Something went wrong. Try again later

hughj

This user has not updated recently.

228 0 1 1
Forum Posts Wiki Points Following Followers

hughj's comments

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

Edited By hughj

Yeah, I think this difference in perspective is really what it boils down to. A good example would be the previous week's discussion regarding the games the GB East crew had spent the most time with. The sense I get from them is that they view their time with any particular game as a layover before they move onto whatever the next game is, even those that they've put hundreds of hours into.

Looking at my Steam friends list right now I have 89 friends, and most of them have been on there since Steam beta launch, all of which are people I met from playing a particular game for a ~4 year stretch. Some I've met in real life at LANs or other social gatherings, others I've only connected with online (albeit for many hundreds of hours in game, and easily thousands in IRC.) There's an awful lot of games that I probably ended up missing during those years, but it's definitely a trade-off that I didn't and still don't regret.

In short, I would say the perception that competitive gaming is a disconnected and dry thing has it completely backwards. For every minute you spend actually competing, you've probably spent a hundredfold practicing, fucking around, and socializing. Being a transient gamer seems to me to be the far more dry experience because you're never sticking around long enough to connect with anyone or getting a chance to sink your teeth into whatever depth the game has to offer.

@pokearl said:

I guess part of this comes from how everyone on the beastcast is more of a variety gamer, as comes with the job, while I think most people following e-sports will spend a lot of their gaming time following one game over a long period.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

Edited By hughj

Alex talking about balloon lifeforms on gas giants immediately made me think of the artwork from the National Geographic book 'Our Universe'. It seemed like one of the go-to space books for his/my generation.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

Edited By hughj

@assirra:

I think the price of video games is pretty arbitrary. Developers can choose to charge as little or as much as they wish, provided they're making at least enough money to keep the lights on and charging a price that the market can bear. I've put thousands of hours into games that were free, thousands of hours into games that cost hundreds of dollars, and I never judged the merits of those games based on how much they cost - the difference between $0.10/hour and $0.00/hour is small enough to ignore, and all you're left with is your experience playing the game.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

@bloody_skirmish: "Bad" by what metric? Do you mean unrefined/janky? All games that are as heavily systems-oriented for their mechanics as this game is are like that. That's the price you pay for granting players freedom. Persistent servers, multiplayer, structure and item crafting, tamable AI pets, walking and flying mounts, PvP, PvE, etc. Minecraft, Rust, Space Engineers, etc are all very quirky, with enough moving parts that your first hour of play is never productive.

To Ark's credit, it has the added benefit of being on the UE4 engine with a modding tool set that's freely available through the UE4 IDE. Games like this are the nearest equivalent in spirit to what PC gaming was like during the 90s. It's definitely not of the modern ilk of games that are built to accommodate a homogenized console+PC general audience.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

I'm not sure how much value there is to be found from GB playing complex multiplayer sandbox-survival games if you're going to go in completely blind, turn off the voice chat, and proceed to spend your time goading each other to attack every player you encounter. If you're given a sandbox to play in and all you do is throw sand at the other kids, then you're probably not going to have much fun. Reminds me of watching Dan try to play DnD.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

I'm not a Star Citizen backer, but I'm glad that this sort of large-scope PC game development can exist in this day and age, and especially so given that it's community funded. As game development increasingly shifts towards a homogenized PC+console market, where big budget design has to accommodate the lowest common denominators in order to not exclude any potential customers, having something like this that dares to target a niche audience and embrace the strengths of the PC platform (high-end hardware, peripherals, etc) is a breath of fresh air.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

I was hoping that this would be an excuse to give Mega Maker a spin while Alex continues his play through. It would keep Dan's attention occupied enough to avoid the physics questions, and it might even spur some interesting talk/analysis of conventions in Mega Man level design.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

@cirdain: They differ in that UT feels like it's partly functioning as a promotional push for the UE4 development environment and aiming to become a focus for indie/community development and probably some kind of modding scene as that will bring more traffic to their asset store and increase the visibility of their engine/ecosystem. They have a lot of catching up to do with Unity's adoption and their sizable asset store, which is why we've seen Epic make so many aggressive moves over the last few years (going from a subscription model to free, closed to open source, a lot of free art assets on the store, etc.)

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

Edited By hughj

The amount of time Jeff spends complaining about not having a customizable auto-switch hierarchy for weapon pickups speaks volumes about the quantity and/or quality of his experience with Quake and any other FPS deathmatch game. Yikes. If you intend to actually play this or any other DM game again, do yourself a favor and disable auto-switch, unbind the mwheel weapon cycling, and create direct weapon binds for everything you need and memorize them.