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What game on your wishlist are you adding to your backlog this month?

  • Dragon Quest XI: Echoes of an Elusive Age

    Votes: 142 36.0%
  • 428: Shibuya Scramble

    Votes: 33 8.4%
  • Life is Strange 2

    Votes: 59 15.0%
  • Valkyria Chronicles 4

    Votes: 57 14.5%
  • Shadow of the Tomb Raider

    Votes: 103 26.1%

  • Total voters
    394
  • Poll closed .
Status
Not open for further replies.

yuraya

Member
Oct 25, 2017
1,449
Man that cdkeys redesign is such a mess. Like covers and pictures within bigger pictures. Don't even know what I'm looking at every time I go on that site.

It was so much better and cleaner before. What the heck were they thinking?
 

Parsnip

Member
Oct 25, 2017
3,911
Finland
For the first time in my life I have a build made of "recent" components.
tenor.gif


It is modest, but I worked my asshole off to have it.
Still needing/wanting some upgrades like RAM and a bigger HDD, but it is here and is functional and that is all I could ask for atm.
Hello.

Did you build it yourself? That's a fun little exercise if you've never done it before.
 

GrrImAFridge

ONE THOUSAND DOLLARYDOOS
Member
Oct 25, 2017
9,675
Western Australia
Speaking of Nixxes, do we know if Shadow of the Tomb Raider will have other than DX12 or Vulkan support? Vulkan would be nice.

DX12 seems to be in. Win10 and DX12 GPUs are recommended as per the system requirements that were recently added to the store page.

I think people make too big of a deal of Valve departures. It appears that Valve is fine with people leaving to work on something else for a while, and then come back. Most appear to leave amicably too, unlike the drama some would have you believe on this forum.

More to the point, many if not most of Valve's high-profile departures over the past few years have been veterans or otherwise older employees either retiring or making the transition to retirement. John Cook, Marc Laidlaw, Erik Wolpaw, etc.
 
Last edited:
Oct 27, 2017
17,443
More to the point, many if not most of Valve's high-profile departures over the past few years have been veterans or otherwise older employees either retiring or making the transition to retirement. John Cook, Mark Laidlaw, Eric Wolpaw, etc.
Ken Birdwell. :(

Is Woplaw definitely retired? I was trying to find out what he's up to lately since Jay Pinkerton came back. I know he's working on Psyconauts in some capacity.
 

matimeo

UI/UX Game Industry Veteran
Verified
Oct 26, 2017
979
That's interesting. So MS views that as a positive thing?

Absolutely. Most companies do. It's a known entity vs risking someone brand new. Your previous reviews are open to the new hiring manager and they don't have to worry if you will be a good culture fit or not. MS even continues your tenure benefits when you return. For example after a certain amount of years you get more vacation, etc; upon returning your tenure is not reset but added on to.
 
Oct 27, 2017
17,443
Absolutely. Most companies do. It's a known entity vs risking someone brand new. Your previous reviews are open to the new hiring manager and they don't have to worry if you will be a good culture fit or not. MS even continues your tenure benefits when you return. For example after a certain amount of years you get more vacation, etc; upon returning your tenure is not reset but added on to.
Makes sense, thanks.
 

GrrImAFridge

ONE THOUSAND DOLLARYDOOS
Member
Oct 25, 2017
9,675
Western Australia
Ken Birdwell. :(

Is Woplaw definitely retired? I was trying to find out what he's up to lately since Jay Pinkerton came back. I know he's working on Psyconauts in some capacity.

He joked that he was going to "work at [his] niece's juice shop" and, IIRC, later clarified he was indeed joking and has no plans. Assuming he was born in 1967 as the internet says he was, that'd mean he would have at least been pushing 50 when he left Valve early last year.
 

BernardoOne

Banned
Oct 25, 2017
10,289
man i'm now in the geforce now beta... this is pretty darn good even with my subpar connection. Pleasantly surprised.
 

