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What mobile games use their platforms unique /unexpected potential?

What mobile games use their platforms unique /unexpected potential?

What mobile games use their platforms unique /unexpected potential?


What mobile games use their platforms unique /unexpected potential?

Posted: 01 Oct 2016 08:41 AM PDT

I played Lifeline and it just hit me how brilliant the concept is in how immersive while being low cost it is. I would also say Pokemon Go! But really anything cool it did Ingress already achieved and it just sorta underdelivered with all the creative it had to play in. So I wonder what other games did something cool with mobile that wasn't apparent at first sight?

submitted by /u/NotGloomp
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What's the elevator pitch of your favourite game and would anyone want to play it?

Posted: 01 Oct 2016 10:56 AM PDT

Similar to the Plinkett Test posted here recently I think it's an interesting exercise to consider, without naming the game, what its elevator pitch is and whether that alone is enough to make most people want to play it, or able to identify it.

With more and more games/characters/stories feeling reused and uninspired, which games can stand on their own without using any visuals or other supporting mediums.

So...in one sentence, provide an elevator pitch for a game and see if

(a) people can identify it

and

(b) if it is enticing enough for anyone to actually want to play it

submitted by /u/sexymathematics
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What's your "Simple on the Outside, Complex on the Inside" game?

Posted: 01 Oct 2016 12:27 AM PDT

I guess anything from Chess to Dota would qualify. I'm wondering about your particular, perhaps obscure, picks.

submitted by /u/OmarBessa
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What's your favourite way you've seen your least favourite world theme done?

Posted: 01 Oct 2016 01:52 PM PDT

By world theme I mean like desert, ice, swamp, lava, haunted, water, et cetera. It can be a whole game crafted around the theme or just a section of the game. Anything works.

submitted by /u/Yoshi_138
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The Vanishing of Ethan Carter - Would it be a better game if it held the players hand?

Posted: 01 Oct 2016 12:26 AM PDT

Much like when reading a book or watching a movie, once I've begun something I like to stick it out to the end. But I'm struggling to find enthusiasm to persevere with The Vanishing of Ethan Carter.

I have no prejudice against this type of game. Soma, Gone Home, Everybody's Gone to the Rapture� these are three titles that have variably been described as "Walking Simulators". I have a lot of time for all of them. But TVoEC is a game of individually great moments sandwiched between two major shortcomings; an uninteresting story and unclear progression structure that is packaged up as a refusal by the developer to "hold your hand".

That quote is flagged up at the beginning of the game. What it means in practice is the player will spend long stretches walking around, searching the environment for objects that will progress the narrative. I resorted to GameFAQ's and learned one puzzle demanded you find a rock by some train tracks. At once, I respect that a real world investigator would have to detect such clues on their own� yet I struggle to find the enthusiasm to trawl through an environment for items to interact with. They're not puzzles, they're treasure hunts. The environment may be beautiful but this does not lessen the tedium of the task.

TVoEC bears strong resemblance to Everybody's Gone to the Rapture. But this second game does not feel above offering the player a little guidance, nudging the player in the correct direction with its floating golden orbs. That was a unique device for Rapture that particularly made sense in the context of its plot. But when Ethan Carter hardly shy's away from fantasy elements of its own it doesn't seem impossible for a little guidance to be engineered through a similar mechanic. Moreover, Rapture constantly engages the player; whenever you step into an unexplored area fresh plot points are teased out with dialogue and environmental clues. This is done much more sparingly by TVoEC. And when plot points are unveiled it feels less expertly done.

Yet the atmosphere and mysteries presented are potent enough that I am still engaged with the game. But I am not hugely invested in wherever things are heading.

So I find myself at the midpoint, wondering if it's worth my time and energy to stick with the title. At its best it's a gorgeous game, inflected with moments of autumnal horror evocative of the early stages of Resident Evil 4. At its worst it's plodding, confusing and unengaging.

Is there a payoff? Is it worth persevering? I appreciate this type of game, but I'm finding TVoEC frustrating to the point that I'd like to know if there's enough here to justify sticking it out to the end.

submitted by /u/cptzaprowsdower
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What do you guys think will change with gaming in the next 10 years?

Posted: 30 Sep 2016 03:36 PM PDT

I'm curious to see what you guys think. It's all predictions. How will styling and mechanics change? Will any sort of genre die out or surge in popularity?

The only prediction I can make is that there will be more focus on story. I think there will be a big push for games that tell great stories, not acceptable stories. There's standout games each year with phenomenal stories, but I think it'll become more and more common. The bar will be set higher basically.

submitted by /u/CedarCabPark
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Has there been game design tool with the versatility and audience of StarCraft UMS since it came out?

Posted: 01 Oct 2016 06:18 AM PDT

If you were around in the late 90s, you definitely played StarCraft on dialup. It was easily the most popular PC game at that time, and it continued to impress for years.

One of the features that made the game great was the Use Map Settings option when playing games online. You were able to create a few extra rules to the stock StarCraft maps really to create campaign maps yourself, but the engine was versatile enough to literally create entire new games. Smart designers with time on their hands created games from American football and freeze tag all the way to vast hour long RPGs, The Matrix, Chrono Trigger based story games with unique twists but using StarCraft assets in the engine.

