You are observing the problems created when the market and the general public is unable to articulate the difference between a 'game' (by definition involves a challenge) and an 'activity' (time-consuming distraction).
Yep, I miss the days where I would go a couple of weeks stumped on a specific puzzle problem in an adventure game. Going back and trying different approaches, etc... Then, once you figured it out, the joy of completion, of solving it, even if it turned out to be something silly.
I find that games where I never get frustrated, never get stumped, well... I don't play them very long as I find them a complete waste of time.
Every game seems to be like this now, the solution can't be more than two feet away or the player has no hope of solving the problem.
You have to understand, games are being made for a "global" audience, which in turn means it's not just White and East Asian men. If developers and publishers wish to maximize profits they need to bring the challenge down to the level of the lowest common denominator, which in this case are billions of *******, ******, ***** and ***** with an average IQ hovering below the 80 point mark.
These puzzles might seem insultingly trivial to you, but a subhuman they feels genuinely challenged by them, and equally elated when he successfully completes them.
I don't think people in Europe and North America are capable of truly grasping just how stupid and limited the vast majority of the rest of the world truly is.
This is from a PCGamer article from 2012, discussing testers playing thorough Dishonored, emphasis mine:
"People would just walk around during playtesting of the 'Lady Boyle' mission," Dishonored executive producer Julien Roby said. "They didn't know what to do. They didn't even go upstairs because a guard told them they couldn't. They'd say, 'Okay, I can't go upstairs.' They wouldn't do anything."
Roby explained that a few clues now nudge Corvo along his noble mission of sinking his dagger into his target, saying, "We try not to lead the player by the nose, but at some point we found that if we don't give a little information, people just get lost and don't know what to do. It's just overwhelming. So we tried to add this element that gave just a hint to help a little. But we try to do it as little as possible."
The one about Lady Boyle always horrified me. You figured that in a game like Dishonored that if a guard tells you not to go somewhere that it's a really good clue you're going to have to go there at some point. I can't even begin to fathom the modern zoomie thought process.
Possibly? The 17-18 year olds of 2011 would have grown up with really-late 90s/early 00s games in their formative years and I doubt many young children were playing Thief.
Something I noticed interacting a lot with people and families where I am now is that people seem to lack any sort of initiative, and when met with resistance, and I mean in a "the other person needs a push and you can help" sort of thing, they just give up immediately or seem completely vacant unless instructed on exactly what to do and directed, as if their throught process is flat. It's hard to explain, it's like they lack the spark of life. And it's not only young people.
To be fair, point and click adventures was the beginning of the downfall. While I understand the headache of text input in terms triggers, it really was the best way to force the player to think. When they changed to point and click, it just turned the games into mundane "hunt and peck" play.
You would think with AI, there would be more games wanting to return to that style of play, but then... that doesn't work well for all the phone/tablet/console tards.
Something I noticed interacting a lot with people and families where I am now is that people seem to lack any sort of initiative, and when met with resistance, and I mean in a "the other person needs a push and you can help" sort of thing, they just give up immediately or seem completely vacant unless instructed on exactly what to do and directed, as if their throught process is flat. It's hard to explain, it's like they lack the spark of life. And it's not only young people.
NPCs are not a meme. The average person has been domesticated to the point any drive/initiative has been removed through "education" or social pressure (outside some basic trigger motivations to promote consumption). Can't have unpredictable rebellious individuals questioning our glorious leaders in our perfect egalitarian society.
This is from a PCGamer article from 2012, discussing testers playing thorough Dishonored, emphasis mine:
"People would just walk around during playtesting of the 'Lady Boyle' mission," Dishonored executive producer Julien Roby said. "They didn't know what to do. They didn't even go upstairs because a guard told them they couldn't. They'd say, 'Okay, I can't go upstairs.' They wouldn't do anything."
