• Toribor@corndog.social
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        26 days ago

        Should I play Noita if it mostly caught my eye because of the cool physics? Hades and Vampire Survivors are the two roguelikes that finally clicked for me.

        • bbuez@lemmy.world
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          26 days ago

          Haven’t tried the other two, but I would say yes if you do roguelikes. The physics and reactions are the half of it, the wandbuilding mechanics let you build some completely bizzare and powerful wands, and with a little luck can start getting a godrun fairly quick… but you’re always vulnerable.

          Highly recommend going in blind, there are a lot of secrets to find, different sidequests, etc, winning the game once is a milestone.

      • toastal@lemmy.ml
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        26 days ago

        I just had a nice cup of Thai white tea, which inducided the opposite of rage 🍵

      • dejected_warp_core@lemmy.world
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        26 days ago

        Never understood the appeal honestly.

        Same here. I spent about 30 minutes trying to play one (DoTA I think?) and figured out:

        • Each hero has a zillion upgrades and abilities
        • Each hero is basically on their own roguelite style upgrade path
        • The game has a dozen or more such heroes
        • icons and text too small to play on livingroom TV, controller play out of the question
        • at mercy of online match-making algorithm if I’m not in a league/clan/whatever


        From this I could deduce:

        • There’s no way in hell this is perfectly balanced - too many variables, it may as well be MttG
        • Going to take 20 or more hours to dial in a personal play style
        • Going to take probably 50-100 to develop a play style that can adapt to most situations
        • League play will probably kick my ass, requiring another 50-100 hours of practice/training
        • Causal play is out; likely can’t pick up and play immediately due to lobby, variable match times


        I’m not knocking the genre as a whole, but this is not for me. It’s too far outside my typical mode of gaming and is likely to just frustrate me more than anything else. I’m familiar with hard to play online games like Quake, TF2, and even Soldat. But those have small power systems that, even with gross imbalances, were still playable because there was usually only one or two scenarios you couldn’t overcome. Adding more on every axis just sounds like a wildly unbalanced system where the skill curve isn’t steep enough, costing a lot of time invested in bad strategies before you figure it all out.

        • toastal@lemmy.ml
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          26 days ago

          The appeal would be with a limited albeit large set of characters, items, & rules, you can have effectively an infinite set of outcomes due to the dice rolls of teammates but also champions/heroes chosen on team. It is almost impossible to see the same game twice unlike. There is skill expression & build mechanics that allow a player to outplay or recover matchups & adjust to the state of the game on the fly. With every game starting over at zero, you don’t get invested in building a specific character, but in mastering the gameplay which can go from micro mechanics to macro. I think a lot of folks liked it coincidentally at a time with better broadband for communications for this style of game, developers doing frequent patches to force meta shakeups & e-sports + streaming also taking off. But also a sunk cost fallacy of having invested the time to git gud not bothering to learn any game too similar.

    • The Cuuuuube@beehaw.org
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      26 days ago

      I also hate that the grammatical standard for all cap pluralization is to include an apostrophe. What is it the Oakland A’s possess!?

  • KillingTimeItself@lemmy.dbzer0.com
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    27 days ago

    i have like 370 hours of factorio, and i’ve only really played it over the period of about. 4-5 months, though i’ve owned it for a year or two now.

    Factorio is just one of those games. For anybody that likes open world sandbox games and technical stuff, you already own factorio, yell at me in the replies.

    • JakJak98@lemmy.world
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      26 days ago

      Such a good game. Especially if you get a multiplayer game of people with different logistical strengths.

    • OADINC@feddit.nl
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      26 days ago

      Ah the early times of factorio, learning everything for the first time. Those are long ago, 1700h+ now. The addiction is real.

      • KillingTimeItself@lemmy.dbzer0.com
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        26 days ago

        yeah, it’s like that. Took me about a 100 hours to get fully acquainted. I’ve had several different play-styles through my various saves, all trying different things, and seeing how they go. I’m sure it’ll continue for quite some time.

