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shivermetimbers

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@sweep said:

@humanity: That metaphor implies there's only one pair of shoes available and that they should be made to fit everyone, which is obviously not true. There are other games out there which are accessible and are easier and instead of an designer who deliberately made a game with a high barrier of entry because they wanted their players to feel a sense of accomplishment (direct quote from Miyazaki: “a feeling of accomplishment that may be relatively rare among other games) having to tone their shit down just so more people can see what the later stages of the game look like, I'd rather people respected the original vision and came to terms with the fact that not everything is fair and not everything is for you.

The argument, put forward by Jeff and everyone else in this thread, is that you only gain something by adding an easier mode, but that's not true either. Something is gained, but something is also lost. As Simon Parkin wrote for The Guardian;

No Caption Provided

I think it's completely reasonable for an artist to say "if you're not going to experience my art the way it's designed to be experienced then I don't want you to experience it at all" - because art is fundamentally fascist and personal and an audience is not entitled to it. Sometimes art is supposed to be exclusive and inflame and isolate - some of the greatest works of the 20th centrury did exactly that (impressionism, cubism, abstraction, anyone?) and they dictated the way art and fashion and society evolved for the next 100 years and continue to do so. And I also completely understand if people disagree, and i'm completely on board with any designer who doesn't do that and is happy to open up their game to as many people as possible. But that's for the artist to decide, not the consumer, and in the case of Sekiro, Miyazaki has expressed repeatedly the point of view that carries the implicit suggestion that not every game need cater to every person.

I want to dissect this because I think it's interesting and you do put up some great logical arguments here that I'm going to (hopefully kindly) disagree with...

Does the Cliffnotes version of Julius Caesar ruin the main experience? Think about it, granted it wasn't the artist who wrote the Cliffnote's version, but for those who aren't well versed in 16th century dialect is it really that big of a loss. Did they ruin Julius Caesar for themselves?

Here's the thing about 'experiences' they're completely subjective. If I chose to mod or cheat Sekiro and the director came bursting into my home and exclaim 'YOU PLAYED ME GAME WRONG!', I'd reply 'you made the game wrong'. The problem is who's right in this situation? I find when you try and argue that something is lost when an 'easier' option is added in you go into territory that's really murky. You can dismiss the audience all you want, but if they're subjected to fascism, they have a right to fight back against it. The artist loses control when they show or sell their work to someone and it's really hard for me to see otherwise.

I do agree it's the artist's decision to not include an easy mode, but if I chose to cheat and make it easier for myself and you say 'well it's not supposed to be fair!' You become a penguin...

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shivermetimbers

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I haven't heard of either of those games, will look them up. But honestly, the thing I want is on a massive scale and really hard to pull off. I don't just want a photography simulator, I want a good story and characters with freedom of exploration on a big scale. I doubt I'll get it, but yes, more games of similar vein I'll take anyway.

I got the idea after playing each of these games back to back and realizing why I enjoyed them.

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By the way, what I suggested is just a template, but it has potential IMHO.

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I don't like driving and I don't like long trips, so naturally in video game form I'm super into the idea.

We have games with open worlds the size of planets with various activities dotted about the place, that's nothing new. I want to focus on games with a lot of empty space that is /almost/ bereft of fun distractions that nevertheless hooked me and I'll try and paint a picture of the so called perfect road trip game.

The Crew 2 is a AAA game through and through. The scale of the US, while obviously not to scale, is impressive. There's also surprisingly little reason to explore it. You can find loot chests to upgrade your car occasionally, but you can also get them faster and consistently better grinding races that you can fast travel to via a menu. There is however one mechanic that the game has that I'd like to point out as a focal point for the rest of this blog thing and that's the photo-op system. If you travel via freeroam you may also find pop up messages to take pictures of various landmarks and wildlife, which again while not as lucrative as farming races as a reward, at least gets to the heart of what I want out of an open road trip game. I want to drive around, soak in the environment, and if I see something interesting, I want to note it and get a reward of some kind.

That's not all I want however, a story with characters would be nice. I finished FFXV recently and the best part about that mess was road tripping with my buddies. I even have a little photographer friend who likes to take badly focused pictures of me getting my body torn in half by a goddess creature from hell. I love this guy (Prompto). In fact, I grew to love my merry band of silly men. Of the four games I'm going to talk about here, this comes as close as possible to my perfect road trip game. However, the game's biggest problem is that it wants to be a Final Fantasy game and the open world stuff is practically filler instead of the meat. The combat isn't really fun or engaging and the storyline in general is a mess of 10+ years of game development nightmare.

A lot of people didn't like No Man's Sky vanilla, I kind of thought about it as a universe spanning Pokemon Snap with a lone wanderer narrative. It's essentially a game in which you visit planets, get stuck, have to make use of your environment and of course, take pictures of wildlife and get rewarded for it. So it's basically a sci-fi road trip game instead you're going to a particular destination, you're going to the void of space and consequently, your existence. No Man's Sky's biggest problem (at least in terms of what I'm coming up with as my perfect road trip game) was its procedural generation. I want unique, cool, handcrafted vistas to discover, not various forms of mutated things.

That leaves me with American Truck Simulator, which all I have to say about it is that it's got the driving and road trip thing down pat, it just doesn't have the characters and story or photography that I mentioned. This is the kind of scale I want from a road trip game too, which unlike The Crew 2 feels more natural.

So what do we have in summary? I want an open world game with an emphasis on delivering the player a world with a decent amount of scale and 'empty' space that nonetheless has scenic views and places worth stopping and exploring. I want photography along with driving to be main mechanics here. I'm not so interested in combat. The game should also attempt to tell a story with characters that tie into the main mechanics (photography, driving and exploring). Basically a road trip game with friends where you see the sites of the world. There's actually a lot of drama and intrigue that can happen here.

So....why do I want this? Part of it is that I like the balance of the quiet and the dramatic. A game can do a LOT with silence, more than it's taken advantage of that I know of. I also just like relaxing and taking pictures, which if there's one thing AAA gaming has done right it's photo modes. Doing it with people you call friends and getting to know them along the way is just a natural fit for video games. So yeahh.

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I still play Smash with friends from time to time, but like a lot of Nintendo consoles, it's best to wait until near the end of its life cycle when they tend to up their game a bit.

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@frytup said:

The problem with being a person who follows gaming industry news closely is that things you think are a big deal probably aren't much of a factor to the general public. The existence of "Rape Day" will have basically zero impact on Steam sales numbers. The vast majority of consumers have no idea it existed, and I very much doubt any publishers are basing their decision to leave Steam on that, or curation, or reviews, or whatever.

This is all about 30% vs 12%.

You're right in that sales numbers likely wouldn't have been effected majorly. Rape Day was a symptom of a much larger problem with Valve's handling of their storefront. There are probably many reasons why Epic looks more appealing than steam (not the least of which monetary) for selling games. Like I said, tho, I'm not a big fan of the Epic store, but I'll take it if it means Valve has to step up their game.

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#7  Edited By shivermetimbers

Here's the thing, when you allow a game about sexual assault that even the dev admits shouldn't be on the storefront, I can't blame any publisher or developer for not wanting anything to do with Steam. Epic store is shit, I know, but as an avenue for selling games, it's at least better than Steam.

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shivermetimbers

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I joined up just now. Thanks. :)

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@mike: It's a 4 day out of season April fools joke.

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When this game goes F2P in 2-3 years, sure I can see it being alright.