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BotW is the first open world game where I've truly enjoyed just tootling around and exploring.
I do use fast travel and stuff, but generally only if I'm on a DIRECT MISSION. There's a lot of really rewarding wandering I do in that game that I haven't found even in other games that are kind of famous for it, like Skyrim.
The pacing of the rewards for exploration is glorious in that game.
See my biggest issue with the game was that the rewards were awful so it never felt good to actually explore.
BotW's entire reward structure goes so against the grain it's hard to enjoy at first.
Most games focus on permanent power progression - more levels, better gear, more abilities, more stats, etc. And you get to keep it all forever.
Zelda showers you in consumables, and this includes weapons!
It desperately wants you to be swinging your coolest sword until it breaks and firing your special arrows until they are gone, because there's always more around the corner.
I didn't start really enjoying Zelda's progression until I let go of the hoarder mentality and trusted the game to keep providing me with good shit.
People always go like "how can gamers spend *blank* amount of time playing vidja games" as they sit night after night in front of the tv watching big bang theory like shark
I watch about 40 min of tv a week
BBT and young sheldon?
Bbt and modern family
We were watching brooklyn nine nine but we got caught up and season 5 too expensive
Please consider the environment before printing this post.
BotW is the first open world game where I've truly enjoyed just tootling around and exploring.
I do use fast travel and stuff, but generally only if I'm on a DIRECT MISSION. There's a lot of really rewarding wandering I do in that game that I haven't found even in other games that are kind of famous for it, like Skyrim.
The pacing of the rewards for exploration is glorious in that game.
See my biggest issue with the game was that the rewards were awful so it never felt good to actually explore.
I think the game reaches that point eventually, but that's not what I experienced until relatively late when I had everything good already.
Also, I think the game is very well designed in the way that there are some really unique and interesting features tucked away in places that you have to really explore in order to find.
Yeh, I dunno finding chests pretty much never felt good to me. It was basically just like every reward was ammo.
Like did I fight my way here? If yes my reward is getting back the ammo I used to get here. Or maybe I ran past all enemies and avoided the combat in the game so that scenario didn't happen and then I get to just choice which old ammo I replace this new ammo with.
The world was absolutely beautiful which made this all the more sad for me because there were all sorts of nooks and crannies that I could have looked for but it just never felt good when the chests were so disappointing.
I recently played uncharted 4 which had some of the best climbing in any game I’ve played (I mean, it was still obvious routes and only very specific surfaces where you could climb). And then right after it played horizon zero dawn which was a good game, for sure. But had absolute trash climbing.
I recently played uncharted 4 which had some of the best climbing in any game I’ve played (I mean, it was still obvious routes and only very specific surfaces where you could climb). And then right after it played horizon zero dawn which was a good game, for sure. But had absolute trash climbing.
I'm going to disagree with you here
Uncharted had floaty, obvious climbing that was so trivial it might as well have been a cutscene. Horizon actually had you occasionally look for the right handholds or think about where you're going, though usually it was pretty pointless. Better sense of weight imo.
Part of the problem with weapon durability was the math they used.
The total amount of damage a weapon could do before breaking was fairly close to the square of the damage it did on a single hit.
So your shitty starter weapons would hit 5 times for 5 damage each and then break. This felt horrible!
Mid-game felt much better - weapons were coming in around the same rate that they broke.
And then the math broke down again with end-game weapons lasting forever. You will be throwing away a kingdom's worth of epic loot because everything lasts forever and you don't have room.
I recently played uncharted 4 which had some of the best climbing in any game I’ve played (I mean, it was still obvious routes and only very specific surfaces where you could climb). And then right after it played horizon zero dawn which was a good game, for sure. But had absolute trash climbing.
I'm going to disagree with you here
Uncharted had floaty, obvious climbing that was so trivial it might as well have been a cutscene. Horizon actually had you occasionally look for the right handholds or think about where you're going, though usually it was pretty pointless. Better sense of weight imo.