        Especially when the expansion with 2.0 drops.

    • MystikIncarnate@lemmy.ca
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      26 days ago

      I’m a big fps/3d spaces person. I gravitated to satisfactory. As far as I’m concerned, it’s the same thing but 3D.

      • KillingTimeItself@lemmy.dbzer0.com
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        26 days ago

        i don’t own satisfactory, though it does seem interesting, i feel like factorio is the precursor to satisfactory in a way.

        It’s more primal to the human urge to industrialize.

        • MystikIncarnate@lemmy.ca
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          26 days ago

          That’s a fair assessment IMO. They’re all related games.

          I personally haven’t played factorio, but I know enough about it to prefer satisfactory.

          A few friends of mine are getting into Palworld and getting away from satisfactory. IDK, it seems a bit too different to me.

          • KillingTimeItself@lemmy.dbzer0.com
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            25 days ago

            I personally haven’t played factorio, but I know enough about it to prefer satisfactory.

            any reason specifically you prefer satisfactory?

            I think i’d have to look into satisfactory more, but factorio is more explicitly focused on the gameplay loop, and meta elements of the game itself. Having really good balance, great game design, and super functional gameplay styles.

            Whereas satisfactory seems to focus more on the game itself, less than the gameplay styles. I.E. the game creates the gameplay style, the player will follow, as opposed to in factorio, it’s explicitly designed around having certain styles of gameplay, which make it very easy to adopt and utilize.

            Not to say that you can’t with satisfactory, it just seems like it would be a lot more work. Like in factorio i have a set of rail blueprints that are perfect. Space optimally, designed optimally, and work optimally, they’re designed so that i can just plonk them down and do as little work as possible and have them functional. I’m not sure satisfactory has that level of gameplay.

            • MystikIncarnate@lemmy.ca
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              24 days ago

              Satisfactory has added blueprints. They’ve been part of the game for a while. You can design, build and disassemble blueprints wholesale. They’re not super large, which is part of the challenge. For something like a rail line, the placement of blueprints won’t connect the rail line together even if you put a rail from end to end; so those blueprints usually are all the infrastructure surrounding a rail line, and the rail line is run down the infra after the blueprint is built.

              There’s plenty of quirks with it, as I’m sure there are in factorio, and there’s no “perfect way” to do anything. A core mechanic in satisfactory is alternate recipes. I’ll give you an example. Screws are an early item that’s usually a pain point for new players early game. To get them, you have to mine iron, smelt it into iron ingots, then construct rods from those ingots, and finally, convert the rods into screws. It’s a pretty involved recipe for the early game. Most other recipes are more simple, concrete is raw limestone, constructed to concrete directly, it’s a two machine setup to get it rolling. Rods are another, and plates are similar to rods (both three machine setups, miner, smelter, constructor). Screws require at least four.

              There’s a popular alternative recipe called cast screws, which creates screws from iron ingots directly. Not only that, but you get more screws per ingot than the vanilla recipe.

              To take that example further, there’s an alternate for ingots, which is a “pure” ingot, which uses a mid-game machine, the refinery, to combine raw iron and water, and produce iron ingots, which has a higher yield than simply smelting the raw material.

              So you can do the og recipes, and build a field of miners, smelters, and constructors (to make rods, then screws), so that you get enough screws in sufficient quantities, or, with a little legwork and some alternative recipes, you can use the pure iron ingot alternate, and cast screw alternate, and get a lot more with a lot fewer machines, and fewer iron nodes (less raw iron).

              There’s Infinity variant building methodologies, from building right on the ground, to large towers filled with many floors of machines to do the work. The layout can be chaotic and spaghetti, inefficient and a mess, to varying levels of perfect input to perfect output, building a variety of things continually.

              You can focus on design, or efficiency, or simply the speed at which you can throw things together. The options are endless.

              You can rush towards coal, fuel, or nuclear power, or flatten all of the biodiversity of the map into biofuel and run everything on plant and animal matter.

