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#gameplay mechanics
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When you reach AR 60, the game logs you out automatically and you can't log back in until you send hoyo a picture of yourself touching grass
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legitimatesatanspawn · 4 months
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Sudden weird thought: it's a very very VERY good thing that games like Undertale which play up the save data flag tracking to call the player out on their actions cannot also read demo save data.
When I first found the Undertale demo, I played it like you would any RPG. Most of the time there's no gameplay and story integration when it comes to levels or fighting. Specific boss fights, sure, but not the whole game. It didn't seem all that unusual outside of the bullet curtain mechanics either.
Then I reached Toriel's fight.
Then I reloaded the demo after Flowey taunted me about my actions. I managed to find a way to stop everyone except for Toriel. He taunted me again. Then I worked out the trick to Toriel. He still mocked me. Cue about 6-8 years of replaying the demo every so often to make Flowey eat his words by going EXPless each time.
My first run of the proper game accidentally went Pure Paci complete with the final scene. Imperfect because I didn't see all enemies and get to Spare them but no deaths. As far as the Underground knew, this was my first time and I was as perfectly kind as possible.
The machine that Sans alluded to would display Flowey's mess of a Timeline loop and then a dense cluster of, say, 15 minutes looped in on itself before twisting only a couple times in response to death or quitting for the night.
Imagine if the game knew of the demo save.
But I wonder if Deltarune's save will carry over to the full game when it does eventually come out.
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petrabun · 8 months
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silly lil experimental doodle i did for @dragoninascarf , featuring his snow leopard oc
except she's a bun now
.. yea :3c
Hypno alt, full res and versions without the side text are all available here:
www.patreon.com/posts/88441072
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dougielombax · 23 days
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Are there any video game mechanics that you just don’t see anymore?
I know motion controls have taken a back seat.
But I mean stuff like safe rooms or quick-time events.
Those are still around sure but they aren’t nearly as common as they once were.
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kirshd · 2 months
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Been playing through Lightning Returns.
I guess it plays into the whole everything is on the spiral of death and destruction, but being able to hunt monsters to extinction is a gameplay mechanic that feels weird. One of the behemoth variants, extinct; the little imps, extinct; a big dragon, extinct. I mean with things like monster slaying being sort of detached from the stats building aspect, it makes sense. I just find it a little odd, did any other games employ a mechanic like this?
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idrellegames · 2 years
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hi! I finally got the time to play wayfarer and I'm really impressed so far! However I was wondering something, in the game you can have bad rng and fail at your objectives. Does this also apply to relationships? A bit of bad rng and you are locked out of a romance? I hope you understand what I mean, I apologize for my english ._.
Approval and romance points are NOT based in RNG. The only time RNG can affect relationships is if you have a skill check attached to a major relationship choice (for example: succeeding or failing a Persuasion check during a tense dialogue scene with a companion).
So far, there is nothing the MC can do that will lock them out of a romance, with a few exceptions:
Not flagging Aeran's romance flag when he's introduced in Episode 1 (you cannot build a romance with him from the beginning of the game, everything hinges on him and the MC having prior feelings for each other)
Killing Rhodarth or forcing Aeran to kill Rhodarth in Episode 1
Breaking off your romantic feelings for Aeran in Episode 2 by choosing the broken heart icon
Gender locks for specific secondary romances (Rhodarth is limited to male and nonbinary MCs, Phaedra is limted to female and nonbinary MCs, etc. This should all be available in the romance post linked near the top of Wayfarer's pinned intro post)
Locking a player out of a romance will always be based on specific actions, not skill checks.
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3gremlins · 8 months
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i am really enjoying bg3 so far (obviously) but sometimes it does kinda old school things that are sooo stressful (and most modern rpgs have dropped b/c they're deeply annoying mechs)
like i hit a section that was TIMED and i had only 6 turns to get my characters to 1) rescue and escort npcs to the exit, 2) while fighting enemies that kept spawning and also casting restraint spells that cause you to lose your turn/movement and then 3) get everyone back to the exit in time.
