I am currently playing Shadow Warrior 2 and it is the first game that has made me actually laugh out loud in a long time. The writing is fantastically stupid. The voice acting is perfect for the delivery of the jokes. At the beginning I was playing it and thinking I'll kill some demons for 2 hours and go back to my usual games but the humor and writing is keeping me playing. What games make you laugh out loud? What games have kept you around just to keep experiencing the good writing?
Metal Gear Rising: Revengeance is the last game I played that had me smiling to ear to ear and laughing the entire way through. It doesn't become uproariously funny until the final boss, but I was laughing thinking about him for weeks after finishing the game.
The silly background songs and over the top action did it for me, that and the usb-scene. I loved that game, it was so stupid and so much fun.
Memes: the DNA of the Soul
During the Boss Fight, Armstrong says that he will "Make America Great Again"
I don't see it mentioned ever, but Gunpoint has excellent writing. It's all through text messages, emails, and thought bubbles, but it's a very funny game with fun, simple gameplay.
Gunpoint is a fantastic game. Good mix of super satisfying gameplay and snarky humor.
I have this game but it didn't seem to do it for me. I had just finished Ronin and I thought it was a bit too similar, so I shelved it. May have to pick it back up after your comment.
Oh yeah I always forget about that game You just reminded me to go finish that
The Stanley Parable. The voice actor has such a calm and relaxing voice, until you start pissing him off and do the opposite of what he narrates. The really unique way of playing a game, along with the irritable narrator makes me laugh out loud every time I play it. It's a short game, but I think it's an artistically well made game.
There's a game on Steam that came out called ICEY that is like a mix of Stanley Parable and a 2D beat em up action game. The narrator will tell you where to go but the game will have branching areas you can go instead where he may comment on you not listening to his direction which sometimes leads to an area similar to Stanley Parable that ends in some weird way where afterwards you have to start the area over again.....it's a pretty great little game.
Considering the number of endings and extra dialog that you hear if you wait at most places I'd say that it isn't short.
The Bard's Tale is also a funny game that has a narrator talking crap to you.
I feel like the Portal series has great writing. Especially because most of the characters are either robots or just voice overs, so you dont get the usual "uncanny valley" thing with facial expressions not really matching up with the lines.
Portal has a great sense of humor. GlaDOS is a perfect combination of funny and scary and Cave Johnsson is great!
Edit: Oh no! I almost forgot about the little turrets! "Is someone there?" And the personality cores... Well, guess I'll be replaying the Portal games after I finish MGSV!
Aw man, everytime I read something about portal I feel bad for not being able to play it. I get motion sickness easily in regular FPS games, and just from reading portal's description I can imagine my motion sickness would be horrific.
Possibly the greatest moment(s) of Portal writing emerged in the end credits, where GLaDOS would sing you a "break up"-style song:
https://www.youtube.com/watch?v=Y6ljFaKRTrI
https://www.youtube.com/watch?v=dVVZaZ8yO6o
Some of the lines from those songs are great.
Old point-and-click adventure games from Sierra and Humongous, for example, had great humour in their writing. A good chunk of the fun in games like King's Quest and Leisure Suit Larry was hearing the horrible puns from the narrator upon dying, or hearing the narrator's witty comments when examining an object. Their comedic tone was largely thanks to how they were playfully narrated.
South Park: The Stick of Truth had me in tears countless times. It's easily the funniest game I've ever played.
The Paper Mario and Mario & Luigi RPGs, have surprisingly tasteful humour, as well.
And there's also EarthBound and Undertale, which have awesome meta humour.
Old point-and-click adventure games
I find all Sam & Max games to be really funny.
Also Maniac Mansion/Day of the Tentacle, which is by the same people (Tim Shafer and Ron Gilbert).
Grim Fandango in a similar vein, mixed adventure and humor really well, but with darker humor than the monkey island series' more on-the-nose gags.
Have actually been eyeballing this on the Xbox Marketplace. Should buy then?
People on the internet often describe GTA 4 as a very gritty, grey and sad game. That there is no humor. I really don't understand this. Yes, the story itself is like that for the most part. But the dialogue can be genuinly funny.
There is tons of funny conversations in game. Not funny as in "hahahahahaha" out loud but they do make you grin. Jokes are mostly bad but they are so bad that they actually work.
"For a yokel, you're a really funny guy"
"Yes, and for an annoying dick, you're really an annoying dick"
Then there is the cutscene in the basement where you meet Faustin for the first time. Things look pretty disturbing and gory at first glance, only to make you laugh because everyone just starts screaming, shouting and arguing.
And of course, Roman and Brucie. Love these guys.
I think I liked GTA 4 humor far more than GTA 5's because of the fact that GTA 4 didn't try to be funny at all costs. It was a gritty story for the most part, and it took itself very seriously. But it also threw some funny (although still pretty dark) events to show that life isn't completely terrible. GTA 5 did the opposite really. Lighter story, everything is satirical, but there are few very dark events when the game really want you to take the story seriously. I personally liked the first approach more.
Agreed, GTA 4 was way funnier than 5 in terms of the world. In fact, I thought it was way better all around. Everything was somewhat believable, but then you turn on the radio or hear one of the ridiculous things the cops say while chasing you and it's hilarious. It felt more nuanced than 5, even though 5 was still very funny and a great game.
GTA V is the greatest thing to happen to GTA 4's story.
Now that people have their crazy HD GTA itch scratched, they're judging it on what it is instead of what it wasn't.
It's a well thought out crime drama that makes sense and doesn't shy away from making the player feel like shit about their choices, and leaving them feel like there is really no winning on the path Nico is on.
Now I just have to wait ten years for everybody to come around to MGSV.
Metal Gear Solid games are pretty funny at times. Not so much the storyline but the little gags they put in there. The cardboard box to hide in, opening a bathroom door and there's someone on the toilet, the radiochatter with the npcs, dropping lewd magazines on the floor to distract enemies, etc. I started playing MGSV this week and I'm already looking forward to shenanigans with my trusty box companion.
Also, Saints Row games. It's so over-the-top ridiculous that I find them more engaging and fun than GTAV. The games themselves can get pretty buggy though. Finished SR4 this week and the game kept crashing/locking up A LOT. And even though it's so buggy the humor kept pushing me to play and finish the game.
Portal still is my favorite franchise in terms of humor (so far). GlaDos has the perfect combination of both hilarious and terrifying for me. Cave Johnsson takes a well deserved 2nd place.
Magicka! When i heard "stay awhile and listen" i knew it's gonna be fun
The humor in this game is mainly from the fuck ups that your team does. Using the Thunderbolt spell for the wrong reason or crossing the beams.
The secret password is BANAAANER.
Cracks Completely destroys me everytime I play it.
There's another layer of humor in Magicka I don't think you can appreciate unless you speak a Scandinavian language, too.
Honestly, I get a lot of laughs out of The Sims franchise.
For example, the other day I was playing The Sims 4 with an Evil teenager and spotted the "Monkey Around" interaction when I clicked on some random neighborhood kid. When I used it, my character put her hand on this little guy's head and shoved him. Started poking him. Etc. All with this shitty look on her face.
Meanwhile, the teen's dad walks over (he's also a bastard) and just stands by watching with this look on his face like, "This is good." The context of how it played out was just perfect.
But beyond being able to create neighborhood scourges like this family, there's just all sorts of random, goofy, funny stuff in these games.
I made a goblin type dude and got the neighbourhood police woman pregnant and the baby had long ears and nose.
I can imagine the police woman's husband thinking 'there's something wrong here'.
Commit. Structure entire levels and extended sequences around gags. Gameplay mechanics, core meaningful parts of the experience must be drenched in sarcasm.
So many games attempt humor but end up falling flat because they play like any non-humor game and just have "humorous" dialogue and gags.
If you want an amazing example of a hilarious game, play Barkley: Shut Up and Jam Gaiden. Every inch of that game is built around being hilarious, from the innovative basketball based combat systems to the save points which lecture you in satirical pseudo-intellectual forum posts before they let you save. It's hilarious and probably one of the best indie games I've ever played. It's also totally freeware so you can play it in its entirety for free with no cash shop, ads or any other strings. It's just a free-ass game.
Jazzpunk is another example of humor wrapped in a game. The game was simple but not boring, and the jokes were fantastic.
Tropico 4 is my go-to game if I need to laugh. Though the game doesn't take itself too serious, but you can still put hours into building the perfect island. My favorite line is from the radio once you get an overall hapiness of 60%: "I have never seen so many smiling people on the streets; it's like all mother-in-laws suddenly left the country!"
I'm currently playing through Tropico 5 and sadly, for me it doesn't have the charm Tropico 4 has. The timing is just a bit off.
I also play Battleblock Theater with my brother. It has fantastic humor and art style. It is especially fun for younger siblings if they wish to kill their older sibling again and again even though you play coop. (We do the time-based levels over and over) But that might just be my personal experience.
those missions were downright hilarious too. Tropico had a mission for breaking a number of world records to earn reputation as an important place, and one of the requirements was to launch an unmanned rocket at mars to plant a flag, thus earning "Largest Territory" award. Fun!
The writing in them isn't necessarily hilarious, but the meta and parody jokes in LISA and Undertale are often times very charming.
Otherwise, the Southpark game is sublime and Saints Row 3 definately had me laughing at times.
Man, LISA has some of the bleakest dark humor I've ever seen in a game. I say that with an extremely large amount of praise. It's really rare that a game makes me laugh and feel queasy and uncomfortable at the same time, but LISA nailed that like it had building permits.
Definitely Katamari games. The funniest games I have played. The pseudo dialogues (or monologues) are a great form of absurd comedy and I just can't get enough. Kudos to the localization team(s) for such an outstanding job.
Borderlands jokes are just so irreverent. Every time I think "oh god they can't get much lower than that" I'm wrong.
I wasn't huge fan of the first Borderlands game, but those audio tapes from the crazy woman kept me playing.
Borderlands isn't my style of humor, never enjoyed those games because of it.
I smell deliciouuuuusss!
They have some great reactions, even to stuff as simple as "killing something with fire".
Saints Row 4's intro mission was hilarious. The moment you jump on the missile and Aerosmith starts playing had me in stitches and gave me a giant grin for a couple of hours.
My first game on Steam was Saint's Row III because I had finally gotten a good enough computer to game on and it was on sale or something. The moment I found out you could get a giant purple dildo as a melee weapon I knew I would love the game. I couldn't stop laughing the first time I launched someone clear across the street with it.
Jazzpunk. The humor is super weird and often absurd but I love that. Very Monty Python. It's also full of interactive visual gags.
Also, the classic King's Quest games, especially if you love puns.
Oh, and the recent Lego games, specifically Marvel Superheroes and The Force Awakens. (If you get the chance, visit Kylo Ren's bedroom...)
