loobkoob

joined 2 years ago
[–] loobkoob@kbin.social 3 points 2 years ago (1 children)

Personally, I'd say a game feels like "hand holding" when there's no room for player agency. The key thing that sets video games aside as a medium is interactivity (as a two-way relationship) and player expression, and I think when a game is referred to as "hand holding", it's because there's little-to-no room for players to express themselves - no obstacles to find creative solutions to, no way to play the game/section in different styles, etc.

I think the only real examples of "good" hand holding that spring to mind are optional tutorial sections where the player has specifically requested to be introduced to certain mechanics.

And there are absolutely games that aren't handholdy enough, too - where players are just thrown in at the deep end without any explanation for what's going on or how to play. Sometimes the lack of direction can be a good thing - exploration (of both a game's world and its systems) can be exciting and rewarding, like discovering for yourself how to survive and advance in a survival game - but some games are so complex and overwhelming that players not being introduced to things more gradually can be really off-putting.

It's difficult to say where I'd draw the line, though; I think it's a somewhat personal thing and something that varies from game to game. Quite a few of the games I enjoy, such as Path Of Exile, are far too overwhelming for the "average person". And a lot of "cinematic third-person action adventure" games (like the majority of Sony's first-party titles) feel overly-restrictive to me, like I'm just being railroaded without really having to engage my brain much and without really being able to express myself through the gameplay. But the window of "handholdyness" that's appropriate for me is wildly different to the average person, who does enjoy Sony games and probably doesn't enjoy Path Of Exile.

I think this also somewhat ties into the idea of accessibility versus depth. The more handholdy a game is, the more accessible it is. But making a game accessible quite often involves removing the intricacies and complexities that result in mechanical/systematic depth. Is it possible for a game to have incredible depth, complexity and variety while also being intuitive and accessible for a brand nee player?

[–] loobkoob@kbin.social 28 points 2 years ago (1 children)

I think vignette and film grain can both look great in small doses and in the right situations, but they have to be really subtle. If you can actively see them, it's already far too much. Unfortunately, most games go wayyyy overboard with them.

Film grain has a few psychological effects:

  • it can evoke a sense of nostalgia, as if you're watching old footage
  • it can add texture, which can stop players from perceiving flat textures as being as, well, flat, stop jagged edges from standing out as much, and adding a sense of depth
  • it can make something feel more "genuine" - rather than being clean, edited, almost clinical feeling, film grain can make things feel a little more raw and believable
  • it can add a "documentary feel", especially combined with camera shake (another thing a lot of games are far too liberal with, but that can be great in the right moment/dosage) which can make the player/viewer feel more like they're in the action themselves
  • a lot of cinematic masterpieces were filmed on analogue film. Film grain is something people subconsciously associate with something being cinematic, to the point where a lot of modern film/TV that's shot on digital cameras (and therefore doesn't have film grain) will have digital noise added to emulate the effect. Games do it for the same reason.

As for vignette, I think this is far more niche and definitely something that isn't used well in a lot of games. The biggest reasons to use it are:

  • to draw the player/viewer's eye to the centre of the screen/frame
  • to reduce the player's peripheral vision - this can be good for horror games to add a feeling of claustrophobia, or in any genre when the player is wounded (although many games will add fairly distinctive bloody overlays rather than a simple vignette)
  • during low-light situations - like above, but it can really sell the darkness a lot more (on top of actual low-lighting effects) if there's a well-done vignette.

The thing is, both things need to be used in tasteful quantities, and ideally done dynamically. Just plastering them over the entire screen all the time looks terrible, whereas using them in specific situations and being more selective with how they're applied - like in low-light situations, certain environments, or specific story moments - can work really well. And most developers simply don't do that.

[–] loobkoob@kbin.social 4 points 2 years ago (1 children)

I always find this discussion interesting. I don't personally tend to play Paradox games at all so I've no real horse in the race, but I don't think there's anything particularly wrong with the model. It's designed around people being able to buy the specific parts they want, and those specific things having a good level of quality / depth to them.

Like, if you're really into early 20th century Japanese architecture, would you rather have a single house thrown into a "kitchen sink" DLC pack that you can copy-paste over and over into your city with no options to customise or expand on that, or would you prefer an entire DLC dedicated to that style so you can build a full district or city in that style?

And conversely, if you're not into early 20th century Japanese architecture, would you rather have a single house in that style thrown into your DLC pack that you don't care about and won't ever use, or would you prefer your DLC pack to contain things you are interested in?

