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Vidya Gaems
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File: b8299536b0af9fe⋯.jpg (16.24 KB, 300x223, 300:223, mml_library.jpg)

e04693  No.16682915

By "Brown M&Ms," I mean that as a reference to the stories about Van Halen's contract clause. What are small things that nobody usually pays attention to at all that make you think, "Oh, this game is going to be GOOD/BAD?"

Mine would be…when there's a library in the game. I usually pay no attention to them, but I know if there's so much attention paid to the lore that they put in a library, that there's going to be good backstory and writing in it.

183404  No.16682934

File: e89eaea212436f6⋯.jpg (449.24 KB, 1920x1080, 16:9, shit.jpg)

File: 3bb6de9db7f8404⋯.png (45.24 KB, 999x726, 333:242, good.png)

FPS games with a map mechanic either mean the levels are great or total shit.

ba35e4  No.16682969

File: ec327ac7a87549f⋯.jpeg (123.62 KB, 1280x720, 16:9, 351D2BB0-73DA-4208-B16E-6….jpeg)

The amount and quality of mini-games or “bonus” modes are often a good indicator how much effort the devs put in and if the main game is any good. The more mini-games there are = the more passionate the devs were due to the amount of time and resources they put into a simple mode(s) that few people will ever play often. The Sonic Adventure games are a good example of this. SA1 has a ton of mini-games ranging from kart racing, 3D Sky Chase, snowboarding, and, if you’re playing the DX port, a bunch of Game Gear games. The amount of mini-games shows how dedicated the devs were and how hopeful they were for its success. However, the mini-games themselves are for the most part pretty lackluster save for the snowboarding segments. The kart games are awkward to control and have bland course design, and the Sky Chase segments have no difficulty and feel mindless. SA1’s main gameplay mirrors this with approximately 1/3 of the gameplay feeling lackluster (Big and Amy’s story modes).

720a22  No.16683032

File: 9e56dca67c44c4e⋯.png (2.08 MB, 1658x1027, 1658:1027, ClipboardImage.png)

File: 6d7d3e8d6ab7265⋯.png (675.25 KB, 500x717, 500:717, ClipboardImage.png)

File: d8f1ee46906ed06⋯.gif (1.55 MB, 400x240, 5:3, cosney megundal.gif)

File: e8f4ec9f83dac20⋯.gif (428.5 KB, 256x192, 4:3, cosney megundal 2.gif)

When DGS declared (((usury))) immoral.

02c7a3  No.16683058

Eminem's white though

d8df37  No.16684793

File: 7ae50ec8ee9a59f⋯.png (32.96 KB, 869x494, 869:494, 4-Level-24-Map.png)


In those rare games with a 3D map, I know shit's going to get really confusing at some point. See: Metroid Prime and Descent.

938cf2  No.16684811

When a game introduces you to the controls organically instead of throwing up a tutorial, it's a sign that the devs are confident of their work.

9c1bba  No.16684816


>that dumb trend of fartsniffing indie developers plastering what the buttons do on signs in the background

It was like watching a child try to wear his dad's tuxedo.

548a92  No.16684820

If corpses stay, that's usually a good sign for me. Extra points if they actually decompose.

785c91  No.16684822


Prime kept it reasonably simple enough, though it could get a bit clusterfucked at times

07ceff  No.16684823


What game ever has them decompose?>>16684820

785c91  No.16684824


what do you mean organically, you mean just telling you what to do in on -screen tips as you progress?

177db4  No.16684825


>What game ever has them decompose?

Didn't Jet Force Gemini have that?

9c1bba  No.16684827



d8df37  No.16684830


Haven't played it since I was a kid and I don't remember it being terrible, but I have fond memories of having to inspect the map from every angle while backtracking through it.


Warcraft 1-3.