Jazzpunk was such a bizarre game, I can't think of anything else quite like it. I love how it spanned so many different settings and genres, and the writing was just strange and hilarious. Loved every second of it, I wish it were a little more well known.
Space Quest as a series. There's a lot not to like about Space Quest 6, but it really knew how to mix a fourth wall breach with Gary Owens.
Mario and Luigi Super Star Saga kills me anytime Mario and Luigi speak fake Italian.
I've only played the original Pheonix Wright / Ace Attourney game, but it's made me laugh out loud on multiple occasions. Putting a parrot on the stand and yelling at it to try and make it testify had me rolling.
Bad indie horror games! So many developers have aspirations to make these games that are deep which sadly just don't translate well to the player. I wish developers would use more resources and ask for help from others as a lot of these games have my laughing so much at their attempts to scare me and be emotional at the same time.
Yes, I don't play a lot of horror, but foreign indie games are often non-intentionally hilarious.
I'm playing Mars: War Logs, made by a French studio, and just having a really hard time taking it seriously because of the names.
Your character's real name is Temperance. Weird, but okay. But his companion is a young man named Innocence. Innocence? And literally the opening of the game is him about to be raped. It was supposed to be intense, threatening, but just ended up making me cringe-laugh. And I still chuckle every time Temperance calls, "Innocence!" Really, please have an English advisor on your design panel, to weed out the really bad translations or ideas.
You should try playing Gmod and loading up their horror maps. They're so bad they're excellent comedy.
I actually just finished The Last of Us, and it sounds funny to say that the game made me laugh, but it had a lot of charming moments. Ellie and her pun books got me the most because puns really get to me. She carried most of the comedic relief; anything else was likely unintentional by Naughty Dog.
Not to mention the story in this game - wow. This was my first playthrough and I knew nothing going in. I seriously could not put this game down, and despite beating it two days ago I'm already doing a second, harder run!
One of my absolutely favourite parts was the car ride from Lincoln to Boston. It nicely showcases most of the points that made the game so great. It's funny, charming, calm and heartfelt moment which very quickly turns into something horrific.
The original free game is still great, too. But of course Octodad 2 is much more polished and everything.
The new Pokemon game was funny. Just some of the little banter is interesting like, a couple of the team skull grunts were arguing. One of them said the other was wearing their shirt.
"we should label them with our names, that way we won't get confused."
"But we're all named grunt."
Just little stuff like that makes me laugh. Quite a few moments like that with Hau as well.
Before that, the last one I laughed at was probably Persona 4 Golden . Lots of funny moments in that, but it's been a while
Most recent example I'd say the Deadpool game. The game itself was so meh, but the jokes were unpredictable and random enough to keep me giggling all the way through.
Also does anyone remember Rayman 3?
Bulletstorm due to it's humor and innovative skillshot system.
Broforce. Over the top satire of American patriotism and action movie characters from 80s - 00s films. Great 2d side-scrolling shoot'em up to play couch co-op with friends.
Shadow Warrior. Love the Easter eggs and some of its dialogue.
The hardest thing about Broforce, especially when playing 4 player, is trying to work out where you are because your character changes so often and there are so many explosions
Bulletstorm. There's something I love about over-the-top insults and use of dirty language in an interchangeable, nonsensical way.
Armed and Dangerous (2003) never got enough love. It was just too far ahead of its time.
Armed and Dangerous (2003)
Yes, developed by Planet Moon Studios. See also Giants: Citizen Kabuto
Pity I haven't finished it (yet), I got stuck on one level and haven't played it since. It is great.
I haven't played very many comedy-heavy games, but Postal 2 certainly qualifies. It's a colossal satire on the violent video game controversy and the general shallowness of american consumer culture. Very lowbrow, but it works precisely because of how ridiculous it is.
I didn't find Postal 2 funny. I guess I don't find that intentional offensiveness thing appealing.
Tales from the Borderlands. Absolutely amazing stuff from most of the cast especially the Loader Bot.
I love Gortys too! So cute. They did a great job with robots in this series imo.
I loved Tales from the Borderlands! I couldn't stand Borderland's humor in their games. It was just cringe worthy. Yet somehow Telltale were able to make a better Borderlands story with humor. In TftB they toned it down and made if more cohesive. Where as with Borderlands everything felt just random for the sake of humor.
I really like the humor in the behemoth games. A little bit of it is really childish toilet humor but a lot of it is silly nonsense. And I run my entire life on silly nonsense. Their latest game 'pit people' has one of the funniest intros to a game I've seen in a while.
Borderlands 2, and the expansions are pretty neat too. Like, Tiny Tina's Assault on Dragon Keep.
One very small one liner https://youtu.be/prTsHVGFbA0
Borderlands 2 has one of my favorite villains. Handsome Jack has some of the absolute best jokes ranging from stupid poop jokes to dark depressing jokes.
Steins;Gate. It doesn't really have much game play (more of a visual novel), and it's suuuuper Japanese, but hot damn were the inner thoughts of the main character funny. It didn't hurt that it was a pretty mind blowing time travel story too.
Shadows of the Damned was basically the campy horror movie of games, Far Cry: Blood Dragon made me laugh out loud.
Far Cry: Blood Dragon and Kung Fury (movie) are like brothers separated at birth
Blood Dragon had me rolling from the beginning with arguably the best tutorial ever, and it kept me laughing throughout with moments like the "Winners don't do drugs" scene.
Then I got to the final mission, which convinced me Blood Dragon is one of the funniest games ever made.
"Librarby" was misspelled on the library sign, and it was never pointed out in the game. It's classy when you know that you have a subtle joke and you have the will to not ruin it by drawing attention to it.
“Papyrus, how can you stand this cold?”
“I HAVE NO SKIN.”
“So why don't we stand in Grillby's instead?”
“BECAUSE I HATE GREASE.”
“But you don't have a stomach!”
“NO, BUT I HAVE STANDARDS!”
The multiple personalities of the Mastermind in Danganronpa caught me off guard and had me in stiches. The beginning dialogue goes with the personality of apathetic towards the situation and then BAM, the mastermind's personality changes to a insane crazy person and I just die laughing. The dialogue in that final case with the Mastermind is fucking hilarious and Danganronpa 2's final case dialogue is just as good with the Mastermind.
The first thing that comes to mind to me when I think about humor in gaming is when I was 14 years old and first played Giant: Citizen Kabuto. Now, I don't know if the writing will hold up as brilliant today, but as a 14 year old, and the surprise that a sci-fi shooter like that could have such silliness really elevated the gaming experience.
Giants: Citizen Kabuto is still one of the few games I purchased 'on a whim' as a teenager, just because it looked so damned cool and original. I was whatever the exact opposite of 'sorely disappointed' is when I started playing it. All my friends were Warcraft/Starcraft players, and I suck at RTS, but somehow, Giants just worked for me.
Plus, I mean, come on, you get to be a giant monster against tiny squishy things that are not giant monsters if you wanna. That alone is worth the price of admission!
Hitman (2016) has some great NPC dialogue. Very tongue in cheek. Also a lot of the kill setups are pretty hilarious as well. 47's deadpan reaction to the ridiculous things happening around him just makes it even funnier.
Have to agree with everyone who says Saints Row 3 and 4. Those games are full of hilarious ridiculousness.
The other series I haven't seen mentioned yet is The Witcher. Both 1 and 2 have genuinely funny sections, usually conversations between Geralt, Dandelion and Zoltan during drinking sessions.
Oxenfree. It's meant to be a teenage, supernatural thriller but, man, there are moments that made me throw my head back and laugh. About 30 seconds in, I was hooked into the writing and voice acting; the first time in a long time.
Most recent game for me was Witcher 3, it surprised me with its humour and its heartwarming moments between the characters. From great father-daughter moments with Ciri and Geralt, to being possessed by a dead guy at a party, to talking to your horse, there were so many moments where I was smiling ear-to-ear throughout. The game just has a load of heart to it at every turn, even with minor characters. Geralt's great dry humour especially takes the cake.
Edit: Oh, and it has been mentioned here already, but by god, Tales from the Borderlands had me smiling and laughing throughout the entire thing. The characters and their interactions were just god damn great. And I had never played a Borderlands game before, but it was just comedy gold.
No One Lives Forever (and the sequel) immediately come to mind as some of the most consistently hilarious games I've ever played. Everything from the ridiculously characters, to the the hilarious conversations you could eavesdrop on, to the absurd set sequences (like chasing a mime through the streets of India riding on a tricycle with a giant Scotsman). I hadn't experienced a game with that many laugh-out-loud moments until I played Borderlands many years later.
I tend to enjoy the humor in Alpha Protocol. Thornton's quips tend to be overly cheesy and everything makes fun of spy movies. Also, every interaction with Steven Heck is hilarious since he's insane.
I think that Mario & Luigi: Superstar Saga is the one game that I genuinely found funny when I played, the game's writing is golden, and even though both Mario and Luigi don't speak a single word in the game, they come out as funny through their reactions to the happenings of the game.
I recently started Yakuza 0 and It's the first time I laughed so much while playing a game. The game is full of weird side quests with fun writing and unpredictable and ridiculous situations.
My favourite so far has been the Masochistic Man sidequest for Kiryu. I simultaneously cringed and laughed the whole way through. Yakuza 0 is a game I wasn't expecting to be as well-polished and wacky as it is, and the mini games are crazily well done too!
it's crazy how great both the serious main story and wacky side quests are, and somehow it all works together
The Monkey Island game series immediately springs to mind for its good humour.
The Witcher 3 also springs to mind; its moments of humour (scene with Triss at the lighthouse, half the dialogue with Zoltan and Dandelion, and much of the Hearts of Stone expansion spring to mind) are absolutely wonderful. Had a mate buy the game after watching me play through the Hearts of Stone quest where Geralt is possessed.
Spider-Man 2. Getting sassed by Bruce Campbell is a fantastic experience.
Some examples:
I recently replayed San Andreas and I appreciated it even more than back then, partly because I got so good at English I can now understand perfectly. There are so many jokes, I especially liked the in-game radio ads, they were just perfectly satirical.
Another game with great humour is Psychonauts, which is wonderfully bizzare and imaginative, and the jokes are just wacky.
Then there are some striking contrasts to be made, like in the case of Postal 1 (or Redux) and Postal 2. The latter makes pissing on mutilated burning people sick fun, whereas the former has absolutely serious tone and is disturbing as hell. Even Hatred with it's one-liners and unintentional comedy is more humorous.
But a game doesn't have to be histerical to be genuinely funny - Undertale or The Inner World both have the type of humour that makes them both appropriate and lovable.
There are many more games I have played that are both humorous or comedy can be found in them implicity, but that would be a long list.
Giant: Citizen Kabuto is probably the funniest game I've ever played.
Ghostmaster is still one of the greatest games, largely because of the humor in the plots, the settings, and the emergent humor from gameplay.
