Boghog
@boghogstg.bsky.social
2K followers 220 following 2.3K posts
I'm a gamedev (he/him) Working on ARMED DECOBOT | Mechanical Star Astra. Game designer for Gunvein I also have a game design blog/patreon & make vids : https://www.patreon.com/c/Boghogooo https://www.youtube.com/@boghogSTG
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boghogstg.bsky.social
Since I'm new to bluesky - I'm working on ARMED DECOBOT, a game where throw dudes into dudes, my favorite thing in gaming. You also shoot & punch dudes, which are my other favorite things in gaming. It's a top down shmup/beat em up hybrid

store.steampowered.com/app/3159150/...
boghogstg.bsky.social
I think it's time to unplug beat em ups from life support
boghogstg.bsky.social
Pretty sure it can if you keep clicking on it, gotta make sure the slop factory is fully automated
boghogstg.bsky.social
Yup, youtube's disgusting new feature
boghogstg.bsky.social
I'm afraid the normies will have to be unpacked
boghogstg.bsky.social
Nah it applies to thrillers too - the more a thriller can stay emotionally intense on rewatches, the better it is as a thriller. I also don't see how this wouldn't just apply 1:1 to difficulty even moreso than timers, cuz timers are difficulty-agnostic
boghogstg.bsky.social
FOMO hype culture is anti-art
boghogstg.bsky.social
Also surely your point applies more to challenge period, not timers? Because if anything timers actually give you a very clear indication of when the stress will end
boghogstg.bsky.social
Oh but not only are games & movies comparable in this sense (the stress will end when you turn the game off) but think about how people evaluate stuff like horror - a good horror movie is one that really gets under your skin and stays with you until you're done. Because the emotion IS the point
boghogstg.bsky.social
Yeah, diegetic timers tend to go down a lot smoother but still can cause a lot of annoyance if they actually test the player meaningfully instead of just being sort of a "safety net" against extremely slow players
boghogstg.bsky.social
They aren't at all different because in both the consequences don't matter TO YOU. Whether a character lives or dies has no impact on your life, and whether you get a game over or not also doesn't matter - it's meaningful only within the bounds of the simulation
boghogstg.bsky.social
Would you apply the same logic to actual thrillers in film/lit, or to horror, to tragedy? Feeling negative feelings in a simulated context is completely different to feeling them in reality
boghogstg.bsky.social
After a certain point the actual games become more of a nuisance getting in the way of discussion because of all the baggage that comes with discussing them yeah LOL
boghogstg.bsky.social
Yyyyup and then on the other end if you're trying to be heard when coming from an "objectively wrong" perspective it's tempting to be hyperbolic & aggressive so you can be heard which also leads to those sorta attitudes
boghogstg.bsky.social
Yup, and even if convos technically happen theyre tucked away. Thought evolution happens within bubbles cuz thats where you can get a convo going, which has all sorts of negative consequences like audience capture and so on, not necessarily bad for art but a problem for crit
boghogstg.bsky.social
I dont mind that as much as people getting really personal about it. Even if aesthetic realism is true, art is one of the most inconsequential topics to be wrong about, its part of the fun
boghogstg.bsky.social
More writing/vids/etc. on game design should be treated as a piece of a convo rather than being seen as the final word or being seen as worthless & wrong. Feels like ppl only respond to stuff when it makes them mad, and no ideas get built on
boghogstg.bsky.social
Well thats exactly it - theyre meant to stress you out, just how a thriller is meant to make you feel tense. If you dont like that feeling that's fine, lots of people avoid horror cuz they dont really like being scared, but the emotions not an obstacle, its the point
Reposted by Boghog
warkus.bsky.social
Today is the day! House of Necrosis launches on Steam in 4 hours!

House of Necrosis features turnbased dungeon-crawling as well as a tank-controlled hubworld, complete with pre-rendered backgrounds! This is SURVIVAL HORROR MYSTERY DUNGEON!

💀Wishlist now!💀

👇
store.steampowered.com/app/2005870/...
boghogstg.bsky.social
Yeah I'm talking more about the people in the middle, who should be "hardcore" enough to handle timers but still bitch & whine every time
boghogstg.bsky.social
Yeah its just a guess BUT yeah they do see devs as service workers in both cases its just that the presence of other players shuts down that thinking very quickly because theres a limit to selfishness in MP that does not exist in SP
boghogstg.bsky.social
Yeah, and making those kinda boring strats ends up helping the player's experience as well I think cuz theyre no longer punished via tedium
boghogstg.bsky.social
YUP, turtling is the bane of SRPGs and unless the games really deviate from the norm mechanically, they need SOMETHING enforcing a turn limit to avoid that type of shit. Its pretty universal because time always gives so much meaning to actions
boghogstg.bsky.social
Maybe its because in mp games theres a basic assumption that youre not playing on your own terms because stuff like stalling ruins the game for everybody else not just you. In SP because its just the dev & player, players feel entitled and see the dev as a service worker not an artist