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Posts posted by Bacon
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Looks much better, but I hate that heavy suit. Look boring, and look like it plays like a mech. I hate mechs.
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I was talking to someone and I said The Ecstasy of Gold was too epic for the movie it was in. I have never seen the whole movie, but parts on YT for one reason or another and what I saw didn't seem that great. Anyway, they had never heard it at all. So I played it for them and they said it wasn't epic. It was just generic western music. So, what to you guys think?
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I think it is about time we start handing these out
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Yeah, DS is in the top 100. DS3 at 100, and DS1 at 101.
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2 minutes ago, SFLUFAN said:
Because it's 2018 and we've had multiple examples of how these things occur in recent years.
I don't know what examples you are talking about. I don't recall the "gamer" portion to have actually been happy with any of the outcomes, except for this one.
5 minutes ago, HGLatinBoy said:Arena Net isn't saying shit except for the initial statement.
Yeah, I guess it isn't Anet as whole. I was mainly referring to this:
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3 minutes ago, SFLUFAN said:
Yes.
why
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34 minutes ago, SFLUFAN said:
Uh-huh.
"Uh-huh" what? To all of that or do you just not think things will return to normal. It seems to me Anet is already trying say it is over and back to business soon.
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Just now, SFLUFAN said:
Considering what we've seen in gaming community, I don't think it's that much of an overreaction.
1 minute ago, LazyPiranha said:How is that an over reaction when that is, literally, what they're saying?
I just can't see this one instance causing THAT reaction. Unless this was the primary reason she was fired, shit will be fine. Like, yeah, people are gonna say "FIRE THIS PERSON TOO! REEEEE!" But it ain't gonna happen. We have no clue, "what goes on behind closed doors." You can already go on reddit and see that while people agree with the firing, they also want the drama to be over. They want the shit to return to normal. And that is what will happen. Two people fired, and now it is back to business.
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1 minute ago, SFLUFAN said:
He's referring to the notion that this now essentially creates "open season" on Guild Wars 2 developers if they implement things of which the community disapproves.
Talk about an over reaction.
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7 minutes ago, LazyPiranha said:
Hooray!!!!
Man, fuck this reality.
????
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Like:
Pepperoni
Bacon(but there also has to be pepperoni. I will not just get a bacon pizza)
Hate:
Pineapple
Tomatoes
I haven't tried anything else on pizza, but I prolly wouldn't like most of it. I didn't even try pineapple or tomato on purpose.
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Part of the issue was that the GW2 players were already salty about the update. This just made things worse. I do doubt that this incident was the sole reason, but I can't I am displeased with the outcome. Well, I don't really care all that much cuz it is GW2.
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Dual-audio is law for anime games
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I got rid of most of the reddit formatting. Felt off.
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I guess there was some shit people didn't like about this most recent GW2 update some shit happened. So, there is this big as wall of text that I don't know if it is actually worth reading, but a GW2 partner and content creator named, Deroir responded to this with some decent criticism. And well, Jessica Price, an ArenaNet Narrative team member, did not like what he had to say.
This is just the wall of text. Read it you want. Below is where the drama starts.
SpoilerJessica Price:
Since I spent all kinds of time saying it on a Reddit AMA, and I haven't talked about actual game dev on Twitter in a while, here's a thread about writing for the PC character in an MMO.
The dirty secret is I'm not sure if it's possible to make an MMORPG (or CRPG) character compelling, because people have different expectations about what that character will be, as opposed to a pre-designed character in a single-player game.
People booting up Bioshock know they're playing Jack. People starting Dishonored know they're playing Corvo. People beginning Tomb Raider know they're playing Lara Croft. So in those games, you have more wiggle room to make the protagonist an actual character.
Whereas in an RPG, where the player chooses all kinds of character options and names their character and designs their face and so on, they feel more ownership over that character. They're not playing a character YOU designed--they're playing a character THEY designed.
So if Jack or Lara or Corvo says or does something the player doesn't feel that THEY would say or do, the player's more forgiving, because they have the expectation that they're piloting a character someone else created.
N.B. that I'm not talking about overall plot objectives/quests. Players know going in that the game is going to be telling them what to do, and their character is going to do it, and that holds true even when they've "created" the character.
But the *interpersonal* stuff, the PC's REACTIONS, players respond strongly to. Some people don't like it if they think their character's responding in ways that make them too much of an asshole. Some don't like it if their character's responses seem weak.
So, basically, most things that you'd do writing-wise to give a character, well, CHARACTER, are going to upset a large contingent, maybe even a majority, of your players.
So--I know I've said this before on Twitter, but it's still going to weird people out, but please bear with me--you have to construct your MMO/RPG's PC character's dialogue as if they were Bella Swan from Twilight.