              Personally, I focus on alternative recipes early on, as well as logistics (faster conveyor belts, etc), and power (mainly coal/fuel)… Collecting biomass generally sucks IMO, plus the nature in the game is quite lovely and I don’t like to destroy more than I have to.

              With the verticality, you can have production floors of machines where the inputs and outputs go into the floor, out of sight, into logistics floors below, to be carted around between machines, and to storage crates, or whatever you need. If you run out of space, you can expand, or build more floors above your current build and expand that way.

              Trying to solve logistical issues in three dimensions can be a challenge.

              There’s caves to explore, a variety of wild animals of varying strengths and abilities in the game, even some that are radioactive, or spew toxic gas. There’s even flower looking plants that kind of stand up when you come nearby, and if you hang out near them, they emit toxic gases too… Or you can play on passive mode where the fauna generally ignore that you exist unless you attack them.

              I could keep going, there’s a lot of interesting stuff in the game, including a lot of things we don’t have the story about (they’ve had placeholders in the game that won’t be explained until 1.0 gets released, hopefully later this year). I have over 970 hours in the game and I will be starting a brand new save once 1.0 is available. I’m certain I will be playing that for many more hours to come.

              If you want to know anything specific, please ask. I can point you at beginner friendly YouTubers, or streamers that push the game to its absolute (and ridiculous) limits with mods, or anything in-between. I can also just discuss the mechanics or what we know of the story so far.

              For me, satisfactory is an extension of the same concepts I enjoy and employ for my profession. I’m in IT, and getting everything working just right, then seeing everything working perfectly is the take away I like to get from doing a thing. Troubleshooting it when it’s not operating correctly, and ensuring everything stays running 24/7, is huge.

              • KillingTimeItself@lemmy.dbzer0.com
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                24 days ago

                Satisfactory has added blueprints. They’ve been part of the game for a while. You can design, build and disassemble blueprints wholesale. They’re not super large, which is part of the challenge. For something like a rail line, the placement of blueprints won’t connect the rail line together even if you put a rail from end to end; so those blueprints usually are all the infrastructure surrounding a rail line, and the rail line is run down the infra after the blueprint is built.

                yeah i know it has blueprints, i’m just saying it feels more like it’s been shoehorned in than it has designed to be integrated fully, as it has in factorio.

                There’s plenty of quirks with it, as I’m sure there are in factorio, and there’s no “perfect way” to do anything.

                there are definitely some quirks, but for all intents and purposes, anything you want to do with blueprints, can be done with blueprints. You can align them globally to the world chunk size, to make your blueprinting incredibly idiot proof, you can align it relative to the blueprints dimensions itself and change how that alignment is configured and setup, such that it will perfectly paste continuations in perpetuity, until you let go of the shift button. One thing about factorio that doesn’t exist outside of it is that the devs don’t settle for “good enough” they either do it right, or implement it so minimally that it can’t be wrong. A good example of this would be robots, they have an incredibly minimal implementation, though annoying, it’s forgivable because of how simple they are. Where as something like blueprints, basically anything you could ask for, is already inside of a blueprint. The one thing i want, is better blueprint navigation, because it doesn’t support forward and backward navigation quite perfectly, and that’s it.

                There’s Infinity variant building methodologies

                this is actually one of the things i appreciate about factorio, to my knowledge in the vanilla game, there are no alternative solutions or recipes. You make gears with two iron plates. There are different tiers of assemblers and modules, but those are the only things that change that. Everything is balanced to be self contained perfectly. It’s annoying sometimes, for example boilers burn solid fuel, but not liquid fuel, it’s not a huge deal because you can just make solid fuel, but it’s somewhat annoying because of pollution. Ideally burning solid fuel would be less polluting, though it isn’t in vanilla, i’m sure it could be modded in. But generally, the balance is really good, very well thought out, and explicitly designed around building and manufacturing things. Which makes for a really nice gameplay experience. I’m sure satisfactory is similar in that regard though. (a lot of factorio mods will introduce alternate recipes btw)

                You can focus on design, or efficiency, or simply the speed at which you can throw things together.

                same thing in factorio, like i mentioned with modules, you can just put three prod 3 modules into the rocket silo and make it 25% cheaper, or you can stack prod everywhere in your manufacturing line up, reducing your usage of raw material by at least 50% total.