Parsnip

Member
Oct 25, 2017
3,911
Finland
DX12 seems to be in. Win10 and DX12 GPUs are recommended as per the system requirements that were recently added to the store page.
Here's hoping that the implementation is at least a bit more robust this time. Like for example it would be nice if the game didn't always crash on the final cutscene on the DX12 path.
 

matimeo

UI/UX Game Industry Veteran
Verified
Oct 26, 2017
979
He joked that he was going to "work at [his] niece's juice shop" and, IIRC, later clarified he was indeed joking and has no plans. Assuming he was born in 1967 as the internet says he was, that'd mean he would have at least been pushing 50 when he left Valve early last year.

50 is still young these days. I know quite a few people who are in their 50s still working full time in gaming, usually in production roles. It's tough to retire that early in the US especially in gaming.

From my experience older people tend to leave for a variety of reasons including financial cushion, other income streams kicking in and overall living stability, not agreeing with overall direction, bored and ready for something new, family stage (ie kids off to college, need to move to support older family) etc. so you can only really speculate and watch what they do.

It's standard for everyone to say they have no plans as well. The industry can be very immature about people choosing to move on. Most people when they send out their farewell emails will say they are taking a break, spending time with family, friends,etc. A few months later you will find out they are in fact working on something or employed elsewhere.

Say the wrong thing at tech or gaming companies when you give notice and you can be escorted out by security that day. Most would rather avoid the potential drama.
 

Teeth

Member
Nov 4, 2017
3,940
Hey Durante , what is the name of the dungeon or quest or whatever from that Planescape dialogue picture you posted?

I want to look up its quest progression.

I've got this design theory on dialogue selection as gameplay that is...well...you could probably tell me:

That particular dialogue selection looks like the culmination of a sequence wherein you learn the history of some traumatic event from a variety of perspectives, then you get to pick how the different groups are judged. My guess is that upon choosing, you are presented with an outcome.

Do these outcomes occur exclusively from the following list:
1) Resolves in text, resolves quest, mentioned choice in ending
2) Resolves in text, resolves quest, gives player stat/ability
3) Resolves in fight, resolves quest
4) Resolves in fight or text, affects NPC behaviour within select area
5) Resolves in fight or text, affects companion behaviour within localized context
 

someguyinahat

Member
Oct 25, 2017
337
Hey Durante , what is the name of the dungeon or quest or whatever from that Planescape dialogue picture you posted?

I want to look up its quest progression.

I've got this design theory on dialogue selection as gameplay that is...well...you could probably tell me:

That particular dialogue selection looks like the culmination of a sequence wherein you learn the history of some traumatic event from a variety of perspectives, then you get to pick how the different groups are judged. My guess is that upon choosing, you are presented with an outcome.

Do these outcomes occur exclusively from the following list:
1) Resolves in text, resolves quest, mentioned choice in ending
2) Resolves in text, resolves quest, gives player stat/ability
3) Resolves in fight, resolves quest
4) Resolves in fight or text, affects NPC behaviour within select area
5) Resolves in fight or text, affects companion behaviour within localized context

That area is called the Maze of Reflections, in the Fortress of Regrets. It's very close to the endgame (I believe it's the second-last screen.) You're talking to what are essentially your past lives, each of which did things that you encountered in your current life.
 

GrrImAFridge

ONE THOUSAND DOLLARYDOOS
Member
Oct 25, 2017
9,675
Western Australia
50 is still young these days. I know quite a few people who are in their 50s still working full time in gaming, usually in production roles. It's tough to retire that early in the US especially in gaming.

From my experience older people tend to leave for a variety of reasons including financial cushion, other income streams kicking in and overall living stability, not agreeing with overall direction, bored and ready for something new, family stage (ie kids off to college, need to move to support older family) etc. so you can only really speculate and watch what they do.

