• 10 Posts
  • 181 Comments
Joined 1 year ago
cake
Cake day: June 12th, 2023

help-circle
  • Obviously ideas of fun vary; people are allowed to enjoy things I don’t like :)

    Also I’m not rampantly disagreeing with you here, just picking at the edges for discussion because it still doesn’t sit quite right in my head.

    It’s just… sometimes I feel like the implementation of complexity in these things is just kind of lazy, comparable to adding difficulty by making enemy bullet-sponges. It’s certainly more work to defeat them, but is that work rewarding?

    Consider the annoyance that triggered this whole post.

    In grim dawn, mid way through elite. I had some gloves with fairly miserable specs for my level, but they were providing most of my vitality res. Can I change them out?

    Well there’s some with better overall specs but no vitality but they do have a lot of fire res, so I could swap those in, then the ring I was getting lots of fire res from could go, and there’s one with some vitality but unfortunately no poison, so let’s see, I do have a helmet that …

    spongebob_three_hours_later.jpg

    … but now my vitality is three points too low to equip the pants, oh fuck off. How is this fun?

    Finding a reasonable solution doesn’t make you feel clever, and making an awkward compromise doesn’t feel like a justifiable sacrifice, it feels like you finally got too exhausted to search through more combinations and gave up. You can’t really look forward to getting better gear to fill a gap, because you’re going to have to go round and round in circles again trying to build a whole new set around the deficiencies that come with it.

    It’s like debating against a Gish Gallop - taxing to keep up with but without any real sense of achievement.

    And honestly it doesn’t feel like that’s really intended to be the real gameplay. If the genre is really a build-planning-combinatorics game with a bit of monster-bashing on the side, where’s the quality-of-life UX to go with it? Where’s management tools to bring the actual problem-domain to the fore? Where’s the sort-rank-and-filter, where’s the multi-axis comparisons? Where’s the saved equipment sets? Why is the whole game environment and all the interface based around the monster-bashing, if that’s just the testing phase? And if navigating hostile UX is part of the the challenge, then again I say that challenge is bad game design.

    And all the layered mechanics across the genre feel like that: bolted on and just kind of half-assed, keeping the problem-domain too hard to work on because of externalities rather than the innate qualities of the problem itself. I know, let’s make the fonts really squirly and flickery so you can only peer at the stats for five minutes before you get a headache, that’ll give people a challenging time constraint to work with.

    Did you ever play mass-effect: Andromeda, with the shitty sudoku minigame bolted on to the area unlocks? You know how that just… didn’t make the game fun?

    That.

    Also it seems to me that if the prep-work was really the majority drawcard, we’d be seeing a lot more football-manager-like tweak-and-simulate loops, if that’s what they were going for. Build your character, let it bot through the map (or just do an action montage), then come back with a bunch of loot and XP to play with before sending it out again.

    I think an ideal game would hit all three kinds of satisfaction: tactics/graaagh, exploration/harvesting and mastery/optimisation. And ideally, each of those three targets would be free of external complications and left to focus on their own innate challenge and rewards.

    I know that’s easy to say and hard to do… I’m just surprised that we haven’t got signficantly better at it in the last couple of decades.



  • And that’s entirely valid; like I say, stardew gameplay is immensely satisfying in and of itself.

    I just feel like all these other mechanisms in arpgs are thrown on top to try and disguise the nature of the thing, and it’s that disparity that leaves people jaded.

    Stardew doesn’t have an endless progression of increasingly fell and eldritch vegetables that need you to constantly grind for upgrades just to tend to them. You water things in one click all the way through, and that feels good; you don’t need to chase a sawtooth pseudo-progression in order to be satisfied.

    Stardew doesn’t make you do NP-complete multi-knapsack-problems in order to even have a viable character, or drown you in overly complex interactions so you can’t usefully plan in your head; there’s complexity there, but of the kind that opens up more options.

    It manages to be fun without those things, but ARPGs seem to overwhelmingly rely on them in order to be engaging at all.

    Why is that?

    Why does gory-stardew need all those external obfuscations, when the normal kind doesn’t?

    How could you make a gory-stardew that’s comfortable in its own skin?


  • I have absolutely no wish to dumb them down.

    As I said, if you just took away all those mechanics, you’d be left with a boring empty game.

    What I said was that it would be nice if you could make the combat feel more like hunting than gathering, so you wouldn’t have to make up for it with a:) number-go-up and b:) np-hard - then you could then go for much more enriching forms of complexity.

    For instance, making mobs fight a lot more tactically as their level increases instead of just stacking on the HP and damage - and instead of your perks just driving stat inflation, they unlocked new tactical options on your part, giving you a series of new stops to pull out as the battles got more fraught.


  • I dunno if it even needs to be difficult; even a bit tactical would change the nature of the thing. As it is the mobs in these things tend to be mindless converging waves; what if they set up set pieces, ran for help, dived for cover, used supporting fire etc etc?

    Also perhaps overambitious, but what if the difference between low and high level enemies wasn’t their HP or damage, but how tricky and organised they were? What if leveling up didn’t make number get big, but instead gave you more options in a fight?




  • When my kid started out using the internet, it was over-the-shoulder supervision to start out, then slowly dropping to in-the-room supervision (the PC in the living room), and progressively less over time, with the clearly stated proviso that I would occasionally be glancing over history just to make sure he wasn’t getting caught up in anything horrible, but that I wouldn’t be going into any kind of detail. At 13, he got his own PC in his room, and I left him to it.

