- Joined: Feb 16, 2019
- Last Login: Jan 14, 2022, 3:41am EST
- Comments: 215
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Sounds like Lost Patrol on Amiga, from back in the day. Sign me up!
Comment 1 reply
I just rewatched this (and the trilogy as a whole) and sunk even lower in my couch. The writing is so bad, but what was surprising was that Revenge of the Sith is actually even worse.
That said, at least the idea in this trilogy is powerful and ambitious, which is not what can be said of the new trilogy (the one where Han Solo dies, can’t remember the rest of it). If there’s a trilogy that could use a reboot, it’s this one. On the right hands, it would be awesome.
Comment 1 rec
The old proverb in game dev always rings through – "if you do one new thing and copy the rest, it’s already going to be really difficult. If you have two or more new things, it’s going to be close to impossible." I’ve worked 20 years on pretty carte blanche games, original IP all the time, blank slate all the time and I’ve seen the proverb in action over and over and over again.
The common bedrock in at least my circles is that pretty much everyone trusts and expects that even if we copy game X and change one thing in it in a major way, the end result will probably end up looking completely different anyway. No one knows it for sure, but the trust is simply based on the fact that we have a bunch of artists that come form different perspectives, cultures and understandings and the same goes for coders and when they process game X and do their own take on it (even if they’re copying), it’s not going to feel the same at all in the end.
So doing a blatant copy? Sure, it’s bullshit. I personally wouldn’t even involve myself in it (hence all the blank slate projects I’ve always worked on) – but I can also understand where the guy is coming from. It’s the game industry. We’ve had this stuff go on for decades and the difference really is if you can be arsed to release your games so that there’s some legal backing in the copyright or if you actually care at all about it. Look at the voodoo bullshit hypercasual stuff. It’s just a neverending circlejerk where whoever originated the idea is long gone. This also massively ties into attention spans, coping with friction (free vs. paid), the sunk cost fallacy of time already spent on the game (again free vs paid differences).
Personally, I don’t get the Wordle hype. I originally assumed it would be words of different lengths, but we’ve been playing for a couple of weeks with my wife and so far, our hit rate is 100%. I think the six attempts you get is too easy. You just hit those vowels and consonants initially like there’s no tomorrow. But given the background of the game, I think it’s a perfect fit since it was meant as a gift.
We’ve been playing the Mario Kart on Switch ever since it launched. I’m surprised how it has stayed in our rotation even when all the others launched in the early days have not. Testament to a good game with a lot of content!
It was an older proto by Chris Cantrell with a different theme and when we he went to work to Riot, and Riot wanted to do some boardgames, so it got pulled from the drawer and resurrected with the theme it has now. I don’t really consider it part of League of Legends due to this (ie. it wasn’t born as a league of legends game initially and in this sense it’s closer to the german school of boardgame design with a slap-on theme).
TBH, I sold my copy. Too often, we ended up a move or two away from beating the scenario, only for the RNG to wreck it and we were just too tired to start over again. We played it a lot, but we hardly made much progress in the scenarios. For me, it was a bit too much of ‘style over substance’ even though I thought it looked very cool every time we unpacked it. I just thought the mechanics were a tad too fiddly and given the timers etc it had, it had a big element of chaos that could just cause things to unravel, but the game still lasted longer than expected for it to be a sort of "let’s play a quick game of…" -game due to the fiddling with the cards, minion movement etc.
Comment 2 recs
I bet Pagan is really good at climbing antenna towers and mapping out the world from high places too!
The art and miniatures design is top notch, with plenty of additional value provided for backers in the initial campaign. So yes, the game is pretty enough, but it’s the presentation here that really has me excited.
If there’s ever a warning sign in boardgames, it’s here. Kickstarter is so notorious on mediocre games with fantastic visual and miniature design, that it’s really close to the old school videogames that are essentially polished turds.
Maybe I’m in the minority, but I always felt like boardgames really need to earn their good looks. Like, if you look how Brass was initially and then what it is now with Lancashire and Birmingham – totally earned! You can play that game hundreds of times and it’s still fantastic! So the good looks just add a fantastic bonus on top.
Then on the other end of the spectrum you have games like Cthulhu: Death May Die, which is a weakly average dungeon crawler with a slap-on lovecraft theme + fantastic miniatures and visuals. And something that probably amounts to ten or twenty games until it’s grown stale.
Comment 1 reply, 2 recs
I think the history of the various Batman movies and series has been a history of misconceptions of who the character is, and to a degree it still continues today. I think Keaton gets it right that it all comes from the man, Bruce Wayne, and the madness he’s allowed to be pulled into. But not many give a proper spotlight to Alfred, who’s essentially his enabler (even Nolan treated him as a very stoic shoulder to lean on and Caine plays him very much like a butler). I think the cue to all the best Batman stories have always begun from understanding how crazy Wayne is and how much Alfred enables it all. If you have that straight, then the various villains he faces only acts as a mirror. But if you don’t do it, you’ll end up with a fairly bog-standard superhero story.
I think Nolan got close, but Batman’s far from being fully seen on screen.
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You might also be in park at a red light.
Not if you’re driving a Tesla. There’s no reason to be on park at red lights with those cars, and especially if you have the piece of mind to actually start watching/playing something on the screen.
But yeah, I do agree that they should be disabled if you’re not in park, even if there’s autopilot and all that (the current AP isn’t equal across countries – some places it works better, some worse) and especially the new S model has another screen in the back, so that should be enough for whoever wants to play/watch something – or then they just need to go all stone age and use their own tablets/phones :gasp:
I would argue that tabletop games have been a huge inspiration for the past decade already. Many of the best F2P social games these days are being done by boardgame enthusiasts and developers, and there is something within boardgame design that translates well to mobile games too.
That said, even before this past decade, the correlation was there – already in around ‘07 this idea of ’players being together around a boardgame’ was being transferred into this second wave of F2P that emerged in Facebook at the time, in the way the social interaction was done in some of those games.
Comment 3 replies, 2 recs
I don’t get who would want to work there? As far as their IPs go, that train has gone years and years ago. Many developers I know (including myself) are creatures of passion. Doesn’t matter if you’ve been in the industry for two years or twenty, you can’t do it unless you absolutely love the product you are making.
For that to work out, the company needs to be great, it needs to take care of its people, the salary needs to be onpoint, the holidays and general support needs to be top notch. It’s a global market and the studios these days are all on the same competition. Ubisoft, for many years, has sounded nothing like this.
As a comparison point – I get five weeks of paid holidays per year, work 8h a day, get all the benefits, healthcare, annual bonuses, every second month we’ll have an extended weekend (free days off around weekend) and the last time I crunched was in 2005 and have always worked on original IP. Had one project cancelled out of everything I’ve ever worked on and that cancellation came from the team rather than management. Have worked for the same employer now for eight years and the staff retention is minimal (headcount is 200 currently).
Treating people right is not rocket science. Never has been.