                You can rush towards coal, fuel, or nuclear power, or flatten all of the biodiversity of the map into biofuel and run everything on plant and animal matter.

                this is actually one of the interesting things for me with factorio, there is a very explicit gameplay advancement. You could get to end game on coal power, sure. But the game really incentivizes you to at the very least, build solar power, if not nuclear power. Once you get to solar research, your power costs immediately start to increase significantly, building yellow and purple science basically double your raw material costs, while doubling the production of your factory. You need lots more power if you want that to go over well. You often go from about 50MW on blue science, to 500MW on a full 60spm base. It can be a little strict but the game is designed around it so well it’s not a huge concern of mine.

                With the verticality, you can have production floors of machines where the inputs and outputs go into the floor, out of sight, into logistics floors below, to be carted around between machines, and to storage crates, or whatever you need. If you run out of space, you can expand, or build more floors above your current build and expand that way.

                this is probably the most interesting thing to me about satisfactory, the fact that you can just immediately stuff things into an additional dimension is huge. Factorio kind of has this with a few mods, like warehousing, though it’s different. Though in factorio everything is just 2D, which makes for a rather aesthetic building style, as well as pretty clearly demonstrating where everything is, as well as where bottlenecks and problems are, which i find rather nice.

                If you want to know anything specific, please ask. I can point you at beginner friendly YouTubers, or streamers that push the game to its absolute (and ridiculous) limits with mods, or anything in-between. I can also just discuss the mechanics or what we know of the story so far.

                personally i’m not a huge lore fan, i like to follow along with it as i play, if i ever do though. As for questions, one thing i’m kind of curious about, though i’ve never looked into is building logistics. Do materials just magically materialize out of thin air from your base/root storage? Or do you have to do a bunch of handling logistics to cart materials and buildings from one place to another as you build stuff like you do in factorio. That’s probably my biggest gripe with factorio, though it does have robots, i find them lacking in aspects.

                For me, satisfactory is an extension of the same concepts I enjoy and employ for my profession. I’m in IT, and getting everything working just right, then seeing everything working perfectly is the take away I like to get from doing a thing. Troubleshooting it when it’s not operating correctly, and ensuring everything stays running 24/7, is huge.

                it’s similar for me, although i find factorio is sterilized a bit more, as far as my general taste goes. It’s more interesting for me on a macro level, than on a specifics level, for me i really enjoy experimenting with different play style metas in factorio, i’ve gone from belt based mega base, to bot based belted megabase, to train logistic based megabase, to presumably in the future, a proper belted mega base, and a proper bot based megabase. As well as all of the various overhaul mods and play style changes you can make to make it more interesting to play.

                Factorio is lot less about the individual build, although you can still hyper optimize those, and i do that from time to time, and more about figuring out how to fit them together effectively. Anybody can build an oil setup, it’s integrating it properly into all of your other stuff that makes it hard.

                • MystikIncarnate@lemmy.ca
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                  24 days ago

                  So, to address your question, raw materials only come from nodes, which require miners. Obviously miners require power, but produce raw materials (output via a belt) indefinitely. The rate of extraction depends on the quality/purity of the node (poor/normal/pure) and the level of the miner. Miners can be placed anywhere there is a node. So building smaller modular factories is definitely possible and one of many legitimate strategies.

                  I think that answers the question, let me know if I misunderstood. I’m not 100% familiar with all the factorio mechanics so I’m not totally sure if I fully understood the question.

                  Between locations, you can move materials by truck, train, or drone. You can run trucks across the ground or build roads.