To be clear, I don't think Twilight is good writing. I don't think Bella Swan's a well-constructed book character. And I think people who criticize Twilight for the latter are correct but also missing the reason for Twilight's popularity.
Because Twilight isn't the love story of Bella and Edward. It's the *experience of being loved by Edward.* Which is why Bella's constructed the way she is.
Bella Swan is a carefully constructed blank space, with JUST enough personality to function. All of her personality traits are chosen to avoid preventing the reader from inserting themselves into the space she holds in the story.
She's a bit of a klutz, but JUST enough to make her endearing, not enough to prevent her from actually doing anything the story needs her to do. She's a little bit awkward. JUST enough to be relatable but not enough to actually hinder her. And so on.
And essentially, we have to write the player character in an MMO/RPG the same way.
Specifically in GW2, in the Living World, we can write the Commander with a bit of wry exasperation, a hint of impatience, a touch of "okay, I'm done fooling around with this crap and I'm going to take charge," but most of their lines have to be pretty devoid of personality.
Because if we give them too much personality, it might clash with how the player is imagining Their Commander.
So, how do we tell a TV-like season of story with a protagonist who can't really have a personality?
The answer to that, and I dunno, maybe this is too much of how the sausage gets made but whaddaya want from me, any sense of shame I had burned out a long time ago: SLEIGHT OF HAND.
We SUGGEST that the Commander has a personality in how the other characters interact with and react to them. Even there, we have to be super-careful. We can't even have THEM directly characterize the Commander.
You'll rarely hear a character say anything about what the Commander always does or doesn't do, except when it's PURELY factual because it's something the game design FORCED the PC to do.
E.g. "the Commander always finds a way!" because literally if you don't we'll resurrect you until you do.
We have NPCs react to you with affection, or irritation, or leeriness, or whatever, to suggest that your character has regular habits and ways of interacting that build these relationships. But for the most part, they don't.
The PC is who you imagine them to be, and the NPCs react in ways that have to FEEL personal, and build a story, while not conflicting with whatever you're imagining your character's personality to be. We WANT you to project.
Which makes writing the NPCs' relationships with the PC basically like writing horoscopes. It has to feel specific and personal while actually being universal.
So:
A) VERY delicate sketches of non-objectionable personality traits (like a hint of wryness or world-weariness)
B) NPCs that behave as if your character has a distinct personality while not doing so in ways that actually identify what it is
C) one-sided relationship-building
Voila. An MMO/RPG character.
Needless to say, a lot of the color comes from NPCs' relationships with EACH OTHER, even though we try to keep it centered on the PC as much as possible.
It is a constant, very fragile calibration. We don't always get it right.
Incidentally, if you've played Ep 3 of this season of GW2's Living World, you've seen this sort of writing taken to an extreme in Joko's final monologue.
Almost everything he says is about actions the game has forced you to take, not your own character traits, and he's clearly projecting when he talks about what you were thinking, but it's--hopefully!--constructed in a way that feels personal, like he's twisting the knife.
Jessica Price:
Since I spent all kinds of time saying it on a Reddit AMA, and I haven't talked about actual game dev on Twitter in a while, here's a thread about writing for the PC character in an MMO.
The dirty secret is I'm not sure if it's possible to make an MMORPG (or CRPG) character compelling, because people have different expectations about what that character will be, as opposed to a pre-designed character in a single-player game.
People booting up Bioshock know they're playing Jack. People starting Dishonored know they're playing Corvo. People beginning Tomb Raider know they're playing Lara Croft. So in those games, you have more wiggle room to make the protagonist an actual character.
Whereas in an RPG, where the player chooses all kinds of character options and names their character and designs their face and so on, they feel more ownership over that character. They're not playing a character YOU designed--they're playing a character THEY designed.
So if Jack or Lara or Corvo says or does something the player doesn't feel that THEY would say or do, the player's more forgiving, because they have the expectation that they're piloting a character someone else created.
N.B. that I'm not talking about overall plot objectives/quests. Players know going in that the game is going to be telling them what to do, and their character is going to do it, and that holds true even when they've "created" the character.
But the *interpersonal* stuff, the PC's REACTIONS, players respond strongly to. Some people don't like it if they think their character's responding in ways that make them too much of an asshole. Some don't like it if their character's responses seem weak.
So, basically, most things that you'd do writing-wise to give a character, well, CHARACTER, are going to upset a large contingent, maybe even a majority, of your players.
So--I know I've said this before on Twitter, but it's still going to weird people out, but please bear with me--you have to construct your MMO/RPG's PC character's dialogue as if they were Bella Swan from Twilight.
