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SowiesoGroyp

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another thing about planescape torment: i am not sure that it actually benefits much from being an RPG. it has the same problem as disco elysium -- that it might actually just work better as a visual novel.

the problem with the visual novel format is the lack of "exploration," with much of the dialogue and progression in planescape being triggered by interactions with seemingly unimportant NPCs who are just standing around in various environments. it is difficult for visual novels to escape linearity.

i'm interested in playing more of the silver case to see if it feels like i am locked into obvious tracks.
 

mochi

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why not try point and click games then? like kowloon's gate or garage or something
if mystery of the druids wasn't so insanely difficult and convoluted to a retarded degree i'd want to see what you'd make of the main character in that
 

SowiesoGroyp

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why not try point and click games then? like kowloon's gate or garage or something
if mystery of the druids wasn't so insanely difficult and convoluted to a retarded degree i'd want to see what you'd make of the main character in that
"sure"
i havent explored that genre because i dislike puzzles and my perception of the secret of monkey island is that it's a bunch of puzzles
 

mochi

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they're definitely mostly puzzle games and often go into the realm of just combine every item you have with everything on the screen until something happens like in 90s vns like yu-no, but i think things like garage, cosmology of kyoto, myst were interesting enough experiences as a whole.sometimes you'll find pure exploration adventure stuff but it's rare

what sucks is if i get invested enough in a game and am completely at a loss for what the hell i'm supposed to do, like with the barn part in sanitarium, i don't want to just google for a walkthrough cause i feel less like i'm just playing a game and more like i'm just seeing something that's actually happening and seeing other people talk about it and following pre-written rules on what to do completely takes you out of it and sometimes i lose my motivation to play it at all because of that. which is why i also completely avoid visual novel discussions outside of just saying basic "yeah i liked that kind of thing" "i thought that was boring" stuff and also is why i ignored the meaning of eva thread
 

SowiesoGroyp

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there is a very cringe anti-racism quest in broken hills where the mutants are obviously niggers and the people jailed for hating mutants are in jail for hate speech, but they are portrayed as mindless idiots.

very gay and cringe


probably 10x more annoying than anything in the entirety of disco elysium -- which has extensive racism-related dialogue. in disco elysium, due to the dev's knowledge of "the alt-right"/online intellectual racism, racists and racist dialogue is at least semi-realistic -- the racists and racist speech options have justifications, things that sound like what "racists" might actually say. here, it is depicted as borderline mentally retarded, mindless hate with literally no justification whatsoever.

90s liberal perception of "racism" < 2010s online commie perception of "racism"

the people who know about us at least have *some* understanding of us.

this is so bad
 

mochi

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the thing i would want the most is a very, very long visual novel where the choices you make wildly alter the entire rest of the story into giant branching arcs and end up in entirely different positions and situations and areas with entirely different characters and sets of people and the choices aren't just "hey which route do you want" and are options you need to consider before picking. like at least 100 different endings, and there being no good or bad or true endings and no choices where it's game over after a few seconds

i also feel like you said something like this before in this thread but i've wanted this for years so it doesn't matter
 

SowiesoGroyp

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they're definitely mostly puzzle games and often go into the realm of just combine every item you have with everything on the screen until something happens like in 90s vns like yu-no, but i think things like garage, cosmology of kyoto, myst were interesting enough experiences as a whole.sometimes you'll find pure exploration adventure stuff but it's rare

what sucks is if i get invested enough in a game and am completely at a loss for what the hell i'm supposed to do, like with the barn part in sanitarium, i don't want to just google for a walkthrough cause i feel less like i'm just playing a game and more like i'm just seeing something that's actually happening and seeing other people talk about it and following pre-written rules on what to do completely takes you out of it and sometimes i lose my motivation to play it at all because of that. which is why i also completely avoid visual novel discussions outside of just saying basic "yeah i liked that kind of thing" "i thought that was boring" stuff and also is why i ignored the meaning of eva thread
i'm mostly interested in games that allow me to feel like my will is being exerted in the world of the game, possibly even surpassing what the author could think of / intended for the player. i don't like the feeling of being puppeteered into driving forward something the author has already determined as "right"; i don't like the feeling of being instrumentalized. i think the medium of video games is best when it allows you to do the opposite. this possibly even contributes to my love for melee and tf2 -- players have pushed the physics engine and "rules" of the game beyond what the creators imagined, making competitive play more like speedrunning.
 

SowiesoGroyp

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the thing i would want the most is a very, very long visual novel where the choices you make wildly alter the entire rest of the story into giant branching arcs and end up in entirely different positions and situations and areas with entirely different characters and sets of people and the choices aren't just "hey which route do you want" and are options you need to consider before picking. like at least 100 different endings, and there being no good or bad or true endings and no choices where it's game over after a few seconds

i also feel like you said something like this before in this thread but i've wanted this for years so it doesn't matter
i agree with this sentiment mostly because it would force the author to write things that they ideologically disagree with or find distasteful, but might actually be superior or more satisfying to me because i tend to disagree with the average person in matters of decision-making, world-building and taste.
 

SowiesoGroyp

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sucks that you aren't autistic enough to play dwarf fortress then
earlier today i did have the thought "why didn't any of the sequels to this game let you establish your own town or settlement with its own character and population and relationships with other towns" because i was thinking about how arroyo is a gay town that i don't actually want to save or give a fuck about. they forced me into their gay little trials of death and that old shaman faggot is stupid and annoying. it's also a small insignificant town that ultimately doesn't matter. (i don't know the rest of fallout 2's plot so you might actually end up saving the whole world or something, invalidating these thoughts)
 
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