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I dunno how there art team managed to do so much but fuck up something so simple. Most games don’t fuckup world design as badly as wow has. What I’m referring to is the dramatic changing of biomes and climates over laughably short distances, the fact that the games lore and aesthetics is based on “the lost Vikings” and Tolkien’s work yet barely features any coniferous trees, Southern and eastern European style infrastructure or the fact that you can have East Asian inspired tigers and dragon like mounts occupying the same space as African and indigenous American buffalos and bulls and on occasion, cybernetic elephants. I dunno wtf happened after mists of pandaria that just saw what the games sense of place eradicate completely but I’m not liking it. Azeroth is the size of a continent not a planet as large as earths that can have so many different identities all in the same place at the same time and make any consistent sense.
It’s like the world design of dark souls 2 to an extreme


The world design used to make more sense when it was a strategy game where you are always shown only a particular region at a time during each mission. Post-WCIII however the open-world paradigm has demanded that the world had to be squeezed in order to both not make it tedious and at the same to consume less computer resources, thus you have this issue as a result of the tradeoff.


The issues with wows world design on its foundations run deeper than that. I’m writing a document on it so it’ll be a while before I can fully elaborate on why I found the world so uninteresting.


Okay the unedited document on my problems with wows world design is finished. Some of them are tied to the fact that it is an mmo but a lot I feel are a symptom of blizzards design indirectly harming the game.


use the "justified alignment" so it doesn't look like shit
do you know why research papers include an abstract or a conclusion or some other tl;dr? because even world-renowned researchers are humble enough to value other people's time


No. I’m not a formal writer and barely understand MLA.

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>persona 3 official design works interview with the developers
>the reasoning behind the mechanism of social links differing based on the characters gender

every time this gets posted it conveniently excludes the part directly following this where they say "yeah so that's why we had a woman in charge of writing the social links"


definitely not a weird thing to say


write what you know lol


Must farm social media outrage points.

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What games do leftypol play? I played through Stalker recently, I also like Deus Ex, Mount and Blade Warband, Dark Souls. I play supreme commander daily and generally enjoy strategy games.
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I just played this


Hey! I played it too!


It's too hard.


Just started playing Path of Exile, as I enjoyed the Diablo IV beta but want to wait until it's reduced.
Having fun so far!


I like Wolfenstein: Enemy Territory. It's a class-based multiplayer FPS and it's available free of charge. I recommend using the open-source ET: Legacy client (you need the 32-bit version for mods, so download it). It works on both Windows and GNU/Linux. ET: Legacy has better support for modern hardware and it has fully working server browser. Some other resources: https://github.com/etlegacy/etlegacy/wiki/Useful-Links


🎶 Cruuuuuuuwuuisan DAS RITE come mong go cruisaaaaaaan AWYEAH Lesbo Cruuuuuuisan 🎶

Cruis'n Blast for Nintendo Switch is colorful fast food. First time you race a course feels like your life turning into an amazing action movie. Second time you race the same course is also movie-like, but in a bad way. You suspect that explosions and stuff are rigidly scripted to coincide exactly with where the player is. In time trial you can slow down and see how the game falls apart: Animals slow down just like you, rockets and even falling rocks idle in the air.

Worst of all is how rarely collision detection happens. No experienced gamer expects the collision geometry to be as complex as what you see, especially in a racer that doesn't present itself as a very serious affair, but here the amount of things you just pass through almost touches the negative record for a game made this century (still your the winner, Big Rigs). Massive monsters and explosions can't ever hurt you as human-controlled cars take no damage from anything, which is a tolerable design choice for a 90s style arcade racer IMHO, but you don't even slow down and just clip through. Most of the chaos is just purely optical. Do you like the squid item in Mario Kart that does nothing but obstruct your view a bit? Would you love a racer to throw many variations of the squid idea at you? Well that's what you get here with the rockets & and explosions & dinos & UFOs and nothing else. 30 years before this Switch game F-Zero on the SNES had tracks with wind coming from the side you had to steer against, in Cruis'n Blast you have a storm or torrent of water crossing the track and there is no effect whatsoever on the steering.

