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icyhotspartin last won the day on January 14

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About icyhotspartin

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  1. agreed agreed - thumbs are very important in console shooters, ergo thumb skill should be rewarded huh?! me? upset that I apparently believe thumbs are more important than mental skills? the guy who goes 6-15 in customs because I have no thumbs and don't care to learn H5 advanced rebound jumps? who never once said that thumbs are more ascended than mental game always and forever? ok... Seriously though, I never said thumbs were more important. I said that thumbs and brain skills should be integrated. If you're all thumbs in a game that demands even a dash of quick strategic thinking, you're not going to get very far - same vice-versa re. brain over thumbs. It's up to the player to figure that out, and the designer to make a game that actually gives a player that opportunity. Frankly, that's one of the things I don't like about chess, because it gets to a point where you have two guys who have literally memorized 1000's of fractal strats and instead of being engaged in an original and interesting match they are just replaying the simulations over and over and over. But that also has to do with the fact that chess has a 1000+ year history, so the barrier to entry is pretty high - see 2's on Guardian for the same sort of effect/ I mean... it depends on the weapon sandbox, no? Lock-on weapons are fine and all, but you have to make them in a way that compliments the rest of the weapons and the player mechanics. Hydra is dog because it has to move so fast for long-range and those are typically littered with bullshit cover, but it's also super dog at short ranges because of the timetofire and the unlocked spread. I'm a fan of the H2 rockets because lock-on was added for vehicles only - missile pod in H3 could have been implemented better, but it was an interesting idea. But even those two, and I think Winston as well, require the player to tag their targets with the reticule - that requires both right thumb - aim - AND LEFT THUMB - POSITION. Whoa! Wait, you mean... positioning in console shooters is tied to a thumbstick as well???!! And if I can't position myself properly with the left thumbstick then it doesn't matter a shit-damn if I can land the shots? Huh... how'bout that. If you're talking a VR detective game where there isn't any combat and it's all about where you go and who you interview, then sure, yeah, that's definitely not going to prioritize something like aiming. But I mean... in a game that features gunfighting? Aiming isn't going anywhere. Yes it does... if it is a real-time console shooter, racer, party game, timed-input RPG, platformer with the finger inputs as the primary interface with the gameplay, as is currently the standard and most likely to continue to be the standard until video games are moved to the VR-bodyscan realm.... because to have any outcome, you have to press the buttons. Cause and effect. Closed system. Now, I agree that just because a game features finger inputs [somewhere] it does not follow that those finger inputs have a direct and meaningful effect on the gameplay - see SIMRacing. There are no finger inputs in the actual gameplay if you have a wheel, pedals, and a shifter set up and mapped to the inputs. Semi-related rant, mouse and keys are the worst input option. Least ergonomic input and very close to arbitrarily laid out because of the nature of a computer keyboard. Custom controller + mouse/flightstick might be the best option, I welcome any opinions on this.
  2. I mean, these are video games. Of course it's gonna be thumbs (and fingers). Of course there's an interface present, its a VIDEO GAME. - and therefore, of COURSE those inputs are going to have a meaningful outcome on the game. Let's say, to make you happy, that we take on SIM Racing - this involves not only the thumbs and fingers, but the entire body: feet and legs, hands and arms, torso, head and neck, eyes, wrists... just check out the pro F1 and Rally drivers who post videos of themselves in SIM rigs. Is that more to your liking, re. full-body input skill? Let's say, then, that a developer comes up with a game that requires you to input for walking by actually walking, and any and all other actions are linked to your body and appendages' position in real-time - a full VR immersion game. Can't you still end up in a situation where one player's input skill is all that will allow them to win? Like, say, a guy who is relatively fit will be able to duck just in time vs a guy who isn't quite so fit and who can't dodge that rocket? Or in the case of the SIMRacer, say the fit guy doesn't know the car he's driving very well and the fat guy does, and the fat guy ends up winning the race because he's capable of downshifting at the right part of the final turn? Your focus isn't on the fundamental issue, which is designing gameplay and spaces for that gameplay which require a unity of thought and action. Yeah, there's no question that games in the 'middle market' are focused heavily on twitch responses, but this has been the case for more than a decade now. And as to fighting games, you gotta remember that in the better ones there is a lot of strategy that goes into choosing how a fighter is going to approach a particular input sequence, and a lot of that depends on the real-time processing of what the opponent is doing, or liable to do. Same goes for more cerebral shooters. Git gud!