Roby explained that a few clues now nudge Corvo along his noble mission of sinking his dagger into his target, saying, "We try not to lead the player by the nose, but at some point we found that if we don't give a little information, people just get lost and don't know what to do. It's just overwhelming. So we tried to add this element that gave just a hint to help a little. But we try to do it as little as possible."
Holy ****, that mission is deep in the game.
You've been told not to go to a whole bunch of places by guys who would kill you if you tried.
What the absolute ****? Who were the testers? Literal *******? Console FIFA sportsfaggots?
Or were they not obligated to play through the whole game to that point?
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Something I noticed interacting a lot with people and families where I am now is that people seem to lack any sort of initiative, and when met with resistance, and I mean in a "the other person needs a push and you can help" sort of thing, they just give up immediately or seem completely vacant unless instructed on exactly what to do and directed, as if their throught process is flat. It's hard to explain, it's like they lack the spark of life. And it's not only young people.
NPCs
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
This is from a PCGamer article from 2012, discussing testers playing thorough Dishonored, emphasis mine:
"People would just walk around during playtesting of the 'Lady Boyle' mission," Dishonored executive producer Julien Roby said. "They didn't know what to do. They didn't even go upstairs because a guard told them they couldn't. They'd say, 'Okay, I can't go upstairs.' They wouldn't do anything."
Roby explained that a few clues now nudge Corvo along his noble mission of sinking his dagger into his target, saying, "We try not to lead the player by the nose, but at some point we found that if we don't give a little information, people just get lost and don't know what to do. It's just overwhelming. So we tried to add this element that gave just a hint to help a little. But we try to do it as little as possible."
Holy ****, that mission is deep in the game.
You've been told not to go to a whole bunch of places by guys who would kill you if you tried.
What the absolute ****? Who were the testers? Literal *******? Console FIFA sportsfaggots?
Or were they not obligated to play through the whole game to that point?
They probably created a problem for themselves by testing levels in isolation instead of full playthroughs.
It really doesn't matter if 40% of the people who bought the game get stuck there on that. They already bought the game and enjoyed it enough to get that far. If they really are stuck by that they can discuss with a friend and figure it out or look online. It's a non-problem.
Last edited by J1M on September 4th, 2024, 17:51, edited 1 time in total.
Every game seems to be like this now, the solution can't be more than two feet away or the player has no hope of solving the problem.
You have to understand, games are being made for a "global" audience, which in turn means it's not just White and East Asian men. If developers and publishers wish to maximize profits they need to bring the challenge down to the level of the lowest common denominator, which in this case are billions of *******, ******, ***** and ***** with an average IQ hovering below the 80 point mark.
These puzzles might seem insultingly trivial to you, but a subhuman they feels genuinely challenged by them, and equally elated when he successfully completes them.
This is from a PCGamer article from 2012, discussing testers playing thorough Dishonored, emphasis mine:
"People would just walk around during playtesting of the 'Lady Boyle' mission," Dishonored executive producer Julien Roby said. "They didn't know what to do. They didn't even go upstairs because a guard told them they couldn't. They'd say, 'Okay, I can't go upstairs.' They wouldn't do anything."
Roby explained that a few clues now nudge Corvo along his noble mission of sinking his dagger into his target, saying, "We try not to lead the player by the nose, but at some point we found that if we don't give a little information, people just get lost and don't know what to do. It's just overwhelming. So we tried to add this element that gave just a hint to help a little. But we try to do it as little as possible."
You would think "difficulty" levels would solve this, but nope. All they do is play on the high difficulty settings and then complain about the game being too hard. I have seen someone make this very argument, that they refuse to play on lower difficulties in games because they think it is demeaning... yet... apparently going on to a public forum and whining about something being too hard and demanding it be made easier isn't demeaning.
I think it's worse than that, honestly. The DEVS are that stupid, so they don't even notice they're dumbing it down.
You are observing the problems created when the market and the general public is unable to articulate the difference between a 'game' (by definition involves a challenge) and an 'activity' (time-consuming distraction).
