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KIROKAZE
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@guilelessmonk
for april fools we’re deleting this entire site sayonara you weeaboo shits
This is why peacefully protesting is a mugs game. The state ain’t peaceful
A Wild Podcast Appears!
Hey everyone. So I basically quite Tumblr a while ago, as the people who still follow me for some reason have no doubt noticed. But I did want to pop back in and mention that I have a podcast now, and it’s really good and you should listen to it.
Video Games Cover to Cover is a podcast I’m doing with my longtime friend. We’re going to choose a game and work our way through it and discuss it each week - we’re going to cover the interesting and less interesting bits and make sure that these games get the attention they deserve. We’re covering a few hours each week so that we can cover it all, and you can follow along with us and join the discussion! Think of it like your local book club, but online and for video games.
We just started up this week, and we’re opening up with Final Fantasy X-2, in honor of the HD collection coming out on Switch recently. It’s the unloved child of the FFX family and we’re hoping to discuss why that is and whether it deserves its reputation.
And hey, don’t just take my word for it - so far people seem to be enjoying it!
Currently VGCTC is available on Apple Podcasts, Spotify and Stitcher, with more to come as soon as we get approval. We’re adding a new episode every Monday and we’re really excited about this.If you’re into podcasts and this idea sounds interesting, please give us a listen, and subscribe or rate us! These first few weeks are critically important for the success of any podcast and we have a personal goal to make the New and Noteworthy lists on Apple, which we can only manage with your help!
Just use the links below for your podcast app of choice, and thank you for any attention you’re able to give us.
Apple Podcasts: https://podcasts.apple.com/us/podcast/video-games-cover-to-cover/id1467320394
Spotify: https://open.spotify.com/show/4Rhh37XzHzoUlpEL71qxkX
Stitcher: https://www.stitcher.com/podcast/video-games-cover-to-cover?refid=stpr
this literally just went down at the biggest North American fighting games tournament this weekend y'all I don’t think you understand
its pretty hard to convey how big of a deal this is
he’s selling himself short by just saying he’s the best “dbfz” player. he has a real claim for the title of best overall fighting game player in the world. he just won the biggest game in the world right now, and has been winning tournaments flawlessly for years, and he’s still so young.
he basically just won ten superbowls and cemented his legacy as one of the all time greats, as if it fuckin wasnt cemented enough. in the pantheon of great players, the Mount Rushmore of legendary competitors, he just carved himself out a second head
Link to the original Tweet
Simply perfection.
so just imagine how much these factors shape our interpretations of historical evidence. ;)
Current mood: Kendrick Lamar eating corn on the cob in a palm tree
Studying 3rd Person Shooting Mechanics and thought I’d share something interesting I found with y'all.
It is easy to read this as HZD being lazy but the choice (do arrows fire from the bow or the player's view) is a trade off and I think both games made the choice in the way that fits them.
The arrow firing from the bow is more logical and doing so makes the game more immersive by sticking to the logic of the game world. This rarely comes up but it is the details that really sell a game's world and this is a good one. On the other hand it makes hitting targets with arrows harder sometimes. The arrow's actual trajectory is going to be slightly different then the shot the player is actually trying to make but this difference is only really noticeable when you are making close range shots.
Link's primary weapon is a sword, he uses a bow for ranged attacks but most combat is done in melee range with melee weapons. Aloy uses a bow as her primary weapon and you are often asked to make close ranged attacks on small targets (vulnerable pieces of enemy bodies). In the context of a game that expects you to use the bow up close firing from the player's view makes perfect sense; otherwise player's would just kinda miss up close shots sometimes without them realizing why which would be frustrating.
Choices don't exist in a vacuum, whether they work or not depends on the rest of the game.
The Structural Incentives of Monetization
I want to briefly (joke) talk about the structural incentives of different forms of game monetization. Basically, how does the way a game charges players change what kind of game the developer wants to make?
I will say upfront I'm presenting these as categories with clear boundaries but in practice they aren't so clear. A game will often have to be purchased, and then have a subscription fee, and the game might be selling ad space or have product placement within it. You might buy a subscription which gets you discounts to games that you purchase which have micro-transactions in them. There might be various tiers of subscription, or various tiers of purchase. And so on...
Regardless of how complex it is in practice though simplifying it in order to talk about these things in general is useful as it gives us a tool kit for understanding the more complex real world cases. I will also say that this is not an exhaustive list, this is just a couple common forms of monetization.
With the disclaimers out of the way...
I have been thinking about this for fucking hours
original video link
this game is a masterpiece
And it’s currently FREE with GoG’s winter giveaway! https://www.gog.com/?pp=d965a463ac183af4828302b14522bb3371cec49f
Pyre and Weight of Low Stakes
Pyre was probably the most stressful game I played this year. That isn't to say that it was the hardest or most intense, but that I was more afraid of losing in that game then any other game I've played. This seems strange given that the stakes for the game are much lower than most other games. There is a revolution, but it is a distant thing for a place that you --the player-- have never seen. Rather, the stakes for each match are much more personal. To try and settle a grudge, to win a bet, or to show a bully you won't be pushed around. Maybe it is because the stakes feel more relatable or maybe it is because the stakes are so small the game can actually let you lose.
