Yep and we've won the phase, so it should be safe. Guess we'll find out on Thursday.It states Wakaata is on the line... it is the 'expected loss' if we dont win the phase.
Yep and we've won the phase, so it should be safe. Guess we'll find out on Thursday.It states Wakaata is on the line... it is the 'expected loss' if we dont win the phase.
If in doubt, just keep doing stuff until Thursday but focus on the other HIP system more (sorry, forget all the numbers when it comes to the HIP systems).we think we won the phase... lmao. lets not get ahead of ourselves.
It did need another tick. The graphic has changed now.we think we won the phase... lmao. lets not get ahead of ourselves.
It's often a crude representation of a weapon, its function and effects that only works because it's crystal clear what it alludes to.Press [Trigger] = Weapon fires.
Why would this game mechanic have to allude to anything else to make sense? What else could it allude to that would make sense?
e.g. - "I've bound this key to the 'trigger' and when I pull the trigger, the weapon fires." - What is nonsensical about this?
e.g. - "If I shoot at [victim] several times, [victim] should explode, gaining me a score +1. I do shoot, [Victim] does explode, score does +1" - Where is the disconnect here?
That's the point, you can have the exact same game play mechanic for different things, but reloading a laser using bullets or putting bullets in your spellbook to cast spells is nonsensical (but cool if you're going for an over the top absurdist vibe, something Enter the Gungeon probably did). Players wouldn't expect these things unless they were called something like power/energy cells or reagents/ingredients by the game and it would affect how they interact with the game mechanic naturally (without an upfront tutorial explaining it), this to me means that there's at least a very strong connection between the labels on things and the game mechanics involving them.These are all their own separate mechanics.
No allusions are needed. No metaphors are present.
A game can do whatever the developers wish - just because it is a game.A reset mechanic doesn't sound realistic. There's no reset button to any battle in real life.
A game can do whatever the developers wish - just because it is a game.
Real life doesn't have a rebuy, after all.
For you, true.Of course the developers could implement a big Teletubie, that won't improve the gaming experience.
A lot of people wouldn't want Teletubbies in ED even though it's a game and the devs can do whatever they want.For you, true.
Whatever, dude...A lot of people wouldn't want Teletubies in ED even though it's a game and the devs can do whatever they want.
The developers could implement big Teletubbies, that won't improve the immersion one bit.
For you, true.
Conclusion: Teletubbies in ED would improve @Rat Catcher 's gaming experience.I normally only voice my own opinion
Hope you get a rebuy in real life too...
Obsidian Ant nailed it pretty well in his recent video: No matter the challenge and the desired difficulty, you don't eliminate players' progress. You just don't. It's game design 101.
And I agree.
"Game design 101" except for the long list of games that have periodic wipes of everyone's progress (Escape from Tarkov, Star Citizen, etc).
Irony being, back in the day (1980s), games wiped your progress: 3 lives then high score; start again. Elite changed that - no 3 lives/high score; you explode your progress isn't wiped. So not sure any "rule" of game design" can really be discerned, unless its a "currently some/most games do X and this does Y".
This whole 101 thing keeps getting taken out of context.
Of course it doesn't apply to roguelikes... And of course you can't compare it with gaming done almost half a century ago...
It's like saying that safety belts in cars are not a basic safety feature. Because bycles don't have them. Or because 300 years ago people would ride horses and do just fine, as long as they didn't fall and hit their head on a rock.
Nope. Nothing like "safety belts" etc... same as Gankers are nothing like irl psychos, and 'grind' is nothing like physically abusing a child to toughen them up... a recently read example from somewhere in this forum, quelle surprise
Entirely different topics in entirely different contexts muh dude.
Game mechanics = Game mechanics... and literally nothing else.
Game mechanics are metaphors which are literally something else.
a game mechanic is not a metaphor... it's an ingame inter/action/reaction loop. Its an actual thing.
Stripping it all away to pure abstraction isn't really possible, even if you try, a triangle becomes a spaceship and the missing slice on a circle becomes an open mouth on a head. Without direction it might not be the same things that emerge for everyone, but those things are inseparable from play. For every game mechanic a corresponding metaphor has to arise in your head along with all the messy stuff with comes with that.
This is why discussing game design is fun. Trying to figure out and explain what bar and the reset represent because it has to make sense on that level or there's something similar to cognitive dissonance going on.
image... not methaphor, image. And these have all been handily drawn for us by the good arty folks at FDev.
... and this is only necessary for mechanics requiring visual representations, such as the progress bar that shows our progress in this phase of the battle, weapons fire or exploding ships...
Not all mechanics require an image; some need sounds, e.g the honk of the Scanner, the click of a button or the crackling of the ice on your canopy as your temperature drops.... also all provided by FDev.
Other mechanics require other representations... such as commodity prices & availability, the system scan results in your System map or the FSS screen... none of them though require metaphors... unless you want to get abstract and talk around a subject instead of about the subject.... or have a properly shady dev team that wants you to imagine the game mechanics instead of having them code the game mechanics.
... all of wich is entirely beside the point I made. Game Mechanics are not comparable to vehicle safety belt technology, violent criminality.... or indeed, anything else.
I maintain that game mechanics have to allude to something else to make sense and connect, having imagery or icons to go along with things helps you get there. They don't always compare directly in a strictly logical sense, but making that stuff up and trying to make it work is an important part of play too. It's what brains do, look for patterns and try to apply them to reduce cognitive load, there's no escape from it.
You can play blind tetris without seeing the board because you intuitively understand how the geometry and filling space works and can memorize all the pieces on the board (and it's an actual challenge mode in some variants), but tetris in 4 dimensions is not something you can as easily pick up because the metaphor for something in the real world isn't there and you have to fall back on your previous knowledge of other tetris mechanics that remain to try to feel it out and make sense of it. It's hard to find examples of (non puzzle) games that do something so completely out there and disconnected from what we can understand intuitively like that.
Press [Trigger] = Weapon fires.
Why would this game mechanic have to allude to anything else to make sense? What else could it allude to that would make sense?
e.g. - "I've bound this key to the 'trigger' and when I pull the trigger, the weapon fires." - What is nonsensical about this?
e.g. - "If I shoot at [victim] several times, [victim] should explode, gaining me a score +1. I do shoot, [Victim] does explode, score does +1" - Where is the disconnect here?