Wasn't her previous "controversy" admitting to not being a gamer
I didn't know a community manager needed to be one to moderate a forum
It's even less than that. She plays the hell out of games, just didn't play the Megaman series that much. Also her boyfriend was already on the team or something, so she was the target of a misogynistic campaign accusing her of getting hired via nepotism/sex for job well before gamergate started. They were also confused by her fan art of no 9 as a woman, and thought it was "concept art" that would actually be going in the game. Now they just realized she supported Zoe and welp.
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CorporateLogoThe toilet knowshow I feelRegistered Userregular
Are there any decent co-op indie games that've come out recently? I really dig stuff like Monaco, Starbound and Risk of Rain that I can play with friends online who don't have particularly good internet. I don't follow indie games close enough to know if any great ones have come out in the last several months, though.
also, I recommend scrolling up from where the link loads the page and then hitting the play button
trippy as fuck
This starts out interesting but then gets lost in the weeds of a nostalgia it claims to rail against.
Comparing System Shock 2 and Mass Effect 3 and saying the first is richer mechanically is kind of a crazy statement. And using Superbrothers Sword and Sorcery as an example of pandering to nostalgia when it has some of the best IOS designed puzzles on the market is missing the point by a long mark.
He tries to cut off the idea that he's got Rose Tinted glasses but i think all he does is prove that's exactly what he has.
I like Mass Effect 3 but it's not great at level design, its mechanics shine in combat arenas
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masterofmetroidHave you ever looked at a worldand seen it as a kind of challenge?Registered Userregular
Sure, but saying System Shock 2 had no problems with having to cut you off to prevent you getting lost is missing the fact that games do not need you to get lost to be good.
Open ended Game Design revolving around "choices" does not have to be the pursuit and that's the premise the article is starting from, and i don't really agree at all.
There certainly is a tendency in modern games to make smaller levels. But I'm not convinced that it is due to handholding.
Art assets have quickly evolved to be one of the most expensive parts of videogames, and people are way less tolerant of repeats. The demand for really high quality graphics also has made closed spaces way more attractive. And then if tests show that very few people actually use a huge space if given to them, it's not strange that those huge areas disappeared quite quickly.
Would it be nice if some games deviated from this? Yes, but don't expect it to be the AAA titles, they can't afford to take the cost, they can't afford the risk of changing too much. Fortunately AAA titles make up a tiny, tiny percentage of actual games released and just below that there is a ton of variety.
It should be noted that lastgens favorite engine, UE3, scaled real badly with large open areas too. That's why you see tons of line of sight breaking corridors, to prevent popin problems. Let alone all the autoclosing doors/loading zones.
Author desperately wants there to be something in common between a disparate list of games that they like, as well as this same thing being absent from games they don't like; fails to articulate what this is.
None the less, an interesting read, but I think there is a lot more thinking to be done about exactly what we mean by "choice" in games.
It would be nice if more modern games integrated their environments with the mechanics instead of guiding you through a theme park
You don't need to get lost but there are smoother ways to facilitate that than locking the doors behind you, gone home was really good at subtly leading you through a path in a big exploration zone
It would be nice if more modern games integrated their environments with the mechanics instead of guiding you through a theme park
You don't need to get lost but there are smoother ways to facilitate that than locking the doors behind you, gone home was really good at subtly leading you through a path in a big exploration zone
While I agree, that article is pretty clearly taking the stance that the ability to go anywhere at your whim is the goal of open game design, and there are other ways to get there
I'm not 100% sure how Wikipedia crediting works but it seems like this contributor also added a 'Personal Life - Otherkin' section to Mitch McConnel's page.
There are a lot of bored interns in the Capitol on any given day.
Yeah, the Capitol gets IP banned from editing Wikipedia on a fairly regular basis due to (usually right wing) vandalism (which is usually blamed on bored interns, or bored interns from the other side conducting a FALSE FLAG).