Maybe the average consumer does look and think "wow, I really need to spend $404.40 to be able to play the game" and decide against it, I don't know. But personally, if I see a game has DLCs like "specific niche cosmetic option pack #2" then I see them as not at all necessary, and figure I can play the base game first and just buy any additional packs I want later.

[–] loobkoob@kbin.social 5 points 2 years ago

Some people like their sugar to have a hint of coffee flavouring to it.

[–] loobkoob@kbin.social 4 points 2 years ago

I don't think the controller support is too bad from what little I've played with a controller, but it can feel pretty build-dependent. It's clear some skills were designed with mouse targeting in mind.

I've played hundreds of hours with mouse and keyboard, though, and I think it's shaping up really well. It already feels great, but with more content variety down the line it'll only get better.

[–] loobkoob@kbin.social 2 points 2 years ago

It's not just beneficial for Twitch, it can be easier for users, too. Right now, if I want to get updates from all of my favourite Twitch streamers, because it can't be done through Twitch itself, I need to have accounts on Twitter, Discord, Instagram, YouTube, Mastodon and Reddit. And I maybe don't even care about their networking, memes, politics, random food photos, or whatever, I might just want to see them saying, "hey, I'm doing a special stream at this date/time" so I know to tune in.

Over a decade ago, I wanted SoundCloud to implement basic text statuses so musicians I followed could just announce things like upcoming releases, that they were working on an album, that they had a tour coming up, etc. They never did, and it still feels like a missed opportunity to me. I want a way to get useful announcements from creators I'm interested in without having to sift through all the noise and without having to use 15 different platforms.

[–] loobkoob@kbin.social 2 points 2 years ago

This is where it gets tricky and a lot of nuance is lost, I think. There reaches a certain point where it stops being zero-sum because two or more parties can each have an entirely independent and valid claim.

In your example, if you pass the money to your children, they reach 40 years old, spending the money they believe is theirs, and then suddenly they're told they owe $2M they don't have for something they didn't do, that's not fair on them. Have they benefitted from the $2M? Absolutely. Is it fair that they benefitted while the person/people you stole it from suffered? Absolutely not. But your children didn't do anything to deserve punishment.

Now I'm generally fairly anti-Israel, and have been for years, so don't take this as me being an apologist for colonisers. But for someone who has lived all their life in Israel - whose great-grandparents were colonisers - Israel is home and they feel they have just as much right to it as the people it was stolen from 80 years ago. The longer these conflicts go on, the more difficult it is to come up with a fair solution on a human level.

Israel is definitely in the wrong, though. It's very clearly not fair from a Palestinian perspective. But no matter how you try to divide up the land now, there will be innocent people who suffer for it. There's no easy solution to it, unfortunately. It's more complex than just "give it back".

[–] loobkoob@kbin.social 1 points 2 years ago (1 children)

These are some great resources, thank you!

I've always found it a bit of a struggle to build a new feed from scratch. Once I've got a decent foundation, it's easy enough to see who my follows are interacting with and follow them, see what topics get brought up that I may not have thought about and follow them, etc.

Twitter wasn't too bad when I started with it because all my friends were on it and all my favourite musicians, game designers, directors, etc, were on it. It was easy to build up a starting network fairly quickly. But with Mastodon, none of my friends really care for microblogging any more, and a lot of the artists and individuals I'm interested in haven't switched to it yet, so getting that initial foundation going has been a struggle for me. I guess subscribing to hashtags is the solution to that problem!

It looks like the combination of the directories you linked should be really useful, thank you again!

[–] loobkoob@kbin.social 8 points 2 years ago (6 children)

Any recommendations for people/topics to follow?

[–] loobkoob@kbin.social 93 points 2 years ago (13 children)

The idea that only having a €15M budget is what caused this game's issues is ridiculous. It's not a game that had good ideas and just failed to execute them properly; it's fundamentally bad on a conceptual level.

The setting and story concept are bad. When the game was first announced, I don't think I heard or saw a single discussion where someone was excited to experience playing through the story of Gollum in that time period in the story. Or even playing as Gollum at all - he's a great secondary character in the books and films, but he's hardly a character you want to play as in a video game. There's no room for character development either.

The game design is bad. It's just bad. No amount of time, money or polish is going to fix the terrible basic design principles the game is built on. And even if they had 10x the budget and hired a world-class lead game designer from the start, it still would have the issues with the story and character.

The whole project is one that shouldn't have left the brainstorming session it was conceived in.

[–] loobkoob@kbin.social 3 points 2 years ago

I love that that implies there's a non-zero chance of spaghettification before crossing that threshold, too!

view more: ‹ prev next ›