FFS, installed a new Huion driver in hopes that it would fix an issue, and it cleared all my custom settings.
Why? Why would you delete what the buttons on my pen mean?!
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So, did Starfield do it badly?
I haven't played it but
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The power of a randomly-generated map comes not from how well it is generated, but how well it fills this minute's slot in the player's overall journey.
It needs to be something the player chooses to engage with because their personal arc is currently at a phase where that would make sense.
Like - ignore those eight planets with no life on them, because today I am focused on researching new life, I just need 100 more bio points to unlock burplesnerf tech.
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How the player interacts with a randomly-generated planet (or any randomly-generated map) determines what things the map should have.
Starfield is a shallow pew pew RPG, so the planets should be crawling in looter-shooter shit.
Similarly, if the game is about settling new worlds, I'll approach an empty world looking for minerals, life, terraforming potential, research potential-
You can generate worlds that are fun to interact with, and that's your FUCKING JOB.
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Hahah, watching old videos of people who liked or disliked Starfield. I never player it.
But one thing that gets me is this argument as to whether it's bad that most planets are boring trash because it's boring, or good because in reality most planets are boring trash.
And it's like... the devs clearly misunderstood the concept.
Randomly generated planets can be fun! All you have to do is make them BE USEFUL TO THE PLAYER.
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Is there a good vegetarian replacement for chicken stock when you want a richer dish? Maybe like onion stock or mushroom stock?
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Wow! Space Engineers 2 is in early access! Someone go play it for me, I know I'll hate it if I play it.
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If the price of those sheet metal plates is out of control, charge more. I would pay extra for a trap that works.
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Well, it happened, there are officially no oldschool mouse traps at Ace Hardware. They have a wall of shitty, more expensive, less effective alternatives tho.
Did Victor simply stop making classic traps? These plastic ones bind up in a week and then never go off ever.
Can you invent a better mousetrap? Why bother, the money is in forcing folks to buy shitty ones.
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There was another one whose name I can't remember that used puppets, it was much in the same vein.
Oh my god search engines have become completely trash. It's almost impossible to search for old adventure games because there is apparently ONE THING called "adventure game" and it's a show or some shit and search engines refuse to show anything else.
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By the way, there were a spate of French adventure games in the 80s that were absolutely bonkers.
Captain Blood was one. If you search for it now, you get a boring-ass game about a man that kills guys, but this is the one I mean:
https://www.mobygames.com/game/134/captain-blood/
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This part has a really neat little trick: if you look straight down at the map, you open a new map and when you look up, there's a different world around you.
That's SUCH a good fuckin' idea.
It's a bit hard for me to keep playing, the singer's constant Cher-style flats are really ripping out my fingernails, but it's very clear this meant a lot to the dev and every bit of it is carefully conceived.
I want to see more games by this person.
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I doubt it can be safely streamed or let's played given that it's an album.
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Album art is fantastic too.
The songs... aren't really my thing, but this game has some serious visuals.
It also has some really bad, cheap visuals at times when it desperately needs to not have those, but that's the nature of indie games.
Game's Asterism, as mentioned: https://store.steampowered.com/app/2187450/Asterism/
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The music is all clearly by one person, it's basically a visual opera for their album.
The implementation is pretty rough, jank as mentioned, but the visual ideas in this game are FUCKING GREAT.
This person might make an absolutely astounding art director.
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These "Captain Blood" sequences are the best part IMO.
But that may be because I miss Captain Blood.
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The "outsider style" music video approach works really well most of the time, but there are sequences where you actually play the game, and it becomes clear this is less a stylistic choice and more a stylistic necessity.
Still, I prefer a hundred inspired but janky games to one polished game about being a dude that shoots dudes.
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Currently playing Asterism. I don't usually actually talk about the indie games I play, because most of them aren't very inspired.
This game... it's rough, but one thing it has in absolute scads is inspiration.
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I am once again playing indie games. There sure are a lot of these.
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We like accessibility features in games. We like an easy mode and a hard mode.
But please actually play those modes while developing the game and make sure they're engaging...
Too many easy mode games are just boring clickfests, and too many hard mode games are just spongefests.
Strangely, the result is the same: you spend a lot of time playing but aren't engaged at all.
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