You play a course for the first time on the lowest difficulty and in the last few seconds you make it from third place to first place. Then you practice and practice and practice and level up your car and what not, play the same course on the lowest difficulty and… in the last few seconds you make it from third place to first place. The amount of rubberbanding is off the charts here. The beloved Mario Kart is notorious for rubberbanding too, but most people playing that can achieve an early and persistent lead in first place on the lowest difficulty and better gamers can do it on higher difficulty as well. Here it is imposPost too long. Click here to view the full text.


Anyone got a rec for a Switch game that's like Daytona or Ridge Racer? Or Cruis'n Blast but good…

Yes I'm pissed and I'm going full Karen and will continue complaining about every single little annoying thing I can think of with this game.

Arcade mode doesn't make sense as a distinct mode. It's just the courses from the arcade version that are a bit longer than the rest and arcade courses are only available for single race and not time trial or tour and you can't set the difficulty here (4 levels for the other tracks in single race and tour mode). This "mode" doesn't have different physics as far as I can tell. The checkpoint system from the arcade is absent, just like with the other courses. What's the point of separating these courses from the rest?

Speaking of courses, there are the 5 known from the arcade plus 24 "more" that I don't know how to count because it is some iceworld and Hollywood and remixes thrown together with some variety like where the course starts and ends plus optical effects. They should have differentiated the course variations more (boost-pad patterns!). Feels like the equivalent of about a dozen courses.

Everything about it feels so flat: Drift-boosting is so easy it feels just stupid. Unusually restrictive invisible walls on courses are everywhere. Alternative routes are neither cleverly hidden nor hard to access; likewise with the keys & dollar bills (stuff literally glows through objects).

The HUD is dumb, too. Thank you devs for telling me I'm currently numbah 1 out of 1 in freaking time trial. While I'm racing you constantly poke the corner of my eye with the information that I already found the three keys on the course.

Couldn't you devs put the key graphic in your stupid loading screen. And I want to fiddle around while the course is loading so I should be able select a song title and viewpoint already during the loading before the race. And an air refresher should be dangling on that screen and I should be able to make it swing back and forth.

There are three viewpoints and they all suck. First person is kinda awkward as usual and reverts to just showing the car when things get too wild for it. Normal view obstructs the most interesting part of the scenery with your car. It would be a neat perspective if only youPost too long. Click here to view the full text.


>>29541 (me)
>They should have differentiated the course variations more (boost-pad patterns!).
To be fair there is more than zero variation with the boost-pad patterns (e. g. only on Dino Tour does the Rio course have the boost-pads at the end of the big jump after the statue), I just think there should have done more of that.

Forgot to mention that AI cars in front of you interact even less with the environment than you do. There are several scenes where you must crash through something to continue the course and you are always the first to do so, even while in last place. The AI cars just pass through the stuff like ghosts. So here is something where a modest amount of rubberbanding would be the intuitive and realistic effect (cars in front of you move shit out of the way of the cars behind them, so…) and then they don't bother to model that (just like with the non-existence of the slipstream effect). Instead of some "natural" rubberbanding they have this massive amount of insane rubberbanding where almost everything depends on the last few seconds.

Oh and forgot to mention also that there is a stupid system where you gain XP and "level up" your car which is not something you actually feel because of all the 💩🗡☣💣💀 rubberbanding, but it's a stupid idea anyway. If there is a sequel I hope they will yeet the XP.

I think older Cruis'n was more sophisticated (and that series is not known for sophistication) because of the checkpoint-time requirement and being able to set back the checkpoint clock by doing stunts, and also because of the option of using manual transmission that is now gone.

Just like with the Cruis'n home ports in the day of the N64 you can't make animals splatter like you can in the arcade. No mirror mode. And you can't honk. I want to honk at the f'n dinosaurs.

Still have a glimmer of hope for the next iteration because I'm clearly insane.


