give me your videogaming trvth nvkes
I'll start: graphics can actually be very important
>>40306No RTS is dead because Starcraft 2 raped all the competition. With SC2 you get
>3 massive replayable campaigns + 1 mini dlc campaign>Ultra competitive 1v1 ladder>Unlimited custom games >Massively replayable co-op modeHell part of it even went F2P for the broke gamers. There is literally no other RTS game that can match the sheer amount of content so it's pointless to play another RTS.
>>403411 and 2 have interesting concepts and writing but the gameplay aged worse than morrowing, 2 is chock full of marvel tier refernences to dated pop culture.
3 is a broken boring ugly mess that looks like a grey turd
NV has orders of magnitude better writing than 3, but is even more broken and still looks like shit
76 is always online.
4 has a pretty bad main story but it is marginally better than 3 if you ignore the fact its basically the same but in reverse, but the writing in general especially the side stuff, is quite good with only a few downsides. its gameplay is PEAK fallout, and is one of the MOST stable and not broken bethesda games on launch, and
HOLY SHIT ITS ART DIRECTION IS SO FUCKING AMAZING the *level* of charm the visuals of this game has is simply off the charts, its so pretty, not necessarily in a technical sense but in a *romantic* sense. it just makes you FEEL like a radioactive knuckle dragging mutant.
>>40347OH FOR FUCKS SAKE you stupid dumbass say the same fucking thing every time.
>uhhh why is the institue doing tat???! why don't they just hepling people and ebe niceto everyonw!?@???do you not have a SINGLE marxist bone in your body?? the institute is a fucking slave society, everything they do in the game is clearly in the interests of maintaining and protecting the class character and social relations of the institute, its really not that hard to understand.
>>4034276 has some decent writing too
Kinda wish they made it a single player game
>>40355>76 has some decent writing tooi only said that its always online because haven't played it because of that.
>Kinda wish they made it a single player gameme too, i'd actually play it then. maybe in a long time when to servers go offline someone will release a cracked singleplayer version.
>>40360>why are they murdering and replacing people in the wastelandwhy does the CIA coup leftist governments in latin america? why do they infiltrate non-aligned countries? they're not just replacing nobodies for the sake of it, they're installing programed loyalists into government positions.
>why don't they just make their synths be non sentientwhy do real world AI companies race to invent AGI? this one i don't actually know the answer to in the concrete, but there are numeres real world examples of similar things, like why didn't the US south just industrialize?
>>40364how wouldn't it? the railroad operates underground in the wasteland because they'd get wrecked in diamond city, as deacon says if you take him there its under "opposition control"
mayor hancock in good neighbor is like a foil, he actively opposes the institute and encourages fighting against them, you see the neighborhood security shoot someone down in the street for acting strange and it is revealed he was a synth replacement spy.
>doesn't conduct trade or any relations with the outside worldexcept it literally does all the time and thats half the main storyline in gameplay form, X6 literally tells you all about the experiances he has had dealing with traders raiders and wasters, Ayo gives you 1000s (because they are worthless inside the institute) of caps on one of your first missions saying that they use them to deal with the surface.
there is also a terminal in the institute that reveals a long list of informants for escaped synths, and it includes dozens of traders and rando's you would have seen already at that point in the game, but would have had no way of knowing they were institute informants the whole time.
>>40367>they're just evil slaversi am not presenting this view, i am saying they are very real
material slavers
>real life slave societies at least had internal justifications for why they act the way they dowhy? capitalist's don't provide "justification" for their immigration of the proletariat, besides some vague moral platitude "its because we love freedom!!"
and the institute does use vague moral platitudes, designating the surface as a "lost cause" and constantly reiterating to themselves that they are the last true civilization, and the world will be much better when everyone on the surface dies out. they treat the surface almost as much as a boogyman as the surface treats the institute.
>I just resent the fact that the game never really attempts to justify why the institute are how they arei resent that you going around in circles to demonstrate you clearly never played the game, or if you did you had already made up your mind that it was bad and you cannot like it.
>>40362Having dabbled a bit with the genre, a personal gripe I have with it is that it needs to be multiplayer to be fun, otherwise the game becomes boring once you get past the early game and survival becomes trivial, but once you're online you have to put up with the no-life sweats that grief your ass with their end game characters as you try to eke out a meager existence. An example of both of these extremes imo are Project Zomboid before they added multiplayer (haven't played it since) and Rust. Bit of a "want to have your cake and eat it too" situation, I know, but I do think there's a fine line that can be straddled there.
