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hughj

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hughj

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@dya: I'd imagine that Brad's sluggish world loading performance is connected to Vinny being the host and having to upload new map chunks to Brad. Given Brad's gigabit upstream I would think he'd be the best choice for being the host for multiplayer games like this.

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hughj

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Edited By hughj

@alanmckinnon said:

I feel for Abby here. This era of Nintendo games was rife with opaque design that was mitigated either by contemporary issues of Nintendo Power or by the game manual.

Her difficulties are almost entirely stemming from taking unnecessary damage though, it's not from being lost and not knowing where to go. It's not possible to play this game like Alex plays Mega Man and breeze through it. She's routinely taking damage to the point where she's only got 1 heart left, and complaining that the game isn't rewarding sloppy play by giving her health back in every room. That's actually good game design because it encourages you to adjust and improve how you're playing without artificially or unfairly gating you.

The floating floor tile rooms serve the same purpose here, as they function as an aid for learning the timing of moving, dodging, and attacking. The fact that these rooms take 20+ seconds is probably necessary from a design standpoint, as it's faster to learn and improve your mechanics so you can beat it reliably rather than just brute forcing it with attempts and getting lucky every now and then.

That being said, I do see steady improvement with how she's moving and attacking (which makes me smile inside every time I see it), so it's not like she's doomed to having a bad experience here. Her feel of the sword swipe's timing and hitbox seems to get better minute by minute, so I would chalk up her struggles to being a) new to the game, b) only playing it once a week, and c) feeling compelled to play at too fast of a pace because she's on a live stream. The latter two of these are issues that probably need to be addressed in some way to preserve her sanity.

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hughj

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The difference between smoothly progressing and experiencing frustration in this game is really down to learning how to avoid taking unnecessary damage, which is mostly just by movement and patient combat. Perhaps streaming this live has her trying to bulldoze through spots that she might otherwise not? If she's not having fun though, then by all means play something else.

To throw Abby a bone here: I found that after returning to this game for the first time in >25 years, that 3rd pendant boss was literally the hardest encounter in the whole game. Basically every other boss you can somewhat fight a battle of attrition with by banking plenty of health, faeries, potions, etc, whereas with that boss just one mistake and you get knocked off and have to start over.

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This got me to go back and play this for the first time since ~1993. It's impressive how well the game holds up mechanically, artistically, and technically. The puzzles and secrets are very fair to the player, striking a balance between being overly cryptic and too obvious. The fact that I was able nearly 100% it (missing a couple heart pieces), didn't have to resort to an online guide, only died twice, and never felt annoyed or impatient is a real feat of game design.

Calling any game the "best" or GOAT probably always oversells how good a game is, but I'm struggling to think of many other games that are distinctly lacking in faults to the same degree that this game is. Listening to Abby talk while playing this, I get the sense that much of what she perceives as "classic Zelda" tropes could more accurately just be described as "A Link to the Past", as it was this game where they originated, or at the very least, adequately executed for the first time. If she were to go back and try playing through NES Zelda, I suspect she would find it unplayable and surprisingly devoid of much of what she considers characteristic of a Zelda game (puzzles, NPCs, dialogue, story, etc).

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I wasn't a bombcast listener 6+ years ago, but I've recently been going back and listening to old random episodes and was surprised how strong the conversation was. This episode was basically that. This should be a regular thing, IMO.

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Edited By hughj

@squigiliwams: I suspect that developers are looking to capitalize on the looming landscape of competing streaming services by signing contracts that differentiate between local and cloud-based platforms, and the presence of VM services and the overall mutable nature of the PC blurs the lines of what a "platform" is. If GFN exists as a seamless extension of PC gaming then a developer can't do separate streaming-only deals with Stadia, and they risk cannibalizing some of their sales of multiplatform releases and ports.

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@brad said:

The fact that Nvidia didn't button all this up before their soft launch is frankly a little embarrassing.

It's embarrassing that Nvidia didn't get in contact with every third party IP holder that's ever published something on Steam? Surely the cheapest, fastest and most painless way forward is for both Valve and Nvidia to do exactly what they're doing right now - put the onus on developers to opt-out with Nvidia, while Valve gets to take a step back to see how the market of consumers and IP holders hash things out. Expecting Nvidia to rebuild the 30k+ Steam catalog game by game just doesn't make any sense, and using their market cap as a justification to hand wave away the logistical infeasibility of this just strikes me as a lazy argument.

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@toxicantidote: Yeah, I suspect the terms of the publishing contract signed by people submitting content to these storefronts will just end up changing. Depending on how small the pool of IP holders are that are vocally resistant to this, I could see those terms actually being made non-negotiable for all but the largest AAA studios. The value of this service to its customers, the storefronts, and the service provider comes from it being a service that's as comprehensive as it is convenient. If the VM service provider has to wrangle its legal team to make a phone call to every person that writes the equivalent of a 'Hello World' application, or in every instance that someone submits a texture pack mod to the Steam Workshop, then this clearly isn't going to work.

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I believe there's a technical distinction between a truly airborne transmission and direct contact with liquid droplets.

@anwar said:

Wow, saying that the coronavirus can't be transmitted through the air is insane to me. Why would Brad do that? It totally can be tramsmitted that way.