548a92  No.16684833


I can only think of a feww offhand that do so in one way or another. I know I'm forgetting one at least, though. Dwarf Fortress, of course. DCSS, SS13, which sort of just hints at DF. Then there's Startopia, which is somewhat like DF in that they can cause a mess and you have to have custodial services clean them up, extra points for leaving a load of ayy skeletons laying around after some massive illness outbreak or saboteur bombs your station.

b2729e  No.16684848

On the topic of teaching the player the controls, I fucking despise it when characters in the game start telling you to press a certain button or use the control stick. While I'm usually not a large immersionfag (no HUD retards are beyond stupid; it's there to compensate for your lack of senses like being able to feel), there is nothing that breaks immersion more than having characters telling me how the controls work. It's also stupid as fuck in general, as if they're treating the player character like an infant that doesn't know how to walk or interact with anything. If you need a controller tutorial, just fucking have a small window pop up to explain it, either one that you press something to close or one that just hovers at the corner of the screen for a short bit. And add the option to disable them if needed, though if the tutorial is good you shouldn't need to disable it in the first place.

Something that I like? When you can interact with things in the game world in ways beyond "press key to do thing". The two 3D Fallouts, for whatever flaws they have, are really good on that point. You can pick up anything that isn't nailed down, and often you need to do it to find hidden things. Being able to lift up a wooden box and turn it upside down to make a hidden stash fall out is great. Stalker also has a bit of that interactivity and loot being actually hidden in the environment, rather than stashed in convenient treasure chests or, even worse, completely invisible so that you need to mash the search button as you move around. You can't physically interact with things in Stalker beyond shooting at them unfortunately, though.

785c91  No.16684859


Stalker has the issue of caches being empty until you find a PDA with info on it, then they magically have items in it. That shit's just retarded, they should be full of items to begin with.

51a214  No.16684868

File: 3a257d7f78f61c4⋯.png (224.89 KB, 460x215, 92:43, ClipboardImage.png)


Commitment to a gimmick.

What I mean is when devs make a game centered around a gimick, but then really commit to it and make it an universal and constant thing instead of just being used when it's important.

Like in "BABA is YOU" where the code lines have absolute control over everything no matter what, even in levels where you can't interact with them, they're closed off behind walls to remind that it's only because of them that the walls block you off in the first place.

And in a recent game I've tried called "The World is Your Weapon". It's supposed to be centered around being able to pick anything up from the ground and using it as a weapon.

>You're thrown in the action right away, the game shows the controls and says you can pick up anything to use as weapon.

>There's a shovel and a pot on the ground next to you

>I try to be smart and pick up the pot instead of the obvious shovel

>The character just examines it and gets a herb from inside

>"oh okay.jpg"

>Try getting the shovel

>Nothing happens

>Turns out I was using the wrong button

>Return to the pot

>Accidentaly press the "pick up" button on the wall next to it instead

>The character just picks the wall up and equips it, taking up half the screen

That's when I knew that was gonna be a fun ass game despite being amateurish in nature.

4e785d  No.16684871

File: ba9fe2e4a65a53b⋯.png (257.68 KB, 600x380, 30:19, green.png)

938cf2  No.16684935


Lolno I mean where you're given the conditions to learn by practice in the first few minutes of the game. It's an arcade design approach. Basically designers had to pack everything the player needs to know into the first couple of moments of the game because the industry sweet spot was something like 2.5 minutes of play for 1 quarter. Any longer and the profit is sub-optimal, any shorter and the player feels ripped off.

960e5a  No.16684953


M&M urban legends are some weird shit

Greens are an aphrodisiac, Blues are poison because of radioactive dye.

9c1bba  No.16684959


Does that mean I'm going to die a horny cancer patient?

a822da  No.16685006

cd6a9f  No.16685015

You can find books in-game with supplemental material that's actually helpful. Like books on monsters in The Witcher that tell you monster weaknesses, or books on bookshelves in old JRPGs that hinted at puzzle solutions or lead you to treasure.

Extra double bonus points for bestiary entries and encyclopedia mechanics that you can fill out as you play through the game.

