Oh god, please don’t make me talk about myself.

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Joined 3 years ago
Cake day: June 12th, 2023
  • Yeah. I think there’s a problem with the modern development cycle that a fuckton of the budget goes into marketing and marketable assets (i.e. all them graphics that look great in the trailers but nobody’s computer can actually handle, and then the rest of the team’s on the hook to make a game on a shoestring that can actually use all of that content - The only way you can possibly accomplish that with a fraction of a fraction of the budget is if it’s super simplistic and repetitive gameplay that’s stretched over 40+ hours like a peasant on a torture rack.

    Think about how many games you’ve played over the last decade, and how many of them were still fun to play after the first five hours, either because the primary gameplay loops were satisfying enough to keep you engaged, or because the game was keeping it fresh with new mechanics that didn’t bungle clumsily atop one another like a raspberry and beef trifle. Making great games is difficult and expensive, and most studios would rather put out something with a guaranteed return than anything that’s fun to play.

  • You know, the fucked up thing about it all is I was always told that the kind of delayed gratification that came from major accomplishments like a college degree, a steady career, a comfortable savings account, would all outweigh the fleeting pleasure of parties and stupid little trinkets and other such fun. I wish I had taken so much more time for myself because I burned out so hard achieving some of these things and failing to achieve others that I struggle deeply to imagine a future with me in it.

    I hope whatever youth is left in the world spends their time having fun. I hope their lives are worth living now, and that mine will be someday too.

  • I kind of feel that - I think the issue for me is that there’s a lot going on in each of these games that is tangential to the primary gameplay loop that on the surface isn’t obligatory, so if you find it not to your liking you can choose not to engage, but avoiding the secondary activities locks you out of some rewards for the PGL often and severely enough that you do feel obligated to engage to the point you can get these rewards. Especially in the gambling minigames, I often feel relieved when the points you buy end up being the same points you exchange for said rewards because it means I can just engage in the fighting a little more instead of having to gamble.

    Case in point, I’m playing Infinite wealth right now and it feels like a big step up from the first Like a Dragon, but I’m still finding myself pulled into the Sujimon quests even though I personally don’t like monster tamer games. I don’t even know what the rewards are but half of the map icons are raids and trainers, so I feel like I should at least be putting time into maintaining a team with the ones I can catch just from grinding out fights for Job XP.

  • I mean, let’s not forget that the early consoles had their own pitfalls, a period of gaming that spawned tropes like ‘Nintendo Hard’ and ‘Guide Dang It’ in order to, among other things, pad out the length of what we would consider an otherwise barebones game, and to sell time on their hints and tips hotline. I do feel like there was less bullshit in the past, but it definitely still existed.

  • I don’t know if I could call it good, exactly, but one unique concept that I haven’t really seen captured anywhere else was the Dungeon Maker series on PSP, that allowed you to build dungeons that you would then explore/fight/loot, to give yourself funds to build out further/deeper, ad infinitum. It was clunky, controlled pretty stiffly and basic as ARPGs go, and after a certain point you kind of went on autopilot, but there’s a certain je ne sais quoi to it that I really quite enjoyed, especially if you planned out your builds. I think a similar title was released on the DS but it was turn-based and not particularly well-executed.