                  When it comes to generation, coal plants can burn just about anything solid, from raw coal to more complex materials derived from by-products of oil production. Fuel generators take any liquid fuel, from regular fuel, turbo fuel, and even liquid biofuel. Additionally there’s a bunch of different ways to arrive at each type of fuel, for solids, you can use refineries to refine coal or petroleum waste into compacted coal or similar, and with liquid fuel, there’s blenders and refineries, recipes for turbo blend fuel, heavy fuel, even turbo heavy fuel, diluted fuel, and packaged fuel too (used for jetpacks and vehicles). It gets… Complicated.

                  With satisfactory, you can build small and just wait, or build big and use a lot of power, and things get finished much faster.

                  With progression, there’s two main sections, milestones and phases. Each phase unlocks more tiers of milestones, and each milestone unlocks more buildables which will allow you to complete future milestones and phases. You can complete them in whatever order you want, but some of the progression requires that certain milestones get completed before progress can be made. In that way, there’s some linearity with the progression.

                  The first person perspective of the game and the three dimensional design is what draws me towards satisfactory more than factorio. I’d happily give you a personal tour of one of the multiplayer servers I play on and host. No pressure, I just thought I’d offer in case you wanted to ask questions and get shown around the game by someone.

                  It just seems like you would enjoy the game. If you ultimately decide to play, that’s fine, if not, no worries.

      • thejoker954@lemmy.world
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        26 days ago

        Love satisfactory. It is super addictive to me though, especially with mods. It just provides multiple angles to play from.

        Sometimes I wanna build a factory, sometimes I wanna play homemaker, sometimes I just wanna organize shit/ make it more efficient.

        I’m currently enjoying Foundry right now. It is a nice blend of a few different games.

        • MystikIncarnate@lemmy.ca
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          26 days ago

          Foundry is on my radar. I might wait for satisfactory to hit 1.0, play that for a few months, then switch over to foundry.

          It looks good though. IIRC it’s early access and what I’ve seen of it, I kinda want to give it a bit to get closer to complete before I jump in.

    • supersquirrel@sopuli.xyz
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      26 days ago

      I like factorio but the game never even asks the question of whether destroying an entire planets ecosystem just so you, one person, can get home is ethical or right.

      I don’t know, it is a small thing, I totally get why people get addicted to factorio’s gameplay loop not disputing how amazing that is it is just the basic premise of the game makes me uncomfortable in it’s disinterest in the planet you are on being anything but a resource to conquered and consumed or in thinking about how you are actually the villain in this situation from the planet’s perspective.

      • KillingTimeItself@lemmy.dbzer0.com
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        26 days ago

        I like factorio but the game never even asks the question of whether destroying an entire planets ecosystem just so you, one person, can get home is ethical or right.

        yeah, but the game isn’t about social commentary, it’s about logistics, factory building, and to some degree, tower defense. You don’t like biters? You can just disable them, you don’t actually need to play with them. You can just roleplay as if you’re living on mars.

        I feel like if anything factorio does a great job of explaining why the human urge to industrialize exists, and makes you experience all of the negatives of it. If we’re taking it like a social commentary sort of thing. Ultimately it’s nothing worse than human history has done at any given point of time. By a large margin.

        By the way, you might want to check out nullius, it’s the inverse of the gameplay loop. The planet is barren, and you are analogous to god, you need to create everything in order for the “normal” gameplay loop to begin.

        It’s also kind of interesting to consider the impacts of the biters themselves, they aren’t really a life form, they’re more akin to a bacteria, just on a macro, insect scale. They literally only do something productive for themselves once you get in their way. Their entire evolutionary lifeform is predicated on you being a negative influence on their environment. They consume your pollution, and use it to grow and become stronger. However, left to their own devices they seem to spread across the entire planet, almost like a cancer, just without the consumption of life that is typical, because biters seem to be magic?

        that’s my two cents on it, i suppose.

