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In factorio, the journey is very much the destination.
starlinvf wrote: Thu Oct 08, 2020 2:13 pm its kind of become a hallmark of a modern gamer to basically have no initiative of their own......
Funnily enough, I was going to say something kinda related to your rant, but decided not to as i didn't want to get into it. But since you mention it... a lot of what you say is true in this post. "When I was a young buck, we didn't have no smert fones with ther fancy apps, we had a Gameboy, and I only had one game for it! And there was no color, we had to imagine the colors! And the screen was so small that I had to buy a magnifying glass extension for it, which was really cool because it also had a light on it so I could play in the dark! And there was no recharging it either, you just always made sure you had extra batteries on you, because back then USB didn't even exist!" In all seriousness though, Achievements, and the hunters of achievements are quite possibly one of the worst things to happen to gaming in the last two decades, but far from the only really really bad thing. It's almost as if most people have allowed video games define what fun is for them, (and unfortunately you can draw parallels to the way the rest of society is operating as a whole outside of video games, but that's another discussion entirely). In most older games you were forced to set your own goals, and find your own joy in the replaying of a game. Lets take speed running for example. That itself is an example of setting your own goals, just taken to a competitive level. Sometimes speed runners compete with themselves but in general you're competing with yourself. But beyond just that, speed runners also set different conditions on their speed run. For example, there's full completion speed runs, minimum completion, no glitch runs, etc etc.which is why theres so much dissonance generated by their desire for "Purpose"/"Meaningful gameplay"/"Progression"/"Fun". An inability to define what these things are, is partly why they get so wrapped up in the long list of things they think "aren't". And an inability to find their own way leads to the problem of quickly losing attention. This isn't limited to games either...... pretty much all of social media, consumable media, and digital entertainment is further conditioning this (either on purpose, or as a side effect of trying to keep pace others doing it on purpose).
As they say, knowledge is power.Its not directly useful as a player.... but it does help you understand "why" a game does certain things, and help you recognize how its manipulating you.
Very good video, and it touches on some of the things I've already talked about. The Metroid and Zelda franchises are really good examples of the kind of game design they talk about towards the end of the video. They're also games that require you to be skilled at the game instead of just stacking numbers on top of each other until your numbers are bigger than your enemy's numbers, like how the vast majority of RPGs do. Not saying all RPGs are bad, it's just a thing they do. However, some RPGs ARE bad. As a major and popular example, I'll single out the Final Fantasy franchise and how every game after FF9 pretty much got rid of the open-world exploration aspect of it. I can't speak for every single title because I haven't played all of them, but the game's level design is more like you're on a track, and instead of exploring the world you're just kind of taken through it instead.This video pretty much hits home on the dissonant sensation I mentioned earlier, and almost perfectly slots into the OP's dilemma.
https://www.youtube.com/watch?v=1ypOUn6rThM
I can recommend Notrium. I think many Factorio players will enjoy it because it's pretty much the same concept. Dude crashlands on a hostile world and has to make it to space again, building stuff as he goes along. The difference is it's a survival game, and instead of digging up resources, you'll be scavenging random parts you find all over the place, feeding yourself, and keeping your flashlight charged. There's a lot of weapons you can improvise as well, pistols are a good starter weapon but if ammo is scarce you can attach that big metal rod you found to your basic particle accelerator and load up some pebbles you found on the ground to turn it into a shotgun. Things like that but I don't want to give too much of the stuff you can put together away.The super hard part is finding games that avoid these mental traps,
Had no idea what to expect going in but it's quite hilarious the way he presents and illustrates his character's journey, but
Rogue-lite games are usually pretty bad too. The repetitiveness and assuredness of death despite your best efforts, plus a combination of other factors makes them pretty bad as far as game design goes in my opinion. Also, anything that has lootboxes, or extremely flashy graphics when something good happens is usually a red flag.Its hard to suggest what games the OP could consider.... because I have no idea what kind of games they like. But I would suggest outright avoiding anything with RPG-lite leveling systems, stat based skill trees, or gear with visible numbers. Older, linear single player shooters would be good candidates. Things with Metroidvania type power structures (function based, rather then incremental power increases), classic RTS games, extremely narrative focused games, or a point/click adventure throwback title. Or Games with exploration elements or survival elements if you want to keep in the sandbox zone. These are notably better since it can leverage your ADD into something productive, and stimulates a lot of problem solving in your brain. I would also be a bit leery of games with comprehensive questing systems..... anything with a dotted line should be low on that list. The trouble, though, is that quest systems aren't necessarily bad.. ... and THATS the kind of situation you want to avoid. Ideally ones that give you a goal, but don't act as a walk through (excluding story driven ones); one that let you figure out your own solution.