Oh, sure, but his age when combined with his long tenure at Valve, the post-Valve chapter of his life being a blank page he'd yet to even doodle on, and the fact he hasn't reappeared in the industry (or indeed anywhere else) in the ~18 months since paints a rather clear picture. He may pop up somewhere in the future, of course, but it's safe to say his days of working full time are behind him.
 

Teeth

Member
Nov 4, 2017
3,940
That area is called the Maze of Reflections, in the Fortress of Regrets. It's very close to the endgame (I believe it's the second-last screen.) You're talking to what are essentially your past lives, each of which did things that you encountered in your current life.

Do the dialogue selections change based on things you have done in earlier quests?

Or is it more a matter of, the earlier quests gave you perspectives (depending on how or how thoroughly you resolved them) and then you use that information to choose how you want the game to be resolved from a static pool of choices.
 
Last edited:

jtb

Member
Oct 25, 2017
2,065
did POE 2 bomb or something? I'm surprised it's already at sub-20 on cdkeys, especially since their pricing seems to have gotten a lot more in line with the rest of the market (I assume due to cracking down on cheap regions)
 

Annubis

Member
Oct 25, 2017
5,660
did POE 2 bomb or something? I'm surprised it's already at sub-20 on cdkeys, especially since their pricing seems to have gotten a lot more in line with the rest of the market (I assume due to cracking down on cheap regions)
Probably discounting the main game to entice people to buy it and the new DLC.
 

someguyinahat

Member
Oct 25, 2017
337
Do the dialogue selections change based on things you have done in earlier quests?

Or is it more a matter of, the earlier quests gave you perspectives (depending on how or how thoroughly you resolved them) and then you use that information to choose how you want the game to be resolved from a static pool of choices.

I believe it's not so much changed, but are added. If you obtained certain information or a skill, that becomes an option in the dialogue.
 

Durante

Dark Souls Man
Member
Oct 24, 2017
5,074
Hey Durante , what is the name of the dungeon or quest or whatever from that Planescape dialogue picture you posted?

I want to look up its quest progression.

I've got this design theory on dialogue selection as gameplay that is...well...you could probably tell me:

That particular dialogue selection looks like the culmination of a sequence wherein you learn the history of some traumatic event from a variety of perspectives, then you get to pick how the different groups are judged. My guess is that upon choosing, you are presented with an outcome.

Do these outcomes occur exclusively from the following list:
1) Resolves in text, resolves quest, mentioned choice in ending
2) Resolves in text, resolves quest, gives player stat/ability
3) Resolves in fight, resolves quest
4) Resolves in fight or text, affects NPC behaviour within select area
5) Resolves in fight or text, affects companion behaviour within localized context
That screenshot is from Durlag's Tower, which is a (huge) extra (but completely optional) dungeon added to BG1 in the Tales of the Sword Coast expansion.
It has been a rather long time, but I think it was like this: through various environment hints, items, and dialog (i.e. with other golems) you learn the history and the reasons for the creation (and ultimate downfall) of the tower. That dialog choice then asks you to consider what you learned, and think about it from Durlag's perspective. I believe there is actually just 1 "correct" choice which will resolve the challenge without a fight and let you continue on. So it's actually not particularly involved from a gameplay design perspective in that case -- it's "just" a basic puzzle, only it's based on checking your understanding of events and characters rather than, say, moving a few boxes around :P

There's one other option I considered posting. That one is actually from Planescape, and very different in its design:
unbenannt3k79d.png


That one has more varied choices, without a single "correct" option, but in this case many of them are subtle or don't have a gameplay impact at all (if you only conceive gameplay as the stuff that happens with stats and items and enemies and rewards and so on). When we originally had this discussion back on NeoGAF, it was about the design impact of the dialogue wheel (which was seen as this new dumbed down system, not the good old thing we want to return to -- go figure), and Shake Appeal made a pretty solid series of posts. It boiled down to this, regarding the above:
When you find a way to make the insanely complex cognitive processes and recollections that occur when a thinking player reads these options, considers each in turn -- reflecting on their experience to date in the game (and even in life!), trying to outfox Ravel, or just to be honest, and dwelling meanwhile on the very concepts of love, hatred, truth, deception, hope, nihilism, and all the consequent associations of these that this dialogue option potentially provokes -- conform to a "systematic and intuitive" wheel of at most six options, through binary oppositions like 'Agree/Disagree' or 'Lawful/Unlawful', or even some classy emoticons... then holler back. Planescape's is a terrible system, but it's the least terrible we've ever had for representing the breadth and depth of human conversation.

