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Arglebargle III
Feb 21, 2006

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.


:clint:

You got a kind face mister... kind I'd like to PUNCH!

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Sab669
Sep 24, 2009

Hey I enjoyed staring at the environments in RDR, but actually getting around felt like a chore.

itry
Aug 23, 2019




Pretty sure a chore is what they were going for.

space marine todd
Nov 7, 2014



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.

priznat
Jul 7, 2009

Let's get drunk and kiss each other all night.

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).

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.

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.

Dracula Factory
Sep 7, 2007


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.

Inspector Gesicht
Oct 26, 2012

500 Zeus a body.


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.

Dracula Factory
Sep 7, 2007


Sleeping Dogs and Saint's Row 2-3 know how to do GTA better than GTA.

Friendly Fire
Dec 29, 2004
All my friends got me for my birthday was this stupid custom title. Fuck my friends.

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.

Zeta Acosta
Dec 16, 2019

#essereFerrari
Saints Row 2 is the best sandbox since Vice City and San Andreas. Hopefully the patch for pc is ready soon

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




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.

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4

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

Dawgstar
Jul 15, 2017

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.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

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.

Even the verticality using the Power Suit, with cheats, in Fallout 4 felt very suspicious and there were limitations to it that existed outside of it's intended fuel/hang-time, etc. It just shunts you down like the engine doesn't know wtf else to do.

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? :smith:

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.

:hai:

Arglebargle III
Feb 21, 2006

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.

Khanstant
Apr 5, 2007

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.

Fewd
Mar 22, 2007

#vmp #opsec #kolmiloikka #happoo

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

Andrast
Apr 21, 2010


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.

Sab669
Sep 24, 2009

Fewd posted:

Next time this thread degenerates into utter poo poo politics discussion or whatever, someone sidetrack it into pyf synthwave playlists

tia

https://open.spotify.com/playlist/2gJWRsr9FdcnIURaAneIb1?si=VqPXry16QnGJTiY5tMZ9NA

Taintrunner
Apr 10, 2017

by Jeffrey of YOSPOS
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

Alchenar
Apr 9, 2008

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".

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


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.

Murgos
Oct 21, 2010

Turin Turambar posted:

New screenshot


Living a few hundred meters away from that industrial area has to suck. Then again that's your dystopic future for you!
The brutalist mega buildings are cool.

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.

Slashrat
Jun 6, 2011

YOSPOS

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:

  • Kill Vivec unprompted and loot Wraithguard from him, then vist Yagrum the last Dwemer and he'll put you through a short quest that then puts you at the start of the final quest of the main story

  • Just go and recover Sunder and Keening from the dungeons they are in unprompted, then take them into Red Mountain, again unprompted, kill Dagoth Ur and destroy the heart without caring about the protection of Wraithguard. Sure, you pay a price of your character permanently slowly losing health from that point onward, but the game acknowledges it.

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)

Turin Turambar
Jun 5, 2011



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.

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.


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.

VoLaTiLe
Oct 21, 2010

He's Behind you

Taintrunner posted:

Uhhhh.... ummm... urrr..... wha...

https://twitter.com/Kojima_Hideo/status/1283363130282663937



What the gently caress is happening

His questline better be a bunch of delivery quests

Q_res
Oct 29, 2005

We're fucking built for this shit!
No...

Sneaking Stealth missions.

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


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.

Xander77
Apr 6, 2009

Fuck it then. For another pit sandwich and some 'tater salad, I'll post a few more.



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.
Is this some form of US humor I'm too Israeli \ Russian to get?

Rockstar Massacre
Mar 2, 2009

i only have a crazy life
because i make risky decisions
from a position of
unreasonable self-confidence

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.

FUCK SNEEP
Apr 21, 2007




Taintrunner posted:

Uhhhh.... ummm... urrr..... wha...

https://twitter.com/Kojima_Hideo/status/1283363130282663937



What the gently caress is happening

Cool I hope they add real-life advertising to the game too that poo poo's awesome I love ads for Monster

ShakeZula
Jun 17, 2003

Nobody move and nobody gets hurt.

Taintrunner posted:

Uhhhh.... ummm... urrr..... wha...

https://twitter.com/Kojima_Hideo/status/1283363130282663937



What the gently caress is happening

Wow, looking at this picture makes me feel like I'm on RIDE with Norman Reedus!

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4
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

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Taintrunner posted:

Uhhhh.... ummm... urrr..... wha...

https://twitter.com/Kojima_Hideo/status/1283363130282663937



What the gently caress is happening

the color palette seems v alchemical in this one

space marine todd
Nov 7, 2014



Fewd posted:

Next time this thread degenerates into utter poo poo politics discussion or whatever, someone sidetrack it into pyf synthwave playlists

tia

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

ymgve
Jan 2, 2004


:dukedog:
Offensive Clock

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.

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.

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

Chalks
Sep 30, 2009

Taintrunner posted:

Uhhhh.... ummm... urrr..... wha...

https://twitter.com/Kojima_Hideo/status/1283363130282663937



What the gently caress is happening

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.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
i bet roberts hasn't realized anything ever

the_enduser
May 1, 2006

They say the user lives outside the net.



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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Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4
Oh no I'm killing hideo kojima in a game

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