To be clear, I don't think Twilight is good writing. I don't think Bella Swan's a well-constructed book character. And I think people who criticize Twilight for the latter are correct but also missing the reason for Twilight's popularity.
Because Twilight isn't the love story of Bella and Edward. It's the *experience of being loved by Edward.* Which is why Bella's constructed the way she is.
Bella Swan is a carefully constructed blank space, with JUST enough personality to function. All of her personality traits are chosen to avoid preventing the reader from inserting themselves into the space she holds in the story.
She's a bit of a klutz, but JUST enough to make her endearing, not enough to prevent her from actually doing anything the story needs her to do. She's a little bit awkward. JUST enough to be relatable but not enough to actually hinder her. And so on.
And essentially, we have to write the player character in an MMO/RPG the same way.
Specifically in GW2, in the Living World, we can write the Commander with a bit of wry exasperation, a hint of impatience, a touch of "okay, I'm done fooling around with this crap and I'm going to take charge," but most of their lines have to be pretty devoid of personality.
Because if we give them too much personality, it might clash with how the player is imagining Their Commander.
So, how do we tell a TV-like season of story with a protagonist who can't really have a personality?
The answer to that, and I dunno, maybe this is too much of how the sausage gets made but whaddaya want from me, any sense of shame I had burned out a long time ago: SLEIGHT OF HAND.
We SUGGEST that the Commander has a personality in how the other characters interact with and react to them. Even there, we have to be super-careful. We can't even have THEM directly characterize the Commander.
You'll rarely hear a character say anything about what the Commander always does or doesn't do, except when it's PURELY factual because it's something the game design FORCED the PC to do.
E.g. "the Commander always finds a way!" because literally if you don't we'll resurrect you until you do.
We have NPCs react to you with affection, or irritation, or leeriness, or whatever, to suggest that your character has regular habits and ways of interacting that build these relationships. But for the most part, they don't.
The PC is who you imagine them to be, and the NPCs react in ways that have to FEEL personal, and build a story, while not conflicting with whatever you're imagining your character's personality to be. We WANT you to project.
Which makes writing the NPCs' relationships with the PC basically like writing horoscopes. It has to feel specific and personal while actually being universal.
So:
A) VERY delicate sketches of non-objectionable personality traits (like a hint of wryness or world-weariness)
B) NPCs that behave as if your character has a distinct personality while not doing so in ways that actually identify what it is
C) one-sided relationship-building
Voila. An MMO/RPG character.
Needless to say, a lot of the color comes from NPCs' relationships with EACH OTHER, even though we try to keep it centered on the PC as much as possible.
It is a constant, very fragile calibration. We don't always get it right.
Incidentally, if you've played Ep 3 of this season of GW2's Living World, you've seen this sort of writing taken to an extreme in Joko's final monologue.
Almost everything he says is about actions the game has forced you to take, not your own character traits, and he's clearly projecting when he talks about what you were thinking, but it's--hopefully!--constructed in a way that feels personal, like he's twisting the knife.
This is where the drama starts. This is just a copy and paste from reddit.
Deroir:
QuoteReally interesting thread to read! ? However, allow me to disagree *slightly*. I dont believe the issue lies in the MMORPG genre itself (as your wording seemingly suggest). I believe the issue lies in the contraints of the Living Story's narrative design; (1 of 3)
When you want the outcome to be the same across the board for all players' experiences, then yes, by design you are extremely limited in how you can contruct the personality of the PC. (2 of 3)
But, if instead players were given the option to meaningfully express *their* character through branching dialogue options (which also aren't just on the checklist for an achievement that forces you through all dialogue options), (3 of 4 cause I count seemingly...)
then perhaps players would be more invested in the roleplaying aspect of that particular MMORPG. Nonetheless, I appreciate the insightful thread! (End)
Jessica Price:
Quotethanks for trying to tell me what we do internally, my dude 9_9
Deroir:
QuoteYou getting mad at my obvious attempt at creating dialogue and discussion with you, instead of just replying that I am wrong or otherwise correct me in my false assumptions, is really just disheartening for me. You do you though. I'm sorry if it offended. I'll leave you to it.
This is the context for the linked tweet:
Jessica Price:
QuoteToday in being a female game dev:
"Allow me--a person who does not work with you--explain to you how you do your job."
TL;DR: Long explanation how and why the PC in GW2 can't have many character traits (he has to be a "blank slate" for the player) by an ANet narrative dev. Someone disagrees and gets complained about.
Well, the community got pissed at the dev for crying sexism and then she got fired, along with another person who defended her statements.
https://en-forum.guildwars2.com/discussion/comment/586426#Comment_586426
I jacked all this shit from reddit so here the links.