Also the map was confusing so if you picked the wrong direction at the start, you pretty much had to restart.
the fact that it wasn't enough for me to open the cages of the hostages, they also had to take their own turns to get to the door (and could die) was so frustrating
and even with misty step/transporter arrows, invisibility, dimension door, longstrider/wild shape, i still only got like 4 people actually out (with my squad) and apparently completely missed one of the plot npcs T.T
idk if it's better on an easier mode, i've been playing on the balanced mode (the one it recs as default).
for the most part i do like the turn based combat, but sometimes it gets really tedious when you enter a really big room and EVERYTHING aggros so you have to wait like an hour for every npc to take their turn (and then if the fight goes pear shaped and you have to reload, it's a real time sink lol)
it also def does the thing where important npcs can die and close off their questlines (i've also hit it where i tried to save an npc and got into combat only for them to die IN combat making it all sort of moot). i wish at least it let me rez plot-giver npcs in battle (esp when they are squishy *stares meaningfully at gnomes*)
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lets-gamify · 10 months
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How Game Graphics and Gameplay can be illusive for players
The world of video games has evolved significantly over the years, providing immersive experiences that captivate players. Game graphics and gameplay play crucial roles in shaping the overall gaming experience. However, these elements can often create illusions for players, blurring the boundaries between reality and virtuality. Lets explore how game graphics and gameplay can be illusive for…
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flusterfluff · 10 months
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Can anyone explain to me why Bahamut and Phoenix increase enmity generation? Like, what could the purpose of the even be? Why is it there? All it does is annoy good summoners, bad tanks, and healers across the board. I'm legitimately confused and kind of irritated.
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supermo0 · 10 months
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Final Fantasy XVI’s gameplay is just fantastic. It’s fun for people who enjoy action games without enforcing complete perfection like a Bayonetta. Actions flow from one to the next in a satisfying, visceral way that is just plain *fun*. The use of QTEs is limited, and used QUITE effectively to punctuate longer fights to keep them from feeling completely stale.
I just can’t help but appreciate the amount of work that went into making sure that the game would play well for folks who maybe prefer a more “traditional” JRPG. Things like rewarding you in the background for your combat prowess without sticking a big fat “GRADE: B” at the end of each fight let you try to improve without making you feel like a shmuck if you don’t do that well.
It’s all so well thought out and put together. More games that staple a JRPG system onto an action game could learn from this.
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If Xingqiu is your active character and you read a book in your inventory it gets a dub with his voice and you cant skip
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spiritgenie · 11 months
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got this fnaf fan game gameplay idea
free roam, office combo
like you have the office and such, but you have some tasks that require you exit the office
would need a lot more workshoping but I like the ideaw
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Werewolf Game Idea: Character Builds
Thank you to @braininatankwithalaptop for the question:
Hmm, how could more nuanced character choices? Like say I have a werewolf that likes to solve things diplomatically/ nonviolently, but wants to ensure they have the strength to fight/ defend if need be? Could I choose to access better physical abilities, even if so far in the campaign I've only had to talk things through?
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One thing that will be very important to the game, is that there’s never one way to solve a problem. If you think there’s only one solution, you haven’t looked hard enough. Even the Final Boss can be talked down if you’re really committed to that path. So, yes, a pacifist route is possible.
Some people in the game, however, are people whom you might feel NEED to be killed, or will immediately kill other people if you don’t kill them right now. Basically, if you want to fully and completely commit to a route, you’re going to have to make some questionable moral decisions, and it’s up to you how far you want to go to keep your hands clean.
It’s a set-up that’s designed to compel you to diversify your abilities.
But, in answer to your questions, that’s what bonus missions and gear are for. You can buy regular and magical weapons for your human form if you want. None of them will be as powerful as a leveled up Werewolf Form, but they’ll do in a scrap if you fail a speech check or something.
In addition, with bonus missions you can win favor from other Spirits than the one you are specializing in.
