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So over the winter holiday or so Dave the Diver exploded onto the scene. I finally got to play it and I totally see the appeal! Super charming/chill atmosphere, great art and visual style that's super dynamic and playful, and a lot of fun mini-games comprising the core loop such as the Diner Dash experience of running the sushi bar and the constantly changing blue hole fishing.

The cast of characters is also incredibly enjoyable. The chef and his cut scenes when he "enhances" a dish or otherwise takes a special action add so much to the game. The surfer beach bum friend who is giving you directions throughout has this vaguely "used car salesman but he's still your friend and wouldn't screw you over" vibe. The weapons geek is a little iffy with the way they handle weight and the "basement dweller" trope though, which I was a little surprised to see unfortunately. Still, a fun wacky cast and a great energy define this game that makes it very easy to see why people flocked to it.

But I. Am. BORED. I do not enjoy the fishing at all, it just isn't fun for me. The O2/weight restrictions kill my chill zen state really quickly (though I totally get why they are there) and if I get curious at all I have to react kind of quickly to the inevitable hostile predators. The diner dash mini game has a "timer" going for each customer but it's so stripped down and forgiving that I just get into a light flow state and enjoy it more readily. Under the sea though just isn't for me.

Anyone else play(ing) it?

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submitted 6 months ago* (last edited 6 months ago) by okamiueru@lemmy.world to c/truegaming@kbin.social

I'm trying to find good gaming experiences for wife, who has some typical non-gamer traits, but also some otherwise hardcore traits. I find it hard to make sense of it, and I'm wondering if this is the right community to get some help and suggestions.

Past gaming experience:

  • Sims 2: ~1000s hours on Sims 2. Loves the design of houses and villages, rather than the psychological experience of the inhabitants.

Which is where I thought that there has to be some experience out of the huge collection of games that can be fun. Luckily, being a fan of Harry Potter, Hogwart's Legacy ended up being a big hit, and great introduction to 3rd person and open world mechanics.

I've tried suggesting games, but none really sticked. Until...

  • Armored Core VI: Fires of Rubicon..... not, my idea. She was bored, and picked it at random from the list of installed games while I was away for some days. Doesn't seem to mind the difficulty spikes or dying 60 times in a row because of movement mechanics. And, it's not like I'm coaching. This is all her. I would never have thought to even suggest this game.

So, I need some help with finding suggestions, since I'm apparently a bit clueless. These are some constraints:

  • ADHD and very easily bored. RDR2 would be a great recommendation, except that the game is very tedious. It might work if one got hooked, but, I doubt it'll happen. Hogwart's Legacy got past it by the setting and world building. Horizon: Zero Dawn on the other hand is an absolute no-go.

  • First person mechanic might be a challenge. 3rd person works a lot better. Not entirely sure why.

  • Competitionist to a fault. Hogwart's Legacy was 100%-ed beyond what the game was able to properly track. If a game hooks, it hooks deep.

  • Not a fan of gore, horror, and zombie themed games. Or in general enemies who look like they are having a bad time.

  • Probably not a fan of complex game systems if one is forced to understand it. (AC6 just.. let's you fly around and shoot things, even though you really should understand all of it). It's fine to sneak in game systems after getting hooked, but not as a prerequisite. If that makes sense.

  • Strategy games and turn based games are probably not a fun time.

  • Likes pretty worlds, but not a fan of artsy 2d stuff like Gris, or the many platformers of that type. Maybe Ori might be pretty and cute enough to work. It's a weird balance.

  • Playstation 5 is what is most readily available and perhaps more importantly, low effort. Though PC could be an option.

  • Doesn't mind a challenge that would be frustrating to most people, as long as one can get back into the action immediately. She doesn't have "gaming skills", and it's fine to be punished for it, but not with tediousness. For example Hollow Knight would be a game that is 99% getting to a boss and 1% getting killed by the boss. Not very fun. So the game design also matters. Demon Souls would have this same issue. Checkpoints in AC6 is probably a big element in why that game seems to still be fun.

Edit: some more constraints

  • English is not a first language. So it's a somewhat higher threshold to get drawn in by text based storytelling.

Here is what I've thought so far might be good games:

  • Monster Hunter: Probably amazing if one gets past figuring out all the mechanics. I haven't played this myself.

Hm... and I'm a bit out of ideas. Suggestions?

