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Birding Like It’s 1899: Inside a Blockbuster American West Video Game

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Re: Birding Like It’s 1899: Inside a Blockbuster American West Video Game

#41

The RDR2 environment is an amazing horseback camping simulator. Fishing, hunting, beautiful vistas... bliss

Side question, do you think there's a market for this sort of game? Outdoor simulator I suppose?

That’s basically what Firewatch is (and it’s fantastic!!!)

Re: Birding Like It’s 1899: Inside a Blockbuster American West Video Game

#42

Kind of a boring dystopia we have here. People enjoying the great outdoors from their climate controlled bedrooms. Good thing they only kept the cute animals in the game and not the mosquitos or black flies.

Maybe not so much with the horse riding, but I'm pretty sure most people where I live would rather I did 200km/h through the city center in a virtual racecar than in a real sports car.

Games let you do things you really, really, really shouldn't do in real life.

Re: Birding Like It’s 1899: Inside a Blockbuster American West Video Game

#43
post #10

This kind of tiny piece by piece interaction with the world is something I desired in the late 90s, dreaming as a teen, but my rudimentary O(n) skills showed me was beyond the computers of the time. It's gorgeous & I love the potential that brims here. What if something was this complex and well built, but the storyline was removed - the player simply builds their own story, ala DF Adventurer mode.

Check out some of the critiques for games like No Mans Sky. The short of it is that procedural “story” doesnt really work. You still need writers for engaging content, and that doesnt scale. If you remove written story you get something closer to a tower defense/tactics/arena shooter/grinding genre, which is “fine” but substantially different than most open worlds people envision.

See dwarf fortress for a counter-example. I’m of the opinion that story-writing is a red-herring in video games; an attempt to apply “tricks” from other mediums, by disregarding the “interactivity” of video games. A story can be sufficiently created by means of the player’s operations, if the simulation is sufficiently complex and built to support it.

Another example is competitive fps games like CoD/Halo/Quake — the story (and singleplayer mode in general) is wholly unimportant; players will continue to have, and create, stories, despite the multiplayer modes offering little more than a setting. Interaction between each other becomes the story you tell.

No man’s sky (NMS) was simply a bad game, and poorly implemented procedural generation (procedurally generated games are appealing in that you’re exploring the system/simulation, and trying to get a handle on it. No man’s sky had a lot of “elements” to its generation, but its system was very basic; it didn’t take long to mostly understand it, and it was sufficiently complex to allow interesting new phenomena to emerge). NMS’s failure says very little about what procedural generation can offer, because it didn’t make a very good attempt at it. Spore is another example of a failed attempt. Borderlands is another, to a degree. None of these games understood that it’s the system thats interesting, not the combinatorial explosion. Thus their procedural generation is totally unsatisfying, and uninteresting.

Re: Birding Like It’s 1899: Inside a Blockbuster American West Video Game

#44
post #30
post #23

Earlier quoted context omitted.

Having to manually brush your horse with a mouse would be awful... That was in Barbie Riding Club.[1] As someone who brushes a real horse almost every day, it's not that bad with a mouse. [1] https://www.youtube.com/watch?v=XjH_tKqipjM&t=186

Im not imagining it as unpleasant to do, but rather totally unsatisfying, and if made an important part of maintainence, a really big nuisance. Either it’d very quickly boil down to scrubbing really fast, or just a monotous drudgery. Ofc, if the game was primarily about taking care of your horse rather than maintanence for riding your horse, it might be fine. But my tastes definitely tend towards the latter.

This is one of those difficult problems where I have a lot of respect for game designers. What's least unsatisfying?

1. Leaving it out altogether

2. A "brush horse" button that you click and that's the end of it

3. Making the player do it with the mouse

In American Truck Simulator you don't have to clean your truck, but you do have to get gas. Since a horse's cleanliness is more vital, maybe a cleaning mechanic (or at least a button/corresponding animation) should be in the game. Then you have to address the timing, which environmental/time factors, etc. would cause the horse to get dirty, if taking the horse into a lake will rinse it off (wait can our horses swim? Need to check with the dev team). I think I'd have a hard time designing a simulator that would actually be fun. So many trade-offs to consider.

Re: Birding Like It’s 1899: Inside a Blockbuster American West Video Game

#45

Earlier quoted context omitted.

I'm sure we'll get there eventually, its just much more difficult to write for. Even in Westworld, the interactions were semi-scripted, with packaged "quests" along the way. Some games come close though, the Witcher 3 includes choice-based gameplay with real consequences that last thoughout the game. However the developers still had to explicitly write each scenario as it unfolded.