Most recently, Undertale. The game's writing and humor is pretty great, but it might not work for certain types of people. While the gameplay is pretty servicable, the plot, characters, and writing is what keeps pulling you through it, even enough for multiple play throughs (since there are different story paths that open up).
Before that, no game had ever entertained me as much as Portal 2 had. I enjoyed the first Portal but the humor of 2 really knocked it out of the park for me.
LISA probably has the best comedy writing of any game I've played. The game is dark as hell and extremely difficult, but no game has better understood how to execute subversive humor like LISA.
It's been long enough that I don't remember many specific examples, but I think that Mercenaries: Playground of Destruction did a better job than Mercenaries 2: World in Flames merely because it wasn't trying as hard. Not to say that the second game didn't have its moments, but it annoyed more than amused me to hear all of the faction soldiers acting like stereotypes. The US soldiers were all clueless, the PMC all generic Texan, etc. The first game wasn't always subtle, but comparatively it was, and it was contrasted against more serious things. Each character could understand a different language, and some of the things that the faction leaders would say in their language was great, particularly the batshit insane Mafia leader. Or how the first thing your mercenary does on the plane in after being told that their PDA is expensive is bang it off of the wall. Things like that.
Not to mention the easter eggs in the first game that let you wreak havoc as Indiana Jones
You should try more Japanese games. They are usually way more upbeat and use humour more than western games from what I have found.
Vampire the Masquerade: Bloodlines has surprisingly amusing writing. The main storyline is pretty straight but all the world building around it is full of buzzard and funny details.
Kings Quest VI. There is literally an island that is just a sarcastic, pun land.
Armed and Dangerous for me still stands as the game that's made me laugh the most. I played it when I was a kid and I recall doubling over laughing at several sections. It's made by the same people as Citizen Kabuto which was also a game I found very funny.
Penny Arcade episodes 1 and 2 are hilarious. Haven't played 3 and 4 yet, but I've heard they have the same writers, so I'm looking forward to paying them.
I enjoyed the first few hours of far cry blood dragon, it was a nice break being self aware, it does get repetitive though
Tales From The Borderlands is genuinely one of the funniest games I've ever played. There were moments where I would have to pause the game to continue laughing for a bit. The best Telltale game so far.
I thought ICEY was really funny, the Narrator is just so ridiculous and gets so frustrated if you don´t follow his instructions.
Just started Planescape Torment, and some of the writing is hillarious. The character Morte is probably my favorite, but I'm sure I'll meet other great ones too.
Kid Icarus Uprising on the 3DS actually made me laugh out loud a number of times. One of the few instances I enjoyed the voice acting.
The recently localised yakuza 0 had me in tears during some of the sidequests.
I think out of every game I've played, I've gotten the most laughs out of The Phantom Menace for PC. This was probably due to the fact that at least 75% of the time it was played as a group of a few hyperactive middle schoolers huddled around a monitor messing with NPC's, but man I had a blast.
The sarcastic answers you can give people that make them want to kill you, the fact that pretty much anyone can be killed, often hilariously, the Tatooine market where you can walk through a pile of Dung Worms and get comments on how bad you smell for the rest of the level. It was hysterical. Also, I've never had more fun going on an NPC killing spree on any other game.
EDIT - I forgot about the fact that you fly into pieces whenever you get killed by any kind of moving blade.
Battleblock Theater is a hilarious game, the narrator is amazing. Here's the intro trailer for a sample. The gameplay is fun too but it's worth playing for the narration alone.
"As if Poseidon himself extended his hand in friendhsip and they spat in his mouth...boy he was pis-he was mad!" xD
Pit People is awesome. The same studio made battleblock theater i think.
The narrator just seems so bored and annoyed the whole time.
I personally thought that the first game was much funnier, since the tone wasn't so over the top it made the jokes stand out much more
I got over my aversion to MMOs in order to play The Secret World. What keeps me going is the top notch writing. While the setting is very dark on the surface, it's populated with tons of really funny characters. I would say it has some of the funniest writing of any game I've played.
Rockstar is constantly satirical and I've been playing through Undead Nightmare recently since I never finished it years ago; the whole thing is hilarious. The characters being over-the-top incompetent, dialogue pointing out clichés, and Marston taking everything in a completely serious matter just makes it all the better. It's just a game that knows it's a fun spoof on B-movies right down to the cheesy narrator.
The original campaign plays with Western tropes and has some political satire, but the story is mostly grounded and serious. Undead Nightmare just loves to be silly and it's great.
Borderlands 2 comes to mind. I'm currently replaying it and hearing dialogue I didn't hear before. A Psycho Midget came running up to me and shouted in its squeaky voice "I will play hopscotch, in your entrails!"
I had to pause the game because I was laughing for a good 5 minutes!
One of the reasons Two Worlds II is so beloved to me is its sense of humor. It's not quite laugh out loud, but I could probably rattle off a dozen sidequests that made me grin. Even some of the books in the game had funny lines. And of course, the first game's dialogue is an excellent example of unintentional humor.
Going through the comments, I'm surprised to see Fable wasn't mentioned (that I saw). Those games had such a great overarching theme of comedy, in everything from the quests to item descriptions.
I realise now that I haven't played it since I was about 15, but Armed and Dangerous kept a stupid and simple humour. Both cutscenes and gameplay made me laugh all the time. There's a gun that fires sharks!
This sounds like a weird niche but I love seeing games that have combat but with a deemphasised focus on guns. Rather than having guns be the main focus of combat they rather have guns be these powerful weapons that should be used as a last resort.
A few examples I can think of this type of feature being done are.
Lost: Via Domus. Whilst being a pretty mediocre TV show tie in I was a big fan of how combat was treated in the game. When traveling through the forest there are people in trees that in the early game you need to hide from as they attack you. Later in the game though you can buy a handgun with 30 bullets and then you can fight back but carefully. Since bullets are expensive you have to make every shot count. Turning what originally is a situation you run and hide from into being careful and resourceful with bullets.
Dishonored. Whilst it's done to a much lesser effect, the guns are often one hit kills in combat encounters which focus on melee, making them good tools when fighting multiple enemies, especially since you can only hold 10 bullets.
Assassin's Creed 3/4. Since these were the first assassin's creed games with guns I love how they were used here. One hit kills with long reload times. It made the guns feel powerful and it felt satisfying finishing a long combo of enemies with a gunshot at the end or in Black Flag invading a ship and then using the four pistols to shoot enemies rushing you. The best use of showing how powerful guns are in this universe is at Desmonds final mission. Where after killing a boss and obtaining his silent pistol you finish the rest of the mission shooting all the enemies that run at you. Making it a satisfying reward for beating the boss. Even if you only use it for 20 minutes it always felt like a satisfying moment.
I know this is a random and niche thing but I just like games that treat guns as serious and deadly weapons and show their effectiveness in combat. It gives the weapons power and when I see it happen it makes them feel realistic with the depiction of thier power.
You can say whatever you want about Bethesda. Lord knows there's plenty of things they can be criticized for. But, no matter what you think of their stories, or their simplifying of RPG mechanics, their open worlds have consistently stayed the best in the industry, in my personal opinion at least. The amount of detail and care they put into making every single location, every single dungeon, every single nook and cranny of their worlds interesting and compelling to explore is really something to be admired and something that really only Bethesda know how to do well. There's a good damn reason why every single re-release of Skyrim has sold so well let me tell you. Bethesda's open worlds are so well designed that you can pretty much just ignore the main questline, go in a random direction and you'll find something interesting to do or discover something interesting as well. Fallout 4 may have a questionable story (to be generous) and simplified RPG mechanics from the previous games but the open world is absolutely incredible. Every single location, from the biggest abandoned factory to the smallest shack has an incentive in it to make you want to explore it (a holotape, a hidden weapon, comic books, bobble heads etc.). Just recently i started my 10th replay of Fallout 4 and found Dunwich Borers for the first time, a location i didn't even know existed yet it was filled with so much lore and cool stuff in it. There's so much attention and detail that Bethesda puts into their open worlds that i so deseprately wish they put into their RPG mechanics or (in the case of Fallout 4) story
Getting from Point A to Point B is the very essence of an open world game. What many games fail to do, is to make the journey there even remotely interesting.
Not once have I heard someone say they truly enjoyed the horse riding in a video game. Going from one place to another in games tends to be just as mundane as it is in real life. Traversal is such an important aspect of open world games but I have always felt it has been neglected by many game developers.
There are few examples where traversal Is made fun and entertaining. Spider-Man PS4, Arkham City, Arkham Knight and some other super-powered adventure games come to mind. In these games traversal is not just an afterthought. But it is a core gameplay mechanic. In the vast majority of Open World games, traversal is just plain boring.
When I see that an objective of mine is 4000m away from in AC Odyssey, I dread the feeling as I have to go on a boring horse ride and hold X to follow the road for a minute or so. But If I see and objective is 3000m away from me in Spider-Man PS4, I get excited as I get to interact with the superb swinging mechanics.
Now I will be honest. Having a fun traversal system in a game set in reality is very difficult. Going from one place to another isn’t fun in real life nor should it be in a game like RDR2. In my opinion, I think developers need to sacrifice realism for fun in terms of traversal.
The glider in Breath of the Wild comes to mind. So does the jet pack in Just Cause. Now I understand that doing this is unfortunately not possible in all video games. All I’m asking for is that more time and effort is put into improving the traversal mechanics in video games.
Do you have any suggestions or solutions that could improve traversal in open world games?
Many popular open world games feature “towns” (or villages/settlements/hubs) where the player can rest, buy items, and so on. For open world games set in rural or wilderness settings, these towns often serve as big points of interest, with exponentially more detail, activity and opportunities than the surrounding world.
To give a few examples: Breath of the Wild, Horizon Zero Dawn, The Witcher 3, Ghost of Tsushima and both Red Dead Redemption games fit this mold. (This is less applicable to Cyberpunk, GTA games or Spider-Man, where the whole city is the world.)
The problem? To me, the initial promise of the town tends to fade very quickly, and the towns quickly become glorified “merchant hubs.” After your first few visits, you start fast traveling in and out merely to upgrade a piece of armor or buy a new weapon. It’s fine. But it feels shallow. Like a missed opportunity.
Naturally, some games do this better than others. Red Dead Redemption 2 packs lots of mini games and “slice of life” activities (play cards, get a haircut) into its towns, and it definitely helps. The Witcher 3 has Gwent and some emergent quest opportunities.
But I still wish these towns would do more. And I don’t just mean “even more RDR2-type mini games!” For instance, here are some things I think would make for better towns in open world games. Note that I don’t think every game needs to do all of these, and I acknowledge some of these would not be easy to implement:
Give players a palpable sense of relief upon arriving at the town, perhaps because of a greater contrast between the danger of the surrounding wilderness vs. comfort of the town’s resources (think of the feeling you get when discovering a new bonfire in a Souls game).
Make the player feel reluctance to leave the town, given how inviting/restful/interesting it is.