This is why I always turn off the glowy trail in games like Fable. Openworld games are usually pretty good. Almost every single Zelda game (except Zelda 2, that game is trash), most Grand Theft Auto games, despite them all being highly inappropriate on a good day (purple melee weapon in the police station, i'm looking at you). Honestly though, you're right, good games are hard to find.its that far too many lead you around with awareness bubble of only 10 meters
In my opinion this is one of the biggest pitfalls of MMOs. The worst part about them is that players will spend hours upon hours of grinding at the level cap, hoarding the best weapons with the best stats that they spent a probably ridiculous amount of time and in-game money trying to get, and then when the new expansion comes out all of their gear is effectively obsolete in an instant.When players "beat" a game.... and still expect it to continue on like it has been, but to infinity. An endless need for new quests, new stuff, new tricks.... and are only willing to put it down once it pisses them off for some arbitrary reason. Sandbox games don't even attempt at an illusion of offering this, which is why a lot of gamers don't understand it.
Quoted for Truth....despite how terrible the last decade has been overall in terms of treatment of gamers.
You can have a game that has a good narrative that isn't also on rails. Many storytellers have gotten lazy when writing video game scripts though. They're too focused on snazzy new mechanics and flashy graphics. That's why there are a lot of retro gamers out there today.Squelch wrote: Thu Oct 08, 2020 3:03 pm That question just about sums up the frustration I have with the path some parts of the games industry have taken. It's the instant gratification vs creativity for its own sake dichotomy, and seems to have polarised the gaming community between "on rails" offerings with prescribed near instant rewards, and the freeform/sandbox where the player themselves drive their own narrative and goals.
I find that randomizing the map generation works pretty well. All you need is dice.
- Experiment with the map generation settings. New challenges present themselves, and therefore new solutions are created as a result.
The problem with multiplayer is that not everybody enjoys playing with random people. There are WAY too many gamers out there who take things way too seriously, sometimes because of many of the aforementioned problems and influences driving them into certain playstyles that aren't healthy, especially when playing with others.
- Multiplayer - Co-operative play can open up so many new ideas. PvP brings unexpected methods of combat beyond the predictability of the AI.
Smaller, faster, etc isn't always better. The thing about this laundry list that you're giving is that it almost sounds like you want to set goals for other people. I know you're just giving ideas, but it's all about that extrinsic and intrinsic motivation to set goals, kinda like how the video highlighted.[*]Finding creative assemblies of buildings. Make them more compact, faster, efficient, modular - save them as blueprints, use and constantly improve.
While this might be good advice for an aspiring author, I don't think the average Factorio player would have any interest in it.[*]Consider creating your own scenario/narrative. Write it down, or even attempt to create it as a game scenario to share with others.
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Such is life.blazespinnaker wrote: Fri Oct 09, 2020 4:05 am "that does not answer the problem. working is not an end, working is a mean to an end"
In factorio, the journey is very much the destination.
No, giving ideas is not about extrinsic/intrinsic motivation. That video is half-true and half-false, like any other thesis that divides all things into two poles without 50 grades between them. Three-color vision is also limited in the same way; unexpected awards are also limited, because 3 < 50^2. Because real players, that are free of synthetic experiment, are much more different.TheRangerLOL wrote: Fri Oct 09, 2020 5:25 amSmaller, faster, etc isn't always better. The thing about this laundry list that you're giving is that it almost sounds like you want to set goals for other people. I know you're just giving ideas, but it's all about that extrinsic and intrinsic motivation to set goals, kinda like how the video highlighted.[*]Finding creative assemblies of buildings. Make them more compact, faster, efficient, modular - save them as blueprints, use and constantly improve.