No way. Uncharted had you actually control your direction, your arms moved, it wasn’t an automatic flick of the analog stick. It was like that scene escaping from the burning car- to progress you actually have to move your hands in a useful direction. HZD was just all or nothing. Point in the wrong direction, nothing happens. Find the bright yellow grip point and point that way and you leap nimbly bimbly with no sense of actual body mechanics. You move automatically and skittishly like an insect and there’s no feeling at all that you’re a human doing a human movement.
I am biased because I love games where you start out extremely weak and have to be cautious and stop liking them as much when I become a god among mortals.
It is me, the person who likes the early part of Morrowind.
Couscous on
+6
Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
I am biased because I love games where you start out extremely weak and have to be cautious and stop liking them as much when I become a god among mortals.
It is me, the person who likes the early part of Morrowind.
I love games where you start out weak and feel useless.
I also love at the end of those games when you feel like a god.
I don't want to feel like a god all game. But I do love reaching that point.
0
Sir Landsharkresting shark faceRegistered Userregular
I am biased because I love games where you start out extremely weak and have to be cautious and stop liking them as much when I become a god among mortals.
It is me, the person who likes the early part of Morrowind.
I like the journey of starting weak and ending strong. Once I've got god-power I start getting bored and the game really needs to be providing something else (exploration, characters, story) to keep me going.
If you are on the East Coast and work a traditional schedule, your work week is very nearly done!
I know this because I am sipping coffee across the street from my partner's office, who has been trapped into one of those aforementioned "traditional work schedules"
Poor lass
What's your boyfriend do?
Oh, he's a vagabond.
RedTide#1907 on Battle.net
Come Overwatch with meeeee
Most modern big budget game design is about developers carefully making players think they are being challenged a lot while doing almost everything to guarantee they don't have a hard time.
There isn't anything wrong about that, but it does mean the difficulty curve is intentionally designed to feel pretty flat in a lot of cases instead of starting out really easy and forcing you to get really good at it or starting at hard and becoming easier over time.
I recently played uncharted 4 which had some of the best climbing in any game I’ve played (I mean, it was still obvious routes and only very specific surfaces where you could climb). And then right after it played horizon zero dawn which was a good game, for sure. But had absolute trash climbing.
I'm going to disagree with you here
Uncharted had floaty, obvious climbing that was so trivial it might as well have been a cutscene. Horizon actually had you occasionally look for the right handholds or think about where you're going, though usually it was pretty pointless. Better sense of weight imo.
No way. Uncharted had you actually control your direction, your arms moved, it wasn’t an automatic flick of the analog stick. It was like that scene escaping from the burning car- to progress you actually have to move your hands in a useful direction. HZD was just all or nothing. Point in the wrong direction, nothing happens. Find the bright yellow grip point and point that way and you leap nimbly bimbly with no sense of actual body mechanics. You move automatically and skittishly like an insect and there’s no feeling at all that you’re a human doing a human movement.
I don't understand your praise of Uncharted, though I get the criticism of Horizon. Imo they're both kind of bad and "traversal" is bad, lazy filler in way too many AAA games.
I have a really poor understanding of systems biology and like how organs work or anything larger in scale than a single macromolecular complex
I wanna go to med school
But for free and without ever having to treat sick people
BeNarwhalThe Work Left UnfinishedRegistered Userregular
My latest Skyrim run has been pretty rad in terms of a build that keeps me feeling threatened by enemies (and dying if I'm not smart about how I approach a situation!)
One-handed fighter in light armor with a dual focus in conjuration and restoration magic
So I summon an atronach to fight with me, jump in swinging my weapon du jour, then spend the rest of the battle frantically healing myself and my little fire friend
I do not yet feel like an invincible god like I often end up with in Skyrim, and it feels pretty good!
I am biased because I love games where you start out extremely weak and have to be cautious and stop liking them as much when I become a god among mortals.
It is me, the person who likes the early part of Morrowind.
I'm playing Divinity Original Sin 2 again this time on Honour mode and it feels like this right through the first 20 hours
Which is how far I got before I TPK'd and had to start over.
