I am ready for video games with these beautiful moments - and please keep them short! I don't want to spend hours and hours on a game anymore, at least not traditional ones - but I have no idea where to find them.
I am ready for video games with these beautiful moments - and please keep them short! I don't want to spend hours and hours on a game anymore, at least not traditional ones - but I have no idea where to find them.
I do remember staring at the in-game sunset as it cast shadows across the open prairie and thinking, "Wow."
There are frequently scripted introductory sequences to familiarize you with the mechanics and attempt to hook you with a story, but they will consume your time but once, and can provide you with hundreds of hours of entertainment and escape thereafter.
Of course, if driving is your thing, there are a ton of racing simulators out there, from F1 to rally cars.
Other categories of nonviolent or non-FPS games would be puzzle games like Tetris or Candy Crush. Also, video games can reproduce or make single-player versions of the classic board, card, and dice games like chess or yahtzee.
is GTA, really.
Granted, player agency in Skyrim is pushed way down compared to earlier TES titles but you can still affect the game world by choosing quests, choosing sides, Hell, Morrowind allowed you to kill a main questline quest-giver, ruin the prophecy, keep playing, and still fulfill the main storyline.
In the end, playing games labeled with either "theme park" or "sandbox" doesn't change the fact that you are still playing within the confines of someone else's world; I can't create a functional X-Wing in Minecraft and fly to Tattoine, no matter what blocks I put together.
The parent was enjoying driving a car around through a fictional (and populated) setting, so pointing them towards a "build your own adventure" game is probably not going to tickle their fancy nearly as much.
This is where table-top role-playing games really shine. You can totally do that in, say, GURPS (among a great many other games, a tiny fraction of which I discuss below).
N.B. Forgive me if I'm preaching to the choir, or if you're simply not interested. It's currently NaGaDeMon (National Game Design Month), and I've been swimming in TTRPGs lately, spending nearly all of my free time researching, playing, philosophizing, and designing a TTRPG of my own for the past week... I've really got to hand it to my anti-depressants, as this time last year I couldn't find the passion nor the energy to do this :)
Perhaps GURPS is too focused on realism for your tastes. How about Robin Laws's HeroQuest? where the probability of success doesn't depend on an action's difficulty in the "real world", but rather on which results produce the most cinematic and exciting stories? Or Fate [Core]? which emphasizes characters being larger-than-life and doing larger-than-life things in larger-than-life situations? These sorts of "narrativist" games are pretty popular lately, and not without good reason.
And then there's Apocalypse World, which focuses more on characters: the interactions between characters, their histories together, co-operation as well as conflict. Experience points are awarded for developing your relationship(s) with the other characters, rather than for slaying foul demons or hoarding precious loot. It's a game where the players are expected to be involved as much as the the gamesmaster in creating the game world and driving the narrative. Its mechanics reflect that, making the game difficult for a gamesmaster to railroad. As an added bonus (imho), the book itself is written in a very casual, conversational, vernacular style, which I find refreshing compared to the too-often sterile, textbookish style of these rulebooks. There are quite a few other games that come from the same school of design as AW, as well has plenty of third-party "rules hacks" — adaptations of the core system to other settings and genres, sometimes with very different goals than AW's, other times with surprisingly similar ones.
That's not to deride demon-slaying or loot-hoarding, though! The "Old School Renaissance" is now! Tons of games, ranging from free to cheap to pricey, all attempting to emulate that old-school early-to-mid-80s (sometimes even up to the mid-90s, by some accounts) TTRPG feel. If that's your bag, [Revised] Mazes & Minotaurs is quite well-designed (and free!), whereas something like Labyrinth Lord or Lamentations of the Flame Princess prefers to mimic old-school Dungeons & Dragons, complete with its quirks, much more closely. Then there's Monsters & Magic, somewhat unique amongst the OSR games, in that it's very much a new-school game that nevertheless is readily compatible with all (yes, all) of those old fantasy splatbooks from the 70s, 80s, and 90s, with any necessary conversion happening on the fly. Oh! and Tunnels & Trolls recently had an 8th edition published through Kickstarter, if you want to play something actually old-school ;)
Or how about a game where the rules themselves are as customizable as the fictional universes they power? Something like Fudge (free), or even Basic Role-Playing? Games which are as much toolkits or frameworks for creating a game of your own as they are games in and of themselves? (Fate Core (also free) leans a bit in this direction, too, though it's noticeably less flexible than Fudge in many ways, despite being similarly modular).