Provide some sort of incentive to not always fast travel in and out, so as to make the process of coming and going more absorbing.
Give the town a few mysteries that take several visits to unravel. More hidden areas, shortcuts, etc. (something the modern Hitman games do pretty well)
Make a few NPCs a little more interesting. (I know many games have tried this, but to mixed effect.) It’s also probably better if you flesh out 3-4 people in really cool ways than trying to give all 27 inhabitants a super complicated daily routine that winds up feeling robotic.
Play up the lore and world building where you can...maybe one town can’t stand another one down the road.
Change the town over the course of the game in some way (access to a house that was previously locked? combat encounter that burns part of the town down?)
I know a lot of this stuff isn’t easy to design and develop. I’m sure there are tons of trade offs involved, and you can’t always have both an intricately crafted town system and a vibrant open world with great combat + progression.
But I still think open world towns could do more, aspiring to be more than merchant/upgrade hubs.
What do you think? Do you feel underwhelmed by towns in these types of games? Or are they already pretty cool and this is more of a personal issue I have? And which games do it best as of today?
I sort of envy people who have beaten games over a lot of times. I feel like it’s cool to have such an intimate relationship with a game and it’s community.
On the other hand, there are so many games I haven’t played yet, so many games I want to play, that I usually jump from game to game even though I love one particular game enough for a replay.
Do you feel that replaying your favourites over and over feels more gratifying than going from game to game?
During the past year I have played a large amount of open world games. That open world fatigue has started to grow within me. But what probably gave me the most frustration was how some of the content was locked off to me because my character was too low a level.
Depending on the game such a system can be useful. I was playing Dark Souls for the first time this year and there are some parts that are too difficult to explore in the beginning during your first play through. Eg. The Cemetery. I feel the way it was implemented here is good because it guides your experience as you have no map. It fixes your course and guides your experience.
Now when looking at open world games such as the Witcher 3, AC Odyssey, Dragon Age Inquisition etc. I feel locking off of some side content via level gates is unnecessary and doesn’t enhance the experience in any way.
All 3 of these games lock off side content behind a level gate. Now you can force your way through some of the content at a lower level but the enemies will obviously take forever to kill. Whether i completed that content at a low or high level. The experience didn’t really change drastically . In all of these games the combat does not change nor do you have to increase your actual skill level in any way.
Since this is side content it’s not like doing the high level quests will spoil anything about the main story either. There are no positives to restricting the player to the side content at my current level.
So my point is that is there any real reason to restrict content behind high levels in this day and age. While it works for more linear titles. I don’t think such systems belong in the open world genre. It’s more of a nuisance than anything.
What are your thoughts on topic? Are there positives about level gating that I’m overlooking?
Hey all, I started a passion project back in July, a couple months after COVID started going full swing. I love video games, and I really loved learning about the creative motivations behind why certain decisions are made. Things like why some games give you a ton of moves and abilities right off the bat and take them away is because they want to encourage the player to stick with the game cause you saw what your character was capable of doing. Or that part of the reason Banjo was cuboid shaped in Nuts & Bolts was because the vehicle making interface was made with a grid-based block by block design to make it more accessible, so banjo was given a more blocky shape to match that. Or that the layout of arenas in DOOM 2016 have so many pillars and ledges and other objects to make it so there's almost no points where every enemy has a line of sight to shoot the player, making it possible to dodge and weave around those who can shoot at them and stay alive. All small pieces of a full cohesive experience that most people don't notice because they're not meant to be noticed, but when put under a magnifying glass are so fascinating. So many things about game design is so cool and hidden from the public eye and I wanted to research it and share it with people. (Because as it turns out doing research papers in college was also something I enjoyed, depending on the subject) Lastly, this was also a great chance to go and actually play through games I missed playing when I was younger as I only grew up with Nintendo consoles. Big important games like Half-Life, Spec Ops: The Line, Final Fantasy, and more.
So I started a series called Design of Play, where I have a list of games that are landmark or influential in one way or another. For good reasons, or bad reasons. (Because there's arguably more to learn from when something goes wrong) Also games that had a ton of hype and excitement for it, but it somehow just came out with a whimper (Like Bioshock 2) The one major restriction was I try to stick to games released after the year 2000. Before then, games were still fairly new as they had only fully embraced 3D just a few years earlier and it's kinda hard to find a game released before this year then that wasn't groundbreaking in some way. I do make exceptions for some games if they really are just that important (Like DOOM and Half-Life)
What I do is I play through those games on stream, then spend some time researching those games. (At first it was a week, but I expanded it to a few weeks. Depends on the game really) I research the history of the IP and the studio making it, the development of the game, the final product that is the actual game, I talk about the reception to the game, and what could be considered groundbreaking and/or influential. I also look at what games came out in a 6 month window before and after it's release (to get a snapshot of what games were coming out around the time to see what the climate of gaming was like then and what was "in") And if it's the first time I've played a game, I give my thoughts and opinions of the game. The most recent thing I started doing was putting "questions for the devs" at the end in hopes that one day this series catches on and actually catches the ears of some devs so that they can answer my questions. But then again, I guess the REAL optimal goal with this series is to have enough of a name for myself that I get a direct line to the devs and can ask them before the discussion.
All in all, these discussion are usually around 2 hours, some shorter some longer, and they all take place live on my Twitch stream where they're afterwards uploaded to YouTube. I do this for a few reasons.
Fully editing a 2 hour video is a lot of work and a lot of time for someone who has no prior video editing experience. I am learning some new stuff here and there which is great, but that would be way too much as a first project.
I like to imagine a lot of people who do like these videos will use them almost like podcast listening and not watch them intently the whole time. I do (as of recent episodes) use visual aides in my discussions, but I didn't want to make 2 hours long videos that would require people to intently watch the screen as well as listen to be able to follow. While live free-flowing talking can lack the compact form of information delivery a lot of other YouTube videos offer, makes it something that can be more casually listened to while multitasking.
I want these to be discussions. I know I'm doing the bulk of the research and will be giving most of the information with these discussions, but I know I will miss info. I want to encourage people to be there and take part with the discussion so they can contribute their knowledge and expertise on a game.
I wanted to wait a bit before I started sharing this series with people online because I wanted to find some better footing with how I'd format these discussions, and I also wanted to have a decent catalog of videos to share in case people really do like this, there's not just 1 video to watch. With this 10th video there's just over 24 hours worth of videos now. The first videos are much rougher around the edges as I was figuring this stuff out, but the newer videos I think look much better. That being said I'm sure there's more that I can do to make these videos much cleaner quality and I'm hoping anyone here will gave some of these videos a watch and give some feedback. I'm new to this sort of thing so please help me make these better.
(I did just the other day learn about the ability to record audio in separate tracks in OBS, so all future videos I'll be able to mix in the background audio and balance it better than just on the fly like I do live which can lead to some parts being hard to hear.)
That's pretty much all I have to say. Hopefully this sounds interesting to you folks here and you'll give them a listen and give me some feedback. Below is a list of games I've done so far and links to those discussions.
Full disclosure, I'm stealing this idea from /u/kawaiisocks based on this comment and I think it warrants discussion as a topic.
4x games, for those who don't know, are large scale strategy games that see players (typically) managing an empire and engaging in war, diplomacy, trade, exploration, and resource exploitation to drive economies and military engines. The namesake is originally short for "EXplore, EXpand, EXploit and EXterminate" but they're also often known as grand strategy games.
The most common examples are the Civilization series as well as many of Paradox's games (Stellaris, Crusader Kings, Europa Universalis) - at least among video games.
I personally like these types of games, to a point, I always get very excited to play them and then after a couple hours come to the unfortunate conclusion that I don't know what I'm doing anymore. My play quickly starts to lack intentionality outside of a vague attempt to expand. Intentionality is essentially informed decision making, allowing you to decide based on intent rather than whim, randomness, or make decisions that go against your intent due to a lack of information.
Decisions in these games are important, but too often I find myself defaulting to a non-decision because the consequences are unclear and difficult to comprehend. Cause and effect is very difficult to parse without intimate game knowledge, and suboptimal decisions seem to not matter much until it's too late.
I'm sure many have similar experiences. A "I had no idea this was going to be a problem 30 turns ago," and not because like someone declared a surprise war on you - simple stuff that really should be predictable but aren't because our minds become fatigued by an overload of information - no matter how many explanations and tooltips the games offer. And hell, some mechanics are straight up hidden. The games rely on computers to do hundreds of different calculations with many diverse and large numbers that are no problem for computers, but my feeble human mind can't wrap itself around them all. There are too many things, how can anyone fully comprehend the consequences of their or their opponent's actions in any given game? This causes player actions, aside from a few very dedicated fans, to lack intentionality.
Board games do not have this problem because they cannot rely on computers as administrators, everything must be comprehensible to the players or else the game does not work
This initially comes across as a major limitation, but I find it incredibly liberating at the same time. It means designers have to make a game that players need to understand how each mechanic works in its entirety and regularly keep in mind. This means a ton of the fat is cut and numbers and admin is kept manageable (ideally, some still fail at this).
Twilight Imperium is one of the largest board games out there. It clocks in at around an 8-12 hour playtime. Victory is decided one way: Who gets to 10 (or 14) points first. You can at most get one to three points in a single turn, with the largest point gains being open knowledge. Despite its massive size, it is incredibly slim compared to most video game 4x games.
Twilight Imperium is an epic space opera about politics, trade, and conquest. It features dozens of races with unique playstyles - it is has a rulebook with some 100 different items. People start in a home system and expand out, trying to remain King of the Hill to gain points (just one method of several) in a space that's too small, yet war is too costly, leaving players in an uneven tension trying to control as much space as possible without becoming weak. It's massive, yet even on a first playthrough - though there is a significant learning curve - players can act with intentionality. It's not because the game is simple, it's not, but it is manageable and comprehensible.
In Civ VI I couldn't tell you how to get to certain techs, I'd have to consult the tech tree which I can never memorize. It takes many turns to get there, how many? Don't know. Based on what? Science buildings. How many? Don't know. Depends on how many cities and other techs I have. And if I get inspirations for others.
In TI4 - how do I get the top of the line red tech? Have three other red techs or (there's four total) or a combination of that and one or more of the planets with red tech bonuses. That's it - easy to plan for, if I want something, I know how to get it. When do I get that tech? Well, if I can get a "gain technology" action off (which happens regularly, but has costs associated) I can get one tech - so if I beeline it for that red tech, I can get there in like four rounds. Or - if I grab a red tech planet, three rounds! Ah, and the war sun requires three red, one green, one yellow - so if I really try I can unlock this super powerful unit within six rounds and be a menace, potentially.