I mean the funny thing is that most of the options here have no bearing on what actually happens in the game; they have no mechanical ties to in-game consequences, stat boosts, or morality meters. No, all they do is cause the player to think, and not just to react.
 

Teggy

Member
Oct 25, 2017
14,892
I need to hire someone to sit next to me and smack me every time I'm about to buy a 2d precision platformer. So bad for my stress level.
 

jtb

Member
Oct 25, 2017
2,065
I naively thought that I might enjoy Shadow of War more than SOM and picked it up on the cheap. Boy that was a mistake. It is a fucking slog.

This game has the most ridiculous, sword-spongey combat. Also sexy shelob is absurd.
 

Teeth

Member
Nov 4, 2017
3,940
That screenshot is from Durlag's Tower, which is a (huge) extra (but completely optional) dungeon added to BG1 in the Tales of the Sword Coast expansion.
It has been a rather long time, but I think it was like this: through various environment hints, items, and dialog (i.e. with other golems) you learn the history and the reasons for the creation (and ultimate downfall) of the tower. That dialog choice then asks you to consider what you learned, and think about it from Durlag's perspective. I believe there is actually just 1 "correct" choice which will resolve the challenge without a fight and let you continue on. So it's actually not particularly involved from a gameplay design perspective in that case -- it's "just" a basic puzzle, only it's based on checking your understanding of events and characters rather than, say, moving a few boxes around :P

There's one other option I considered posting. That one is actually from Planescape, and very different in its design:
unbenannt3k79d.png


That one has more varied choices, without a single "correct" option, but in this case many of them are subtle or don't have a gameplay impact at all (if you only conceive gameplay as the stuff that happens with stats and items and enemies and rewards and so on). When we originally had this discussion back on NeoGAF, it was about the design impact of the dialogue wheel (which was seen as this new dumbed down system, not the good old thing we want to return to -- go figure), and Shake Appeal made a pretty solid series of posts. It boiled down to this, regarding the above:


Yeah, so, this has been my specific issue with dialogue choices as "gameplay" for a long time.

Right off the bat, you're interacting with a system of quaternary, septenary, whatever, but they are still discrete choices that are dictated through vagueries of language. You're never solving anything within a given ruleset because the ruleset is non-existent. By the very nature of language and storytelling, the designer is often looking to surprise (or consistently has the option and motivation to "surprise"), which leads to consistently inconsistent rule states.

This probably comes across like a bunch of word salad, so I'll try to use examples to clarify:

In a standard game system, the rules of interactivity and "success" are often explicitly stated and then reinforced through feedback. When the user press the mouse button when the cursor is over top the monster's head, the head takes damage. The user learns that that is a path towards success within the analogue space of (monster head size vs. movement vs. mouse movement vs. gun vs. etc). These are discrete rule states that have a determined outcome. The designer may try to surprise the user by having monster #2 explode into a rage when shot in the head, so the user can then learn to identify based on the shape/colour/whatever of a monster to know whether to shoot it in the head or not to achieve the maximal success state.

With dialogue options in a story-based game, there is no probably way for the user to test outcomes. There is "learning" insomuch as gathering information before making choices, but the user can't test and analyze outcomes because options can't be re-taken or re-answered.

Secondly, due to the nature of language, vagueries always will exist. It falls on a priori knowledge and capability COMBINED with the perceived knowledge and capability of the designer/writer to create rule-set-compatible choices.