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submitted 6 months ago* (last edited 6 months ago) by BolexForSoup@kbin.social to c/truegaming@kbin.social

Hello again! I finally wrapped up Bluey: The Video Game with my son, and I am proud to say we collected everything! He really enjoyed visiting all the classic locations from the show. Like I said in a previous post, it’s a little rough around the edges but it does what it sets out to do for the most part and the $40 price tag makes it a little more tolerable.

I am looking forward to playing The Finals soon. Got it downloaded but haven’t really had a chance to sit down and sink my teeth into it. I haven’t played a multiplayer shooter in a while, so I’m hoping this one delivers!

I have also been plucking away at my second playthrough of BG3 and while a lot of the issues revealed themselves on playthrough 1, I am still very much enjoying it. You really can change your experience in wild ways if you want to!

So what is everyone playing right now? What do you have on the horizon?

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Back with the weekly thread!

My son and I have been playing Bluey: The Video Game. He has definitely enjoyed it. It is basically one big collect-athon where you are doing an interactive episode of Bluey, more or less. At $40 I would say the price is fine but it’s a little thin/janky at times. Still, they got the voice actors and my son seems to love it, so the primary check boxes are definitely ticked.

We get to spend 20 to 30 minutes running around memorable locations from the show, many of which are pretty much carbon copy lifted straight from the show, so he’s happy haha!

What have y’all been playing?

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Hey everyone! As this is "True Gaming," we would of course love to see a few sentences elaborating on your thoughts of what you are playing.

I actually took a solid week away from the computer and games! My wrists haven't been great so figured some time away from it the phone and such was a good call. Excited to dig into Cocoon and Dead Space this week. Also might get the Bluey video game for my son, we'll see.

So: what are you playing?

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Hey everyone! Going to test out a weekly "what are you playing?" thread to encourage some discussion. As this is "True Gaming," we would of course love to see a few sentences elaborating on your thoughts of what you are playing.

Right now I am putzing around in Baldur's Gate 3 trying to see what whacky things I can pull off or incur in my second playthrough. I also have the Dead Space remake tee'd up for play soon and have been occasionally playing Arcade Paradise with my son, which has been a real delight - once you beat the game it's just a fun arcade to run around working on high scores in. He just loves picking up all the trash and the little "gamified" aspects of the arcade himself!

So: what are you playing?

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The future of FMV's (kbin.social)

I love FMV's in games, plain and simple. I think they're so rarely deployed that at this stage it's almost always to great effect. Sam Barlow is the obvious one that comes to mind (Her Story, Telling Lies, Immortality) but there are also some famous examples from the past such as the often campy/ham-fisted but always fully-committed and enjoyable performances in Red Alert and Command & Conquer. I also really enjoyed Dr. Darling in Control.

All of this is to say that that FMV's as a component or the centerpiece of games frequently comes across, at least to me, as being film's "found footage" equivalent in video games. FF films got a bad rep for "shaky cams" or being a way to mask cheap productions, but some of the best films I've ever seen were shot in that style (for those of you who haven't seen [Rec.] do yourselves a favor). Every now and then the style gets a brief moment in the sun and everyone moves on. Perhaps it's just seen as too gimmicky but I don't want to get too thick in the weeds here.

I've now seen several great examples of FMV's and I feel like there's just this barrier it can't cross. I'm not sure if it's technical - asking developers to also be versed in filmmaking, even though many of the same principles in games translate such as lighting and camera angles is maybe too big of an ask - or if it's just not something that interests many devs yet. Either way, I'd love to see more of it and I'm curious how people think it can be deployed in new and interesting ways. Immortality is a great example because of how it integrated not just the footage but the very tools used to edit films. The UI is a gamified moviola which was necessary for editing and reviewing back in the day. Having editing experience myself actually made the game play better, but it was still very accessible to my friend who had never edited a clip in their life.

I know this is sort of half rant/half question, but I just really wanted to talk about FMV's so here we are!

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submitted 1 year ago* (last edited 1 year ago) by hoodatninja@kbin.social to c/truegaming@kbin.social

Hello! Back with another round of musings.

Exoprimal has been my not-Diablo game the last few days and I have to say, I am impressed. It has my attention despite being a flagrant GAAS-model/wanting me to open my wallet so badly.

The game is a little thin at times and running around in your exosuit doesn't "feel" quite as amazing as flying in Anthem or piloting your titan in Titanfall, but the wide range of exosuits + customization definitely shores up some of that.