Now that's not a great strategy, most of the time war suns aren't bothered with because the cost is high - but they do offer a real clear advantage. The important thing I'm trying to show here is that mentally calculating a plan is relatively easy. Plans rarely hold together with the changing landscape, but you can make them, you can act with intent - you can say "I want this, this is cool" and visualize the path to it. Where there is uncertainty is combat, and that uncertainty is due to the nature of dice rolls being unpredictable - but this is to the game's benefit. The game's deliberate with its uncertainty, allowing the possibility for unexpected defeats and victories, making the decision to initiate a conflict a known gamble.
What's also uncertain is how the other players will act and what you can or cannot convince them of. Everyone is different, but figuring it out requires engaging with the players. This is great! This is what you play a social game for after all. You're not here to try to figure out how some obtuse AI calculates their decisions, you're seeing if your friend is going to hold a grudge over that last battle. You can sort of do this with video games, but I find most 4x games deemphasize this. Board games are, by nature, more open with information - and they typically play into this. Again, it allows one to act with intentionality - I might not be aware of what will happen, but I can make educated predictions and play around that possibility space. There's only a few spaces I have to worry about, not literally hundreds of tiles with fog of war over them.
TL;DR: Board games are actually mentally manageable by nature, or at least are intended to be. Video games have gotten away with letting their mechanics and admin bloat to a degree where grand strategy and 4x games require either expertise or being okay with not making informed decisions most of the time. And I don't believe this is to the benefit of these 4x games, I believe it makes them bloated and frustrating once the novelty wears off and you're tasked with dozens of fiddly mechanics that the game doesn't even expect you to know, but are impactful.
Sorry about the rambling. This could absolutely be better organized. But eh.
I remember being amazed of the amount of options created by the popular original roguelikes (Angband, Dwarf Fortress etc., and more recently Cataclysm DDA) by simulating a whole world and various details in it. Original SimCity had a similar effect. These games put the "compute" into computer games I guess :)
Over the years the hardware has significantly improved, we have machine learning, limited AI etc. at our disposal. Are there any games that utilize those to create some unique experiences?
I know there is a plethora of popular sim games and even more with procedural generation doing this, but in a way they are all just improvements on the past formulae.
Has there been anything really new and groundbreaking in recent years in this field?
Hold your taffer! I can already see pitchforks pointing at me but hear me out.
I love Thief The Dark Project (1) and Thief The Metal Age (2) very much. The Metal Age, especially, is one of my favorite games ever beside Deus Ex.
But Thief 2014, judging on its own merit, is actually a very good stealth game. It's not an Immersive Sim, sure, but a very solid stealth.
A little bit of background here, I'm an animation filmmaker, comic artist and illustrator. For me, I value creative freedom the most so when I come to "judge" a work, I judge by its own merit, whether it's an installment on a particular franchise or series. That's why I quite like Ninja Theory's DMC and IO's Hitman Absolution while a lot of their fans dismiss both games.
Now on Thief 2014's weaknesses. It's actually a lot.
(1) First off, the cinematics/cutscene are badly directed, they're like a B-movie, the editing is often off, and shaky camera glued to the characters' face does not help at all.
(2) Hub world is poorly designed, you can get lost in the hub world anytime, thankfully the minimap can be turn on and off at any time too. The Hub also suffers because there are not many interesting building that can tell you "Oh I'm in this district". The colors are very much the same too. and Load Screens, Oh God so many of them.
(3) Minimal character development and/or background. Orion, Baron, Thief-Taker General, Erin can be good if they are given character developments. Thief-Taker General should be removed altogether, especially his character design is clearly copy pasted from Daniel Day-Lewis character in Gangs Of New York.
(4) Scripted game design. If only rope arrows can be attached to any woods, broadhead and blunt arrows merged into one so that arrow can attack enemy, distract guards and create diversion/path, water arrows can make floor wet so enemies can fall, lamps can be broken by shooting a broadhead arrow to it and If only Garrett can JUMP, seriously Garrett, learn how to jump please.
Thief 2014's strength:
(1) Movement and physicality. For me, the greatest achievement Thief 2014 get is its physicality. Garrett's hand and movement are so good it is easy to be immersed as a thief. Every first person animation is very well done and Garrett's hands are so delicate. Picking up any objects load a certain hand animation which actually forces you to keep in mind your surroundings.
(2) Client Jobs such as Ector and Vittorio are mostly good and they are condensed within their own levels. And they're sometimes funny.
(3) Swoop. Swoop is very very enjoyable and it is not overpowered. it does have its own setbacks depending on surrounding such as swooping near a bird or shattered glass. also you still can be seen while swooping. It's great.
(4) Environment Traps. shattered glass, birds, dogs, floor traps, etc make you look closer to your surrounding.
(5) Garrett and his vulnerability. his BDSM clothing is actually very good and he can be quite sarcastic, but sometimes cringey. But I love that Garrett is shorter than most people in the game, and especially weaker. This is a stealth game after all. His strength come from shadows, speed and arrows.
(6) Erin's Claw as a motif for Garrett's guilt for losing Erin and also as a reminder that Erin is still alive. It's very subtle and I don't get it the first time but It makes the story much more personal for Garrett.
(7) Gorgeous art direction. well the director (Nicolas Cantin) is also its own art director so it tells you a lot.
(8) Main Missions Level Designs are mostly good with multiple paths and more memorable locations.
Mixed:
(1) Story pacing and direction is all over the place. I think there's a lot of arguments and fighting in the game developments, especially Nicolas Cantin only become Game Director on the last 2 years of developments.
(2) Factions are not very different than each other. Graven and City Watch look pretty much the same, and very bland. I miss old colorful Pagans, religious sect Hammerites and cult Mechanist. also Keepers, Keepers and Glyphs are at the very heart of Thief, I miss those robes.
(3) Environment storytellings are sometimes done good but often just very minimal, also a lot of rooms/houses in Hub World are devoid of NPCs.
(4) Ending. it's open ended, I like it, and it hints that Erin is alive but it is very cliffhanger. what about Queen of Beggars who can disappear all of a sudden from clock tower? what about Baron? what about our lovely friend Basso?
(5) Garrett and his cringey lines. "I've been a ghost all my life" "It's not about how much you steal, but what you steal" COME ON EIDOS! Garrett should be living in an actual apartment and his reason to steal is to pay his rent and to retire. yet Thief 2014's Garrett is a kleptomaniac who says stealing is what he is. what a shame.
(7) Focus ability. it is much more fun when you don't use it, but at least the mechanic is integrated to its main story.
(8) Sound design. sometimes it's good, sometimes it's not.
So that's my take on Thief 2014.
I do hope that if Eidos can go back to the franchise, they take all its criticisms to heart and make next Thief game an immersive sim because I am confused, they made Human Revolution and Mankind Divided still an immersive sim, what the hell happened to Thief 2014 development? I know Thief's team is different than HR or MD but they should learn from Deus Ex team on how to do Modern Immersive Sim.
Hope there's another AAA game where you are very very very vulnerable human being and not rely on your superpowers.
A gyro sensor senses when you tilt a controller. should work all axes of rotation (x, y z)
The limitation of a gyro is that you can only tilt so far while remaining comfortable and facing the screen.
First Person Shooters:
Gyro mimics a mouse with raw input. used in tandem with joystick. Gyro for precise aim, stick for quick aiming where gyro would be uncomfortable. This video demonstrates what i'm talking about perfectly. Also rotation along the z axis (tilting like a steering wheel) can be an effective way of integrating leaning mechanics in realistic shooters.
Racing Games: tilting the controller like a steering wheel to steer the car. This frees up the right joystick to look around. This can also be integrated into milsim shooters with vehicles, and games like warzone.
third person action games: particularly melee based ones. Traditionally, melee fighting required you to lock on to the target. Now you can use gyro aim to choose which target you wanna lock on to with greater precision, like a crosshair in an fps game. Also allows for better aiming of ranged weapons in games with both melee and ranged weapons.
Flight sims: Tilting like a steering wheel to adjust the roll of the aircraft/ spacecraft, freeing up buttons for other things. In space games, the x and y gyro rotation can be used to control the guns, while the joystick is used to control the ship.
Other:
- used as a cursor for faster interaction in game menus
- potentially used as an aiming mechanism in 2d platformers
- many more applications that i havent thought of.
I always found that the leveling system in RPGs is a inevitable downside in the grand scheme of things while playing.
In almost every RPG I found myself scavenging around hoping the game has some semblance of exp capper to equip, because I know that if I go off and enjoy the game for a bit longer than expected, all systems will come crashing down so will many semblances of difficulty and fun.
Even with finding XP cappers it’s such a pain in the ass trying to get stuff to flow smoothly because some games(nier automata) make it so damn hard or others have no systems in place for you to use it in a early on manner. Not only that but the potential of not being able to get certain things like ability points anymore unless they have systems in place feels so irritating. It really shouldn’t be the players job to keep the balance of a game in check, but if we have too, at least give us more tools too. A good example could be having an xp capper that provides skill points for filling up the xp bar.
Dark souls leveling system honestly comes off as the best to me, it’s one where you can choose to progress if you so please and I don’t feel forced to finish the main content so I get the developers intended vision. You can also to some extent choose what stats get upped so everything isn’t needlessly boosted across the board.
I feel like giving the player more freedom for how they want to level up or implementing better xp capping systems so that they flow more naturally within the game and feel like a system rather than a flip of the switch, could go a long way.
This has been on my mind for the longest time and finally wanted to share my thoughts.
Ever since playing through the Classic Tomb Raiders 1- AoD (oh god AoD) 3 years ago, there's a feeling of exploration, hope, fear, confusion, and success in each level that makes these games still hold up. Especially with the 100s of custom levels made by the community.
While to some it might be bad game design, or annoying backtracking too. I think this simple gameplay loop for almost each level still works.
Allow me to explain, or rather, give a super simple example of what one may encounter when going through a level. (Not everytime, but could happen).
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You enter a level. It's a a big room with a 2nd floor (with no stairs) and pillars scattered around the main floor, some 3 times taller than you. You see a switch near you and pull it. A cutscene plays of a gate opening. 15seconds later, a cutscene plays of the same gate closing instead. (Okay seems like it's timed). Across from you is a stone door with a lock on it (this is clearly not the door the switch opens, but now you also need a key). Looking around some more, you see a gate on the 2nd floor above you. You notice the only way up is from climbing and jumping on top of each pillar. But the shortest pillars are still too high to jump and climb onto. Near the back of the room, you see a stone block (could be used to push/pull and climb). As soon as you go near the block, a tiger (why is a tiger there?!) appears from behind the block and attacks you. After defeating the tiger, you push/pull the block infront of a short pillar. You then pull the switch, climb up the block, and jump from pillar to pillar where the gate is opened revealing a key on a stone pedestal. You grab the key, drop down and open the locked door.
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Now just picture all that, but on a larger scale, where there were multiple rooms and multiple locked doors with puzzles and backtracking and constantly getting lost without map except for your memory (unless if you drew a map I guess). Or even with TR4 where you then get levels connected to each other. Many times I've even gotten lost for an hour to then find a new path, which only lead to a secret instead of progress lol.