Article from TenTon Hammer.
http://www.tentonhammer.com/news/guild-wars-2-lurches-to-yet-another-pr-nightmare
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Give it a few years and there will an anime with an all girl cast about this.
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14 minutes ago, Littleronin said:
The Vita is the greatest handheld that could have been.
This. The Vita as a console is fantastic. But it lacks so much.
I'd have to say the DS because I played more GBA games on my DS than DS games on my 3DS.
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I have played only 2 games from the Top 100. GOW and FC5.
GOW has a chance to be GOTY. Only other contender is RDR2 I think.
FC5 was OK. Like 67/100.
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51 minutes ago, DPCyric said:
Maybe we should strip away more of the anonymity the internet provides?
No thanks.
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I wish the GoW thread was up now so I could remember everything I said.
So, I did give GOW a 10/10. Is it perfect? Fuck no it isn't. One of the biggest issues is the enemy variety. There are only a few enemy types in the game and by the end the only thing you even care to fight are the Valkyries. Most of the bosses are also just re-skinned versions of previous bosses, and by the time you reach the end of the game, even the bosses are just boring to fight. I lost the desire to do combat because it was just hammering the same 5 nails through out the entire game. The only things I liked fighting were the Valkyries, and they started getting a bit samey after fighting 7 or so, but I don't want to hate on them too much as they were the only true bosses in the game, IMO. 13 Val's and so 13 bosses.
I can't remember all the issues I had, but my logic for giving it a 10/10 was that is was one of the best games I have ever played. Zelda and Dark Souls(not DS2) Have always been at the top of my lists. Yet I never gave them a 10/10 cuz they weren't perfect. But after playing GOW I realized that even if shit isn't perfect, it can still be 10/10 because other parts were just that good. GOW, Zelda(not BOTW), Dark Souls, Bloodborne, RDR, are now all 10/10 games for me. Sure they are not perfect, but goddamn are they great games. And GOW sure is great.
I do remember Xbob(i think it was him) saying that there were people who were reading posts from people like me. People who just spout endless praise for the game, and then are disappointed when it isn't as great as I or others have made it out to be. Those people set their expectations too high. It isn't the best game I have ever played. It is just really great. You shouldn't go into this expecting the game of the generation or anything. I went in with no expectations. I just saw the game everywhere so I wanted to join in. I did not like the other GOW games so I rented the game cuz I didn't want to waste money if I didn't like it. I returned it the next day. It was too good to rent. I bought it and took my sweet time with the game and had a blast. At the very least it was good enough to take the extra time to get platinum.
If you haven't played the game, and want to, just don't go in with unrealistic expectations. It is a great game, but not the best game ever made. The story, characters, and voice acting are easily the best parts of the game. There was not one character I thought was shit and should be taken out. There was not one bit of dialogue that I felt was bad. At no point did lose interest in the story. The combat was not bad at all, but the lack of enemy variety did weaken the combat as a whole. There were times when I would preferred skipping the combat because I really didn't feel like spending more time on killing draugr. I actually wanted to engage in combat as it is very good combat, but I wanted to fight other enemies. Combat becomes stale when you keep fighting the same shit.
Ah, the other biggest issue, the Nine Realms. Ignoring Midgard, the Nine realms are small as fuck. And you don't actually go to all of the nine realms. There are like 4 where you can actually do shit in. But what makes them really bad is that they are practically straight lines. I do think Open World games are a shitty meme that has gone on for far too long, but I like the idea of open area games, which is what GOW tries to do, but I felt Twilight Princess kinda did it better. The biggest offender of this straight line shit is Helheim. Just look at it.
Here is Alfheim which looks a bit better, but if you have played the game you'd know that it is still linear AF.
And all the content of Niflheim happens in this circle
I don't want super massive empty areas like Dragon Age: Inquisition. Just, when all you have of a realm is a bridge, it really feels kinda shitty.
tl;dr: Story, characters, voice acting are great. Combat is good. Enemies suck. The realms leave much to be desired. Overall a great experience. If I had to put a number on it I'd give it a 10/10.
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red hot planet meet my sweaty red hot balls
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This is not a issue that happens often, but sometimes my PC just won't go to sleep and some other times I have to shut it down by holding down the power button as going thru start won't do it. The PC does try to go into sleep mode and will attempt to shut down, but the login screen pops right back up. And I have not had both issues happen at the same time. When it won't sleep, it has always shut down just fine, as in I don't need to turn it off with the power button.
What could be the issue here?
White man calls kid "Mexican piece of shit" and admits he's a racist but "at least I'm something"
in The Political Re-Education Camp
Posted
"Mexican" is one something "piece of shit" is also one something. That is two somethings where as a racist is only one something. That kid exists more than that guy.
@Emblazon fix the vid size