Maybe something more middle-of-the-road is more your style, and games like True20 and its successor Dragon Age/Fantasy AGE can give you a nice balance. They manage to be traditional but with some modern mechanics carefully blended in: a little more gritty than the likes of Fate or Apocalypse World but not so much as GURPS or the typical OSR game, and they balance cinematics with simulation pretty elegantly. Traditional yet casual, these games feel mellow and relaxing to me somehow, with less demand to constantly be table-consulting and jurisprudently brilliant than more classic-style games, and less demand to constantly be super-creative and imaginatively brilliant than many of the more modern-style games. (I tend to recommend this type of game for players about to embark on their first long-term campaign — usually after they've had a few one-shots with a nanogame (see below) or two under their belts, though that's hardly necessary).
Or maybe you just want to grab a few beers and shoot the shit with your friends. Nothing drives out boredom like a good one- or two-page "nanogame" RPG, such as Everyone Is John, Police Cops 2, or Lasers & Feelings (free, free, and free).
I introduced a few friends to TTRPGs at my bachelor party a few years ago, in which we grabbed a cozy table at a cigar & whiskey bar, busted out a d6, and played a few hours' worth of Everyone Is John. They all said that they had a blast playing it (as did I), and a couple of them have since picked up "the hobby" themselves. The "rules" and the "setting" are just tools to help you maintain direction, to occasionally introduce complications that make the fiction more engaging, and to enable the group to engage in a shared imaginative experience. And those rules and settings are not sacrosanct — tweak them to your heart's desire, or do away with them and substitute your own. Do whatever you think is fun, or awesome, or epic, or interesting, or amusing, or cool, or funny, or... really, just anything you want. Let loose t̶h̶e̶ ̶k̶r̶a̶k̶e̶n̶ your imagination, and set your creativity free!
Compare that to a video game, where you can do literally anything the developers decided you could do (and had enough time to implement before the deadline...). Not to hate on video games (gods know I enjoy a good video game myself), but TTRPGs are a totally different experience. —"Wow, did you hear that Dragon Age Inquisition has over 100 hours of gameplay? And it's still only $60!" —"Cool. I dropped $40 on the Dragon Age TTRPG, which has literally ɪɴꜰɪɴɪᴛʏ hours of gameplay. INFINITY. (Plus it looks pretty damn cool on my shelf, to boot... quite possibly the prettiest book I own, and I own lots of books...)." Of course, video games have the advantage of single-player mode(s) — despite Tunnels & Trolls featuring many popular "solitaire" modules, the experience is so different that it feels like a totally different game, even if all the rules and mechanics are the same. Whereas video games can actually be (and often are) fun to play solo, I don't think I've ever had much fun playing a TTRPG solo (though, full disclosure, I've only ever played two solo adventures before I lost interest). So grab some friends and some dice!
There's even a decent amount of "open-source" TTRPGs, if you care about licensing terms & conditions :)
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P.S. If you're really hung-up on Star Wars, there have been some half-dozen officially-licensed Star Wars TTRPGs (West End Games's original back in the 80s being rightly considered a classic, and Wizards of the Coast's early 00s version providing the mechanics for Bioware's Knights of the Old Republic, while Fantasy Flight's current trilogy has been generally well-received despite requiring strange, custom dice (grr...)). As you can probably imagine, there have also been tons of fan-made, unlicensed Star Wars TTRPGs as well, usually provided as splatbooks for existing sci-fi/space-opera games or generic/universal systems, not to mention plenty of "Star Wars with the serial numbers filed off" games/splats, such as West End Games's D6 Space (now free), which they produced after they lost the IP license. Both types of game/splat are easy to find on the Internet. Of course, if you and your party are comfortable enough with the Star Wars setting, you can just grab an appropriate game/system and just wing it (Traveller being the classic sci-fi game, while just about any game mentioned above would work (most of the OSR games, nanogames, and Apocalypse World would be considerably more work to adapt than the others, although Uncharted Worlds is a space-opera game using a slightly modified AW system (PbtA—"Powered by the Apocalypse"), so at least that work has been done for you already), as would a great deal of others).
Game progress of story-heavy offline games should be unlockable at will without importing save games. Or there should be some kind of an AI play mode, where you only take over that autopilot if you seem interested or just like to watch.
For most linear games with an actual story a youtube replay, including fast forwards, will be as good as the thing itself. This might as well explain a part of the let's play success.
Most games seem to stick to some simple linear variation of a difficulty model: Easy, Medium, Hard, ... Why aren't there more options? Why aren't there more custom options? For many games, why is "easy" have to be so "hard" as a baseline. If I want to play a game as a 100% power trip, why not let me?