        • supersquirrel@sopuli.xyz
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          26 days ago

          Thank you for the thoughtful response

          It’s also kind of interesting to consider the impacts of the biters themselves, they aren’t really a life form, they’re more akin to a bacteria, just on a macro, insect scale. They literally only do something productive for themselves once you get in their way. Their entire evolutionary lifeform is predicated on you being a negative influence on their environment. They consume your pollution, and use it to grow and become stronger. However, left to their own devices they seem to spread across the entire planet, almost like a cancer, just without the consumption of life that is typical, because biters seem to be magic?

          I mean I would accept magic, but anything less of an explanation of the biters behavior seems like a problematically reductive view of life.

          Even the behavior of bacteria is complex and more nuanced than a cancerous process.

          I get that it is a game, but I think these things do matter, especially for computer minded people who want to understand everything as a computer programs and recklessly ignore the reality of the environment around them. Media like this severs the salience of the surrounding landscape to people, and contextualizes it simply as a resource to exploit.

          Idk, I mean factorio is amazing, I totally get why people love it, and I know the focus of the game isn’t on this but still…

      • _Cid_@lemmy.world
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        26 days ago

        I always felt like the fact that you get attacked by local fauna when you cause pollution was a comment on that. As in the planet recognises that you are not doing a good thing.

        • KillingTimeItself@lemmy.dbzer0.com
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          26 days ago

          ironically, it seems almost as if the planet itself was designed to counter your existence. The biters literally feed on your pollution and evolve multiple magnitudes of strength, multiple times over.

    • Bosht@lemmy.world
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      26 days ago

      Have to agree. I’ve played through a couple of times myself and a couple times with friends. Always fun. If you’ve never touched mods on it I recommend taking a look. Will further diversify your playing time.

      • KillingTimeItself@lemmy.dbzer0.com
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        26 days ago

        it truly is weird, how you can sit down and simply, play the game for 8 hours straight.

        That might have been the opioids i was on at the time more than anything (dental work) but regardless, i got a lot of work done.

    • rotopenguin@infosec.pub
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      26 days ago

      A lot of times I start out with Normal difficulty, and a game eventually escalates its difficulty past what I am capable of delivering. At which point I find that the only way to change the difficulty is to start over, so I uninstall it.

    • ArgillaSilmeria@beehaw.org
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      27 days ago

      And replay games I already know by heart. I can start a new game or… play Starfox 64 again. “Do a barrel roll”.

    • neo@lemy.lol
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      27 days ago

      Wait, you play games to have fun and not as a duty? What about “pride and accomplishment”? ;)

      The moment I embraced easy mode was when Assassin’s Creed Odyssey was like: “Is the gameplay we designed for our single player game too tedious? Then buy some legendary items with IRL money or maybe our XP cheat!”

      • emeralddawn45@discuss.tchncs.de
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        27 days ago

        I hate that games started designing around microtransactions. Like who thought “hey let’s take the worst parts of MMOs and put them into single player”. I loved AC origins and was so looking forward to odyssey and then I just bounced off it within a few hours because so much of it just felt like doing chores.

        • nickwitha_k (he/him)@lemmy.sdf.org
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          27 days ago

          Extra bonus: Odyssey was supposed to feature a female lead, rather than the choice, but a misogynistic Ubisoft exec vetoed it, which I can only assume was reason for the absolutely garbage dialog.

        • Hazmatastic@lemm.ee
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          26 days ago

          Everyone who looked at how much money WoW was pulling in without having to churn out game after game and figured out why

    • PolarisFx@lemmy.dbzer0.com
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      27 days ago

      Sometimes I’ll get the trainer so I can chill and feel like a badass. I could “Git gud” or better yet ill take infinite ammo and no reload and relaxingly kill everything

  • cmhe@lemmy.world
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    27 days ago

    I only play single player games, but couldn’t care less about achievements. It is all about exploration, story, game mechanics and modding for me.

    People treat achievements as if they are a status symbol. I mean sure, if you don’t know what else to do in a game, they can give you some goal, but IMO the game itself should encourage you to reach the goal, not some external badge. The experience doing the task should be the reward in of itself.