Too often, even high quality, "interesting" choices look like this:
The user learns red choice = X, yellow choice = Y, blue choice = Z
Then they are presented with the choice between aquamarine, orange, indigo, pale green, and brown

Now, many people like this because it more generally reflects "real life"...as we never really know how a human will react to anything, even if we can statistically measure probable outcomes.

So often this is used (abused?) by designers to drive home some point.
Ex: Encounter a town of red lizard people. Their society has no laws of ownership, they just use anything and everything of each others'. Go to different town full of dark dwarves, big trial, immigrant red lizard is on trial for stealing. As the jesus outsider, you are picked to be the independent judge.
A) Red Lizard guilty of crime, but actually innocent as he didn't know any better
B) Red Lizard guilty of crime, and morally wrong as he should act in the laws of the society he's in
C) Red Lizard innocent as breaking an unknown law doesn't make someone morally culpable and his own society trained him not to think of resources as having ownership.
D) Red Lizard innocent as all groups should not have possession laws

You make your choice, then you find out that the Red Lizard government was running low on resources and desperate so they trained up infiltrators to go out and steal from other societies to maintain their living state.

But then you find out that the Lizard infiltrators were picked at birth, so they knew nothing but their training!

Then you find out that any Lizard infiltrators that are caught by outsiders are denied by the Lizard government to maintain plausible deniability, so even if freed, will never be able to live in their home state again!

Then you find out that the Lizard government was only lacking resources because the 1% were wastefully hording their necessary resources!

So DAMN, either you have put an innocent Lizard to death or released a despicable spy!

It's a false choice. You are making a gameplay decision without knowledge of outcome and no way to test it beforehand.
 

jtb

Member
Oct 25, 2017
2,065
The illusion of spontaneity and ambiguity is one of the main appeals of dialogue driven games. What's so bad about not knowing the consequences of your action?
 

Durante

Dark Souls Man
Member
Oct 24, 2017
5,074
I mean, I guess I don't see the issue. Actually, the scenario you outline sounds like a game I want to play.
I've always considered systems subservient to the experience in RPGs -- and if someone purposefully constructs dialogue in such a way as to subvert my expectations, and does it well, then that can actually be great.

It's not a false choice because you have incomplete information. Dealing with incomplete information and making choices based on it is perfectly fine. Looking beyond dialogue and RPGs, it's actually the basic principle of many strategy games.
 

Knurek

Member
Oct 26, 2017
4,335
I mean, I guess I don't see the issue. Actually, the scenario you outline sounds like a game I want to play.
I've always considered systems subservient to the experience in RPGs -- and if someone purposefully constructs dialogue in such a way as to subvert my expectations, and does it well, then that can actually be great.

Plus, that's what replays are for.
(We need more short but wide RPGs, like Age of Decadence)
 

texhnolyze

Member
Oct 25, 2017
23,179
Indonesia
I naively thought that I might enjoy Shadow of War more than SOM and picked it up on the cheap. Boy that was a mistake. It is a fucking slog.

This game has the most ridiculous, sword-spongey combat. Also sexy shelob is absurd.
Thanks for reminding me one of my worst video game purchase ever. I bought it at launch ffs, and I couldn't even push myself to continue playing.

Freaking ERA and their hype culture, I absolutely fell for it.
 
Oct 26, 2017
3,201
Belarus
Today I learned that if you set privacy settings to "Friends can request to watch my games" in your broadcasting options, then nobody (including your friends) would be able to watch your streams on Steam. I had to temporarily switch my settings to "Everyone can watch my game" in order to make it work. Also, the broadcast seems to support only 30 FPS and kinda botched my performance at 1080p quality, but at least I know it's possible to steam with music playing on the background and viewers would hear it.

On the other side, some of my friends now know my musical tastes and I'm kinda ashamed of this, I'm not sure I'll ever stream anything again, especially with this streaming thing working only while being open to everyone.
 

Teeth

Member
Nov 4, 2017
3,940
I guess because it feels like less like a game and more like a series of "things happening".

