is at set in space or the future, verticality and improved movement physics and engine seem like things they must have. Actually, obviously not, they could just do it Outer Worlds style. Maybe that's what Starfield will be, Outer Worlds ft. 50% more environmental storytelling sleletons.
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# ? Jul 15, 2020 05:15 |
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space marine todd posted:my synthwave playlist Next time this thread degenerates into utter poo poo politics discussion or whatever, someone sidetrack it into pyf synthwave playlists tia
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# ? Jul 15, 2020 09:58 |
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Khanstant posted:Naw, there's no hostility towards speedrunners. Unkillable NPCs is a design choice they made to make the games more accessible at the expense of agency (or just being more robust in how their story is structured). Yeah, games where you can't kill certain NPCs are just much easier to design from a story point of view.
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# ? Jul 15, 2020 10:20 |
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Fewd posted:Next time this thread degenerates into utter poo poo politics discussion or whatever, someone sidetrack it into pyf synthwave playlists https://open.spotify.com/playlist/2gJWRsr9FdcnIURaAneIb1?si=VqPXry16QnGJTiY5tMZ9NA
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# ? Jul 15, 2020 10:49 |
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Uhhhh.... ummm... urrr..... wha... https://twitter.com/Kojima_Hideo/status/1283363130282663937 What the gently caress is happening Taintrunner fucked around with this message at 12:41 on Jul 15, 2020 |
# ? Jul 15, 2020 12:33 |
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Andrast posted:Yeah, games where you can't kill certain NPCs are just much easier to design from a story point of view. Also none of the people who want all NPCs to be killable would accept killing a plot-critical NPC and then getting a screen that says "uh, you broke the plot. Have fun in the game world but nothing else is going to happen with the story now".
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# ? Jul 15, 2020 12:47 |
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Andrast posted:Yeah, games where you can't kill certain NPCs are just much easier to design from a story point of view. The FONV writers always talk about how difficult it was to design a game where you can kill almost anyone in any order without completely breaking the plot flags.
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# ? Jul 15, 2020 12:52 |
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Turin Turambar posted:New screenshot This shot really captures a blade-runneresque feeling of dystopian future imagery. But it does still show the limitations of even state of the art computing. A couple of 80 story buildings and a half dozen 20-30 story buildings isn't a particularly dense small city downtown today. Yes, I know it's only one zone and if you put it all together it's a reasonable approximation of a 'megalopolis' but the cyberpunk city of my imagination is way more dense and massive. Where massive structures aren't 80 stories but are 800 stories and a mile wide and the skyline is littered with them.
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# ? Jul 15, 2020 13:02 |
Alchenar posted:Also none of the people who want all NPCs to be killable would accept killing a plot-critical NPC and then getting a screen that says "uh, you broke the plot. Have fun in the game world but nothing else is going to happen with the story now". Morrowind did literally this, but it also technically didn't render the story impossible to finish since there were two alternative solutions that sidestepped the entire main plot, though the game never directs you toward either of these:
That's not to say that either of these are as satisfying as going through the entire main story or the best idea among multiple, but if you absolutely want to make a game where even plot-critical NPCs can be killed, it's entirely possible to also build in back paths to the post-main story gamestate that don't require any specific NPCs to be alive. (And it allows silly things like a 3-minute speedrun of the game https://www.youtube.com/watch?v=KBNxxM6AuW8)
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# ? Jul 15, 2020 13:31 |
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Murgos posted:This shot really captures a blade-runneresque feeling of dystopian future imagery. But it does still show the limitations of even state of the art computing. A couple of 80 story buildings and a half dozen 20-30 story buildings isn't a particularly dense small city downtown today. Well yeah, it's still a video game. The general views we've seen from the city, where at least the entire city centre is seen at once, make it look tiny in comparison with real world big cities. The issue is less in the rendering capabilities of the engine or hardware, and more on the fact it's all manually designed and placed by the artists. Every big building, every stall, every garbage can, every traffic sign, every parking lot, every road, every homeless person in a corner, etc. Everything has to be conceptually designed, modeled, textured, lighted, etc.