That's what the Classic Tomb Raider experience is like at its core. Now I'm not saying it's revolutionary, or that no other games do this now a days . But that what makes it so simple, with the no complex game mechanic, no marker telling you where to go, no minimap, etc... Makes things tough, challenging and fun.
If you've never played the classic Tomb Raider games before, I highly recommend trying them out. The tank controls or wonky but once you get used to them, the jumping and flipping around feel so much fun.
And if you have played through them but haven't played and of the Tomv Raider Level Editor (TRLEs) levels the community have made, I super extremely recommend playing a few, as some (if not many) are more amazing than the main games' levels.
If there's one thing to end with, is that, ever since playing through those games, I've been playing other games with a more keen eye now. Checking every nook and cranny and getting familiarized with various rooms/levels in games.
My friend texted me excitedly to let me know that a new game, Nine to Five, was having a free weekend on Steam. The game is a 3x3x3 team-based shooter. My friend was saying how with just one more person we could play all weekend. He was immediately discouraged when I told him that I would in no way play. It has been 6 years since I've last played a competitive shooter.
Back in undergrad, I fell in with my university's CS:GO club, and eventually their ESports Team. I played in the Intramural league as well as the castor for the team when they'd play other schools. It was tons of fun and, at a time when CS:GO was blowing up in popularity, meant that a lot of people on campus recognized me (or at least my voice and casting name.
This eventually led to me meeting with a few students who were ready to form their own team in an online league. After playing several games they thought I'd be a perfect fit and brought me on board as their 5th player. The next several months were a bit of a blur.
My days consisted of going to classes, going to work, and then coming home in the evening for 4-6 hours of CS:GO. Our first few hours would be us going over strats on different maps (mapping smokes, planning entries and defences, etc). and the final two hours would be game time. I would regularly be up into the early hours practicing with them.
The game became increasingly frustrating as we moved up in level. This was no longer a fun competitive shooter to play with friends; if we lost, it was because we weren't good enough, and that meant more practice and more strategies.
Unfortunately, after a few months on the team, I ended up in the hospital on an unrelated issue. I required emergency surgery on my right arm, and as a result I wouldn't have the same movement for a while afterwards. I had to inform the team I needed to leave as moving the mouse quickly wasn't possible. The team took a step back for a bit after that, and we slowly started losing touch as each player wanted something different; either going to different online teams or trying to join other teams at the university.
The issue is that, ever since then, I've refused to play a competitive shooter with my friends.
First, having dedicated so much time to it beforehand, I simply find no more fun in it. It became a chore I needed to complete for the night; only 6 hours and then I can go play another game or watch tv or eat. Second, is the fact that if I rejoin the game, there might not be a way for me to turn off my competitive side to have fun with my friends. Beforehand, if a player wasn't playing well it meant a breakdown of strategies and us going over hours of video to see what the player was doing wrong and what they could do better. If I played with my friends then, it would easily result in me micro-managing their every move- something I didn't want to do to my friends. I was used to playing in an environment where I had one roll, and my teammates would follow through. I couldn't function as my own person within the game anymore.
Most importantly, however, is the toxicity. I hated the community after so much time being competitive. This was no longer friends having a game, like the Intramural tournaments. When playing online, there were accusations of cheating (both outside and between players on our team) as well as countless hateful messages and poor sportsmanship both from other players and other teammates. It absolutely tarnished the experience for me, and while I understand that others can put up with it, it's not an environment I'd want to put myself back into.
It seems as if every few months my friend comes to me with a new competitive shooter. If it's not Nine to Five its Rainbow Six or COD or something else. As someone who has been gaming since dial-up, it's disappointing to watch as the trends of the gaming world get dragged through the mud, similar to the way that DayZ and Dead Island marked the beginning of the zombie genre, resulting in a bunch of half-baked and a few solid games that usually recycled similar mechanics and gameplay loops.
If there's one thing I'd want to emphasize from this post, it's the environment around competitive shooters and how, for some gamers, it's an absolute no-go. I'd be interested to hear whether other people feel the same way, primarily because having played CS:GO for so long my mind did a 180 afterwards.
Regardless, that's my story, and how after playing CS:GO semi-pro, I've given up on competitive shooters.
I do not want to throw shit that the gaming industry as many people have already blamed the gaming industry for many things - violence, or mental disorders and whatever (which is ironic because many studies have stated that video games are actually useful and beneficial for one's mental health ... if used well of course)
With the monetisation design of many video games of nowadays like
- the 60 dollars price, plus the add-ons and the DLC,
- the microtransactions (especially in free games that force players to pay instead of wait for a certain action to end
- the demand and/or design to make money off of skin and cosmetic (which I think is really bad that certain players went for this type of market like in CS:GO which made players create a market for this)
- casino-style of getting rewards that may or may not force players to use their own real money to get the rewards that they want
- the potential targeting of children or younger players that may be tempted to pay more to get what they desire like children who play free games that are mostly designed to force players to pay more to gain that desired rewards like the currency system of most games, or the cosmetics
- updates and tweaks that may change the skill curve which provokes players to work hard to earn the desired rewards, whether it is loot or a victory and so on
- add-on and content that are meant to make players come back for more to keep them hooked for months or maybe even years.
... and probably a lot more
I get that these design elements are meant to make players want to be invested in these games and that is fine. I think you need to make ways to want players to want to play certain games over others, like the aesthetic, the feel, or any other type of flair that quenches the tastes of a player.
And many games have these mechanics that I mentioned, possibly as a means to make players hooked (and like every other object that is meant to be pleasing and give a dose of dopamine, they are meant to be rewarding and almost any rewarding object or action can lead to an addiction if not used well), and knowing the gaming addiction is quite real and very dangerous, it is a very worrisome thing that the reason why gaming addiction exists is that video games nowadays are even more intentionally designed than before to make players hooked at an unhealthy level.
It is as though games are intentionally designed like that of slot machines in a casino, the expectation of a reward, the demand for more, the temptation to pay more, and other clever psychological tricks that makes players hooked in a way that is insidiously harmful.
It would make a lot more sense that people would fight and protest more about the potentiality that video games are designed to condition players into addictions instead of protesting about other things that people claimed that video games are a part of violence
I just finished Gone Home again last night, and full disclosure, I loved it. I want to take a look at what this game does, how it does it, the backlash against the game (both the valid and invalid complaints), and why I think it represents a view into what games could be. I’m also going to be talking lightly about the game Firewatch. I’ll be spoiling Gone Home pretty heavily, so be warned, but Firewatch spoilers are less relevant to my points so they’ll be in spoiler text.
I’ll quickly outline my post:
Preface: Story Outline - a quick overview of the story for those who haven’t played it. You can probably skip this if you’ve played the game, though there are things you might have missed (which I did too on my first play through)
Disclaimer: The Gay Agenda - quickly address the frankly ridiculous argument that this is gay propaganda, hopefully something nobody needs to hear, but something I feel is worth throwing in.
Part 1: the Backlash - an overview of the response to the game, and my response to many of the criticisms of the game, and those that I think have validity, and those I think are argued in bad faith. This is less relevant to the main thrust of the post, so if you’re not interested in Gone Home in particular, and more interested in the game design stuff, feel free to skip this.
Part 2: “Just a walking simulator” - my response to the “not a game” criticism, and why I think it’s lazy and limiting.
Part 3: Why We Need to Leave This Attitude Behind - Why I believe this attitude holds back the medium.
Preface: Gone Home’s Story
I’ll keep this short, like the game.
You are Katie Greenbriar, a 21 year old woman coming home to Oregon in 1995 from her time travelling in Europe. You arrive to the house your family has moved into, which is still being unpacked, to find your father Terrance, a failed novelist, mother Janice, a wildlife conservationist, and 17 year old sister Samantha, all gone. The house is empty, there is a thunderstorm. Spooky vibes abound. There is a note from your sister not to investigate what happened.
In spite of that, you investigate. As you walk through the house, you read notes, documents, and assorted other clues around the house, which let you slowly begin to understand what your family was like, what was going on while you were away, among other things.
Your father is a failed novelist, who wrote two books about somebody travelling back in time to 1963 to save JFK - a topic he’s obsessed with - until his publisher tells him that he’s been dropped as his books aren’t getting sold. Your mother got promoted, and met a ranger named Rick, who it’s implied she had a crush on, if not more.
But the core of the story is Samantha, who’s story is revealed through audio diaries which trigger when you pick up items around the house. She’s been bullied at school, in part due to the fact that the house they’ve moved into is called the “psycho house”. Eventually, however, she meets Yolanda, or “Lonnie”, a punk girl in her class.
They become friends, with Lonnie exposing her to punk music, new fashion, video games, and all sorts of things that made suburban white parents scared in the 90’s. As you pick up the audio diaries, it becomes increasingly clear that Sam, and Lonnie, are lesbian, though Sam doesn’t herself realize it until a moment with Lonnie after going to a punk show.
Sam and Lonnie get in trouble at school for passing out feminist pamphlets, and when somebody defaces Sam’s locker - presumably with homophobic slurs - their parents figure out she’s gay. They forbid Sam and Lonnie from having the door closed, and tell Sam that it’s “just a phase”.
It’s also revealed that Lonnie is planning to join the military, and Sam realizes that she won’t see her after that.
You find out during this that this house, the “psycho house” is called that because it’s previous owner was your father’s uncle, who sexually abused him in 1963 - hence his obsession with travelling back to 1963 to change events.
You find out the reason your parents are missing - they’re on a couples retreat, an anniversary week. You also then find out that Lonnie was shipping out that week, and Sam and her spent one last night together.
You finally get access to the attic, Sam’s photography dark room, and a message from Sam about how after Lonnie left, she felt miserable, and decided to go up there. There is a… implication that you might find her dead up there. That’s not explicit in the text, but it’s something almost every player feels a fear of.
You get up there, and find one last audio diary - Sam had woken up, to get a call from Lonnie. Lonnie couldn’t go through with the military, and asked Sam to run away with her. She does. Credits roll, I sob for about an hour.
Disclaimer: The Gay Agenda
I guess I have to start with this, because, well, that’s where society is at. I’ll say, first off, I am a bisexual male. It’s quite possible this impacted my enjoyment of the story, but I don’t think it did so to such an extent that it is a requirement for enjoying the story. I’m bisexual and male, this is a lesbian story. Do I identify with the story more than a heterosexual man? Yes. But I grew up in an accepting household. I enjoy plenty of stories dealing with struggles I personally haven’t experienced, so I don’t think you have to be gay to enjoy this story.
Is this gay propaganda? I mean, kinda? In the sense that it allows the player to experience and empathize with emotions and events that they wouldn’t have a chance to otherwise. I’d say you could call it propaganda, but only if your definition is broad and nuanced, not derogatory. The goal of the game isn’t to turn people gay, or anything like that. If you come away from this game angry that you’ve been made to empathize with a gay character… that’s on you. Nobody gets angry at, like, the Star Wars Sequels, for being “emo sadboi propaganda” for making Kylo Ren a nuanced character.
