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<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: 3c9a3edb5a955e6⋯.png (8.74 KB, 650x417, 650:417, This is a passageway - not….png)

File: 5c069caf99144a9⋯.jpg (13.85 KB, 640x400, 8:5, Pikachu.jpg)

File: 434019e34fb75c6⋯.jpg (14.85 KB, 640x400, 8:5, Block of Cheese.jpg)

File: d19b07d5a2fa83f⋯.gif (5.99 KB, 640x400, 8:5, Skinny Hobo with Cowlick.gif)

File: 584a8d013230868⋯.png (8.5 KB, 768x540, 64:45, This map is not in my vers….png)

e59b21  No.16106587

I've been playing Akalabeth today and this game is a pain in the ass for somebody who's used to modern conventions like me.

>There's no healing. You gain health by killing monsters and exiting the dungeon

>Actions as simple as moving or turning around requires using up 1/10 of one unit of food. Run out of food and it's game over.

>there's a very limited selection of weapons and items bound to keys, the vector graphics make it especially hard, and often impossible, to tell the difference between a blank wall and a passageway.

>Navigating dungeons is a hopeless endeavor because everything looks the same with the vector graphics, there is no compass to tell you where north is, and it's so easy to get disoriented and disorientated that it's pointless to draw your own map.

At first, I thought this game would be impossible for me to tolerate but I've overcome the learning curve well enough to enjoy it. I'd like to have a remake of this game with better graphics (because the inability to tell between a blank wall and a passageway is a legitimate criterion for bad graphics), the ability to retrieve lost equipment from thieves and gremlins and escape ropes for the fighter to get out of the dungeon more easily. That's all, really.

f95f72  No.16106597

File: ab3d39ba86ad71c⋯.png (141.56 KB, 2688x2688, 1:1, 9d5532fa13e6233439d6efee9c….png)

>>16106587

What else did you expect from a game made in 1979 by a 17 year old Lord British?


e59b21  No.16106611

>>16106597

I really didn't know what to expect. It was a very bewildering adventure to play this game.


972381  No.16106647

File: 3da5c5899e02f3b⋯.png (250.95 KB, 256x389, 256:389, Temple_of_Apshai_cover.png)

Tried this one yet?

I can tolerate MUDs better than early vector graphics, monochrome I don't mind, but early vector graphics are a pain due to the complexity of some of the situations and the extremely limited visuals.


e59b21  No.16106700

File: d09ddde25c8f187⋯.png (193.99 KB, 256x398, 128:199, Pool_of_Radiance_Coverart.png)

File: 25f232abdc9c223⋯.jpg (147.39 KB, 800x810, 80:81, PoR Decoder Wheel.jpg)

>>16106647

I have not. But I'm definitely going to check it out tomorrow night.

I did play Pool of Radiance back in the 2000's, though. It came in a multipack re-release that included Eye of the Beholder and a demo for Fallout (I think) that had a tangible decoder wheel, which is another antiquated novelty that older games had.


48cf8d  No.16106873

>>16106700

I remember when I was a kid I wanted to play PoR so badly, but the computer my family had at the time was too basic for it. Instead I rented the NES version of the game, actually wasn't too bad of a port, even wrote down the transfer codes for my party at the end of it, hoping for a sequel that never came. Finally played the full series years later, probably early 2000s also, after buying a Gold Box compilation, though I didn't have Eye in mine.


7a9e2a  No.16106884

>european computer games in general

Those fucking retards think having multiple minigames means better gameplay, because those dumbed down 50hz dicksuckers cannot comprehend solid good gameplay they are allergic to the Japanese arcade games. They truly cannot fathom the idea that video game is a singular word not a plural on it's own.


972381  No.16107424

>>16106884

>Richard Garriot

>European

>Europeans don't play and never Japanese arcade games because 50hz

You are one dumb son of a bitch, your post is like something out of 2008 Gamefags.


22be73  No.16107656

>There's no healing. You gain health by killing monsters and exiting the dungeon

>Actions as simple as moving or turning around requires using up 1/10 of one unit of food. Run out of food and it's game over.

Both characteristics inherited from tabletop RPGs and that simulate resource management. In tabletops however you typically have more options thanks to creative use of items, spells and class features. Since you dont have a DM in videogames, and thanks to the deterioration of daily life taking away time for amenities, games have gone the other way since so that almost no resource management is needed and there's no penalty for failure.

>there's a very limited selection of weapons and items bound to keys

Legitimate complaint

>the vector graphics make it especially hard, and often impossible, to tell the difference between a blank wall and a passageway.

