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Path: ...!news.nobody.at!eternal-september.org!feeder3.eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: Fallout 2 - here we come Date: Wed, 8 May 2024 04:30:05 -0000 (UTC) Organization: the-candyden-of-code Lines: 83 Message-ID: <v1ev4d$3olp7$7@dont-email.me> References: <v0gu4k$3rv72$1@dont-email.me> <s82q2jhf4qjim9gtvkeva5at7u7bsjpnvs@4ax.com> <v0l5ek$vnnu$1@dont-email.me> <v0rndc$2mj8t$1@dont-email.me> <v0tvg2$39vuh$1@dont-email.me> <v104t1$3sfsv$1@dont-email.me> <v15vdh$1beom$1@dont-email.me> <p72f3jl0qn1mj8f5d9mhop58bdch6fkvni@4ax.com> <p65f3j1asrsp1r1d3edvnlu89bgntn3c6p@4ax.com> <p8kf3j5hk2bv9227hnlotpmm9157mkolla@4ax.com> <2u1i3jtau607m1emsjcd4ie2a99cbcd2e5@4ax.com> <4dai3j54tjaicttkfn98k1f14h6plkvtai@4ax.com> <lcok3jpebu9g5fnrd8pfe5guuhtujt9tg0@4ax.com> <v1dtno$3dsn5$1@dont-email.me> <v1eie8$3ibfq$1@dont-email.me> Injection-Date: Wed, 08 May 2024 06:30:05 +0200 (CEST) Injection-Info: dont-email.me; posting-host="3e060bacec01e57410d66ca1153400cc"; logging-data="3954471"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX1+aHT6ZF/E65xJaRQLqZSVzTnmOMuoz1T+A5a20OE963g==" User-Agent: slrn/pre1.0.4-9 (Linux) Cancel-Lock: sha1:M5jm7eK6FgRuBL1g2z6MkGQHRuk= X-Face: b{dPmN&%4|lEo,wUO\"KLEOu5N_br(N2Yuc5/qcR5i>9-!^e\.Tw9?/m0}/~:UOM:Zf]% b+ V4R8q|QiU/R8\|G\WpC`-s?=)\fbtNc&=/a3a)r7xbRI]Vl)r<%PTriJ3pGpl_/B6!8pe\btzx `~R! r3.0#lHRE+^Gro0[cjsban'vZ#j7,?I/tHk{s=TFJ:H?~=]`O*~3ZX`qik`b:.gVIc-[$t/e ZrQsWJ >|l^I_[pbsIqwoz.WGA]<D Bytes: 5917 Dimensional Traveler <dtravel@sonic.net> wrote at 00:53 this Wednesday (GMT): > On 5/7/2024 12:00 PM, candycanearter07 wrote: >> Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 17:26 this Tuesday (GMT): >>> On Mon, 06 May 2024 15:12:53 -0400, Mike S. <Mike_S@nowhere.com> >>> wrote: >>> >>>> On Mon, 06 May 2024 12:49:52 -0400, Spalls Hurgenson >>>> <spallshurgenson@gmail.com> wrote: >>>> >>>>> I can endure it... so long as the game keeps drip-feeding me new >>>>> content on the side. "Skyrim" is a perfect example; it's combat just >>>>> isn't very exciting... but there's enough other stuff - it's huge map, >>>>> lots of treasures, different faction quests to explore - that it can >>>>> (and did!) occupy me for months. But "Diablo"? I tired of that one >>>>> pretty quickly. Its dungeons all looked the same, half the monsters >>>>> were just re-colors of creatures I'd already battled on the first few >>>>> levels but with a few more hitpoints, and the difference between a +5% >>>>> sword and a +8% sword just wasn't enough to make me care. I played the >>>>> game through for its story but its extremely difficult for me to go >>>>> back and replay it. >>>> >>>> The better sword is the carrot on the stick that keeps me playing. It >>>> is the constant improving of my character that I find interesting. >>>> >>>>> It's also why I've so little interest these days in multiplayer games; >>>>> those are all about playing over and over again on the same maps. In >>>>> the early days, just the idea of being online and messing about with >>>>> friends was enough to overcome this deficiency, but - thirty years on >>>>> - even that novelty is gone. Similarly, my opposition to repetition is >>>>> why remakes and remasters don't excite me. Give me something new, not >>>>> a game I've already played! >>>> >>>> Yeah, I love remakes and remasters. There is a market for these. >>>> Someone should and will fill it. >>>> >>>> I always assumed your tastes would be better served by the indie >>>> market, but I think you complain about them as well. >>> >>> I'm an equal-opportunity whinger! ;-) >>> >>> I /love/ Indie publishers. I'm not crazy about their products. >>> >>> Indies come up with a lot of interesting ideas. They aren't so tied >>> down that they're afraid to experiment. Triple-A studios are terrified >>> of doing releasing anything except a proven product, and >>> understandably so. When you're risking $100 million USD, you want a >>> pretty good guarantee of return. So it's up to the Indies to try new >>> things. >>> >>> But there are several problems with this. The most obvious is that - >>> thanks to their much smaller budgets - Indie games have a lot less >>> polish. A second problem is Sturgeon's law applies to Indie games too; >>> they might have a lot of new ideas, but most of those new ideas are >>> stupid. And the tiny budgets of Indies means that there are /a lot/ of >>> Indie developers out there, which only amplifies the problem. Crappy >>> Indie games have inundated the market. Finally Indie games often are >>> ultra-focused on their new gimmick, to the detriment of the overall >>> experience (recently released "Exit 8" is a perfect example of this. >>> It's core gameplay is interesting... in short bursts. But there's not >>> enough actual game to make it worth the purchase). >>> >>> So, yay for Indies! You guys are saving the hobby. But I've usually no >>> desire to buy or play their games. >>> >>> It's the rare mid-tier publishers/developers that I tend to favor >>> most. They've the budgets to create solid games with just enough >>> polish and experience that I can overlook the rougher issues, while >>> still not being scared to take chances with new gameplay mechanics. I >>> get the necessary novelty without the aggravatingly bad design. >>> >>> ;-) >> >> >> There have definitely been some solo/unprofessional devs that made >> fantastic games (dwarf fortress and ss13 comes to mind) (and funny >> enough i happen to be sorta friends with a dev for both :D) (putnam) > > Stardew Valley. Oh that too. -- user <candycane> is generated from /dev/urandom