See you think it's about deactivating the nexus but instead its bizarre quests and conversations with pseudo-philosophical themes that subvert conventions in increasingly contrived ways. Also the fan favorite character is kinda 'yikes' when you think about it.
Awrite Bluesky folks. Mostly reposting on here this #Blocktober but still keeping an eye on the other place. Very cool seeing people kicking it off so strongly here already. ❤️ #gamedev#leveldesign
Bruh, you think I can remember where I put things? I'd be flippy flying all over the place looking for stuff.
(I also software engineer for my day job so I kinda prefer text based programming to flowgraphs; although blocky is probably my favorite visual scripting system)
Easter-eggs are a thing I hide in everything I make.
Even in the prototype demos of my game, a lot of the test-documents and books on shelves are references, and even some of the core machine systems like TOMINOS (Torso Orientation & Motion in Operational Space) :3
Anyway, I'm getting lost in the details. D&D and Shadowrun are incredibly different even though at first glance it seems they would be similar. In all but the broadest of ways they are practically opposites, and in ways I think most people would not expect.
Shadowrun throws you in the deep end from the beginning. And you kinda need a good understanding of the whole system to really make a run.
In my limited experience it felt like shadowrun wanted me to take a simulationist approach to run design. Being about verisimilitude rather than 'balance'.
D&D is easy to run. You don't have to know a lot to play at first level (only a few spells and maybe 2 class abilities?) The complexity doesn't kick in till later levels.
Also d&d is much easier for DMs; monster CR (flawed as it is) makes it easy to make an encounter that works, probably.
D&D strictly RAW is more complicated, just as Monopoly RAW is more complicated.
Shadowrun sixth world was so bad it could not be run RAW. You had to homebrew it for it to just be playable. They had to rewrite the book (not errata, rewrite).
I study the tools of my craft. If you are making a videogame its worth it to really understand the game engine you are working in and constantly be working to understand more of what it can do and how it wants you to do things.
I think increasingly specific opinions about videogames is actually pretty common for designers and I don't think they should have to do the bizarre song and dance of justifying all their decisions with telemetry or metrics or facts and logic etc.
It's REALLY GOOD propaganda though. If we actually did what we said our ideals were, we'd be the most amazing country on earth, and SAYING we do it makes a double-digit percentage of us fight like hell to make it true. But yes, the pervasive racism & puritanical shit is in the water and the soil.
Lol, this reminds me of a mod I made which started with some dialog and when I gave to one of my friends and he apologetically admitted that he "doesn't really like story in games".
I think narrative adds so much to framing a game but I guess for some people they would rather skip it and do stuff.
I don't get people who don't get invested in the stories of the games they play. Like, not telling folks they play games wrong, I just do not grok the mentality at all.
The very notion that a game might have a narrative, with characters, and arcs, and people want to skip it, is so very alien to me.
For anyone picking up Deus Ex for the glory of its original aesthetic, Kentie's launcher has done me solid for many years for high resolution+fps+fov settings.
Too many ppl start with the Revision mod, which is like listening to a remix without hearing the original song.