Sin4profit's forum posts

#1 Edited by Sin4profit (2921 posts) -

Damn right, 3.

#2 Edited by Sin4profit (2921 posts) -

Is Double Fine Presents a new thing? i just noticed it today when i looked at the Steam release of David O'Reily's Mountain

#3 Posted by Sin4profit (2921 posts) -

...I liked it.

#4 Posted by Sin4profit (2921 posts) -

Hell yeah, i remember being super disappointed when Virtual Pinball 3 didn't have these videos. Also the Monty Python'esque 'History of Pool" was cool too.

#5 Posted by Sin4profit (2921 posts) -

One of those things i'd have to try for myself. I like the fact that they're doing something different and i think touch pads have the potential to be more precise and create more dynamic control scenarios for software developers to experiment with but until i get a chance to experiment with it myself it's hard to have a solid opinion.

Isn't that design like three iterations out of date? They have since show multiple revisions, one of which has a more traditional diamond layout of the face buttons with a d-pad, the second of which has a real thumbstick.

I'd prefer the variation that has the thumb-stick, but i feel like the face buttons are in an awkward position.

#6 Posted by Sin4profit (2921 posts) -

Would like to see Dan teach Drew the MG Solid series and Drew teach Dan sim games...as in the genre, not The Sims series.

#7 Posted by Sin4profit (2921 posts) -

i like the mapping and the momentum based movement/climbing of Miasmata alot, so i'd like that kind of detail in more survivalist games.

Another survivalist game that i enjoyed is called Neo Scavenger. It's on Steam's Early Access but if all you want to do is see how long you can survive, there's enough there for you.

#8 Posted by Sin4profit (2921 posts) -

Has the pink eye set in, yet?

#9 Posted by Sin4profit (2921 posts) -

I've always thought something like this would be smart for publishers. Curious to see how this pans out.

#10 Posted by Sin4profit (2921 posts) -

I feel like what you've described is the awkward middle ground you get from "illusion of choice" games. On one hand, you're giving the player just enough control to make it feel like they're personally invested, but on the other hand, the developer feels the need to control things to fit their personal "vision". It's a delicate operation that, for me, comes across as an "uncanny valley" type phenomenon of story telling. As soon as i feel the developer's control, the illusion is broken and i'm reminded i'm just playing a video game, which is only ok if the actual gameplay is any good.

What i think we could learn from this is, if you want to emphasis player control, then you have to give the player more control, whether it be visually or within the story telling.