Do you see horizontal lines on the top and bottom? That's a wall. Don't see them? That's a dark room. You should have figured that out within a second of finding either.

>Navigating dungeons is a hopeless endeavor because everything looks the same with the vector graphics, there is no compass to tell you where north is, and it's so easy to get disoriented and disorientated that it's pointless to draw your own map.

Keeping track of your orientation yourself isn't hard. It wont change unless you press left or right. When you do, it changes accordingly. And someone already drew those maps (for a walkthrough) so it can't be pointless.


202078  No.16107954

>>16107424

I know right? French fries are huge weeb fags, they must have played every nip game available.


dc8340  No.16107966

aw dude i love games with vector graphics


18e906  No.16108004

>>16106597

That actually makes the game sound impressive. Lot of bigger companies that have made far worse games back then.


a37dee  No.16108039

YouTube embed. Click thumbnail to play.

The Dark Spire was inSpired by games like this. It even has a vector graphics mode.


689d48  No.16108106

File: c11df8a3778d6d6⋯.jpg (47.06 KB, 480x270, 16:9, videobanner.jpg)

>>16106587

>using disorientated instead of disoriented


975c6f  No.16108164

>>16106587

>the vector graphics make it especially hard, and often impossible, to tell the difference between a blank wall and a passageway.

There is no single representation easier to tell what are walls and what aren't you fuckin' faggot. You can't miss when a wall changes into a corridor because it's the only thing drawn on the screen. Walls aren't drawn - wall breaks are. It is otherwise not very well designed from a video game standpoint (being an adaptation of tabletop RPGs via Garriot's own flavor), and the UI is poor at it's function.

Too bad a remake of any of Richard Garriot's games will never happen because he is too busy complaining about Trump and enabling furries to even properly finish publicly jerking himself off like he's been doing for the past 20 years. He's awfully full of himself for someone whose crowning achievement was almost 30 years ago.


4a7dc4  No.16108429

>>16106611

>>16106611

Welcome to true Dungeon Crawling, a gauntlet of endurance to test your ability to memorize where you are and correctly estimating the amount of resources you have so you don't run out and die. You're pretty retarded if you couldn't tell walls apart though.


511370  No.16108467

Games having lives and games being difficult are two of the biggest ones that today's devs just cant seem to let go of.


8ef692  No.16108820

>>16106587

>There's no healing. You gain health by killing monsters and exiting the dungeon

This was a thing in a Zelda game I think. One of the DS ones had a timer in it that was basically a second life bar that only recovered from leaving the dungeon.

I sort of miss having games that had stiff controls. It's all about being smooth and responsive controls but I'd argue slow and stiff ones have merit. Off the top my head it would be a good way to act as a punishment for the player fucking up like being dazed. Or be the main control of something like a mech fighting game, it's slow and clunky because you're controlling a giant fucking robot that don't move too good.

Sort of forces a predictive style of gameplay instead of reactionary, that alone is something that is rare now. Being able to out think other players is somehow always put under out playing them, you can't have a game all about being two steps ahead of the enemies but you just have to be able to quickly change plans, react to their actions in the instant.


ff92ba  No.16108851

>>16108467

>games being difficult

you what mate?


7cdca4  No.16108961

>>16108467

Found the game journalist.


aacff5  No.16108998

File: f8cdfbfbc49acc5⋯.mp4 (2.42 MB, 480x360, 4:3, f8cdfbfbc49acc5c364a25ede9….mp4)

There's only been one improvement to turn based rpgs in the recent years and the faggot who did it can't develop a good full game for shit.

I say turn based games are super fucking antiquated until someone actually does that mechanic justice.


993f96  No.16109006

Waypoints and map markers. That trash got old immediately after it was spawned.


599307  No.16109007

Isn't the Akalabeth the part of the Silmarillion that details the fall of Númenór?


aacff5  No.16109014

>>16109006

Oh fuck, yeah, that shit is pure garbage and ruins every game they're in. Completely fucking destroys any investment you might have in navigation.


993f96  No.16109348

>>16109014

Reminds me of stealth games like Thief which had a wonderful map and interesting things springing from that, and then you have games "inspired by Thief" like Dishonored which throws that right out the window and fills the void with map markers. It just takes a massive shit all over your level design for no reason at all.

Styx had map markers and it was infinitely better with it off, because it had a map. The map was interesting, since it was a floor plan with no compass or location for Styx, just key features of major rooms to help you orient yourself. I really enjoyed those maps, since you'd sometimes get a little bit lost and only have a rough idea where you are until you hunt down the next key feature.