    • Zess@lemmy.world
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      27 days ago

      I love any game with a handcrafted map and some exploration. Even Satisfactory, a factory building game, does an excellent job at that. Procedural generation has its uses but lacks soul I guess.

    • taiyang@lemmy.world
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      27 days ago

      Only silly people flaunt achievements. I use them as a meta-gaming guideline, which in a good game leads to interesting and fun challenges. In an RPG, it’s like a check box for getting every ultimate weapon, fighting every boss, etc.

      Can also give me something to do in a game I’ve played but loved. Retroachevements for instance encouraged me replay SaGa (aka Final Fantasy Legend) with only one character in the team. Wasn’t too hard, but definitely a second playthrough thing.

      • cmhe@lemmy.world
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        26 days ago

        Well, the issue with that is that achievements are global over all playthroughs, so it doesn’t really work as a checklist.

        • taiyang@lemmy.world
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          26 days ago

          True, if and when I ever get around to replaying things that could be a problem (although the industry has seen to remaking everything I cared about, sometimes poorly, but that’s another problem).

          Another shout-out to the nerds running retroachevements though because they thought it that; they have an encore mode that let’s you redo achievements. Although honestly you could just make a second account, that stuff is for emulated content anyway and it’s not like it’s DRMed, haha.

    • Absolute_Axoltl@feddit.uk
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      27 days ago

      There used to be an effort made with how you play a game to get achievements. The Orange box was a great example of this. The ‘Little Rocket Man’ and ‘The One Free bullet’ achievements both made you play the game in a different way. Sadly now it’s mostly just ‘play the game’ ‘collect all the things’.

    • linkhidalgogato@lemmy.ml
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      27 days ago

      depends on the game, achievement hunting can be a lot of fun in a game u already love its just more stuff to do and more reasons to play, sure if all the achievements in a game are things like getting all of a collectible or beating certain story missions/quests they are pretty boring but in pdx map simulators for example many of the are interesting run ideas or they indicate where the hand crafted content is at. And despite how much i love the game i dont think i would have played as much of Tyranny as i did if i hadnt decide to get all the achievements.

  • ZILtoid1991@lemmy.world
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    25 days ago
    1. Just avoid AAA slop from big publishers, problem solved.
    2. Quite ironic you’re using an AI generated image for it considering the same AAA publishers are considering using it. I really hope you don’t think “DEI” and “wokeness” are responsible for these AAA publishers pushing multiplayer-first games on us.
  • Cowbee@lemmy.ml
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    27 days ago

    Indie games are absolutely killing it these days, I love em. In Stars and Time, Animal Well, Bomb Rush Cyberfunk, so many are fantastic.

  • Potatos_are_not_friends@lemmy.world
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    26 days ago

    I typically buy all the “best game of the year” games at steep discounts. Some of them really embrace a “live” game service and require hundreds of hours a season, which isn’t my thing.

    But my most played game last year was Vampire Survivors, A single player game that looks like it came from the SNES era.

    • OttoVonNoob@lemmy.caOP
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      26 days ago

      I’ve been hmming and hawing in answering this. But I’m out for dinner and bored. So alot games original vision is to be a single player experience but then online features or an online overhaul is shoved by the aboves. IE SimCity was considered unplayable by thr online features, anthem was originally designed to be single player but was completely redone, etc etc.

      • grrgyle@slrpnk.net
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        26 days ago

        Yeah I see that. I remember the disappointment of sim city.

        It could be I don’t follow games close enough to see what I’m missing. I find more SP games popping up in my feeds / friend recommendations than I could ever hope to play.

        I definitely feel like mainstream AAA/AAAA and even iii to a certain extent have been progressively enshittified. But I’ve been at this a while, so I’ve seen how it’s gone this way as more and more money got brought to bare on games.

        The moment someone who wasn’t involved in actually making some part of the game was expecting a fat return on investment was the moment the wheel of shit started to turn.