I realize this isn't a textbook example of the genre but IMO DayZ does it well. It doesn't fall prey to the first extreme because survival is never trivial; You need to eat and drink constantly, you need medicine and medical equipment, and the threat from other players is constant. It doesn't fall into the second extreme because the gap between a freshly spawned player and the end game isn't all that large. There's no "tech" that needs to be researched or stats that need to be grinded; the resources needed for crafting, itself simply a means of survival (as opposed to giving you anything but the weakest gear and a largely useless base) are fairly ubiquitous; the difference between early game and end game gear, while large, isn't insurmountable, and getting the gear is simply a matter of going to the right locations.
>>40303isnt most of this 4k textures anyway
why cant they detect monitor res and not make you dl all this
>>40314>CS sucksPeriod. CS sucks. It's slow and it's boring and its recoil patterns are annoying and force you to freeze in place. The only reason CS is so popular is because it is "competitively balanced" or some useless shit like that. You balance the competitive scene around a game you genuinely enjoy (look at Smash), not the other way around.
>DOTA 2 will always be better than League.League will always be better than DOTA 2.
>>40321>Cope.So you admit that you're a middle-aged man?
>>40298>I'll start: graphics can actually be very importantNo
Example. Minecraft. Looks like shit, everyone has heard of it, many people have played it, and it looks like dogs shit.
Example 2. Vampire the Masquerade: Bloodlines. Not the best looking without mods, but it storytelling and rpg choices are amazing even without the graphic fidelity.
My trvth nvke is good writing & meaningful player choice's make a game great.
>>40390But compare it to a modern game that looks almost photo realistic. The reason people play Bloodlines inst for the graphics, in fact you NEED to mod it to make it vaguely playable on modern machines.
And im not saying Bloodlines is graphically bad, im just saying its not what makes the game great. What makes it great is its replay ability with choices that matter and really good writing. The characters that you talk to all feel like, well actual characters and not WANDERING_NPC#4.
>>40391People here dont mean good graphics as in photorealism, but how pleasant the visuals are to look at and how it meshes with the rest of the game. Example: Heroes 3 and Disciples 2, neither high fidelity nor realistic, but so gorgeous and fitting to overall atmosphere of their respective games.
And the other aspect of what makes good graphics is how they affect gameplay itself, how they convey information to player. For example, this is why strategy games, even if they go for grounded realistic style, tend to have units carry greatly oversized weapons, so that player can clearly distinguish a bowman from swordsman, from spearman, etc. And the last two pictures are to demonstrate how "better" graphics, as in higher detail, can actively make the game worse. In Warhammer 3 screenshot demons of Slannesh are clashing with human troops. You cannot tell where one unit starts and another one begins, it blurs into one big ball of mess. In Medieval 2 its two types of guys wish swords smacking each other, but you can clearly see who belongs to team red or team blue.
>>40399My trvth nvke is that voice acted protagonist has no place in any game with character creation. It takes away from role-playing aspect, greatly hampers actual depth of a dialogue system, since it makes every line dialogue require far more time and money than just writing it, and it leads to those moronic dialogue wheels where player gets 2 word description of what character is going to say, because developers realize player is just going to skip though lines he already read, so their elegant solution is to not allow player to read them. It is a feature that exists purely because it adds production value to marketing material, that is it.
>>40298Artstyle is more important than graphics in my opinion
Crash Twinsanity looks amazing up to this day because of their amazing art style
>>40461This is something that keeps me from getting into certain indie tytles. Underrail be the best example, it has really deep RPG mechanics, good writing, interesting world to explore, well designed quests, but the visuals are so ugly. It looks ok-ish on static pictures, but the movements and effects are just cheap. Fallout 1&2 suffer from extremely simplistic combat system, but you get satisfying audio-visual feedback, there is plenty of animations, you can crit someone with a shotgun and see half their torso explode. In Underrail, all you get is a damage number over enemies head when you land a hit.
>>40557This is exactly what made me disagree with
>>40389The writing is good at creating intrigue, but the overarching plot being a liberals idea of a political conflict holds it back. Classes have good variety with serviceable combat, yet later levels are just lazily designed combat slogs (or repetitive stealth with some mandatory combat).
Ultimately the game excels at presenting bioware-style c&c, which make you feel like they matter. While in the end they rarely do, together with some distinctive character designs and the overall atmosphere it creates a player-driven scenario with a very hand-crafted feel to it (if you can get over having to replay levels with new characters). This vibe is something neither bethesda-style compilations of what might as well be radiant quests, nor cinematic-heavy rpgs like baldurs gate 3, where the highest variety comes through a few major decisions or companions locked behind some alignment system, can replicate.
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