Then Styx 2 came out and took a massive shit all over the gameplay by tossing out the map, relying entirely on map markers, (Not even verbal hints to objectives. If you turn off map markers you are 100% lost.) and throwing in loads of memes and ebin 4th wall breaks as an extra spit in the eye.


972381  No.16109369

>>16109348

Normalfags just want a chore to fill their time instead of a well crafted pasttime.

That's all modern games with few exceptions fill to me, chores.


972381  No.16109477

>>16109369

>fill

I need some sleep


aacff5  No.16109541

>>16109477

ur mom needs sleep lol


972381  No.16109635

>>16109541

It's true

I got my insomnia from her after all


e0598d  No.16109717

>>16106587

Inventory management is something which, antiquated or not, I have never been able to stand. Obviously managing items and doing it properly under pressure can be part of a game's challenge, but I derive zero joy from doing it and oftentimes it means the developers didn't want to design a functional inventory system.

>>16109348

>Styx

I saw the first one and it looked neat, but I wasn't sure about playing/buying it. Would you say it's worth a pirate if I like stealth games?

>>16109369

>>16109477

It's perfectly accurate to say something fills time, anon.


ea4643  No.16109777

File: ebb621f5e1222cc⋯.jpg (148.1 KB, 1024x1024, 1:1, Dgjf_TJXUAAq8I2.jpg)

>>16108164

>He's awfully full of himself for someone whose crowning achievement was almost 30 years ago.


e59b21  No.16110193

>>16108164

That's a load of crap. Look at this screenshot: it's identical to the picture of the passageway I have in the OP except this one is a solid wall.

>>16108106

I used both, numbskull. Disorientated means you've lost your sense of where East is.


e59b21  No.16110198

File: 810c8927007bd64⋯.png (6.21 KB, 660x417, 220:139, This is a wall - Not a pas….png)

>>16110193

This is the file I wanted to post.


955005  No.16110220

>>16106587

>Akalabeth

isnt that game the prototype for ultima?

is it worth playing as just a nice bit of vidya history?


e59b21  No.16110276

>>16110220

Actually, it's pretty fun. Once you build up your character: it feels satisfying to take on seven enemies lining up to get chopped to bits and the vector graphics give the game a lot of visual appeal.


62f7bf  No.16110967

File: ff0f17e08510b34⋯.png (184.24 KB, 352x352, 1:1, 1405063222341.png)

>>16109777

How could one of the brainchilds of doom look like such an enormous faggot jesus christ?


c09d98  No.16111132

>>16106587

The lack of navigational aids is 100% deliberate, you're supposed to maintain your own map, keep track of your own movements and use landmarks (doorways, intersections etc) to orient yourself. This is also the whole point of the food mechanic, it's there to encourage you to navigate as efficiently as possible and refrain from brute-forcing or random wandering (other games use random encounters for largely the same purpose). All of this is pretty standard fare for dungeon crawlers, if you had trouble with Akalabeth I'd hate to see you try Wizardry or SMT.


99adde  No.16111442

>>16109717

>Would you say it's worth a pirate if I like stealth games?

Haven't tried the second one, but what I can tell you about the first is that, at times, it feels more like a Puzzle than a Stealth game.

As in, you'll enter a room, see the guards patrolling around and then notice all the environmental objects you can use to bypass\kill them. Some of them have a simple basic use while others either become more useful with upgrades or can only be used if you have upgrades.

It's not necessarily bad but it sometimes can feel artificial, like entering a room with an heavily armored guard you can't backstab and yet there's a convenient bowl of water\fruit from where he drinks every now and then, just waiting for you to poison it (in case you brought poison) or a chandelier you can drop on him with knives (if you brought some) with the right timing.

Then it grows to "There's 3 guys here and only 2 things I can poison, so I'll have to find another way to dispatch the third and… There's the ledge he patrols and where I can pull him down from".

It's up to you. I like my stealth games to be more sandbox-y to get creative and reactive instead of tackling them as a puzzle that needs a solution. And even then, there's still some fuckery you can do with your clones, invisibility and pulling some bait&switch sometimes. It's just far more limited than something like Thief or even Dishonored (which can be considered a problem but it's still true, you could do a lot of creative things in that game).


a67b4e  No.16111622

>>16106587

Git gud


64b783  No.16112403

File: 85355f55a8e0c4b⋯.jpg (167.37 KB, 816x612, 4:3, graph paper.jpg)

>>16111132

I'm pushing 40 now, and I grew up on old CRPGs where you were expected to use this shit to draw out dungeons, just like in D&D. It was tedious, but I have good memories.




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