This game learned nothing off ff16 or isekai anime. Overly flashy combat effects, endless screaming, unnecessarily high pitched voice acting, anime faces that don’t look like faces all stacked on top of the most generic fucking world building design that I would expect from any generic isekai slop. God I can’t fucking illustrate how much I loved the worlds of made in abyss, Tamriel and avatar for how much care went into making those places feel organic.
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>bro we made the rocks float in the sky look at how interesting our worlds look like
Meanwhile in major as mask, a game made in 2000


This board is filled with people who'll make a new thread for everything even if there's already a thread for it.


Xenoblade Chronicles 1 did this shit tbh


Op here
My best guess is priorities. Like you can tell who this was made for and the developers knew that if the games combat and base mechanics were fun enough they could ignore the standards gaming veterans like me expect from games today. This meant world building and diegetic design is an afterthought for these kinds of games that companies like Bandai and nexus(I think they made maple story) don’t have to care about since they’re not gonna get shit for it.


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Yeah, they found a formula that a good portion of casual players enjoys and now the thing is to pump out similar games and capitalize on the success. As such, they have little time to write good lore or work on a more or less comprehensive artstyle and just focus on taking elements from other JRPGs and blending them without much regard for how well it would look all in all, and more effort goes into creating the worldspace itself, gameplay mechanics, ironing out bugs and then making sure the monetization model will milk the whales as much as possible.


>Still the only game in this generation that had american soldiers as the main baddies you kill.
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multiplayer modes do


don't they call in the national guard in GTA if your wanted level gets high enough



You're the bad guy in those games tho


In GTA5 the CIA and FBI are all corrupt opportunists, you even end up killing an "ex-CIA" guy TV show host who tortured some random Arabic guy. The game also has a Blackwater stand in and the CEO is an Erik Prince smug rich dickhead. In GTA:VCS the military is just straight up selling guns off the base
Pretty much everyone is the bad guy in that series




I don’t think there’s any case in gaming history where a game this large and this ambitious managed to not just have a shit launch but end up completely abondoned even with having core elements of its gameplay finished. I know the development cycle for this was fucked up, I know EA and BioWare could give a rats ass for this title but knowing they just flat out gave up, not just move on to another IP like it but give up on everything they wanted with it and never bring any of the concepts suggested by what could’ve been one of the most unique third person shooters to date, it hurts. I’ve been waiting for another game since elden ring that could make me feel the same way about open worlds as anthem during its trailers could. God damb what could’ve happened with this…


Eh, I’d rather just play zelda


I just want to fly in a game that has a world like made in abyss and BioWare killed that dream before I even knew I wanted it


The trailer was just a guy zooming around in a jetpack. When it was made, they didn't even have a core gameplay loop. Jetpacks weren't even in the game at that point; they only put it in because some exec said they needed something for the E3 showcase and he liked jetpacks as a concept.
Anthem Did Not Take Place.
What is there to be caught up on?


For me, it was what could’ve been. World design wise there actually isn’t another game designed like anthem at all. The games world has the verticality of a world like made in abyss, with the freedom of movement seen in an iron man game. There aren’t any 3D games with that kind of world and movement design outside of far cry 4 thanks to its mountainous terrain, zip line and skydiving mechanics. That’s what made me want the game to actually succeed so badly because it really was the most unique title coming out at the time, and it wasn’t like there were alot of games being released back then either, hell, there still aren’t many games coming out today, much less ones that functioned the same way. I just really need a major title with something unique and a world that feels different from any other


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Normalize violence against people who make or buy spyware devices and destroying said devices.

Have you tried not playing DnD? There's never been a better time to play not-DnD.


I work in childcare are there are definetely parents who straight do not do anything resembling parenting besides basic material needs(if that) and just expect the world to parent there kids instead. Its honestly really fucked up. these are the parents that complain about there kid being groomed while sitting them in front of Ipad all day when they're home. They just straight up dont like their kids or at least interacting with them. Like why tf did these people even become parents in the first place. we literally had a dude who would show up early to pickup and then play nintendo switch in his truck until the very last minute that they wouldn't charge a late fee and thats a someone common trend at pickup time. All these "i would fucking kill and dismemmber an imaginary criminal of my own creation for my children" dipshits don't even love there children or if they do then there "love" is shitty and bad


>Like why tf did these people even become parents in the first place
They live their life following a script instead of doing what they want to do with themselves, and also they are misled by pro-natalist ideology about what having kids actually entails.


