

Live vicariously through me.
Live vicariously through me.
You seem to have a very extreme view of who I am.
Good use of emotion in discussion: “Imagine if every time you said you loved your wife people complained about how you always had to bring heterosexualilty into things. Wouldn’t you find that really isolating?”
Bad use: “Aren’t I a good person? Don’t you love me? You’re spitting in the face of a thousand years of tradition by being gay. Do you want this family to die out?”
If you are trying to make a factual claim about the future. aka a prediction, and you use as evidence for your beliefs an event that didn’t happen, you are an idiot at best.
Yeah and lying to people or bribing them are also good tactics if your goal is just manipulating people you have no respect for. Using them degrades yourself, profanes society, and shows that you have nothing but contempt for your interlocutor.
appeal to cinema is a nice punchy name for it!
I am building a hell specifically for people who think Lord of the Flies has anything useful to teach us about the nature of society and cooperation.
If it’s obviously true you don’t need to support it. “The sky is blue” is not annoying. “remember MiB, the sky was blue in it. The sky is blue” is a deranged way of expressing it.
Also I contest that this is obviously true. Massed humans are generally pretty sedate and if anything more predictable, cities are surprisingly stable for example.
yeah nah, you’re missing the point. Stuff which did not happen is not evidence of stuff happening and so can’t be used to support a prediction of the future.
What you’re talking about seems to be some broader defense of fiction as having merit in expressing emotions or values which is a different thing entirely.
If the thing is in fiction because it happens in reality just use an example of it happening.
Made up shit only supports arguments about made up shit.
They do that in the open areas though. Like they’ll put some enemies, a beautiful scene, maybe some dialogue (sometimes that hilarious thing where the game says “wow isn’t this game so beautiful”) and then it’s corridors again.
I love this game, it’s awesome. The corridors are weird though.
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.
Awesome game, not flawless but not a lot in the same genre and mostly ripping.
I like chill as fuck games too. But like in slime rancher traversal is like the game and the mechanics support that. There isn’t (at least as of last time I played it) a part of the map where you go and play a bad piano rhythm game or something.
If fans of jrpgs just sort of expect filler wandering and half executed minigames and that’s the reason they’re there then it explains why human lives were spent realising them. I didn’t know what was a thing though.
Haven’t played a ff game (tried 7, was a snoozefest and apparently that’s the peak of them?) so idk. Maybe it’s like dad game stuff.
The mindset of someone who would want to play power wash simulator vs practice an instrument/do decorative knotwork/crossstitch/bake/read/whatever is pretty much inaccessible to me. So I guess I’m must a mechanic pilled pacemaxer while you’re fillercore and vibing.
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.
I’m not a big jrpg person. Persona 5 seemed to have higher fight density and more excitement (random enemies, juking patrols etc), Pokémon has the trainer battles at a pretty high density. Xenoblade’s world is very full of enemies and X has challenging world traversal with navigational puzzles to solve. Also in all of these games I have the same question but to a lesser extent.
Maybe it’s standard for like ff or something. In which case, why is it there is just the same question.
Like is it fun? does it help the story hit harder? what is adding?
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.
You know thought experiments are not used as evidence right, but rather to direct the search for evidence.
You go: “if X were true we might imagine finding Y under Z conditions” then we go and do real experiments in order to actually see if this holds true. Using the evidence we support or refute the imagined scenario.
Special relativity isn’t true because of trains mirrors and torches, it is true because it’s true and we know it’s true (in the empirical not logical sense) because we have done measurements of atomic clocks and shit.