There was something alluring about logging in and seeing what games were trending. It seemed like every week a new type of game, a new idea was added. Since UMS maps were distributed essentially lock free, after you downloaded a map you could open it in the editor and make tweaks. I remember turning freeze tag for one "it" into a version with two "its" that ended up being the one that was more popular.

I understand that there probably hasn't been a community as big as StarCraft on the PC since then either. A lot of people might say Little Big Planet, but it is not the same at all. Mario maker stretches the Mario formula with a wide audience, but it's single player.

Does a community exist like it anymore?

submitted by /u/synopser
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What's your favorite video game moment?

Posted: 30 Sep 2016 03:29 PM PDT

For me it was the moment in Half-Life 2: Episode 2 when the Gman re-revealed himself to Gordon. I remember the vortigants were trying to heal Alyx and then everything froze. At first I thought my screen froze, but then I saw that I could still move around. I was really confused for a couple seconds and then all of a sudden I heard the Gman's voice come from nowhere and say all creepily "Mr. Freeeeeeeeman". Since the Gman had been gone since the beginning of Episode 1 I had completely forgotten about him. To bring him back into the story like that was so creepy and so effective, it made me feel genuinely unnerved. Definitely my favorite video game moment.

What's your favorite moment?

submitted by /u/ravageprimal
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It is impossible to have a new "favorite game of all time" after a certain age?

Posted: 01 Oct 2016 06:59 AM PDT

My favorite game of all time is Xenogears. It is a:

  1. 50-80 hour

  2. Mecha anime

  3. Turn-based

  4. Classical JRPG in the lineage of Final Fantasy 1

  5. Whose intricate plot extends to the beginning and end of human history (and beyond)

Effectively, it represents the epitome of my personal interests in fiction; there is probably no way a new game will check so many of my boxes ever again. Cultural focus has simply shifted. For a long time, a lot of people poured money and time into a certain set of concepts, but they don't now.

So, while my interests were among those being catered to heavily in 1985-2000, perhaps those who like western sci-fi and FPS or sandbox games might all have their favorite titles pinned somewhere in 2000-2015.

Also, maybe crowdfunding is the backdoor in this scenario, but I don't think you can rival a cultural zeitgeist through a few funding campaigns. You might get, for example, a handful of very well-made isometric RPGs, but nothing that is as legendary as Baldur's Gate II.

What is your favorite game of all time, and will it remain that way� for all time?

submitted by /u/Baryn
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The Price of Freedom: an in-depth look at the future of MMO gaming

Posted: 01 Oct 2016 01:27 AM PDT

Hello.

Don't know if you've seen me in the past week on several subreddits asking how the progression systems run in certain games but there is a purpose.

I've made this topic a couple of times already but they were poorly written IMO and didn't bring out the philosophy I wanted to tell.

I don't know about anyone else but I have found the root of why I keep getting sick of games. I've been yearning for a metaverse where our stories aren't pretold. One where the players run the game.

I have been putting many hours in The Crew (I've posted about that here) and was astounded how much you could do and what you can focus on. Wanna treat it like a single player story? Play the main quest. Want to just cruise across the US of A with a few buddies? You can do that too. What about troll the cops, become the self proclaimed PvP champion or even just explorin'? It's totally up to you! There are no restrictions, you aren't tied to a quest, everything unlocks according to what YOU want to do, not what the developers want you to do.

Now lets look at Black Desert Online, this is, IMO a TRUE metaverse. There are like a dozen things you can choose to do without the game telling you what you should be doing. Sure, a couple of times you are forced to do things (the lvl 49 quest for example, which is short and easy in fact) but it plays exactly like The Crew where your progression is tied to everything you love doing. Not through a linear questline.

Another thing about BDO (and GTA Online somewhat) is that the main Black Spirit quest progression are non-linear. The quests unlock as you level up and you can do them in any order you like. Brilliant.

No no and no, I'm not saying there isn't room for storylines. If I wanted a nice pretold story with interaction I'll go play The Last Of Us, The Witcher or even Final Fantasy. They exist for a reason. To entertain.

If I however, wasn't interested in following a premade story and going on an immersive adventure in my spare time, while carving my own story and interactions, THAT is when I tune into a true metaverse.

This isn't particularly all a metaverse IS but what it needs to be kept afloat. A lot of people seem to play Pokemon or Diablo which require a looooong main quest to be able to do what you like. I feel that's like going to school again.

Say as you wish, I am not trying to turn you off from games that require long main quests as there is an audience for them (Pokemon ffs) but the future of MMOs will be a lot brighter.

Right now I am waiting on Sea Of Thieves by Rare. Which by the look of things is EXACTLY what it should be. User oriented, social, complete joy of freedom. Do what you want, be who you like. Revolutionary.

So some discussion points:

Are MMOs getting better or worse?

Will this idea of freedom of occupation become big if implemented well?

What are your thoughts on upcoming multiplayer focused metaverses like Sea Of Thieves and STEEP?

What are your thoughts on the perfect metaverse?

I can't be alone with this philosophy right?

submitted by /u/negajoey
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