JoeJ said:which may have nothing to do with how realistic a game looks visually I am a strong proponent of distinguishing realism and realness. Realism is physical accuracy, whereas realness …
Random question for fellow devs: Are there any game development agencies you've had a genuinely good experience with? Not asking for services ,,,just curious about which studios people respect and …
JoeJ wrote: to me it's indeed ridiculous to talk about moral in games, since the very most of them are indeed mass murder simulators. It's not ridiculous to talk about. …
JoeJ said:Hehe, tell me your selection and i tell you who you are. :D lol. Did you just invent horoscope games? JoeJ said:I can relate, but to me that's different. …
bvanevery wrote: Right, but you quoted me, and noted me as a game dev critiquing your morality. Then you talked about game devs who critique your morality but implement mass …
RmbRT wrote: Those are two different things you are conflating. One is about enemy AI that properly identifies threats, the other is about your own characters somehow being wary of …
JoeJ said:But for some reason i do not understand - maybe it's Hollywood indoctrination, or just primal instincts about hunting animals - i am somehow okay with killing NPCs. And …
JoeJ wrote: No, i was not talking to you, this time. I was talking about industry, or actually 'all' game devs, including myself. Right, but you quoted me, and noted …
sophie-talks wrote: That's an interesting perspective, but my concern is more about the gameplay impact than the theme of violence itself. Oh, sorry for getting this so wrong. I was …
JoeJ said:That's like butting some rainbow LGBTQIA+ logo on your game, claiming support, only to equip players with machine guns and the quest to kill absolutely everybody, including gays. But …
JoeJ wrote: sophie-talks wrote: My concern is that the system could have the opposite effect. If players know they'll just continue as another squad member, deaths might start feeling routine …
JoeJ wrote: Congrats for being so hypocritical and short sighted, lol. Eh? You're speaking to me, not the entire game industry. What's a way of creating emotional gravitas in a …
sophie-talks wrote: My concern is that the system could have the opposite effect. If players know they'll just continue as another squad member, deaths might start feeling routine rather than …
My concern is that the system could have the opposite effect. If players know they'll just continue as another squad member, deaths might start feeling routine rather than impactful. The …
JoeJ wrote: I can imagine, if other squad member would have special abilities or powers, i might even decide to kill / sacrifice my current character intentionally so i can …
RmbRT wrote: If you can't switch at all without dying, then yeah, that's bad. Dragon Age II went very very far with character switching. 4 in a party, and viable …
RmbRT wrote: I also wouldn't really try to make characters in a game feel fleshed out and real. You're not writing a novel, you're building a machine that badly simulates …
Pfirsi wrote: the game continues naturally. Continues, sure. Naturally, well that doesn't exactly follow. If a TV show was sorta trying to depict this, and some sci-fi shows really have …
Well, if it's called RESIDUAL, in all caps, I'm sold.Where do I sign? I'm messing with you, of course. I'd follow the advice of RmbRt above, and give some more …
CaseyHardman·
game-designmechanicslevel-designnarrativeUX
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