I only have Vice City, nowhere near as visually spectacular, but I get myself a car and just drive around with the radio on. It's the same for Assassin's Creed through to IV, I often just go for a walk and look at the scenery, immerse myself in a time and place that's long gone. Often enough, the missions get in the way.
I used to clock hundreds of hours on Flight Sim 98, not necessarily learning how to fly (though that was fun too) but going to various cities in Flight Sim, checking them out in Encarta and doubling back to Flight Sim again.
Now that I'm older and financially capable of visiting these places, its pretty surreal. I hope the new AR/VR movement brings about these kind of experiences.
Not very demanding on time, and it's not about killing zombies.
Very story oriented, and you get attached to the characters in the game.
I myself abandoned games over a decade ago - they just required too much from me. Only recently I decided to check some games out from the library. Not sure why I picked this one to play and was very pleasantly surprised.
Damn I want my holo-deck. What's taking so long?
You sound like you'd love the mostly open-world, graphic-centric (MMO)RPG genre! Something like Black Desert Online or FF14 Online. Where you can optionally focus on the story here or there and are mostly free to explore the world (although areas that outlevel you may be a bit dangerous...)
[0] http://i.imgur.com/oV4smNW.png
[1] http://i.imgur.com/XqGjx5e.jpg
[2] http://i.imgur.com/lpJ272N.jpg
[3] http://i.imgur.com/1w9yCy2.jpg
[4] http://i.imgur.com/QCRQLIP.jpgI've got nothing against combat elements of games, but if it falls into endless repetition and involves lots of grinding, etc, to advance, then it just becomes work, not fun.
Want to drive around town obeying the laws and enjoy the sites? Do that.
Want to partake in multiple instances of non-violent side missions such as racing, skydiving, and more? Do that.
Want to stand at the boardwalk on the beach and watch people walk by while enjoying the setting sun? Do that.
Want to take flying lessons? Do that.
How about some tennis or golf? Do that.
At one point in the game you can even do yoga for crap's sake. There are actually several examples of exploration-type tasks that you seem to be interested in as well. There's a great deal more to GTA5 than the violence you hear about from people, that only focus on that one topic, that have a narrative and rhetoric to push on people for their own agendas.
Still have negative opinions towards GTA5 because of moral reasons? That's cool too. But consider you may be missing out on tons of stuff you would actually enjoy because you might dismiss it immediately for reasons.
When I got bored with GTA5's regular mission based mechanics, had finished all the missions, I spent just as much time getting two characters in a car and driving back and forth as fast as possible between the furthest auto body repair shops on the map just to see how long I could last before the car blew up.
From "My 4-Year-Old son plays Grand Theft Auto":
At this point my son was familiar with the game’s mechanics and hopped into the ambulance. As he put the crime fighting behind him, he wondered out loud if it were possible to take people to the hospital. I instructed him to press R3, and he was off to save a few lives. He was having a blast racing from point to point, picking up people in need, and then speeding off to Las Venturas Hospital. During one of his life-saving adventures, he passed a fire house with a big, red, shiny fire truck parked out front. He didn’t want to let his passengers down, so he took them to the hospital and then asked if I could guide him back to the fire truck.
http://venturebeat.com/community/2010/06/05/my-four-year-old...
No, you literally can't. You have to kill people en masse from the very start of the game. And, if you want to progress far enough to unlock the various features of the game, you have to do downright reprehensible things.
I've played, and enjoyed most of, GTA5 (though I think the developers, at this point, should fuck off with the faux-satire, they lost the plot a long time ago), but I understand why other people don't.
Once you have reached that point, you can do pretty much anything you want. Yes, I understand you have to do bad things to get to that point. That's why I agreed with the comment about if you still have moral objections to the game, then that's cool. I personally would prefer they allow you those options from the start, but I can understand why they do not for gameplay purposes.
Sounds like you would enjoy Euro Truck Simulator 2 or American Truck Simulator. Yes you still have a mission (taking a trailer from point A to point B) but you can choose from a long list of "jobs" that will take you to many different cities, and you even have the option to free roam.
If you are interested in the genre, you can follow Squirrel on Youtube, I especially like his "trucking diaries" but there are flight sim videos as well: https://www.youtube.com/user/DaSquirrelsNuts
But try playing it as a child or a woman marginally interested in a gaming experience and you get unnecessary swearing and tropes from a man's perspective.
Oh well. I wish there was possibility for a mode. Not one you are forced to select, but one based on a profile, more akin to the predictive one advertisers already have on you.
Dare.
You think your rebuttals are original but they are just rehashing the same arguments from the past 30 years and completely unproductive. Assume I already know the counterpoints, you went for the lowest hanging fruit of them all.