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# ? Jul 15, 2020 13:32 |
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Taintrunner posted:Uhhhh.... ummm... urrr..... wha... His questline better be a bunch of delivery quests
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# ? Jul 15, 2020 13:34 |
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No...
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# ? Jul 15, 2020 14:08 |
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You have to covertly escort him to the dropoff location but it's almost impossible because he keeps snapping pictures of himself next to Night City celebrities and gaudy $200 collector editions of popular video game franchises.
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# ? Jul 15, 2020 14:15 |
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Murgos posted:A couple of 80 story buildings and a half dozen 20-30 story buildings isn't a particularly dense small city downtown today.
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# ? Jul 15, 2020 14:54 |
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Khanstant posted:Unkillable NPCs is a design choice they made to make the games more accessible at the expense of agency (or just being more robust in how their story is structured). I've played every Bethesda game in the last 20 years at some point or another and I can absolutely guarantee 'robust story' isn't the objective.
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# ? Jul 15, 2020 15:03 |
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Taintrunner posted:Uhhhh.... ummm... urrr..... wha... Cool I hope they add real-life advertising to the game too that poo poo's awesome I love ads for Monster
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# ? Jul 15, 2020 15:08 |
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Taintrunner posted:Uhhhh.... ummm... urrr..... wha... Wow, looking at this picture makes me feel like I'm on RIDE with Norman Reedus!
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# ? Jul 15, 2020 15:16 |
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I'm going to kill Hideo Kojima in game for death stranding and I'm going to make V look exactly like Norman Reedus when I do it
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# ? Jul 15, 2020 15:56 |
Taintrunner posted:Uhhhh.... ummm... urrr..... wha... the color palette seems v alchemical in this one
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# ? Jul 15, 2020 16:06 |
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Fewd posted:Next time this thread degenerates into utter poo poo politics discussion or whatever, someone sidetrack it into pyf synthwave playlists It would be cool if there was a program that sampled what was happening in a game (through visual or auditory data) and could automatically select different artists/songs based on the context. Action/driving scenes: Perturbator, Dance With The Dead, Carpenter Brut, Lost Years, Kavinsky, Lazerhawk, Bourgeoisie, Vogel, Le Matos, Botnit, Dan Terminus, Dynatron, Highway Superstar, Gunship Walking around/chill sequences: Vincenzo Salvia, Betamaxx, Mega Drive, Makeup And Vanity Set, Thomas Barrandon, Waveshaper, Mitch Murder, Jordan F, Symmetry jk you can just blast all these artists all the time while in night city
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# ? Jul 15, 2020 16:29 |
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Murgos posted:This shot really captures a blade-runneresque feeling of dystopian future imagery. But it does still show the limitations of even state of the art computing. A couple of 80 story buildings and a half dozen 20-30 story buildings isn't a particularly dense small city downtown today. They could probably do much larger cities, but the problem is balancing gameplay vs sprawl. If you have a real life sized city, you will also have real life distances and real life travel times. No one wants to drive 2 hours for a single quest. Also, the area across the river here looks much denser than that screenshot: https://www.youtube.com/watch?v=vjF9GgrY9c0&t=1534s
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# ? Jul 15, 2020 16:43 |
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Taintrunner posted:Uhhhh.... ummm... urrr..... wha... I wonder if Chris Roberts will look at this game and suddenly realise you can have famous people in your game without making them walk around in motion capture gimp suits for 5 years.
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# ? Jul 15, 2020 16:48 |
i bet roberts hasn't realized anything ever
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# ? Jul 15, 2020 16:59 |
Glenn Quebec posted:I'm going to kill Hideo Kojima in game for death stranding and I'm going to make V look exactly like Norman Reedus when I do it Yikes dude
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# ? Jul 15, 2020 17:09 |
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# ? Apr 18, 2024 10:10 |
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Oh no I'm killing hideo kojima in a game
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# ? Jul 15, 2020 17:10 |