Since we're listing games with long-lasting consequences, I'll have to recommend folks who have been living under a rock to play the entire Mass Effect trilogy – to me, still the greatest game ever made (and I've played far too many games)

Nothing has ever irrated me more than the realization that Mass Effect is a much weaker version of Star Control 2, and learned next to nothing from its predecessor’s mistakes. The only things I can say Mass Effect did better despite 20 years difference was combat, and perhaps planet exploration, though really only because of the move from 2D to 3D. Planet content itsekf managed to be just as lacking. (This includes graphics; star control’s aesthetic and particularly alien aesthetics are far superior).

Re: Birding Like It’s 1899: Inside a Blockbuster American West Video Game

#46
post #43

Earlier quoted context omitted.

Check out some of the critiques for games like No Mans Sky. The short of it is that procedural “story” doesnt really work. You still need writers for engaging content, and that doesnt scale. If you remove written story you get something closer to a tower defense/tactics/arena shooter/grinding genre, which is “fine” but substantially different than most open worlds people envision.

See dwarf fortress for a counter-example. I’m of the opinion that story-writing is a red-herring in video games; an attempt to apply “tricks” from other mediums, by disregarding the “interactivity” of video games. A story can be sufficiently created by means of the player’s operations , if the simulation is sufficiently complex and built to support it. Another example is competitive fps games like CoD/Halo/Quake — th…

Dwarf Fortress is a different kind of game from No Man's Sky or The Witcher 3. It has a huge learning curve and takes a lot of effort to play. For every amazing story that people crafted there are hundreds, maybe thousands of failed game attempts.

That's fine and purely procedurally generated games can be amazing (I'm working on one myself), but they are a different type of game play, and often attract a different kind of player. Not everyone wants to be a musician, some people just want to play rock band.

For open world exploration games in particular, in every single example I've seen, mixing in hand crafted world building with systemic game mechanics always provides a better experience.

Re: Birding Like It’s 1899: Inside a Blockbuster American West Video Game

#47

Kind of a boring dystopia we have here. People enjoying the great outdoors from their climate controlled bedrooms. Good thing they only kept the cute animals in the game and not the mosquitos or black flies.

Ah yes, only cute animals like turkey vultures

Re: Birding Like It’s 1899: Inside a Blockbuster American West Video Game

#48
post #43

Earlier quoted context omitted.

Check out some of the critiques for games like No Mans Sky. The short of it is that procedural “story” doesnt really work. You still need writers for engaging content, and that doesnt scale. If you remove written story you get something closer to a tower defense/tactics/arena shooter/grinding genre, which is “fine” but substantially different than most open worlds people envision.

See dwarf fortress for a counter-example. I’m of the opinion that story-writing is a red-herring in video games; an attempt to apply “tricks” from other mediums, by disregarding the “interactivity” of video games. A story can be sufficiently created by means of the player’s operations , if the simulation is sufficiently complex and built to support it. Another example is competitive fps games like CoD/Halo/Quake — th…

To be fair, No Man’s Sky has apparently seen some significant improvements. I don’t myself play it, but my kids have reported as much.

Re: Birding Like It’s 1899: Inside a Blockbuster American West Video Game

#49
post #46
post #43

Earlier quoted context omitted.

See dwarf fortress for a counter-example. I’m of the opinion that story-writing is a red-herring in video games; an attempt to apply “tricks” from other mediums, by disregarding the “interactivity” of video games. A story can be sufficiently created by means of the player’s operations , if the simulation is sufficiently complex and built to support it. Another example is competitive fps games like CoD/Halo/Quake — th…

Dwarf Fortress is a different kind of game from No Man's Sky or The Witcher 3. It has a huge learning curve and takes a lot of effort to play. For every amazing story that people crafted there are hundreds, maybe thousands of failed game attempts. That's fine and purely procedurally generated games can be amazing (I'm working on one myself), but they are a different type of game play, and often attract a different ki…

I don't think the difference for Dwarf Fortress is the learning curve, I think the difference is that Dwarf Fortress is better designed and it is designed in such a way that it's goal is to produce "stories" that Tarn and Zach have explicitly written. I think for No Man's Sky, they had a much more vague idea of what they wanted the user to experience, and thus the experience is more vague, and less interesting.

Re: Birding Like It’s 1899: Inside a Blockbuster American West Video Game

#50

Kind of a boring dystopia we have here. People enjoying the great outdoors from their climate controlled bedrooms. Good thing they only kept the cute animals in the game and not the mosquitos or black flies.

It does shed some light on the whole Fermi Paradox thing, though.
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