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pixiepretzel · 5 months
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Survival Elements in Video Games: A Thrilling and Immersive Trope
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Video games have come a long way since their inception, evolving from simple, pixelated experiences into vast, immersive worlds that can transport players to fantastical realms. One captivating trope that has gained significant popularity in recent years is the inclusion of survival elements. These elements add depth, tension, and immersion to gaming experiences, allowing players to truly feel like they are struggling against the odds in hostile environments. This essay explores the use of survival elements as a trope in video games and their impact on gameplay and player engagement.
Survival Elements in Video Games:
Survival elements in video games typically involve mechanics and challenges related to a character's basic needs for sustenance, shelter, and safety. These elements may include:
Resource Management: Players must collect and manage resources like food, water, ammunition, and materials for crafting. Decisions about resource allocation become critical for survival.
Hunger and Thirst: Characters may need to eat and drink regularly to maintain their health and energy levels. Neglecting these needs can lead to negative consequences, such as decreased stamina or health loss.
Health and Injury: Games with survival elements often include injury mechanics. Players must tend to wounds, find medical supplies, or face the consequences of untreated injuries.
Environmental Hazards: Survival games frequently incorporate environmental challenges like extreme weather, wildlife, and natural disasters. Players must adapt to these threats to stay alive.
Day-Night Cycle: Games may feature day-night cycles that affect gameplay. Nighttime can bring increased danger, encouraging players to plan their actions accordingly.
Crafting: Crafting systems allow players to create tools, weapons, and equipment using gathered materials. Crafting can be essential for survival and progression.
Permadeath: Some survival games employ permadeath mechanics, where character death results in permanent loss of progress or the need to restart the game.
Impact on Gameplay:
The inclusion of survival elements significantly impacts gameplay dynamics:
Tension and Immersion: Survival elements introduce a constant sense of tension, making players feel vulnerable and immersed in the game world. Every decision matters, and the fear of failure is palpable.
Player Agency: Survival elements empower players to make meaningful choices about resource management, crafting, and survival strategies. These choices enhance player agency and ownership of the narrative.
Emergent Gameplay: The unpredictability of survival situations often leads to emergent gameplay. Players must adapt to unexpected challenges, fostering creativity and problem-solving.
Sense of Accomplishment: Overcoming the odds in a survival game brings a profound sense of accomplishment. Players take pride in their ability to endure and thrive in harsh conditions.
Player Engagement:
The use of survival elements as a trope enhances player engagement in several ways:
Longevity: Survival games often have extended playtimes due to the need for resource gathering, crafting, and progression. Players become deeply invested in their characters and worlds.
Community and Competition: Survival games often feature multiplayer modes where players collaborate, form alliances, or compete against each other. These interactions foster a sense of community and competition.
Exploration: Players are encouraged to explore the game world thoroughly in search of resources and shelter. This promotes a sense of wonder and discovery.
In conclusion, survival elements have become a compelling trope in video games, offering unique challenges, immersive experiences, and enhanced player engagement. Whether navigating post-apocalyptic wastelands, surviving on a deserted island, or facing supernatural threats, players are drawn to the thrill of testing their survival skills in virtual worlds. As game developers continue to refine and innovate within this trope, we can expect even more thrilling and memorable survival experiences in the future.
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stabby-apologist · 6 months
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Hogwarts Legacy Loading Screens and Hints
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Inside Hakan’s War Manager: Design Log – Mounted Units (II)
Continuing my journey in game design! 🕹️ Just dropped another design log for #HakansWarManager 🏹 This time, we're diving into mounted units They're true game-changers if you play your cards right. 🐎 #GameDesign #ObaGames
Greetings once more, fellow Khans! We’ve come to the final installment of our design log, where we’ll dive into the intricacies of mounted units in “Hakan’s War Manager.” These majestic forces can tip the scales of any battle, but understanding their strengths and limitations is crucial for effective gameplay. Mounted Units: Shaping Battles As we’ve discussed earlier, mounted units hold a regal…
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