9c1bba  No.16685033


It helps a lot when there's some actually character to it too. Just compare the in game info in FF12 and then 13.

7ecd40  No.16685117


That's strange OP, considering Mega Man Legends is a mediocre turd with bad controls.

7ecd40  No.16685123

File: cb5fc6bf9787bd7⋯.webm (1.02 MB, 804x624, 67:52, nope.webm)

When a game has click-to-move controls and it's not a strategy game, I know I'm in for a shitshow.

720a22  No.16685141

File: cfef3483aaa87af⋯.png (541.36 KB, 620x349, 620:349, ClipboardImage.png)


Age of Empires series

based on this screenshot 0ad does it too

f810d3  No.16685429


There's a few things you can check for before the game even starts:

>Does it have a useful manual?

>Does it let me skip the intros?

>How extensive is the options menu? Can I rebind arbitrary controls? Are there any interesting settings that affect the gameplay, aside from a general difficulty slider?

>How extensive are the in-game graphics options? If a game actually has useful graphics options even on consoles, that's a really good sign.

>Is tumblr making fanart of it?

Once you get into the game:

>Does the game check whether you're actually using that gamepad it detected, or does it continue to display Xbox buttons even though you've been using keyboard controls the whole time?

>How responsive are the environments? Does every object that looks like it should be interactive actually react when you try to use it (even if that reaction is something simple like a door rattling or a switch sparking)? Does random clutter and vegetation react when you bump into it or attack it?

>Do NPCs and other moving objects have shadows and reflections?

9c1bba  No.16685549


> If a game actually has useful graphics options even on consoles, that's a really good sign.

Superman 64 of all games had a resolution option.

e5a1e7  No.16688158

File: 7c727b2bf38c2cd⋯.jpg (44.57 KB, 600x465, 40:31, 8e5af55a0716c1060ac4700f28….jpg)


But that pic is from 0ad

8e1c80  No.16688194


This looks nice. Is this a comiket game?

7f6780  No.16688228


I take it what's important is what the map shows? The old Doom map doesn't show where anything is, just gives you the layout so you know where you haven't looked, or how to get somewhere relative to where you are. I prefer it that way, is it the same for you?

7f6780  No.16688256


A good tutorial or hint system is one that doesn't interfere with second-time players. Zelda and Pokemon are good examples of how not to do it, forcing you to stop playing so a character can tell you something you already know how to do. The worst example I've seen was Final Fantasy 13, which dripfeeds its mechanics at a snail's pace because the game is absolutely terrified you might not understand how something works. Playing that game a second time was very unpleasant because of that.

My favorite tutorial is the HelpDesk in Ratchet & Clank. It actually exists in-universe, lets you continue playing while it gives advice on the bottom of the screen, and you can cut it off with a single button press. Hell you can even disable it for good in the options.

7f6780  No.16688276

File: 1a7282be91234ed⋯.jpg (152.22 KB, 900x904, 225:226, possum.jpg)

>game forces you to reload your save upon death

>instead of actually reloading it hard resets the game

>have to sit through the company logos, legal screens and all that

>then have to manually load my file

>loading screens between all of this

If the punishment is losing progress, then fair enough, but if the devs can't be bothered to not waste the player's time that's a big red flag there

9c1bba  No.16688322


FF13 is even worse because the forced tutorials are all fucking awful at explaining anything and if you really want to know how the game works you have to either read the dry as in game codex or go to gamefaqs. For the longest time I had no idea that the debuff class increased and also stalled the chain gauge because the game apparently doesn't think that's useful information despite making you play through multiple chapters where it's borderline required to get through without wanting to kill yourself.

772f58  No.16688332


>What are small things that nobody usually pays attention to at all that make you think, "Oh, this game is going to be GOOD/BAD?"

When SJWs bitch about something in the game. If the dev tells them to fuck off the game will have a better chance of being good. If they listen to them it's pretty much a sure thing that game will be shit.