I recently played uncharted 4 which had some of the best climbing in any game I’ve played (I mean, it was still obvious routes and only very specific surfaces where you could climb). And then right after it played horizon zero dawn which was a good game, for sure. But had absolute trash climbing.
I'm going to disagree with you here
Uncharted had floaty, obvious climbing that was so trivial it might as well have been a cutscene. Horizon actually had you occasionally look for the right handholds or think about where you're going, though usually it was pretty pointless. Better sense of weight imo.
No way. Uncharted had you actually control your direction, your arms moved, it wasn’t an automatic flick of the analog stick. It was like that scene escaping from the burning car- to progress you actually have to move your hands in a useful direction. HZD was just all or nothing. Point in the wrong direction, nothing happens. Find the bright yellow grip point and point that way and you leap nimbly bimbly with no sense of actual body mechanics. You move automatically and skittishly like an insect and there’s no feeling at all that you’re a human doing a human movement.
I don't understand your praise of Uncharted, though I get the criticism of Horizon. Imo they're both kind of bad and "traversal" is bad, lazy filler in way too many AAA games.
In Uncharted, when you move the analog stick your arms move in that direction. If you see a new ledge or grabbable surface, you can ‘reach’ towards them, which is a satisfying exploration of your range and ability. Ultimately the walls you can climb on are sort of lightly color coded and there aren’t a whole lot of ways for you try and go in the wrong direction. But it’s the first game where there’s some visual indicator of whether you can proceed- and it’s not just, a lazy one axis ‘lean’. You can control a bunch of degrees of motion when moving your hand.
Maybe that impressed me unduly. But it felt like an actual activity in which I was taking part instead of mindlessly holding the stick in the generally-right direction
+3
BeNarwhalThe Work Left UnfinishedRegistered Userregular
If you are on the East Coast and work a traditional schedule, your work week is very nearly done!
I know this because I am sipping coffee across the street from my partner's office, who has been trapped into one of those aforementioned "traditional work schedules"
Poor lass
What's your boyfriend do?
Oh, he's a vagabond.
"He's on disability for some health issues" is enough for people I haven't met :P
People that I have met / know a little better get a more complete picture, including my occasionally flippant attitude toward the situation and how I do indeed self-identify as a "vagabond"
I'm also a capitalism conscientious objector, when I'm feeling sassy
Posts
BotW's entire reward structure goes so against the grain it's hard to enjoy at first.
Most games focus on permanent power progression - more levels, better gear, more abilities, more stats, etc. And you get to keep it all forever.
Zelda showers you in consumables, and this includes weapons!
It desperately wants you to be swinging your coolest sword until it breaks and firing your special arrows until they are gone, because there's always more around the corner.
I didn't start really enjoying Zelda's progression until I let go of the hoarder mentality and trusted the game to keep providing me with good shit.
Bbt and modern family
We were watching brooklyn nine nine but we got caught up and season 5 too expensive
I have a lot of complaints about it but they're all relatively minor
The core game is solid
the "no true scotch man" fallacy.
Wearing the full gear with it's set bonus transforms climbing from "fun, if a bit slow" to "I am a climbing god!"
it's a start!
Yeh, I dunno finding chests pretty much never felt good to me. It was basically just like every reward was ammo.
Like did I fight my way here? If yes my reward is getting back the ammo I used to get here. Or maybe I ran past all enemies and avoided the combat in the game so that scenario didn't happen and then I get to just choice which old ammo I replace this new ammo with.
The world was absolutely beautiful which made this all the more sad for me because there were all sorts of nooks and crannies that I could have looked for but it just never felt good when the chests were so disappointing.
Nah
We have room here for both camps
The camp who see that weapon durability was a pointless Sisyphean grind
And the camp assembled from plebians, philistines, and the insane
the "no true scotch man" fallacy.
It wasn't a grind!
Careful, Feral. Your cutting remarks might shatter with repeated use.
That's okay, I always have more cutting remarks right around the corner
the "no true scotch man" fallacy.
I'm going to disagree with you here
Uncharted had floaty, obvious climbing that was so trivial it might as well have been a cutscene. Horizon actually had you occasionally look for the right handholds or think about where you're going, though usually it was pretty pointless. Better sense of weight imo.
