Ater seriously hours of searching for this solution, let me say here that if you decide to switch to Manual controls, from Simple, that you absolutely need to quit to the Main Menu and navigate to the Toad's Booth option. Without it, you're fucking winging the best part of the game. And no, once you enter story mode, there's no hint that you should back out to the main menu to learn the fucking basics of your control scheme.
thatdudeguy's forum posts
Although I usually avoid App Store games because of the gross In-App-Purchase parasites, I liked the predecessor to this game (Mage Gauntlet) enough to give this a shot. It's amazing. For $4.99 I've got a pocket hybrid of Dark Souls and Spelunky with touch controls that actually work. And the developer has promised that no IAPs will ever be offered, and that the game will only go up in price as new content is released.
This was a nice read. Some people backing projects on Kickstarter do seem to have their head in the clouds. Oh, you think the laws of economics doesn't apply just because it wouldn't be fair and you will get bummed? I'm sorry, Oculus would sell out to Brazzers if they paid enough (which would be much more useful).
I'm still not sold on VR so I have no strong feelings one way or the other concerning the buyout.
Seriously, porn used to be a large driver of technology. In my (limited) experience, once Flash video and PHP frameworks reached good-enough levels, they exited quietly.
Annoyed at the number of people who feel obligated to explain how capitalism works, or, even more condescendingly, kickstarter, in any conversations about this topic.
I totally get your sentiment, but the disappointment being expressed around Facebook purchasing Oculus has sometimes indicated that backers felt entitled to something besides their promised rewards. The condescension enters the conversation (often in poor spirit, for sure) when explaining to backers exactly what the deal entailed.
The problem with GDC is that it is a public event. There should be a conference only for professionals, closed to the public and press, where these discussions can be had. Because, frankly, thinks like 'Monetizing Teens...' is a worthwhile discussion. It's gross to consumers because it feels advantageous and manipulative. But teens are a huge market especially for video games. So, a business needs to know how to make money off of them. Otherwise they won't stay in business long.
I've heard the GB guys complain about messages from businesses being neutered and metered. A lot of PR people get a bad reputation among journalists and enthusiasts. But we all don't like it when these talks allow for a non-neutered, non-PR'd message either.
I have to disagree. Sure, the youth market is extremely important but they shouldn't be talking about markets like they're meat. Period. In public or in private. I see the excuse that 'businesses are all about making money' all the time and, while true, it's not the be all end all argument. Money isn't everything even for a business. It feels advantageous and manipulative to consumers because it is advantageous and manipulative to consumers. Why should it be okay just because it's profitable? It's not right for consumers to be treated like cattle in public or in secret.
Maybe it's all semantics but to me there's an enormous difference in learning how to sell to a demographic and learning how to make money off of them. I think it's very telling that, no matter how sugar coated these subjects are by PR reps or how blunt and non-neutered they are in panels like this, the public is reacting unfavorably.
I'm not totally sure where I land yet on this topic. I personally loathe most F2P games for their predatory tactics and generally avoid the App Store as a result, which is a shame. I love my phone, but have a really hard time installing any game on it which pits me in an adversarial relationship with its developer.
But my day jobs (non-game-industry software developer) have always tangentially involved balancing investment versus market potential. Granted, I have always had the good fortune to work for very ethical companies for whom treating users fairly is a prime directive. I don't see anything wrong on the surface with developers discussing their pricing and marketing experiments in public. There's a lot of good that can come from that for both developers and the public. I certainly see Jim's point, though. If GDC or any other game developer forum becomes a pulpit for vultures to preach their most-successful predatory tactics, then that's unfortunate.
I take the (somewhat naive) view that the only effective ways to ensure that good developers continue to make good games is to purchase them and to try to introduce others to them. And try to avoid lining the wallets and DAU stats of those who actively pursue "whales". But I'm not successful in that regard. I helped my SO install Candy Crush and she absolutely loved it, until she hit the maddening pay-to-play quicksand that they've very successfully engineered.
I've traditionally been terrible at multiplayer action and strategy games, and I think I've identified the reason: I'm conditioned to follow a prescribed difficulty curve and to learn as the game prompts me to learn. I have terrible situational awareness in real-world sports, and I think that a very similar skillset is used in multiplayer games.
Lately, though, I've invested time in learning more about the multiplayer games I've dabbled in, and it has really paid off. League of Legends, DOTA 2, and Halo 4 are all fun to play for me now because I no longer feel like a feeder by default. Another thing that Dark Souls tought me was that when I'm killed, that's the wrong time to be bummed out. Instead, I force myself to ask the question, "why did I just die?" Asking and answering that question honestly has kept me from blaming "that sniper" or "that camper" or "that overpowered weapon/force/attack/spell" and instead prompted me to hypothesize potential strategies to try next time. And it seems to work. I'm getting very slightly less terrible every time I die.
I completely sympathize with that feeling, and have no clue how so many folks (especially those with no outside interest in games) are so amazing at multiplayer, but I'm interested in multiplayer as a golf-like hangout with friends and found that doing a little bit of research and introspection has helped me keep up.
Wow! What a flash of nostalgia. I was in high school and had never played a JRPG before. I had bought a Playstation recently to play Resident Evil and Fear Effect, and a friend told me I had to play this game he just finished, Legend of Legaia. Just minutes into the game, I was hooked by the mundane thrill of just wandering around the starting town and having conversations. I loved every moment of this game, and it inspired my deep dive over the next few years into any JRPG I could get my hands on. It also caused me to go down the (dial-up, at the time) rabbit-hole of SNES emulation :)
I had a similar flash of nostalgia a few months ago when I bought the updated FF14 MMO on sale with the sole intention of playing for the free month and quitting. It's (unfortunately, for my tastes) still an MMO at its core, but it has all of the trappings of PSX-era Final Fantasies and was worth a month of play if you can get it on sale.
Thanks for bringing back these memories!
I can't click the " go online " option in the menu, but I seem to be online anyway since I see players running around.
Same here, and I can seemingly read player messages with varying numbers of votes. I assumed that maybe their servers were running in limp-home mode and only serving messages and incidental phantoms (is that the term for non-summoned phantoms that fade in and out?). In any case, the scheduled maintenance is going on now so I guess I'll try again tomorrow.