And yeah, it is a false choice.
If any option can have literally the opposite expected outcome (or it may not!) then it is a choice based on nothing.

It's like picking your class at the beginning of an RPG; you can like that you get to pick probable laser bolts vs huge sword, but you have no information as to what that will actually mean for strategic or reactive play. Being a laser man could mean that you are a glass cannon or it could mean that you are a laser-armor defensive powerhouse. Pick what you want the next 50 hours to be!

It's bad game design.

A real world example: In Shadowrun Dragonfall, upon leveling up, I was given the choice of picking an "Etiquette". This, presumably, would offer me the ability to enhance or bypass my way through a situation. In actuality, Etiquettes are basically keys - they unlock situational doors to bypass combat or puzzles.

What am I choosing here? Corporate, Shadowrunner, Academic, Socialite, or Gang. These literally could have been named A, B, C, D, and E, as the specificity of the choice doesn't matter. While having a Corporate Etiquette presumably would help me in a dungeon that is set in an office building, that isn't actually the case. I'm not relying on my forethought of what the situational outcome may be, I'm relying on my presumption of what the designer might do. I'm hoping that the designer is going balance out all of the etiquettes equally so that I get as much bypassing no matter what I choose, but of course, that's not actually what happens.

To put it more succinctly: it doesn't matter what I choose, it only matters what situations the designer puts down the road.

I am granted the choice of a key off the key ring, boy I hope the designer puts a lock that fits it down the road.

So as "flavor" it's cute that after I kill enough people, my character can then be very very Posh (whereas before all that killing, he was only able to be business-savvy), but as game design, it's a terrible false choice.
 

Mivey

Member
Oct 25, 2017
17,827
What am I choosing here? Corporate, Shadowrunner, Academic, Socialite, or Gang. These literally could have been named A, B, C, D, and E, as the specificity of the choice doesn't matter. While having a Corporate Etiquette presumably would help me in a dungeon that is set in an office building, that isn't actually the case. I'm not relying on my forethought of what the situational outcome may be, I'm relying on my presumption of what the designer might do. I'm hoping that the designer is going balance out all of the etiquettes equally so that I get as much bypassing no matter what I choose, but of course, that's not actually what happens.

To put it more succinctly: it doesn't matter what I choose, it only matters what situations the designer puts down the road.
That's such a bad way to think about it. How can you ever immerse yourself in any game, let alone a role playing game? The etiquette is meant to represent your character, and his or her field of expertise. A character with a high charisma value (which you can level up), could even have half a dozen by the end of the game, but that's the exception to the rule, most of you character won't have more than one or two. They are meant to be roleplayed, and since this is a video game, it only gives you rare situational advantages.
It's also not random, the Shadowrunner option will only help you in situations where the knowledge of Shadowrunner "etiquette" makes sense. I have seen the Corporate etiquette used most often in office building, or at least in interactions with corporate types. Maybe Dragonfall wasn't very good at using all etiquettes equally, that would be bad design, I agree.
It's perhaps not optimal from a game systems viewpoint, but that's not the point. You choose who you are, and the game tries to reflect that.
 

Durante

Dark Souls Man
Member
Oct 24, 2017
5,074
Teeth
You are still just thinking in systems, which, again, are not inherently more important than the player experience. You make choices while building your character in Shadowrun to better reflect who you want that character to be. That's roleplaying. Good design is then to make most reasonable choices as relevant as possible in the game.

Ultimately, I guess we'll never agree on this. You seem to maintain that systemic importance of choices is only thing that counts; and I absolutely do not support such a stance in any way, shape or form in RPGs -- the dialogue from PST I posted above is basically the peak of the genre for me.
A philosophy of game design that cannot result in the actual best game in the genre must be utterly faulty.
 

TheTrain

Member
Oct 27, 2017
610
sogood.jpg



I can't create new thread so feel free to create something for X. I love it and it's a shame that something like that doesn't have any recognition here D:
 
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