And in the other corner, those still shackled to material possessions who will never reach nirvana.
I suppose it is if you never kill anything
https://www.youtube.com/watch?v=jrETX2eDhL8&feature=player_embedded&fbclid=IwAR36jBuBW7ba65y0qWp_6b5fN7XGJeIluq2ISTmVlKMwAYX248-36kthxyE
league of legends
it's a halloween skin for a character named kled
he's doofy and his bat is doofy
The total amount of damage a weapon could do before breaking was fairly close to the square of the damage it did on a single hit.
So your shitty starter weapons would hit 5 times for 5 damage each and then break. This felt horrible!
Mid-game felt much better - weapons were coming in around the same rate that they broke.
And then the math broke down again with end-game weapons lasting forever. You will be throwing away a kingdom's worth of epic loot because everything lasts forever and you don't have room.
No way. Uncharted had you actually control your direction, your arms moved, it wasn’t an automatic flick of the analog stick. It was like that scene escaping from the burning car- to progress you actually have to move your hands in a useful direction. HZD was just all or nothing. Point in the wrong direction, nothing happens. Find the bright yellow grip point and point that way and you leap nimbly bimbly with no sense of actual body mechanics. You move automatically and skittishly like an insect and there’s no feeling at all that you’re a human doing a human movement.
what are you building!
It is me, the person who likes the early part of Morrowind.
Naw. Freeze a hinox, grab his belt, still no grind
I love games where you start out weak and feel useless.
I also love at the end of those games when you feel like a god.
I don't want to feel like a god all game. But I do love reaching that point.
Haha 100 hrs played and i never knew you could do that
I like the journey of starting weak and ending strong. Once I've got god-power I start getting bored and the game really needs to be providing something else (exploration, characters, story) to keep me going.
I was taking out guardians left and right with low level shields. Ain't got nothing on my broken pot lid you fools.
Using the timing mechanism for fighting so weapons didn't really ever break.
Shit, that is probably what they intended for the game to be like.
I still have yet to do the master quest though.
What's your boyfriend do?
Oh, he's a vagabond.
Come Overwatch with meeeee
There isn't anything wrong about that, but it does mean the difficulty curve is intentionally designed to feel pretty flat in a lot of cases instead of starting out really easy and forcing you to get really good at it or starting at hard and becoming easier over time.
I don't understand your praise of Uncharted, though I get the criticism of Horizon. Imo they're both kind of bad and "traversal" is bad, lazy filler in way too many AAA games.
So you want to be Niles Crane
One-handed fighter in light armor with a dual focus in conjuration and restoration magic
So I summon an atronach to fight with me, jump in swinging my weapon du jour, then spend the rest of the battle frantically healing myself and my little fire friend
I do not yet feel like an invincible god like I often end up with in Skyrim, and it feels pretty good!
I'm playing Divinity Original Sin 2 again this time on Honour mode and it feels like this right through the first 20 hours
Which is how far I got before I TPK'd and had to start over.
Boom goes the dynamite
If you threw the bullets this would make sense.
But you have a gun so..
So it still makes sense!
In Uncharted, when you move the analog stick your arms move in that direction. If you see a new ledge or grabbable surface, you can ‘reach’ towards them, which is a satisfying exploration of your range and ability. Ultimately the walls you can climb on are sort of lightly color coded and there aren’t a whole lot of ways for you try and go in the wrong direction. But it’s the first game where there’s some visual indicator of whether you can proceed- and it’s not just, a lazy one axis ‘lean’. You can control a bunch of degrees of motion when moving your hand.
Maybe that impressed me unduly. But it felt like an actual activity in which I was taking part instead of mindlessly holding the stick in the generally-right direction
"He's on disability for some health issues" is enough for people I haven't met :P
People that I have met / know a little better get a more complete picture, including my occasionally flippant attitude toward the situation and how I do indeed self-identify as a "vagabond"
I'm also a capitalism conscientious objector, when I'm feeling sassy