That’s all I really have to say on the matter. You’re not a homophobe for not liking this game. But if this is why you don’t like the game… yeah, you’re a homophobe. Stories aren’t propaganda for having gay people in them. To quote Elizabeth from the OA: “People are gay, Stephen”.
Part 1: The Backlash - the Valid and Invalid
Oh boy. Okay. So, if you’ve heard of this game, there’s a good chance you’ve heard it in the context of the backlash.
The game, when released, was critically acclaimed. A number of reviewers and gaming publications lauded its story, tone, and message.
However, some people weren’t fans. I want to address, first, what I think are the valid criticisms of the game, because there are some.
First of all, the tone and genre. Watching trailers for Gone Home, and marketing material, it’s not at all clear what the game is about. The steam description is as follows:
“June 7th, 1995. 1:15 AM. You arrive home after a year abroad. You expect your family to greet you, but the house is empty. Something's not right. Where is everyone? And what's happened here? Unravel the mystery for yourself in Gone Home, a story exploration game from The Fullbright Company”
Combined with the trailers… it’s pretty obvious that there was an intent to frame the story as a horror game in some sense. The thunder, the eerie empty house, even the one jump scare, one could be forgiven for expecting something different. If I went into this game wanting a horror game, I might be disappointed. This is one criticism - the game marketed itself as one thing, and delivered something entirely different.
But on the other hand, while I think that’s a fair criticism for a product, it’s a bit blurry when it comes to criticism of art. Especially because, in my opinion, a huge part of the tone comes from you expecting a horror game, and that tone is integral to the story. You go in expecting supernatural horror, and end up with something more of a human horror, the horror of judgement, of abuse, of bullying, of intolerance. So while I think it’s a valid criticism, personally I count it as a point towards the game.
A second criticism which I don't think is entirely invalid is the length, or more accurately, the length relative to cost. This is a $20 game that lasts around two to three hours. Plenty of games give you a lot more time for less money.
This is… not entirely invalid, though my subjective opinion is that it’s a bad criticism. I think it assumes that the purpose of games is to be something you play, rather than something you experience. The distinction might be small, but it’s important. I played Gone Home for two hours. I’m experiencing it still. If you feel cheated for your money, that’s fair, but at the same time, why don’t you just play games like Minecraft which don’t ever end? This isn’t a “gotcha”, I’m just trying to say, story games will have an end, and I think it’s unfair to judge them by how long they last. I don’t think Gone Home needed to be longer, and I don’t think length equals quality. Length is important for stories, but it isn’t just “long = good”, it’s “long enough = good”, and if it’s long enough to tell it’s story, it’s long enough.
That’s kinda it in terms of criticisms that I’ve found to be good faith.This is of course subjective, and if some of the “invalid” criticisms I will talk about heare are things you agree with, I’m happy to discuss. I’m not saying you’re wrong for having those opinions, merely that whenever I’ve heard.
The first of these is that the game is “cliche”, that “gay kid with homophobic parents who runs away with their partner” is played out. I think this is absurd, because uh, have you played video games? So many of the stories are cliche as hell. In fact, I don’t think I’ve played a whole lot of video games with stories that aren’t, in many ways, cliche. A big part of the appeal of, like, action games, is that they allow you to actively participate in action stories, stories you’ve heard about but haven’t gotten to participate in. This to me, rings kind of homophobic. Again, not to say that if you have this complaint you’re a bigot necessarily, but if you accept the cliches abundant in the medium but suddenly have an issue when it’s a gay story… Sounds like the “I’m fine with gay people as long as they don’t rub it in your face” person. I’ve played a ton of games about white dudes saving the world and getting laid, you can handle a lesbian.
Now, let's get to the biggest complaint, the one I think is the most interesting, and the one most worth talking about.
Part 2: “Just a walking simulator”
So this is the complaint I’ve heard the most. It’s just a walking simulator. You just walk around and read. It’s not a real video game. It could’ve been a movie.
This, I think, is unfair, lazy, and an attitude which holds the medium of video games back. Let’s unpack this.
I could strawman this criticism as just being lazy gamers who just want to shoot things, but that’d be unfair. There are plenty of games which aren’t about shooting things that aren’t criticized for this - puzzle games, building games, etc, are all game genres that aren’t criticized for not being real games.
Gone Home is, arguably, a walking simulator. It is part of a unique genre of game where the player isn’t challenged in reflex or intellect. The player isn’t there to solve puzzles, to optimize systems, to master skills, or anything like that. You don’t get “good” at Gone Home. It’s not a goal oriented game. There aren’t “good” Gone Home players, because there isn’t any challenge.
But it’s still a game. And I think the argument that “it could’ve been a movie” is wrong in a way that helps explain this. Because honestly? If it was a movie, it would be a bad movie. Pretty boring, honestly, and super cliche. I know I said the “cliche” accusation was bad, but I think that it would be cliche as a movie, and provide nothing new to that cliche. But as a game…
I sobbed playing this game. I got into character to an extent few other games have made me, even role playing games where a huge selling point of the game is that you roleplay. Gone Home is a game without meaningful narrative decisions, but it gets you into character like many games can never dream to.
See, this is why it couldn’t be a movie - the power of this story is empathy. When I learned that my parents Terry and Janice - and yes, I mean my parents - had told Sam, my sister, that it was just a phase. I got ANGRY. I wanted to yell at them. I wanted to shout “fuck you mom and dad”. I wanted to find my sister and hold her, to tell her I loved her, that I cared about her. The story is cliche, and despite that, it’s effect on me was much more than a movie with the same story would be. And all because I was the one who moved Katie around the house. The only decisions you make as Katie is which room to enter, but the first person perspective and those decisions turn you into Katie.
Another great example of this is Firewatch. Another first person story game that could be called a “walking simulator”, one of the strongest mechanics, IMO, is that you make dialogue decisions for the character. None of them make any mechanical difference, provide you benefits, or change the story drastically, but you, the player, form an emotional bond with the character you’re talking with. Like Gone Home it had me completely in character, to the extent that I was literally making freudian slips out of game, in character. I’ll put this in spoiler tags, though it’s not a major spoiler and gets revealed early on, so don’t worry about it ruining the game. I accidentally called the other ranger by the character's wife's name, a mistake the character makes in the game later on. I was thinking out loud, and accidentally called her Julia, and then later on the character calls her Julia. It was a pretty crazy moment, and I think it’s evidence of how much the medium can do with interactivity to make stories more powerful.
Okay, so to bring this all back together, Gone Home and Firewatch refrain from using the medium of video games as a way to provide mechanical challenges to the player, instead using it to make the player empathize with the story to a larger degree. The result is that the player gets more into character, with this one simple trick, than they might with hours of open world RPG character choices.
Now of course, this isn’t to say RPG’s don’t have their own place - while Gone Home gets me into the character of Katie, it can only get me into the character of Katie. An RPG where you make your own character and make your own choices gets you into character in a very different way. I still love RPGs, and don’t think of this as a replacement, but as an option that should be more explored.
Part 3: Why We Need to Leave This Attitude Behind
Gone Home and Firewatch (as well as a number of other great games which I haven’t brought up) represent a design space that is relatively unexplored, especially in AAA studios. I think the best AAA game to employ this design philosophy in some sense is Hellblade: Senua’s Sacrifice, which literally puts you in the main characters head, hearing her psychosis and hallucinations. It’s an absolutely amazing game too - and it’s short. $30, and around ten hours. Like Gone Home, it quits while it’s ahead, and doesn’t get exhausting.
But more to my point, look at AAA titles. They are… fairly repetitive. There are a few major genres, and each genre is incredibly tropey. Like INCREDIBLY tropey. One game uses a mechanic, and it gets popular, and now every game in the genre does it, to the point that every game feels like it was designed with the ethos of “throw everything people like into it”, to try and please everybody. Every RPG action game has a skill tree, a crafting mechanic, etc. Every game needs a stealth section, even if it’s badly tacked on and sucks to play. Every game needs a ton of side quests. Every game needs to be open world, and also it needs to be a HUGE open world.
There are, of course, exceptions. Nintendo doesn’t tend to fall into this “absorb every game” trap as often, and CapCom has some great games which have stayed distinct. I think the Nemesis System is a great mechanic which adds something new to a fairly boring genre, though of course they managed to ruin that with loot boxes, and then patenting the system so nobody else could try and explore its potential.
But there are no AAA “walking simulators”. There aren’t any games like Gone Home or Firewatch which take a small story, and tell it by putting you in the characters head and shoes. Why not?
There are a few reasons, I think. The first is profit. Simply put, a game like this can’t be long, and people won’t buy a shorter game for $60. It’s a shame, but it seems like most major studios have decided that its just not worth making a game for anything less. Hellblade is so good, in my opinion, because it was designed with the resources of a big studio, but it didn’t force itself to be longer or bigger than necessary. But most studios just… don’t do that. It’s easier to make the same, safe, big games, for the same prices, so players feel like they can guarantee a certain amount of time and depth for their money.
Furthermore, it’s just not a popular genre. But like… of course it isn’t? Nobody makes the games, so nobody knows if they’ll like it. The most interesting, revolutionary games were games that didn’t have anything like it to compare it to. Think about how much of like, Breath of the Wild’s style and mechanics are being copied these days. And think of how many games are compared to Breath of the Wild. But that is only a meaningful comparison because people have played Breath of the Wild. It’s not the best comparison, but the point stands - you can’t say “people won’t like it” if your only evidence is that there are no popular, big games in the genre because nobody has made any. The assumption here is that game studios just… know what games people like, and so if they aren’t making any, it must be because people won’t like them. If that was the case, there would be no bad games.
And that’s why this attitude, of “it’s not a game”, is so limiting. The most uniting feature of “games” is mechanically challenging the player. But why? Why is that necessary? Is that all games are? Challenges of skill? Or, as I hope, are games art? A medium capable of telling a deeper story, of providing unique value, by allowing the player to engage in the fantasies they can’t in real life, by challenging their views on the world, or by allowing them to relate to experiences they might never have?
Conclusion: What Can We Do?
I love video games, of all types. I like roguelikes, shooters, metroidvanias, fighting games, story action games, open world games, action RPGs, platformers. But nothing is as disappointing to me as seeing the medium limited by subjective features. I think the medium has so much potential, and it’s sad to see that potential wasted, only used for one or two of its potential uses.
I don’t have a solution for this. I’m not sure if we’ll ever see a major AAA studio develop something like Gone Home or Firewatch. And that might not even be a problem - one thing I love about them is that they don’t need the resources something like Monster Hunter or Horizon Zero Dawn does. But one day, I hope that more room is found for games which focus on personal, emotional stories, rather than the grand epic narratives which dominate the medium.