What I want to focus on however is the PvPvE format they've decided to go with. For those who don't know, Exoprimal is not just about beating up dinosaurs. You are actually racing as a team of 5 against another team of 5 doing the exact same missions. You progress through different challenges and each time you complete one, you see the silhouettes of the enemy team as they do their missions and the game notifies you if you are completing your objective faster or slower than they are. This constant update - both from the game's AI character Leviathan and from the silhouettes - creates a constant energy of go go go! that really enhances the game's tension. You can't just beat up dinosaurs, you need to work together to do it efficiently.

The game also randomly inserts story bits for everyone that will change up the level and challenges, keeping it incredibly fresh. One instance that really caught my attention (and drove me to make this post) happened to me last night. We were about 1/4th of the way through our encounters when suddenly some dialogue began and all of us were warped into one arena and a cutscene began. At the end, one gigantic dinosaur warped in and suddenly our enemies were our friends. We all had to work together as a 10-unit team to take this thing down. It was such an awesome way to be shaken out of "just doing missions." What's amazing is so far these major shakeups have happened once every 5-10 matches for me. While I'm sure I will soon encounter repeated events, I'm about 15hrs into the game and I haven't yet.

If they keep adding special missions/events/curveballs like this, especially tinkering with the PvPvE format, I don't see myself putting this game down for quite some time.

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submitted 1 year ago* (last edited 1 year ago) by hoodatninja@kbin.social to c/truegaming@kbin.social

I’ve been going out of my way lately to find unique mechanics, UI’s, etc. that fundamentally alter and improve a game, to the extent that their removal would severely hurt the game and make it less effective/impactful/etc. To be clear this is less “unplayable,” so not something silly like “removing the right thumb stick from Halo.”

Instead, I think of how Immortality essentially “gamified” and simplified a movieola (35mm film editing hardware) to be the player’s interface with the game. The process of scrubbing through footage, marking favorite clips, cropping in on items of interest, “match cutting” (sort of), made for an incredibly immersive experience. Honorable mention goes to the music raising and lowering or shifting as I sped through or slowed down on footage - it created such a unique gaming experience.

What are some examples for y’all?

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submitted 1 year ago* (last edited 1 year ago) by hoodatninja@kbin.social to c/truegaming@kbin.social

Before I start let me be clear that I am NOT talking about Zuckerberg’s “Metaverse” with a capital “M.” I am speaking of the concept writ large - aka a 3D/AR/VR/etc. "virtual world" akin to Oasis in the world of Ready Player One. This is incredibly boilerplate so if you are unfamiliar with the concept or want to know more I'd recommend reading more about it!

Arcade Paradise is a game where you slowly (and secretly) turn your dad's laundromat into a fully-fledged late 80's/early 90's-style arcade. It has a fun little story going as you move forward and a fantastic mix of short, medium, and longterm goals, all punctuated by a fun little sense of humor. It's a nostalgia trip for sure for anyone who lived through the arcade-era, complete with 35 arcade games you can play.

So to the actual point here: this game made me operate like I was playing Stardew Valley and Civilization again ("Just one...more...turn...") without the assistance of the actual arcade games. I really enjoyed a lot of the "cabinets" the devs put together but frankly it wasn't the games that kept me coming back. It was the laying out of my arcade, the little tasks to get the money I need for the next upgrade, the optimization of my pricing to get every possible penny I could to expand my floor and add more cabinets. Even seeing the completely non-interactive NPC's playing contributes, which is what made me also constantly go, "Man I wish my friends and I could chill here."

Prior to this game I never really experienced that sensation, but I then thought about my friend who designed all these social spaces on her island on Animal Crossing: New Horizons. She had this outdoor café she was so proud of in particular, and she always was inviting friends to join and run around there. I didn't really get it until I played Arcade Paradise.

I'm not really entirely sure what my question or "prompt" is for folks here, I just found myself musing on this subject and wanted to write up something about it.

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I'm old now. I've finally realised I get more enjoyment from watching someone play than to actually play the game. Why is that? Do you experience that as well?

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Has there been changes to what games you choose to buy and play?

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Hey there, I wasn't familiar with this community before, but looking around right now. Are posts here meant to be more in the essay format that I'm seeing so far? The longer-form discussion prompt seems like a really interesting idea, if that's what this is all about.

#truegaming

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I briefly talked about this on the tg discord. I'm new to Kbin, very excited to be here :D

So I am an Overwatch diehard fan. As we know, the franchise is going through a big struggle keeping fans while angering everyone frequently alongside. Hell, the latest episode of Death of a Game discussed Overwatch 2 regardless of the fact it is not shutdown yet.

I went through a few weeks of grief about the franchise fearing the worst for it, as a diehard fan would.

