I think more stating it as similar to tetris, the "Cascading Failure" design philosophy is much more closer to chess, where each decision has lasting impact and the opponent has to keep consequences in check from spiralling out of control. And the emphasis of state progression is
If you ever need to be convinced to stray away from anti-tetris action game design, think on the following:
What do you find less frustrating?
A string of 10 small mistakes that lead to a game over
Or
One big mistake that immediately ends the game
What makes turn-based strategy gameplay engaging adjacent to real-time action genres is the fact the obstacles/encounters in the former obey the principles of a chess turn i.e. in discrete fashion. You have to choose & *commit* to your actions preemptively, properly anticipating
@LocalBtnMasher @JCotropia Lots of catching up for me to do from past few weeks, but I'm glad this left its target audience. Even with all the disagreement, the true core of action-discussion & the most important values that to actually champion would never make it out of the well otherwise. Remain strong.
Satyajit Ray explains why Akira Kurosawa was the most accessible Japanese Filmmaker to the outside world:
"Of all the Japanese directors, Kurosawa has been the most accessible to the outside world. There are obvious rea sons for this. He seems, for instance, to have a preference for simple, universal situations over narrowly regional ones the fear of nuclear destruction, graft in high places, the dehumanising effect of bureaucracy, simple conflicts of good and evil, the moral allegory in 'Rashomon' (1950) and so on.
But most importantly, I think, it is his penchant for movement, for physical action, which has won him so many admirers in the West. ‘Movies must move’ is a dictum which has found its way into many a book of film aesthetics. I suspect it once had an appendage which has dropped off, like a lizard’s tail: ‘Movies must move, or else the audience will grow restive and leave in the middle’ —or something like that. At any rate, these three words have acquired the sanctity of a commandment, and movement has been erroneously equated with physical action and such action extolled for its own sake."
('Our Films, Their FIlms', Satyajit Ray)
Was browsing for some old music videos from late 2000s & early 2010s after a couple of years, only to find a lot of them don't exist anymore. Few of them popular ones too. Don't know, but it felt quite sad. Like old forums, many genuine & rich human interactions were erased away.
Game development education has failed, and the old guard has moved on, retired or been laid off. I've talked to recent graduates and people actively in school that know literally nothing about old techniques or optimization in any way. They expect the engine to do everything for them.
is a valuable topic for analysis. A long thread to essentially say- creating & maintaining discourse-blackboxes for every single art only lowers the quality + potential of the discourse and the creative growth of the medium that its part of, than obsession over tarnishing legacy
Recent pattern in gameplay-discussion even among informed players is shifting away from thinking about gameplay systems as enabling deliberate, calculated series of interactions; and towards abstract/indirect measures of evaluation like encouraged decisions & preferential actions
objective means. Ultimately, criteria like less fun, more rewarding, satisfaction, engagement, etc are never going to be universally agreed upon. But, something like amount of dead air in the player-computer interaction channel both amidst real-time gameplay and within one's head
Some useful material to learn how to play Shmups, let's call it
-Shmups 101-
Let's start:
- BLACKBIRD's The Beginner’s Guide to Shooting Games
- Akuu's Guide to Danmaku Shooters
- Barrage Musical - Basic Danmaku Tutorial
- Barrage simulation 296
- Glossary
- Wiki
- & more
@LocalBtnMasher Its a disaster that we've not made people realize that the original RE4 establishes a pristine dynamic between controls-mechanics-enemies so rare in 3d games in a way that the remake & new-capcom in general don't even understand or comprehend. The replies here are just sad to see
Its hard to make people understand about game design when you see so much rhetoric about remakes- "updated visuals, mechanics, game-feel" is now already factory-made & disseminates through self-congratulatory forum discussions; non-critical, ignorant youtubers and unpaid henchmen
Okay time for a serious post now
I better not see any of you fork out 70$ for this garbage
Matter of fact, any of these shitty remakes, companies like Crapcom and Konami pump out
Its crazy to think two of the best movies of the 2000s came out in the same year. They're turning old & entering the "classics" territory now. But I remember for a while when this used to be a "tough question" to t3ase with among my cinephile friends to choose one over the other
On Souls-likes, I've never seen one nail atmosphere like Dark Souls' New Londo
When i think about From's games, it's stuff like this that I think is most crucial, not combat or difficulty or bosses
starting from the detective's visit to the village school to the final fade-out with a lingering shot, singlehandedly catapults it into something truly profound. As the film hones in on the dark reality of the tragedy & quietly turns into a melancholic meditation on powerlessness
One of very few post-2000 films that I think achieve the status of an all-time classic. Memories of Murder manages to be exceptionally evocative while also displaying an immense amount of subtlety & maturity over its sensitive subject. Particularly, the final third of the film-