insurgentrat [she/her, it/its]

  • 2 Posts
  • 27 Comments
Joined 10 months ago
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Cake day: July 18th, 2024

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  • I think that’s a bit of a strawman. I am genuinely confused by the number of dead ends, empty loops, samey visuals, and the sheer length of time spent holding forward in an otherwise extremely intentional game.

    Obviously doom doesn’t work if you just put all the enemies on a flat grey plane. Also though doom starts getting worse at a certain point if you start reducing the enemy density by adding long sections between each fight. Those long sections might get better if you do something with them, like in doom notfour they have heaps of long empty sections at one point where they blather lore at you. I loathed that section but I wasn’t confused as to why it was there, they wanted to tell you a story once they sucked you in with boom boom pew pew.

    So assume I am not stupid. Have you played the game? why are they as long as they are? as narrow as they are? as empty as they are?


  • Return of the Obra Dinn is maybe 4 hours long if you’re a clever cookie. Maybe 2-3 times that if you’re not good at/use to deduction games. Genuinely one of the best games ever made.

    A short hike is great.

    Oneshot is about 4 hours long from memory. Solid experience.

    Chants of senarr doesn’t overstay it’s welcome but is maybe stretching it. Heaven’s vault is a vastly more translationy language game that is genuinely jaw dropping if that whets your appetite.





  • Something being there because it’s there is not really a reason to sink Dev time and resources into it.

    Most games with a sprint involve decision making. Usually something like a timer or stamina system with some mechanical implication for depleting it. E.g. if I travel faster now I won’t be prepared for combat later. This balances player concerns about moving fast when feeling safe or fleeing, while making it interesting by punishing reckless use.

    Most worthwhile game mechanics are like this. Sometimes things are just there for play, like jumping in MMOs which largely just allows playful social expression in an otherwise extremely limited media. Emotes in multiplayer games serve a similar purpose despite having no obvious mechanical link.

    One case for a sprint without mechanical trade offs is player movement control. Less relevant on games with a controller input but sometimes there. Usual practice to to have a run/walk toggle button though, and just build the world scale so running feels good in almost all circumstances and turn it on by default.


  • So there are sections of world building and interesting vistas or whatever. Then there are just corridors.

    It’s not like, bingo card, dark souls or something where as you’re exploring some corridor you find an item with some implied story. Oh an expedition member ran from this monster I just fought, fell here, and dropped their shield or something. There are moments like that kinda, usually the entrances to boss arenas with corpse piles and shit. Mostly though it’s a narrow corridor, repetitive scenery, 10 costume bucks.

    It’s also not well signposted where the useful or interesting exploration is (going forward/challenging fight) and where the 10 costume bucks dead ends are.


  • A difference in lotr is that you aren’t required to do stuff and each vista is unique.

    I guess what baffles me is there are no interesting decisions. I am never thinking or playing as there are no choices or consequences. Seeing another red tree or whatever is like oh ok. It isn’t telling a story, it’s not giving me insight into the culture of the land, it’s not teaching me mechanics or letting me practice, it’s not providing room for character dialogue it’s just a red tree and 10 costume bucks.

    That they give you a sprint button is the game admitting that they know this is boring. there is literally a fast forward through the movement button, that it isn’t a toggle or default speed is itself strange.



  • Sure but you’re not doing anything interesting during the walking bits. Most of the corridors are just kinda pretty in a repetitive way, usually characters aren’t saying anything to develop themselves, there isn’t any play it’s the corridors of an art gallery, the spaces between the exhibits.

    Media tends to cut away from the dull parts of travel in order to express it as a sequence of highlighted challenges. Video game worlds tend to be extremely compressed and abstract for this reason. Like if you go play a link to the past there aren’t many areas where you solve the same challenge as a prior screen and there are only a couple with no challenge to overcome or thing to meaningfully interact with. That game still feels like an epic journey.