Firewatch is an interesting one to call out, much like Journey as the author imagined, because those games try to be more interesting. They were created by artists and gamers tired of AAA titles and tropes. But they continue to fail to interest this other broad audience that is repulsed by the idea of games, but as the author realized, are actually entertained by immersive experiences.
Most of the time, games are structured by people whose viewpoint and incentives are radically different from the players. In the short term, the industry doesn't "care" if you play because you're bored and there's no real choice (for AAA levels of production effort) and because that's what your friends are doing, and there's a little variable schedule of reward that's gotten its hooks into you.
The most memorable times I had in Eve Online were entirely through emergent gameplay. I and my fellow alliance players in 0.0 security space couldn't give a rat's ass about anything the content team generated -- except as a source of resources in our own player-generated drama of building a player owned station. The emergent stuff is what really engages the mind. That's the real "play" that's going on in games -- not the publishing company's interest in keeping us paying a subscription. That stuff was 100X more engaging than anything some content team could dream up.
I find there's a whole subset of gamers today who remind me of the college students who would come up to you at the beginning of a course, and ask if you'd play their "college game" with them -- You tell them exactly what to spit back out during exams, they memorize that list, they get their grades, they satisfy their requirement, and no one has to actually care or be engaged or actually learn anything. Those students remind me of a lot of gamers. It's not about finding fun, genuinely engaging, unexpected gameplay. It's about getting expectations met, and getting the stuff they're entitled to.
I got fed up, and I've decided to do something about it. I'm self-funding and making my own MMO, and I'm going to do my best to have it be about emergent play. I'm very far from being able to tackle those issues, but I have a server cluster that can spawn any of the 2^87 star systems, and support 70 players in the same multiplayer battle. All but one of those 2^87 star systems are identical at this point, however. But that's the next thing on my list. No RPG progression yet, but we'll get there. I want to make an MMO that's specifically built for smart people, where no one gets nerfed, no one grinds, and devs never give any sympathy to forum whiners.
http://www.emergencevector.com
https://www.youtube.com/watch?v=E3DPalL7p5w&list=PLnAL8xf0QQ...
(I'm planning a game that you'd have to spend hours and hours on, overall, but I'm going to try and structure it so you can play in half-hour, hour, or two hour sessions.)
Buy gamess from small studios, made by a few people or even one guy, usually a lot of them are in Steam Early Access (yes, it is risky, some of them get abandoned or just never improve much)
For me this is like a reneissance in gaming. Have a look at Factorio, Starbound, Rimworld, Banished, Pillars of Eternity, SotS:The Pit, ARK:Survival Evolved, 7 Days to Die, Hearthlands. Some of those have multiplayer and are something else completely to play with a few friends
A whole lot of people don't even know there is entire world besides CoD or 50th fucking Asassins Creed...
I also play Dota 2 on and off, since multiplayer interactions in it are so intense and so unpredictable
Yep, that's a good rule to live by. There are a lot of great games out there if you put in the effort to look into them (and know where to look)
I think movies have this same problem. Your weekly superhero blockbuster's are fun, they definitely aren't everyone's cup of tea. But if you weren't ever really into movies, and started jumping in, you'd think that's all there was.
It's a shame to see how AAA companies have butchered the Dota-like genre. There's Valve's Dota 2 which is the shining example of what the genre should be and then there's all these garbage rehashes out there that have just tried to dumb down the game or introduce some kind of gimmick or cliche.
AAA games are just a race to the bottom in terms of design. They just try to appeal to the lowest common denominator and games get more shallow and casual with each iteration.
Look at the difference between Starcraft Broodwar and Starcraft 2, Diablo 2 and Diablo 3, Dota and every clone like LoL and Heroes of the Storm, Hearthstone, Overwatch. All of the sequels and successors are more shallow and casual than what came before. And the novelties these games introduce are better characterized as gimmicks to hook casual players. Why make a game that caters to a hardcore audience? That's just limiting your playerbase and limiting your potential profit.
I have a sniper that never hits anything, ever, and I've started having little pep talk with her before each mission, trying to get her to buck her game up and be a useful member of the team.
Shooting aliens in the head isn't the fun bit. Caring for my little gang of incompetents and nursing them through each mission is the fun bit.
Sony's user experience in the store just really is horrible. It has gotten better, but its been how many years now?
Most titles don't have any screenshots or trailers or previews of any kind.
Most payment methods simply don't work.
A paypal account where you want to choose a payment source? TOUGH LUCK
A mobile payment from your telephone? NOT ON YOUR PROVIDER
Okay, fine don't take my money. I got a credit card to work once though, I saved that one.