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BRNK

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BRNK

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The reason I have a problem with preordering is because it does three separate and harmful things:

1. It shifts the incentive for publishers from ensuring that they make good products that review well, get good word of mouth and sell well as a result to a glitzy marketing campaign that makes whatever promises it needs to in order to boost presales. In other words, the incentive shifts from quality to packaging.

2. It weakens the consumer's only leverage: spending power. If/when things go awry with a game, a publisher is far less likely to respond meaningfully, generously, or ethically if they already have all our money. If we want our spending power to retain any leverage for the kinds of practices we'd like to see or not see in the gaming industry, we need to keep dollars until products are complete.

3. When things go wrong (like in the case of No Man's Sky), developers are left to bridge the gap between preorder expectation and reality. This one is admittedly a bit nebulous, but the reframing from publishers taking a risk on a game they think will do well to publishers counting on a game that has presold well invariably puts more pressure on the developer. Why subject developers to even more abuse and stress? As a rule no one sets out to make a bad game -they're way too much work to waste the time- and most of the negative trends we talk about in games come from the publishing side, so why not make publishers shoulder a fairer share of the burden?

Of course, I'm not saying that people that preorder video games are bad, or that they shouldn't be aloud to, just that I think there's a pretty strong ethical argument not to. Like eating meat. I understand that it's much better for the planet if I don't...but I like hamburgers. We all pick our battles,

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BRNK

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#2  Edited By BRNK

I'm an illustrator! Aside from your standard print freelance, I got the opportunity to work for a (very) big AAA game company here in NY for a few months and now I'm painting backgrounds for an upcoming animated show. I like freelancing, though promotion is stressful... I think I'm going to see where this TV thing takes me. Studio work is a nice balance.

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BRNK

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The next box after complaining here had two legendaries and a purple in it, lol. The average is still about 1 cool thing per 10 levels.

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BRNK

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I think it's kinda funny that after the DOTA debacle, Blizzard out TF2'd Valve.

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BRNK

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Good lord, seeing how many skins he gets in the first 5 crates makes my blood boil.

I've spent $40 on Loot Boxes so far and I'm a bad person. BUT the shit I've got from them iiiiiiisssssssss pretty dope.

Oh and here's this thing too.

Loading Video...

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BRNK

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The drop rate on skins is rough. I'm level 24 and have only gotten 3 skins, all blue. I'm never going to spend extra money on crates, though, because no matter how frustrating it may be to get shit drops (I've had like 10 dupe sprays out of the hundreds that exist) the price on the crates is ludicrous. Feels pretty shitty, tbh.

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@carryboy said:

@spaceinsomniac: I would say this is one of the more political pieces he has done is this http://uk.ign.com/articles/2012/07/17/opinion-the-problem-with-political-correctness-in-video-games

Guess opposition to political correctness would be considered a conservative viewpoint by many now though in my opinion should also be a view of all Liberals.

I was surprised by how relevant and correct that article from 2012 still is in 2016. I wonder if IGN (or other similar big websites) would allow him to write that today.

This article advocates simultaneously the virtue of the free market and free speech and then demands the regulation of others' speech and postulates that the market shouldn't shape the face of games. It is one giant contradiction.

I've never understood how the "anti-PC" argument amounts to more than "I want to say/do shitty things but not take responsibility for them." No one on the side of empathy (because empathy for others is what we're really talking about here) is advocating the restriction of others' speech...simply our freedom to call out assholes for being them.

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BRNK

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Am I the only one completely transfixed by Warren's legs?

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I can totally empathize with your frustration, getting into NT was rough for me too. The thing I think this game does really successfully, though, is providing you with the tools and information to mitigate bullshit deaths. You eventually start doing things subconsciously that prevent stupid deaths from you early time with the game... like leaving one weak enemy in a safe area to kill last, holding off on explosive weapons until you have boiling skin, and learning not to be lured into danger by pickups. Also, getting a solid idea for the general value of mutations helps a lot. I looked around the NT community for this and learned some general build order stuff that made the game much more fun pretty immediately.

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BRNK

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#10  Edited By BRNK

@hotspray said:
@brnk said:
@hotspray said:
@theht said:
@hotspray said:
@bananasfoster said:
@hotspray said:

. Obviously the design is less ambitious, but it begs the question: Is Bethesda's "ambition" really worth the poor design?