  3. Strategic mimicry is a fundamentally derivative method, though. If you're constantly copying your opponent's strat, they have the opportunity to make the first move to either 1/ change strat or 2/ come up with a completely new one, if they can, neither of which will be necessarily mental or physical alone. The central question here is the same one that soldat brought up last year about how input is not ascended like pure mental play. People argue about this in fighting games more than they do in FPS, usually. You could make the same arguments w/re. to a game like golf - but then you'd realize that without the capacity to actually implement your ascended thoughts through action into the world, you can't win, let alone actually interface with the system. Mental ascendance in games just doesn't apply to FPS the same way it will apply to T-BS or RPG games, where you can come up with a complete strategy before you even hop in and then just play it out like a slot machine. And even then, you gotta press a button or two. It's a false dichotomy, because both play into each other in real-time and turn-based games. I guess you've played one too many games of CS:GO recently, eh @Soldat Du Christ?
  4. Soul, an old friend of mine is likely going to be ordained as a minster soon, would you like me to introduce you? I'm sure you two could have a lot of interesting discussions re. scripture
  5. I mean... You didn't use any of your own words, and you used an image. What am I supposed to understand from this? Maybe that you wish to communicate non-conceptually, or with pre-packaged and approved definitions by skeptics who disavow definitions altogether? Are you saying that you are happy to continue fingerpainting, or are you saying that I am the one who, through the use of language and words, have fallen into the trap fingerpainting, which therefore undercuts anything I might say on the subject? Is this a game of gotcha? Maybe all of the above? Sorry, I can't understand you. Please try again.
  6. I'm certain that CoD and other spaz-shooters fit his description a lot more than a long-form game with an engaging and fulfilling story. He mentions them only in passing while discussing the structure of dramatic tension and audience engagement. But I'll tell you what, now that I reflect on all the games I've played, even most of those games with engaging and fulfilling stories use the same kind of bio-feedback mechanism that he paints the industry with, which is the momentary "WHOA!" of having gotten a jingle-jangle of grabbing a coin or defeating an enemy. The more 'responsive' that mechanism is, the easier it is to jump back in and get the feeling of accomplishment. We know how destructive this is in multiplayer games. Consider the loop hitmarker and the 'press X to respawn' - but consider also the loop of 'level clear' and 'retry?' that one finds in any single player video game. Is that not the same loop, just at a larger scale? Balance that story out with the burning feeling one gets when yanked out of a task/action by a mistake, a glitch, a lost life, the return to a savepoint or spawnpoint, and it is very difficult to disagree with his description. The more of those you have, the more abused, angry, raw - but also driven - one might feel... that's the addictive element, the 30 seconds of fun. It's a pachinko parlor. There's no doubt that video games are an emergent medium for storytelling. There's no doubt that the more mature the themes and the more integrated the elements the more powerful that experience will be, because the player essentially 'lives' that story. But they necessitate the use of a machine: carrot and stick, failure or success on the part of the player to advance that plot. There's no possible failure on the part of the audience when watching a movie, nor in reading a book (choose-your-own-adventure novels notwithstanding, as these are more akin to text-based games). The narrative has a carrot and stick, yes, called suspense - but there is no input on the part of the audience that can interrupt it, frustrate it, delay it, corrupt it, or turn it into an intravenous substance. I refer you to the phenomenon of binge-watching, as it relates to short-form serialised TV dramas, and ask you to contrast that with the watching of, say, Dr. Zhivago, Fany and Alexander, or Gone with the Wind.
  7. You cannot be all things to all people. They would do best to release classic multiplayer and dev-picked forge maps as DLC for all platforms, if at all possible. Maybe the battle royale, too, if they can squeeze that in. Last/current-gen consoles cannot possibly run the game as described in a playable fashion unless they have a completely separate 'last-gen localisation team' working overtime to make low-poly and lower-def assets for every single object in the game. Why even bother hyping it, or lining up to gawk at the inevitable failure? I was reading David Mamet's book on movies (2007) the other day and he gives a good description of franchise films s a symptom of the contraction of the once-growing film industry. It reads essentially the same as what one would expect from the videogame industry from 2010 and onwards. I also note that in a separate section of the book he describes video games not as games, but as 'bio-feedback machines' that rise only to the same level as drugs or pornography. Another topic, to be sure, but perhaps worth a grain of salt or two.
  8. Sums up my experience so far. Really disappointing. I also note that the dialogue choices have little to no effect on what I experience. I’m playing this right now instead:
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