Today, Blizzard announced Genesis, a 3-part animated mini-series on YouTube with about 18 minutes of total runtime. I am cautiously optimistic and believe, despite the length that this could be the first step towards OW's redemption arc, if ever.
the first part's premier page in question

As told on the title, OW2's current controversies is akin to what Marvel was going through in the 90s. Due to constant mismanagement, terrible sales and quality of the comics on top of a declining population of readers Marvel was on the line of filing for bankruptcy in 1996. in 1998, Marvel opened up a movie studio as we know today as "Marvel Studios". Obviously, Marvel went from bankruptcy to the highest grossing film franchise of all time by a long shot.

Overwatch 2's current state is very similar IMO. awful mismanagement of the game, declining playerbase and just like comics in the 90s, live service video games are going quite downhill, with many shutting down in 2023 alone.

What Overwatch needs to succeed and gain trust back is not to make the game better, it'll need more than that. Marvel saved itself with film, tv, animations, merchandise and games alongside the comics. Overwatch shines brightly from the animation, art, characters and narrative work and can carry itself with these talents alone.

A change in direction to a more narrative-focused, character-centric multimedia franchise, not just a team-based FPS could bring in new fans and most of all, make the angry mobs realise the worldbuilding of Overwatch is quality. League of Legends is huge now that they released Arcane and Riot Forge, with a MMORPG and Fighting game on the way. There just needs to be many more ways to appreciate the IP Blizzard has crafted than a heavily-monetised team-game.

Could Blizzard turn Overwatch around this way? is there any hope for the game itself by allowing the world to shine? is it doomed otherwise?

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I'm sure we've all played at least one survival game at this point, right? Minecraft. Valheim. Subnautica. Project Zomboid. ARK: Survival Evolved. Don't Starve. The list goes on.

So what makes something a "survival game"? Well, surviving, of course! The player will often have limited resources - food, water, stamina, oxygen - that will drain over time. They will have to secure more of these resources to survive by venturing out into the (often hostile) world, while also collecting other resources in order to progress.

Survive and progress are the two key objectives here. What progressing looks like can vary from game to game. Some are sandbox games where you set your own objectives. Some have technology trees to work through. Some have stories. All of them have some kind of balance between surviving and progressing. Too much focus on moment-to-moment survival and you'll never feel like you're getting anywhere; too much focus on progression and the survival mechanics feel sidelined.

I'll start with the latter. Minecraft is a perfect example of this, I think. For the first hour or so in a brand new world, surviving will be something the player has to focus on at (almost) all times. Food will feel scarce, enemies will feel scary and you really have to focus solely on survival. But then, after a while, you'll reach a point where you're got plenty of food and don't have to worry about it any more. You'll have decent armour and weapons so fighting monsters isn't risky at all. The survival aspect of the game becomes something you only really engage with when you're forced to - because your hunger bar is empty, because a monster is attacking you and you want it to go away - but it's more of a tedium than a system that's exciting or interesting to engage with. In fact, the more you progress (whatever your version of "progressing" is - building cool things, exploring, etc), the less engaging the survival aspect of the game generally is.

And on the flip side, you have something like Don't Starve. The game is all about survival, with the goal largely being simply to survive as long as possible, with very little in the way of non-survival progression. To its critics, this is to its detriment; the player rarely feels like they're making much progress, just prolonging their suffering. This is, of course, the tone the game is going for, but it doesn't make for engaging gameplay for many people. It doesn't have something they can get invested in - there's no reason to survive.

I've largely been talking about the negative aspects of survival mechanics so far, but I do feel they can have positive, interesting aspects to them as well. They can add to a game's immersion, for one. They can certainly make for great, personalised stories, too; not tailored narratives, but the sort of individual, one-off experience in a sandbox game that you remember. For example, you didn't just build a simple house...

You went on a dangerous journey into the forest to the west to get some wood. You'd just finished chopping the last tree you needed when a wolf pounced on you. Lucky you'd found that old, manky leather armour earlier, eh? You managed to kill it (with your bare hands after your spear broke) but you were losing blood and had to limp back to base with your lumber. You didn't have any medicine so you fashioned some from some plant fibre you'd collected - not ideal but it stemmed the bleeding for now. And at least you had enough wood to get some walls up around your cabin.

