• 6 Posts
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Joined 2 years ago
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Cake day: June 16th, 2023

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  • Thank you, it seems the scope of the thought was a lot more open-ended than I imagined.

    Was thinking in the line of the how the big game companies seem to try to hook people onto their game experiences and when one hits it big, how they attempt to moderate that experience around trying to keep it at a level that is akin to selling cigarettes.

    It is like they are trying to find that “magic addictive formula” and try to be the sole provider of that experience to keep a person coming back to them.


  • That sounds depressing, it is like they commoditised cheat codes. Sad to see it fall into the trappings that the game makes fun of. I can almost imagine what the GTA 6 version might become if they decide to intergrate that level of “hooks” into its shiny game environment.

    I think that was the 2K launcher, if I recall, I remember they were doing something with their games (was playing XCOM 2 at the time) and promptly made use of a workaround

    Didn’t like the extra steps just to get into a game - like they were reminding you that you only pay for the license to play the game and the property is theirs to do with as they please. I mean, it is, but still doesn’t help feeling like I am being constantly reminded.




  • Streaming platforms and movies are similar - yes but for them it is a one time recurring cost for the service or in a movie’s case it is a pay per experience.

    With game pass, for example, you can play games like streaming, but it won’t be the full experience for some games (i.e the dlc and additional content) - and to be fair, it does usually come at a discount but there in lies additional costs per experience

    It is like the equivalent of paying for a streaming service and then it asks and double dips, saying “hey, we see you really liked that show - want to pay us 5 more bucks to enjoy more of it” or a movie and where they ask you to spend more to see the extra deleted scenes

    Games are in an area where one can both pay per experience and pay for the service and it is understandable in some cases why that can be - however there are games now that are intended for pay for experience (single player for example) that have additional costs attached to them to draw more “easy” money (this can be the case of developing something worse on purpose to offer a simpler way out of it) or you have games that are nearly the same every year (with them chopping and changing features to make it seem “fresh and new”) and then leverage on a FOMO (mobile games are far worse in this regard) to “encourage” one to spend more on the original purchase.

    The effort to manipulate and try to make more with less, feels more erroneous in the gaming sphere

    They are trying to get people to become “addicted” to an experience and they wish to target either those that can afford it (and for them - power to them) and/or those that cannot but are unable to control their desire for more (worst case scenario - they hook a proverbial “junkie”)


  • I will be say I wasn’t thinking too hard into it but, (and not direct response more how a lot of the bad elements feel like they are being pushed)

    • Was thinking how the idea of games-as-a-service and subscriptions are considered a priority
    • how samey a lot of AAA games seems to feel (like it is consoldated on a “formula”)
    • a desire to manipulate towards the idea to spend more on the original product
    • supply enough of a product to get a player invested and once hooked - try to maintain that investment over a period of time
    • the product is seldom as good as advertised
    • the quality of the product, in general, feels like it is being degraded in an effort to more easily manipulate
    • games are seen as something as means to an end - and in that vein, it is targeted to be able to draw in people according to metrics and less a expression of creativity

    By and large - yes, the idea can be applied to capitalism and I think the idea I was thinking of is that AAA games lean into the more exploitative area of it.

    Doesn’t mean it is the only one or even the worst, but I was thinking in the headspace at how the “big games companies” are trying to lean into being more manipulative (directly or subversively) and how it feels more like “drug dealers” trying to sell their brand of high, trying to dictate how to enjoy those highs, they try to lock players into a “brand” of gaming and once they can “control” what people will enjoy, attempt to exploit value from it.





  • Build 42 unstable right now, is more single player until they iron out everything for a stable release.

    I would say if you don’t mind playing build 41 until they release build 42 stable - then short story long:

    I can be fun with friends, but if you want to play without having to worry about too much grind then it is best to play with sandbox settings and tweak gameplay towards what you and your friends find fun.

    The world can made persistent, but your individual character is unique and when they die you would have to respawn with a new character

    There are mods that do help with the starting out from scratch bit:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2503622437&searchtext=journal - make a journal that stores a characters stats so you don’t have a grind a new character again)

    The sandbox settings are very flexible (and mods can make it even more so) and you can even play in a world without zombies if you wish


  • Just my opinion - but Stardew Valley, for me, is best enjoyed in the same vein like something like Harvest Moon or Animal Crossing.

    It is like Sims: Rural. I liked the idea of someone being sick of the corporate drone lifestyle and being given the opportunity to start a new life in the country-side.

    While I agree, especially in the beginning that the timers do feel restrictive, farming can be a chore when you are starting out and the stamina can be annoying but it has been built towards an idea that

    “This is your character’s life and just enjoy a new start in the countryside”

    It does get easier, more streamlined and opens up more options when one starts getting into the specialisations in leveling and gain benefits from progress which brings with it more “set and forget” tasks (like ancient fruit in a green house with sprinklers) which are profitable and if farming isn’t your thing I was going to say to try animal husbandry - which starts out with just giving the animals you buy some attention and food everyday ( buy hay or use a scythe on long grass), open the barn hatch in the morning (when not raining) and close it at night and collect the resource either by picking it up or having the right tool for the animal.

    Animal husbandry is a lot of initial setup and then animal maintainence to get a resource, which leaves more time to explore other aspects of the game

    I guess it is a game best enjoyed to roleplay as one learns about everybody in the valley and make your mark as someone of important as you can either make your fortune, have a family, make friends or just check off the list of collectables

    I do feel it is a bit unfair to compare it to something like Rimworld as it is a great colony simulator in its own right with it having the focus of developing a “blank slate” community of random people in a harsh and cruel world where the player is the “architect” as you create the plan and the pawns enact it.

    Comparatively, I do feel Rimworld farming is more involved than in Stardew Valley as there is a lot of external factors to consider like fertility, effective crop placement to avoid disease ruining all your crops if your pawns are too slow to contain it, raiders burning it, weather and events that ruin the crops, etc)

    While Stardew it is a cycle of seasonal preparation, planting, watering, scarecrows placement to avoid crows stealing crops and harvesting - it is quite simple although more hands-on in practice and some of these steps can eventually be automated.

    I guess Stardew Valley is predictable and consistent without much risk and can come across as a chore whereas Rimworld has a lot of external variables that keeps one needing to have a plan in the back of one’s mind when things go wrong.

    Fair enough if you do not find it interesting, it might just not be your style of gameplay. Give credit where credit is due that you gave it an honest go at it and if you do not refund it it, maybe you will enjoy it one day


  • Not sure where it is from, misquoting and probably butchering the quote:

    “If you think a headache is bad, break your arm then the headache doesn’t feel so bad anymore”

    Basically if something is bad, but something worse comes along, then the bad thing doesn’t seem so bad anymore

    Update:

    Because this has got me thinking, going to update when I quote source ( also don’t want to double post)

    Heard in Mass Effect 2, Thane quoting:

    “When all the world is overcharged with inhabitants, then the last remedy of all is war, which provideth for every man, by victory or death.” Thomas Hobbes