    I’m a very firm believer that you don’t attempt technical solutions to administrative problems. Privacy is important and monitoring is shit. You equip your kid with the tools and the supervised-experience to make good decisions, and once they can balance by themselves you let go of the bike.

    Teach them to do dangerous things safely, that’s parenting in a nutshell.

    (actually to clear up a misconception: to teach a kid to ride a bike, you hold the shoulders, not the bicycle. With the extra feedback they can actually compensate and learn to balance; if you hold the bike itself it just weirdly fights them and their cerebellum never gets it)





  • Resources and influence will always drunkard’s-walk into the hands of the unscrupulous and manipulative, pretty much by definition.

    They’re going to be drawn to it, they’ll fight dirtier for it, and they’ll use the power it gives them to prevent anyone else from taking it away.

    Big Tech is a huge source of both, so it would be amazing if the people on top of the heap weren’t massive piles of shit.



  • I’ve often said “What do we want? Police to face accountability when they commit crimes! What do we actually get? We’re going to use the term ‘main’ instead of ‘master’ for programming things!”

    The other thing is that the big stuff is shored up by all the small stuff.

    The reason you can’t get police held accountable for crimes, ferinstance, is because there’s a hundred shitty racist / sexist / classist / etc attitudes locking down the idea that the police are both besieged by and protecting us from an underclass of people who deserve neither compassion, rights or justice. Look at the people leaping on the ‘he was no angel’ bandwagon, for god’s sake.

    If you want to topple the big overt heinous idea, you need to wash away the soil its roots are sunk into and that’s banked up round its trunk making it look like an inherent part of the landscape.

    A spoonful at a time, if need be. It all helps.


  • Until a couple of years ago, we had a brand of cheese called ‘Coon’, here in Australia.

    The word isn’t used as a slur over here, and the brand was simply named after the founder about 150 years back.

    But it was getting increasingly on the nose as cultural influences from the US and everywhere kept seeping in, and it reached a point where it pretty much needed an excuse or at least an explanation.

    So they renamed it; now it’s ‘Cheer’.

    And at the time, there was all kinds of pearl-clutching about the malicious / disingenuous / officious / vapidly-offended / white-knighting / attention-seeking / etc / etc ‘woke crowd’ stomping in and making them change everything when it was perfectly good and harmless and stuff.

    Six months later, nobody gave a single shit any more. Nobody died as a result or was even mildly inconvenienced, no great cultural traditions were lost, and contrary to several predictionsm newly-empowered wokeocrats have not risen from the shadows to re-gender everyone or whatever. It’s that cheese with the blue white and green label, nobody reads it anyway.

    My point is that small token changes cost virtually nothing, and even if they achieve little in and of themselves, the mere fact of people being willing to make them is of benefit. Small courtesies, you know? Returning your shopping cart. Smiling at passing dogs. It models kindness and consideration, and promotes the idea that those things have value.

    Which is not to suggest that we must avoid giving offense at all consts; far from it. I’m one of those stereotypicallly abrasive genX types raised on ideals of free speech, punk rock, uncomfortable truths and loudly pointing out the elephant in the room no matter how many toes get stepped on. But when there isn’t some burning issue that needs to be addressed, niceties be damned… then yeah, small courtesies. Give people that extra bit of room even if they don’t strictly needed. It’s nice to be nice.

    Look back a handful of decades at all those cultural relics that your grandparents considered harmless and invisible. Asking people to drop them may have attracted ridicule and suspicion at the time, but looking back at some of them… oh dear god, really?

    Hell, I remember The Black And White Minstrel Show on TV, and if you don’t remember it yourself, it’s far worse than you’re imagining.

    I like the world better without things like that, even the little seemingly-trivial ones, and even if it seems like empy virtue-signalling while you’re cleaning them up.


  • I mean not really, kind of the opposite.

    Touch grass is a call to action - to discard the convenient abstractions enabled by words alone, and to embrace the messy, gritty complexity of physical reality itself.

    The allegory of the cave is the opposite: a wry lament about the inherent limitations of perception itself. You can’t experience physical reality at all; you’re just a bot in the chatroom of your senses, and there’s no such thing as stepping outside it. Your senses may be a lot more detailed than words, but it’s only a matter of degree.





  • Most useful thing was actually a $2 key wallet. Stupid, but it was actually really hard to find the most basic keyring-with-wrap that wasn’t trying to be a card wallet or have fancy dangly bits or whatever. Just an oblong of fake leather, two studs and a split ring, so my keys don’t chew holes in my pocket.



  • I am all about keeping it sustainable; nobody has willpower longterm. Any fool can come up with a diet of rabbit food and have amazing results for a month before their brain goes postal on them and they start inhaling cheeseburgers nonstop. Trust me, I totally get that. We always attribute vast reserves of motivation and discipline to ourselves that we just don’t have, and the results aren’t pretty.

    But on the other side of the coin, your brain can get stuck in a short-term reward loop, and it howls blue murder when you first try to break out of it.

    I’m an stress-eater and a boredom-eater, and if the loop gets out of control, not constantly snacking becomes stressful in and of itself, and yeah that’s a complete trainwreck.

    But what I’ve found is that after a surprisingly short time of acclimating yourself to controlled amounts of hunger, you can break that loop. Your brain re-learns the difference between not-full and actually-need-calories, and only sees the latter as a problem.

    What started out feeling like a catastrophe that you had to white-knuckle through just turns into a boring fact that takes little to no willpower at all to put up with at all.

    It’s a really good investment of effort, and makes the whole process a lot easier.