Yep, I miss the days where I would go a couple of weeks stumped on a specific puzzle problem in an adventure game. Going back and trying different approaches, etc... Then, once you figured it out, the joy of completion, of solving it, even if it turned out to be something silly.
I find that games where I never get frustrated, never get stumped, well... I don't play them very long as I find them a complete waste of time.
I can't enjoy getting stuck on a puzzle or hidden item the way I could when I was young and innocent. Now I'm old and cynical and know that in >50% of cases the reason I can't find the item or solve the puzzle is because the game is bugged.
Why do all these companies announce their layoffs like this? Are they legally required to? Is there some benefit?
Group-think character design, group-think game design, group-think art style, group-think story plot. They copy every other aspect of their studio without understanding them so why would layoff announcements be done differently?
Why do all these companies announce their layoffs like this? Are they legally required to? Is there some benefit?
Not certain, but I suspect that their HR people are taught in school that public apologies are good for your "brand image" or something of the sort, and those are the type of people that tend to be incapable of thinking beyond what they're explicitly instructed in.
This is from a PCGamer article from 2012, discussing testers playing thorough Dishonored, emphasis mine:
Holy ****, that mission is deep in the game.
You've been told not to go to a whole bunch of places by guys who would kill you if you tried.
What the absolute ****? Who were the testers? Literal *******? Console FIFA sportsfaggots?
Or were they not obligated to play through the whole game to that point?
They probably created a problem for themselves by testing levels in isolation instead of full playthroughs.
It really doesn't matter if 40% of the people who bought the game get stuck there on that. They already bought the game and enjoyed it enough to get that far. If they really are stuck by that they can discuss with a friend and figure it out or look online. It's a non-problem.
Yeah. The whole game is literally getting into places you're not supposed to be and doing illegal stuff.
Wow.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Every game seems to be like this now, the solution can't be more than two feet away or the player has no hope of solving the problem.
You have to understand, games are being made for a "global" audience, which in turn means it's not just White and East Asian men. If developers and publishers wish to maximize profits they need to bring the challenge down to the level of the lowest common denominator, which in this case are billions of *******, ******, ***** and ***** with an average IQ hovering below the 80 point mark.
These puzzles might seem insultingly trivial to you, but a subhuman they feels genuinely challenged by them, and equally elated when he successfully completes them.
This is from a PCGamer article from 2012, discussing testers playing thorough Dishonored, emphasis mine:
"People would just walk around during playtesting of the 'Lady Boyle' mission," Dishonored executive producer Julien Roby said. "They didn't know what to do. They didn't even go upstairs because a guard told them they couldn't. They'd say, 'Okay, I can't go upstairs.' They wouldn't do anything."
Roby explained that a few clues now nudge Corvo along his noble mission of sinking his dagger into his target, saying, "We try not to lead the player by the nose, but at some point we found that if we don't give a little information, people just get lost and don't know what to do. It's just overwhelming. So we tried to add this element that gave just a hint to help a little. But we try to do it as little as possible."
You would think "difficulty" levels would solve this, but nope. All they do is play on the high difficulty settings and then complain about the game being too hard. I have seen someone make this very argument, that they refuse to play on lower difficulties in games because they think it is demeaning... yet... apparently going on to a public forum and whining about something being too hard and demanding it be made easier isn't demeaning.
Just have the higher difficulties locked until the user types ****** on the main menu like a cheat code.
@rusty_shackleford can we create a "Hall of Shame" page where we list all these organizations on a picture collage then back link the entries to posts in this thread?
In 2 years we can have a beautiful memorial of all the ****** woke microstransaction san-fran game dev companies that have gone out of business.
Since Rusty never does anything I ask for.
Woulda been better as an interactive page that could be updated.
@rusty_shackleford can we create a "Hall of Shame" page where we list all these organizations on a picture collage then back link the entries to posts in this thread?
In 2 years we can have a beautiful memorial of all the ****** woke microstransaction san-fran game dev companies that have gone out of business.
Since Rusty never does anything I ask for.
Woulda been better as an interactive page that could be updated.