7f6780  No.16688369


That and all those bizarre moments where you clearly should have an option on what to do and the game just refuses to let you make a choice

There's like two moments where you have more than three characters in the "party" and the fourth character does fucking nothing, they're just eternally benched because you aren't allowed to edit the formation

8e1c80  No.16688418


>My favorite tutorial is the HelpDesk in Ratchet & Clank.

The best part is meeting the Helpdesk lady later in the game, it's such a nice touch.

e7e269  No.16688468

It's a lot harder to tell if a game was made with love than just subtle signs. But it does help. I always look for extensive graphic options. When the options consist of just resolution, then chances are the devs are not concerned about more than the bare minimum.

9c1bba  No.16688475


And when you finally do get the option to change your party I don't think the game even tells you so good luck getting over the conditioning and actually trying to change your group.

8e1c80  No.16688554

As for what makes me believe a game will be good or bad from the get go, is how the playable character moves. Two examples on either end.

>Super Metroid: Samus moves quite good. She controls very tightly, has a fair amount of secret moves that you can perform, and mastering the platforming is very satisfying although you could get through the game using the very basics.

>Outland: Your starting momentum is really good. So why the fuck does everything else in your moveset completely kill your momentum? Attacking mid air stops you dead in your tracks. Walljumping feels very scripted, like instead of walljumping you enter a cannon that's angled at a 45 degree. The biggest turnoff was one of the later abilities which was a shoulder bash/dash, the fucking thing teleports you like 1mm in front of you, saturates the screen with shittons of bloom and constantly zooms in every time you do it and it feels like one of the worst things to use and look at. Same shit with Guacamelee's attacks stopping your momentum, but at least that game has some really fun platforming puzzles built around said momentum stopping and you can go fast with dodge cancelling.

As a bonus 3D example

>Spyro, who is near perfect in his control and cameras

>Batman: Arkham Knight: Bamham controls like a collection of scripted pre determined setpiece moves. Precise platforming is a colossal pain in the ass and doing anything that deviates slightly from what's meant to be means you'll either fall or the game breaks in trying to put back the pieces of the scripted setpiece. The biggest example of this is trying to enter your car while gliding. The game wrestles the controls of everything from you and plummets you into the ground, the car automatically warps itself to where you're going to be. You can't tell the car to move closer and you yourself divebomb towards it, you can't do something cool like entering the car midair, you can just press L1 and the camera looks downwards and the sound effects go BWOAAAANG and shit.

I'd like to give Super Mario 64 a shot at some point but for some inexplicable reason I despise anything Mario related and I really dislikes the NES titles, despite them being really well made.

9c1bba  No.16688568


Momentum in games in general seems like a lost art. Every fucking indieshit release is just dash spam at most now.

8e1c80  No.16688575


I found the way dustforce works with momentum very nice. It reminds me in a way of N: Way of the Ninja and how well that game handles momentum when it comes to slops and curves, it was so fun. Is N++ any good?

aa69b1  No.16688600

File: 734211f922929fb⋯.jpg (11.47 KB, 257x200, 257:200, same fetish.jpg)


N++ is absolutely fantastic, and I highly recommend it. Not a lot of games do movement so well.

8782b5  No.16688660

File: d85eaa6292dfb5f⋯.jpg (78.77 KB, 700x850, 14:17, d85eaa6292dfb5f5534a937030….jpg)


Dragon's dogma, but only with the big monsters (ogres, griffons, chimeras, cyclops, hydras).

>tfw can't throw female bandits off a cliff so their head splits open, watch them decompose in real time and then play with their bodies

0c320f  No.16688803


overtime in Quake II, dead enemies accumulate flies

c157d8  No.16688823

File: 89170268a8097e7⋯.png (1.34 MB, 960x768, 5:4, ClipboardImage.png)

Can you enter the buildings? If not, it's gonna be shit.

47d403  No.16688998


Jagged Alliance 2, when you leave a sector and come back later the bodies are decomposing and have crows eating them.

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