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I didn't know a community manager needed to be one to moderate a forum
It's even less than that. She plays the hell out of games, just didn't play the Megaman series that much. Also her boyfriend was already on the team or something, so she was the target of a misogynistic campaign accusing her of getting hired via nepotism/sex for job well before gamergate started. They were also confused by her fan art of no 9 as a woman, and thought it was "concept art" that would actually be going in the game. Now they just realized she supported Zoe and welp.
3DS Friend Code: 0216-0898-6512
Switch Friend Code: SW-7437-1538-7786
Every time I start my PS4 I see Velocity 2X half-finished and go "oh I should play that" and then launch Destiny anyway
I do not have Hammerwatch! Should I have Hammerwatch?
3DS Friend Code: 0216-0898-6512
Switch Friend Code: SW-7437-1538-7786
3DS Friend Code: 0216-0898-6512
Switch Friend Code: SW-7437-1538-7786
Good! It's a lot of fun, especially co-op.
The Cargo Cult of Game Mechanics
also, I recommend scrolling up from where the link loads the page and then hitting the play button
trippy as fuck
Awesome news! I'm gonna give it a shot tonight. I'll let you know what I think!
3DS Friend Code: 0216-0898-6512
Switch Friend Code: SW-7437-1538-7786
This starts out interesting but then gets lost in the weeds of a nostalgia it claims to rail against.
Comparing System Shock 2 and Mass Effect 3 and saying the first is richer mechanically is kind of a crazy statement. And using Superbrothers Sword and Sorcery as an example of pandering to nostalgia when it has some of the best IOS designed puzzles on the market is missing the point by a long mark.
He tries to cut off the idea that he's got Rose Tinted glasses but i think all he does is prove that's exactly what he has.
Open ended Game Design revolving around "choices" does not have to be the pursuit and that's the premise the article is starting from, and i don't really agree at all.
Art assets have quickly evolved to be one of the most expensive parts of videogames, and people are way less tolerant of repeats. The demand for really high quality graphics also has made closed spaces way more attractive. And then if tests show that very few people actually use a huge space if given to them, it's not strange that those huge areas disappeared quite quickly.
Would it be nice if some games deviated from this? Yes, but don't expect it to be the AAA titles, they can't afford to take the cost, they can't afford the risk of changing too much. Fortunately AAA titles make up a tiny, tiny percentage of actual games released and just below that there is a ton of variety.
It should be noted that lastgens favorite engine, UE3, scaled real badly with large open areas too. That's why you see tons of line of sight breaking corridors, to prevent popin problems. Let alone all the autoclosing doors/loading zones.
Author desperately wants there to be something in common between a disparate list of games that they like, as well as this same thing being absent from games they don't like; fails to articulate what this is.
None the less, an interesting read, but I think there is a lot more thinking to be done about exactly what we mean by "choice" in games.
You don't need to get lost but there are smoother ways to facilitate that than locking the doors behind you, gone home was really good at subtly leading you through a path in a big exploration zone
While I agree, that article is pretty clearly taking the stance that the ability to go anywhere at your whim is the goal of open game design, and there are other ways to get there
modern games are usually either first person, behind the shoulder third person, or 2d sidescrollers and these always limit the view you have
top-down games like a link between worlds are commended for their environmental interaction
lolllllllllllllllllllllll
Well played, Tim.
My reverend totally talked about gamergate this week
That was fun
I'm not 100% sure how Wikipedia crediting works but it seems like this contributor also added a 'Personal Life - Otherkin' section to Mitch McConnel's page.
I doubt this very seriously
we're tracing topless women to include in our press statement right now
Have we talked about the fact that some polish developer I've never heard of is making a straight dark souls clone
And its out in a month
And it looks pretty good?
https://www.youtube.com/watch?v=KstwVZxykGs
https://www.humblebundle.com/gift?key=UkqSBZdFDY4EhHZc
If that works
Steamworld Dig too:
https://www.humblebundle.com/gift?key=pwsdqW5ccdYYFa3A