I've been playing through the Super Mario Land/Wario Land games lately for the first time. As a huge fan of the console Mario games, playing these titles is such a trip. My constant thought while playing these games is "This feels like a Mario game made by someone who's never seen a Mario game before and was only given a vague description". Granted, it was during a time when Nintendo was still figuring out what exactly the Mario series should be, and Shigeru Miyamoto didn't even touch the development of these games so it does make sense.
In Super Mario Land 1, the physics are really off, and dare I say it-- kinda bad. The amount of times I died because I could barely control my movement in the air was countless. Thankfully once you get used to the fact that you need to premeditate the arc of Mario's jump, it becomes manageable. At least since the game is literally half the length of Super Mario Bros., the frustration never gets too much. I also enjoy how bizarre the enemies were and how Nintendo didn't even bother to give them proper English names. Lastly, it was a big surprise for me that the game is actually 1/6th a Gradius-style shoot-em-up, with 2 of the 12 levels having Mario pilot a space ship. It was the most bizzare and out of left field part, but I actually thoroughly enjoyed it. I think newer titles could afford to shake up the variety of gameplay like that as well.
SML2 was a lot better in the regard of physics, but it still feels quite off if you're used to the physics of the console Mario games. There's a lot more air control, but it a lot of it has this glidey-ness that still feels in contrast to how snappy the console Mario games control. It also was clear here with the limitations of the black and white screen, why so much of the visuals feel so bizarre and detached from the rest of the series. I'd imagine this version of Fire Mario would be pretty controversial if Nintendo decided to re-release this game, but they had little options in conveying his fire power since they couldn't just turn him red and white. Lastly, a lot of the level design in this game feels a bit... nonsensical. In newer titles, everything feels purposeful, but here it honestly feels like the level designers were just throwing tiles around for the hell of it, like having abnormally long stretches of "?" blocks. Overall, it does feel a lot closer to a mainline Mario game, but not quite there.
Then we get to Wario Land: Super Mario Land 3 which wasn't even a Mario game at all! Though I love that it continues the story of the last game, and actually got me to start to like Wario as a character. He has a lot of charm even with the limited display. Last fun ending spoiler bit: Mario is a major asshole at the end of Wario Land, just straight up taking away the thing Wario was looking for lol. I won't get into the gameplay of this since it has little to do with the rest of the Mario series, but I found it was more enjoyable as an action game than a precision platformer. I had more fun figuring out how to dispose of enemies using the different powerups, but once the levels started having you make precise jumps, the slow movement of Wario made it fall flat for me.
I guess playing these games made me appreciate how consistent the gameplay of the Mario series has been since then. Despite all the changes in perspective and visuals, Mario games always have had this tightness to how they control. I rarely ever feel like a death wasn't my fault, but you can't really say that with these older games. Even later spinoffs like the Yoshi series have had really satisfying movement from the start, which the first Wario Land game didn't. That said, I do love how bizarre the settings are. I was about to say Nintendo could open up to having more weird locations in newer games, but I just realized that Super Mario Odyssey already had a bunch of oddball themes in there. Who knows though, maybe sentient Moai statues could make a return??
Anyways, to turn this into a discussion-- what makes a good Mario game or a platformer for you? What is it about the physics makes things "feel" right in a platformer? Can a platformer still be enjoyable even if it doesn't have good physics? After all, I know I still enjoyed my time with these games despite their faults.
Okay, I guess it may be weird posting something like this to the True Gaming subreddit of all places, but this is really where I felt it would fit most. Keep in mind, this isn't a shitpost, and this isn't Reddit Gold Bait, or whatever the term is. I just have an opinion, and I wanna share it, so let's just go.
The Nether is easily the most dangerous part of Minecraft, and that goes double for Hardcore. I can already hear people shouting, "NO SHIT SHERLOCK!" and going to downvote it, but honestly, I needed some way to segway into what I'm about to say, because, unlike most sane people, who just want to leave the Nether as soon as they get the Blaze Rods, and maybe some Ender Pearls as well, something about the Nether keeps drawing me in, and I find myself going back constantly. So let's talk about it.
Now, one reason I've seen people hate the Nether so much is because of how chaotic and dangerous it is, or how you aren't given any warning about what dangers lie ahead upon first entering. The thing is, what a lot of people don't realize, at least from what I've seen, is that you are given a warning, just not directly.
What I'm going to say may sound stupid as fuck, but just hear me out for a moment. So, upon first entering the Nether, 9 times out of 10, there will be hostile mobs not far from the player. This does two things;
It helps to keep the player on their toes at all times
It establishes that the Nether is highly dangerous, and that the player is going to be on their own.
This, in my opinion, is a great way of indirectly letting the player know that The Nether is going to be quite dangerous compared to the Overworld. What little hand-holding the player had in the Overworld completely disappears as soon as you enter The Nether, and you're left to fend for yourself as you try to find what you came for. By having the player most likely be forced into combat, they will then know that they need to play it safe, or risk death.
In my opinion, Minecraft, in some ways, does a great job with world-building, even without the use of diary entries or audio logs, a method that other games use to establish world-building. Minecraft, on the other hand, takes advantage of the environment to build the world around the player, no pun intended. The Overworld did this pretty well, and The Nether continues this trend.
Here are just some examples of what I'm talking about here;
The skeletal remains in certain areas suggests that large beasts once roamed the Nether, before going extinct for some reason.
The Nether Fortresses suggest that people did once live here, before disappearing for some strange reason
The Piglins trading with the player could suggest that they somehow learned from the people that once resided in the Nether.
Or even the existence of the Bastion Remnants, suggesting that Piglins were either taught how to build, or learned by watching the former inhabitants of the Nether.
It's just the little things such as what I just mentioned that helps the world of Minecraft feel alive. Now sure, those things could easily just be removed, and while not a lot would be lost, I feel without those small details, I wouldn't be as invested in the world of the game, and that strange, twisted sense of beauty that The Nether has, would probably just be lost.
This is the final part of my little analysis thing, but this is the one I'm the most passionate about. So let's just cut the bullshit and get into it.
With the new Nether, it always has now felt less like Hell, and more like a weird vivid, and twisted dream, thanks in part to the soundtrack, composed by Lena Raine. But even if the soundtrack wasn't there, I would still see the strange and demented beauty of The Nether. This is because The Nether feels surreal and alive.
Whereas The Nether in the older versions felt like literal hell, now, The Nether truly feels like a more twisted and dream-like version of the Overworld. From the strange, twisted trees of the Crimson Forest and Twisted Forest, which mirrors the forests of the Overworld, to the towering Blackstone Stalagmites/Stalagcites and the snow-like ash of the Basalt Delta, seeming to mirror the Ice Spikes or Caverns of the Overworld, to the Skeletal Remains and Soul Fires of the Soul Sand Valley, which is mirroring the Deserts and Mesas of the Overworld, these not only help The Nether feel alive, but also help to accentuate that vivid and twisted feel that The Nether inherits. Even if we aren't comparing it to the Overworld, The Nether, with all of its weird structures, its bizarre and twisted biomes, its strange wildlife, and all of the minor details in between, feels surreally beautiful between all the chaos, and even then, in a way, the chaos adds to the beauty of it.
I might as well end it here, since this is getting super long and that's all I really had to say. I want to do an analysis like this once Cliffs & Caves finally releases, but for now, this is all I really had to say, so thanks for reading, and have a good day/night/whatever time of day it is for you.
Nobody has really ever tried doing this to one of its best forms. I understand that this may not fit into this gaming landscape or perhaps it's a more impossible thing to do but it's something I've always thought of and have actually made a sort of proof-of-concept for. I call it "High-Speed Combat."
What I define it as is being able to attack an enemy while moving extremely fast. Games like Speed Brawl, Megaman Zero, Onechanbara Z2 Chaos, Running High, Rise of Incarnates, they all have some form of this combat system. But I'm not exactly talking about making it that way. What I mean is taking it to the next step.
I mean being able to do a dash attack and juggle an enemy while moving at that speed, the enemy matching that current speed, angle, position, and direction every time they get hit, that speed being constant until the player has stopped moving or slowed down, being able to do this for as long as it's possible to keep up the combos. This is the best occam's razor visual I can give and it may not even be sufficient enough to express what I'm trying to get at.
In other words... I think the way that we have current hack n' slash games, how they stand there to attack is incredibly limiting. I like to think speed is a completely new dimension. When its added to a game in a certain way and to a certain degree, when the player moves fast enough it opens a whole other world of possibilities to what is possible to the gameplay. However, it's not used to its proper form. In other words, speedsters in videogames are absolutely underutilized.
I don't have the luxury (money) to simply try out every game I find interesting. When I find a game that I think I'd enjoy I watch hundreds of hours of reviews andgamplay to see if it's any good and sometimes I come to the conclusion that it's not and i save my money. Obviously there are still people who enjoyed the game and think it's good. Now I love arguing (not in the way that someone say's the sky is blue and I say green just to argue, but when I have a different opinion I like to argue), but because I haven't played the game all my points are completely discarded.
I'm not an idiot (presumably), someone who played the game should in theory know more about the game then someone who hasn't. However I don't think that that should completely make all my argument meaningless (I don't blame someone who thinks that that though since it makes sense).
I'm going to give you an example. Recently Cyberpunk 2077 has been released and many consider it a failure, myself included which is why I avoided the game. Some people think the game would be great if it weren't for the bugs and glitches. I think the problems with CP2077 run much deeper than that. I have seen hours of gameplay and listened to reviewers who liked the game and reviewers who haven't. I feel like my opinion should hold up at least a little bit. I don't care what you think about CP2077 though, since that's not the point of this post.
Personally I'm split on this topic and I can understand both sides' points, however I can't help but form an opinion about a game whether I've played it or not. Do you think someone who hasn't played a game can still havea valid argument regarding it? Should someone who hasn't played a game even be allowed to argue about it?
Hi there I think I'm almost done with the Messenger. I'm currently looking for musical notes to go and face the final boss. Does this feel excessive to anyone else? Maybe this is just because I've never played Ninja Gaiden or any of the games this is an homage to. But it just felt like such a weird turn to send me on a Metroid style quest through areas I've done. As cool as switching between 8 and 16 bit eras is I feel like this is a bit tedious.
To me this game is at it's best when I'm focusing on insanely tight platforming and sweet boss fights. Mostly just trying to go right. Getting a Metroid style map was genuinely surprising. But the difference is that Metroid didn't ever challenge me on traversal to the level this game does. It's just not really right for this style of game in my opinion.
Did you feel this way? If you enjoyed it, did it end up taking you a while?
I love gaming. But I feel like I’m just average and there’s nothing I can do about it. I like to play competitive games like csgo, valorant, overwatch and others like that, but when I rank I’m always in the lower ranks like silver 3 (in csgo and valorant) so is there something I am missing or am I just as good as I’ll ever be?
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