You say you like Bioware's worlds better despite that they do a fraction of what Bethesda does? Great. Awesome. Go play those games.

What is Bethesda doing with the "sandboxes" that warrant that design ethic?

Is it the radiant AI?

I'm guessing when you say "poor design" in that original quote you're talking about the lack of polish, rather than actual game design that your talking about when you mention ambition.

I don't think it's the radiant AI that makes people accept that things are going to break now and again. At least that isn't the case for me. It's the part where it's closer to an actual sandbox RPG than others that helps me move past the relatively unrefined presentation compared to something like Inquisition. One big clockwork world with a whole bunch of questlines and systems for you to engage with at your leisure. Leisure being the operative word there.

I never got the feeling in Inquisition that I was in a living world. Narratively I understood that it was, and that big things were popping off throughout the story, but it all still very much felt like progressing through levels (i.e. stages; not character progression), contrasted with doing whatever questline I feel like at any given moment in a Bethesda game.

You certainly lose some narrative hooks, like any sense of urgency for instance (or at least the player has a greater role in mainting that sense of urgency themselves), but you get a sense of scale from it that isn't just measuring square footage. It straight up just feels like you're in a big dynamic world, even when you can break down the game logic by noticing all of the conspicuous seams.

It's why a lot of the jank can be easy to look past, because what it's going for and often manages to do is really exciting. Less of an apologistic "they're making something really big so cut em some slack" thing, and more of a "what it is besides the jank is really awesome" thing. But that's also why it's frustrating to see, because if it was more generally refined it would be fucking AMAZING, and the fact that they've been making these games for so long now you'd think something would give on that front (giving in this case meaning breaking the streak of... being broken).

The thing that troubles me most about the "sandbox" defense of Bethesda's design is that I don't think Fallout 4 is much of a sandbox. I hear about it. I read it. But when it comes down to doing things my way in the game world, Bethesda just hasn't provided the options this time around.

Fallout 4 has less player agency than Oblivion, Skyrim, Morrowind, Daggerfall, Fallout 3 and New Vegas.

The voiced protagonist is a turn at a poor mans Bioware - It doesn't succeed in enhancing Bethesda's poor writing, and it guts the more interesting role playing elements of prior games.

You can kill things. But not everyone. You can sneak, but you'll still need to kill things. You can craft, but you still need to kill things. You can build stuff, but the tools aren't great, and there's better games out there for that.

For MOST of my time in Fallout 4, I was playing a badly paced corridor shooter. I just don't see that many different ways to approach the game.

Coming straight off MGSV, the world of Fallout 4 feels really static. Compared to the amount of interacting systems at play in MGS, Fallout feels like it's barely noticing the actions of the player.

It's just a weird disconnect between what Fallout 4 actually is, versus what I read and hear about it being. I hear and read that it's a big clockwork sandbox of interacting systems. It's SO big, and SO connected that of COURSE there will be bugs. Because how could there not be? Bethesda is practically creating a sentient human life simulation in the wasteland!

Then I play it, and I'm shooting jittery enemies and managing a clunky inventory. Occasionally I get to agree sarcastically to do a mission where I kill things. Sometimes I see a helicopter shooting mutants. And NPCs will lay in beds when it's dark. And I can pick up junk to fill up my inventory. But junk really breaks down to what components it is. So I might as well just be picking up a box with those components. But it's more immersive that I can clog my inventory with cameras and irons and coffee mugs.

Agreed. I think the "giant box of junk you can disassemble and make into other stuff" is really cool...but it's totally ancillary. I get the impression Bethesda spent all this time getting the crafting working, but didn't have the time to figure out an interesting and meaningful way to integrate it into the Fallout formula. It's very much set off to the side, removed from the core of the game.

I really wish the junk/crafting system was integrated into some sort of greater economy. Imagine having fighting factions that needed specific components to build specific things in order to conquer towns and gain territory. Imagine helping your chosen AI faction in a territory war. Imagine the drama of descending on a factory to get parts for bots and meeting a rival scavanging team knowing that if you die, you have to face sentry bots instead of protectrons in the larger territory battle.

I know that now I'm just fantasizing about a game Bethesda never set out to make...but I can't help but feel let down by their lack of adventurousness.