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saladbone

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saladbone

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@artisanbreads: Dope stuff! Really digging the Shinobi 3 track, gonna throw that in on the cardio day for sure.

@smtdante89: HELL. YES.

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saladbone

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I'm a gym goer in need of an update to my lifting/running/weight throwing music! I currently jam out to Carpenter Brut, Perturbator and Scattle, three artists featured on the soundtrack for Hotline Miami 2: Wrong Number. Boss themes from Undertale like ASGORE and CORE have also provided great, high energy tunes to push through a hard run (both of which are streaming on spotify). Even chase themes from the Assassin's Creed II and Assassin's Creed III soundtracks have been a great go to for my workouts.

What soundtracks do you guys listen to when you're at the gym, out on a run, or just sweatin it out to an old workout VHS tape in the basement? Looking to add suggestions so my next one is EXTRA SAVAGE.

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saladbone

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Main theme from D4: this sax is FIRE

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saladbone

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@tracerace11: @nypresspass: @finnyfrock11: Hey dudes, came across this bc I'm currently in a franchise with some buds and I'd like to get a GB Xbox One connected season going! I'd be in for fantasy draft style. Wondering if anybody else wants in seeing how football season is in full swing.

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saladbone

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#5  Edited By saladbone

I have been really enjoying Brad and Dan's quest to assassinate an elusive target on recent Unprofessional Fridays. I was thinking that this formula of a large map, one target, and an almost endless variety of ways to go about murdering them, could be applied to Assassin's Creed, a series many regard in need of a fresh change of pace. Strip away the large open world and it's exhaustive checklists. And substitute short instances like those in Hitman, where Ezio has one target, and a multitude of tools at his disposal. You'd have tense gameplay with the climactic end of a well-executed assassination or miserable failure. I feel like this would also harken back to the original vision for Assassin's Creed, Where the assassin is methodical, blends in, and doesn't sprint in loud and take on 20 guards like he's Superman. Just building on that idea, vary the different maps by the different time periods seen in each game (and those we haven't explored too much yet like Assassins Creed Chronicles) and play as Ezio, Connor, The guy from 4, etc. And continue to release new assassination missions a la the elusive targets in Hitman. What do y'all think?

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saladbone

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I shall henceforth call the Cuse v. Virginia game of ought '16 The Great Collapse, sending my bracket to the bottom of the sea in a devastated rubble, like most of Winterhold in 4E 122. Tis a sad day.

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@hayt said:

God could you even imagine the shitfight that result if a player made a character that is what they are attracted to but the gamw determined it ugly?

@arabes said:

@saladbone: Hey I agree with you, they could certainly add some good flavour. But no studio is going to bring a game out in 2016+ with dialogue like that in it. Not a fucking hope in hell. It's way too risky and public opinion could turn really hard on a game where a character could be fat shamed or bullied etc etc.

...there is potential for some unintended consequences. What if a person meticulously tries to recreate their own features and the algorithm decides that NPCs will treat them as fuck ugly? What kind of outrage with the socially sensitive will it create if the game rewards you for creating a virtual Barbie with all the game's NPCs buying you gifts and giving you a pass (pun intended) when you try to bluff your way past them?

You guys all bring up valid points that I honestly didn't consider. However, I don't want the focus to be strictly on the game's ability to intuit "attractiveness".

Like @artisanbreads said:

There are ways you could get at this stuff if you want to do it a bit differently than most out there.

If you had a new RPG in say the Witcher universe where you made any character, imagine if you could choose elf or dwarf but then experienced the persecution and racism that both face in the games (perhaps though getting alternate benefits like the aid of Scoia'tael). It could be much more than "hey are you attractive" and that seems like the worst way to go at the issue. But that can be simplified even. Hair matters a lot. Perhaps you need a certain fancy hairstyle and outfit to be seen as good looking around the rich part of town. Even that kind of thing would be novel to most games with character customization.

I think there are opportunities to give feedback to the player in a way that is rooted in the world they heave created. But I can't ignore something like public outcry and I would only hope the public wouldn't get caught up in the sexy headline of "This Game Thinks You're Ugly" and appreciate what the game is going for.

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saladbone

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@zombiepie: My blog post prompted a cool discussion on how our choices in the character creator impact the overall game, and vice versa. Discussion also touched the games that currently provide feedback based on your character's physical features, speculation on how games could do this better in the future, and the potential limits it may put on your game. Thanks again for curating this each week!

The link is here

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#9  Edited By saladbone

Hidden Valley Farm

I hope I unlock a recipe for some bomb-ass ranch dressin' at some point.

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#10  Edited By saladbone

@wacomole: yea yea totally the kind of thing I had in mind, thanks! I wonder if this could be scaled up to a player character with more customization options available.

The give and take between customized, tailored game feedback and the subsequent increase in limiting factors has been interesting to read through in everyone's responses. I guess that balance just varies between the kind of game the developer wants to make.