That's the kind of story made out of mundane events (well, "mundane" when it comes to video games anyway...) that you can only experience in survival games. Because in a game where you're not as invested in surviving, that sort of situation has far less impact. This leads nicely to my next point: there needs to be a cost to not surviving. The steeper the cost, the more invested in survival the player will be:

  • the ultimate "cost" is a hardcore world/character, where the player loses all their progress if they die. I personally find this a little excessive, especially in games that are often already on the grindy side.
  • a lesser cost is perhaps losing some XP, or losing all the items your character was carrying at the time. It's a great motivation to avoid death, but it isn't too punishing. It's nothing you can't bounce back from, at least.
  • an interesting mention here is games like Rimworld or State Of Decay 2. You control a community of characters, each one having different stats and attributes. If a character dies, their death is permanent. It sucks, and it's almost always a major setback for your colony. But it also makes you really value each character's survival. And a character dying becomes part of your story in the game. It's woven into both the gameplay - you have to figure out how to adapt going forward without that colony member - and the history of the colony.

If there's no real cost to not surviving, there's no real reason to engage with the survival mechanics in the first place. None of it matters. If you can die, but 30 seconds later you've reloaded the game and can just carry on from where you were, can you really get that invested in the survival mechanics in the first place?

So what's the right balance? It's hard to say - it depends on the game! How deep and complex a game's survival mechanics are and what its progression looks like definitely affect what will feel right. But I think that, if a game is going to include survival mechanics, there should be an effort to make them interesting and rewarding (if not fun) throughout the entire game. If they can't be interesting and rewarding, players shouldn't be made to engage with the mechanics at all, and it should just be a problem that players can solve instead. And there needs to be more to the game than just surviving. There needs to be goals available - narrative, creative or otherwise - that give the player a reason to survive.

The process of surviving itself needs to feel interesting throughout the duration of the game. You need a reason to survive (something to work towards) and you need a reason to not die (some form of cost or punishment).

So do any games actually manage all this? I'm not sure... Subnautica probably comes the closest for me, personally. It does a great job of constantly pushing you to progress, but the more you progress, the more scary things get and the harsher the conditions you need to survive become. The survival mechanics are not just relevant but central throughout the entire game, but you rarely feel like they take too much focus away from the rest of the game.

I'd love to hear your thoughts!

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submitted 1 year ago by yoasif@fedia.io to c/truegaming@kbin.social

A comprehensive mapping of old subreddits to new communities.

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submitted 1 year ago* (last edited 1 year ago) by hoodatninja@kbin.social to c/truegaming@kbin.social

Should I post next about why I think AC: Odyssey has the best stealth in the series or why I end up replaying Paper Mario every few years?

#truegaming

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submitted 1 year ago* (last edited 1 year ago) by hoodatninja@kbin.social to c/truegaming@kbin.social

Hello all! This is my first (non-test) post. I've wanted to chat about this subject for quite some time after I had a revelation while playing Mass Effect: Legendary Edition. I discovered that I am a sucker for romance in video games. Romantic love, sexual chemistry, what have you. I just really enjoy seeing budding relationships or participating in them as the character.

Watching the progression of Liara and Shepard's relationship across the 3 games really hammered this home for me. There is something deeply poetic about watching a human who has ~100 years to live have to choose how to balance the biggest decisions and weight of the galaxy fall and love with an Asari who has ~1000 years to live. Liara is basically a a young adult in her 20's by Asari standards when you meet her, but has already lived more than twice as long as Shepard.

Their relationship dynamic is one where Shepard is helping her navigate day to day life in some ways, while Liara is constantly expressing and venerating the depth and breadth of history, the galaxy, and beyond. In some ways she's a reflection of the scale of what Shepard is dealing with, while Shepard is reminding her in some ways to live here and now, on the land she stands on. The way this dynamic plays out and buds into what to date is probably my favorite romance I've experienced in gaming.

Anyway, I just wanted to get some thoughts down and spur some discussion. I'd love to hear what others have enjoyed/experienced, or maybe you disagree with my take lol

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Glad to see this community moving over. I'm a lurker but I always loved reading the discussion :)

#truegaming

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Okay. If you could play any videogame again for the first time, what would it be?

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It seems that I am less and less interested in new games and am happier playing older games on emulators. I still game a decent amount, but I don’t even watch gaming news for new stuff.

I loved Skyrim, but I am not even interested in reading about starfield. It just seems that it’s going to be an extremely involved game. But at the same time I’d have no problem playing through Skyrim again and to be fair I just played through tears of the kingdom.

Anyone else have this problem as they are getting older? I’m in my mid 30s btw.

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Hello truegamers (kbin.social)

what game is best

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Test post, eat my shorts

#truegaming

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