• 0 Posts
  • 24 Comments
Joined 1 year ago
cake
Cake day: July 5th, 2023

help-circle









  • Honestly, Immortals: Fenyx Rising was superior to Breath of the Wild in every way (for me at least). The world wasn’t “stretched” in size needlessly, “shrines” integrated directly into the overworld, instead of being seperate, the collectibles were sometimes fun (compared to Koroks, which were always bad), there were far more interesting characters and side quests, the world was more alive, the combat was better (if we ignore BotWs weird physics stuff, which has fuckall to do with an action RPG), exploration had an actual point, because you might actually find something nice that doesn’t break five swings in, the story was superior, and the humor was great (to me).

    TL;DR: Ubisoft cancels a sequel to their best game in some time, no suprise here.



  • r1veRRR@feddit.detoTechnology@lemmy.world*Permanently Deleted*
    link
    fedilink
    English
    arrow-up
    1
    arrow-down
    3
    ·
    1 year ago

    I do actually care about the content they “push”. Most fediverse apps are pointless to me exactly because they don’t have an algorithm. Unless you already know EXACTLY everything you’re interested in from the start, finding new stuff is the primary and best feature of the “algorithms”.


  • r1veRRR@feddit.detoTechnology@lemmy.world*Permanently Deleted*
    link
    fedilink
    English
    arrow-up
    8
    arrow-down
    7
    ·
    1 year ago

    Imagine a website where EVERYONE sees the exact same content. You could just calculate that content once, save the result, and give everyone that pre-calculated result. This is called caching (roughly speaking).

    Now imagine the other extreme: NOONE sees the same content. That means you have to do your (comparatively) expensive calculations every single time. That requires a lot more compute power, esp. if you want to maintain a decent speed.

    Most websites aren’t entirely one or the other, but in general anything customizable will make things just a little less cache-able, and therefore everything a little more compute-intensive. Blocking is one of those customizations.



  • I often find mechanics that only exist to waste time incredibly annoying. In the case of loot, a limited inventory is kind of that. You could absolutely just portal/teleport to town, sell your stuff, and then get back to playing. There’s no challenge involved, EXCEPT that it wastes your real-world time.

    I liked the pets in Torchlight for this reason. You could send them off to sell loot, while you kept playing the part of the game that’s actually fun.

    One exception is something like Resident Evil, where the choice is relevant to the gameplay directly. But even then, I would’ve preferred limits on individual elements (Only X weapons, only X healing items, etc.) and having extras automatically stored.


  • But some people play them with just a Dance pad. Doesn’t that, by your logic, mean they are too easy? Shouldn’t they be even harder? Maybe they’d be even more famous. The point is that difficulty is relative, therefore there OBJECTIVELY isn’t a correct difficulty. You’re just lucky enough to fit into their “difficulty demographic”.

    But it’s moot anyway. Games with easy modes will still get played with high difficulty by people that actually enjoy it. Your own enjoyment of a game should not depend on other peoples difficulty levels.


  • This is one big reason why I liked Fenyx way better than Breath of the Wild. The Fenyx world is far smaller, but also more dense with actually interesting things to do. You have a horse in both, but the distances in BotW are still just pointlessly big, esp. when 90% of the things you can find are just the same two things: shrines and koroks.


  • I personally find the most important part of those choices isn’t the actual effect, but whether the game managed to immerse me enough so that I care.

    For example, in Life is Strange, there’s a string of choices you can make that will get someone killed (or save them). The game invests enough time in the character before hand so when you come to the crossroads, the decisions FEEL very important. Do those choices have any big effects on the game? Not really. The character isn’t part of the main story line anymore after that, you only get some people referencing the difference. But if FELT important.

    Think about the polar opposite: Choices that change the entire game, but you aren’t invested in. Would those be interesting choices, or would that just be 2 games in the form of one, and the choice is just a kind of “game select screen”.