This dog has a mustache and if you say it looks dumb he will shave it but why would you it is great. The things you do and say in this game MATTER!
In a game like Destiny 2 where the stakes are the end of the world I'm not really afraid of dying. It would be an inconvenience, I would have to redo some stuff, but I know that the world isn't actually going to end. The threat is grand and operatic, but also totally without teeth. It doesn't matter how many times I die, the sun isn't actually going to explode. But in Pyre, I can let my friends down. I can screw up and put them more in debt, be unable to help them stand up for themselves, or help them get the forgiveness and absolution they deserve. All those things can happen because of your failure and the game doesn't stop and ask you to try again, you just have to live with it.
Your soldiers can die in XCOM, will die in XCOM. On one hand this made me fear for their lives but it also made me emotionally distant from them. I might spend some time customizing them or giving them nicknames, but I'm always ready to let them die if need be. But in Pyre your failures don't just disappear, they stick around and tell you not to worry, its okay. They’ll figure something out. Really, they are okay. Its okay, it wasn’t like they cared. It is fine, they are fine.
Honestly, its fine. Fine. I’m fine...
This hurts more. It wasn't a noble sacrifice that gets a plaque on a wall of heroes, it was just you fucking up and letting down someone who counted on you.
I don't particularly care when a game tells me that all time will be destroyed if I fuck this up. In part because I know I can fuck it up and I'll get another chance, and in part because I have no conception of what everything being destroyed would look or feel like. If, on the other hand, a game tells me that if I screw this up I'll be late to pick someone up from the airport... well now I can't bear to lose.
This isn't me saying we should stop making games where someone threatens to blow up the world. What I'm saying is that when games engage in this Armageddon arms race where each game struggles to come up with a bigger and badder way to end the world, solar system, universe, EXISTANCE, they miss what makes a game's stakes emotionally compelling. Pyre doesn't threaten to undo existence, it doesn't even threaten to kill any of your friends, yet I've never been so afraid of letting down a virtual character before.
Different Kinds of Difficulty: Continuous and Aspirational
With Cuphead reigniting discussions about difficult games it is worth spending some time examining all the ways in which a game can be difficult. Cuphead is difficult and Chess is difficult but they are difficult in such radically different ways that it seems odd to just apply the same “difficult” label to both. But instead of talking about how different games are difficult, I want to talk about the different ways the same game can be difficult. I want to talk about the difference between continuous and aspirational difficulty.
This is an image of Cuphead and not Chess because only one of them is bringing in that sweet sweet SEO right now.
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Now featured on Gamasutra.
Different Kinds of Difficulty: Continuous and Aspirational
With Cuphead reigniting discussions about difficult games it is worth spending some time examining all the ways in which a game can be difficult. Cuphead is difficult and Chess is difficult but they are difficult in such radically different ways that it seems odd to just apply the same "difficult" label to both. But instead of talking about how different games are difficult, I want to talk about the different ways the same game can be difficult. I want to talk about the difference between continuous and aspirational difficulty.
This is an image of Cuphead and not Chess because only one of them is bringing in that sweet sweet SEO right now.
PLEASE TURN THIS OFF
Most of tumblr activity is on mobile and this feature is hurting many small creators like myself. Our activity is dropping rapidly as our content is being buried under more “popular” content creators that automatically get put on the top of your dash.
Support ALL content creators and turn this off, please. It sucks having our work be pushed to the bottom never to be seen.
turn on sound
This has a better three-act structure than some movies I’ve seen lately.
I’m in tears
How gambling principles and seductive animation compel players to drop cash on card packs and weapon crates.
Loot boxes’ ubiquity might be fairly new, but they’ve been around rather longer than you might think. Economic sociologist Vili Lehdonvirta has suggested that they appeared in their modern form first in the Chinese free-to-play MMO ZT Online in around 2006 or 2007. A Chinese newspaper described how for a yuan you would buy a key: “When the key is applied to the chest, the screen will display a glittering chest opening. All kinds of materials and equipment spin inside the chest like the drums on a slot machine as the wheel of light spins.” Yep, sounds like a loot box.
But they’ve also been around far longer in the form of baseball cards and Magic: The Gathering packs, and, if you think about it, even in identifying magic items in D&D.
On loot boxes.
“ It’s a lovely morning in the village and you are a horrible goose. A new game by us, coming 2018. “
HOLY SHIT
I want this so, so bad. O_O Suggestion for development team: unlockable Canada goose skin so I can be the MOST terrible goose possible, thx.