Simon beavouir talked about this in the second sex. It was after a section about how women feel about marriage. Basically how people feel about parenting is different from how they feel about marriage, there’s no instinctual urge to protect youth, but to protect DNA. This idea was also mentioned in another book called “Mother Nature is trying to kill you” by a biologist I wish I could remember. Anyways what ends up happening is that the sentiment people have towards parenting doesn’t change once they actually have kids instead of fetuses. If parenting really mattered to those people their disposition has to change not just their attitude. obviously there are cases of actual cunts that are selfish and don’t wanna put in the effort to raise kids, but as a general trend parental care and quality is generally a lot higher in countries that put a lot of resources into ensuring most parents have the time and money to be with their kids often - some parts of Japan have even managed to increase births per family substantially through this - or countries that have civilians exist in extended families like much of Africa, MENA and to a lesser extent India.


this is exactly why I'm not having kids, if you can't be fucked to give them the best quality of life then it's just selfish to reproduce. but as the others said, people have been indoctrinated that there's no other option. or they just want the benefits of being parents but are too lazy to do any work.

In fairness, parents nowadays are immersed in an incredibly sick world that makes it hard to be a good parent, but to be unfair, they are the ones that chose to bring kids into this world.

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This is a thread about a third-person shooter game featuring Alunya.

It is a free-and-open-source game made using Godot and Blender. Contributions are welcome.
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show some example


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Just want to say to the dev anon who is the only one doing this. You have my support and I hope you can continue. And if I could, I would help in any way possible.




make some of the enemies bio-luminescent


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nice anon


For those not familiar with the term, hitscan refers to a design choice game developers of first person shooters use to make sure the projectile ends up hitting the target and not the environment around them. What’s important about this is that rather than having the bullet eject out of the ingame muzzle the bullet itself auto hits a target based on a position vector from the center of the players monitor/screen to the target. Thus bullets may occasionally pass through objects clearly obstructing the position of the firearm being used by the player but still hit the opponent because of this, an easy example is with a box in front of an opponent while the player is angled just enough so that the position vector still points towards their target even if the gun itself visibly is colliding with the object in front of them.

Here’s an easy fix, just do what modern warfare 2022 did by adding leaning and mounting guns on fixed edges. Similar to third person leaning in the first gears of war titles, having the gun simply go into ads and pivot as the player stops and aims near a wall can allow developers a way to keep projectiles eject out of the muzzle of the gun without relying on hitscan to make sure those rounds end up where they should be. It’s also semi realistic and adds new styles of gameplay by offering the player multiple positions they can fire in to keep themselves protected without having to rely on leaning seen in games like r6 where the mechanic at a high level can be abused


Gun stabilization through bracing could give leaning and crouching more value in FPS games besides simply providing cover. Though it might also incentivise excessive camping that would slow down matches a bit, but not much since players usually have cover-clearing options like grenades too.


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Which way western man?


Give me the GEP gun.


Arcade shooters often have mechanics in them that make them far more realistic, or at least believable than their tactical counterparts. Take a game like mw2022, that game has limits for how many items a player can carry at any time, typically ammo, but it’s not like they’re running around at a snails pace. it’s a trained soldier of course they’re gonna be a littler quicker even with a lot of junk on, on top of the fact that they’re also a member of the most endurable species. S.T.A.L.K.E.R mods on the other hand like gamma and anomaly are so overbearingly slow and constant see the player bleed more often than bruised despite wearing enough gear to significantly reduce the impulse felt by most ammunition that it feels like the player character is fragile.

Another way is just through ammo and weapon distribution: far cry 2, basically every cod title, home front and more all have the player carry a modest but believable amount of ammunition and weapons at any time. However in tactical shooters - especially ones with survival elements ones like 3d fallout - see the player carry a comical amount of resources on them at all times, most of which are rarely ever useful to gameplay and turn the player into a walking arsenal. I’d you wanna imagine how ridiculous this is gameplay wise, imagine if those games were in third person and allowed you to see every item you were carrying.

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