Absolutely! My intention was not to make too broad a stroke, and some games definitely strike the balance, or offer a "different" perspective other than run and gun, fetch and carry, or cap grind. More often than not, these same games tend to have an editor of some form unless they are purely sandbox.TheRangerLOL wrote: Fri Oct 09, 2020 5:25 amYou can have a game that has a good narrative that isn't also on rails. Many storytellers have gotten lazy when writing video game scripts though. They're too focused on snazzy new mechanics and flashy graphics. That's why there are a lot of retro gamers out there today.Squelch wrote: Thu Oct 08, 2020 3:03 pm That question just about sums up the frustration I have with the path some parts of the games industry have taken. It's the instant gratification vs creativity for its own sake dichotomy, and seems to have polarised the gaming community between "on rails" offerings with prescribed near instant rewards, and the freeform/sandbox where the player themselves drive their own narrative and goals.
The fine grained control Factorio offers allows for some pretty interesting maps, and consequently, new challenges as a result. The hint at a goal here is to beat those new challenges.I find that randomizing the map generation works pretty well. All you need is dice.
- Experiment with the map generation settings. New challenges present themselves, and therefore new solutions are created as a result.
There's no disagreement with you on the potential pitfalls of multiplayer. I think it's safe to assume that most gamers already know that their gaming experience may differ. My hint here was to seek out the more positive side, find other players that inspire creativity, or are good tacticians. Shared experiences are fertile ground for new ideas. If the OP is so inclined, they could get creative with griefing (not my cup of tea, but each to their own)The problem with multiplayer is that not everybody enjoys playing with random people. There are WAY too many gamers out there who take things way too seriously, sometimes because of many of the aforementioned problems and influences driving them into certain playstyles that aren't healthy, especially when playing with others.
- Multiplayer - Co-operative play can open up so many new ideas. PvP brings unexpected methods of combat beyond the predictability of the AI.
You are correct, they are not always better,faster... But, they are your creations, and the mere process of trying to reach one or all of those objectives can be the goal and bring the satisfaction that is craved.Smaller, faster, etc isn't always better. The thing about this laundry list that you're giving is that it almost sounds like you want to set goals for other people. I know you're just giving ideas, but it's all about that extrinsic and intrinsic motivation to set goals, kinda like how the video highlighted.
- Finding creative assemblies of buildings. Make them more compact, faster, efficient, modular - save them as blueprints, use and constantly improve.
I would hope that the average Factorio player has quite a broad outlook and skillset, so don't be so quick to assume. Not necessarily on an individual basis, although there are many forum denizens that I feel could be described as polymaths, but more as a whole. In my time as a player, and within the industry, I have come across many different types of "Gamers" aspiring authors definitely being one of them. In fact, I know of at least one by their own admission was a very bad player, so decided to simply write fan fiction. They were then hired to test the game (from a poor player perspective) and to contribute story ideas to possibly be included as arcs within the game.While this might be good advice for an aspiring author, I don't think the average Factorio player would have any interest in it.[*]Consider creating your own scenario/narrative. Write it down, or even attempt to create it as a game scenario to share with others.
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That is terrible advice. The only people who should be griefed are your friends.Squelch wrote: Fri Oct 09, 2020 8:24 pm If the OP is so inclined, they could get creative with griefing (not my cup of tea, but each to their own)
I make no assumptions either, I just don't fill my post with subtle keywords.I make no assumptions about what motivates the OP
Looks like you're not interessted in any of the things that make Factorio fun.fderty wrote: Mon Oct 05, 2020 7:36 pm guys I need your help.![]()
I think that game has amazing mechanics so I want to play it.
However I'm not interested in its intended objective (launching a satellite to what end ???)
Neither am I interested in slaughtering aliens, having all the techs, owning a big factory for the purpose of owning a big factory. etc...
what do ?![]()
You could try spaceX. It doesn't have a steep learning curve, but is very expansive and well polished. https://mods.factorio.com/mod/space-explorationfderty wrote: Mon Oct 05, 2020 11:18 pm not interested in that except for mods maybe. Is there a mod that gives you a true purpose ?
^^^ THIS !!!AmericanPatriot wrote: Tue Nov 03, 2020 6:10 amYou could try spaceX. It doesn't have a steep learning curve, but is very expansive and well polished. https://mods.factorio.com/mod/space-explorationfderty wrote: Mon Oct 05, 2020 11:18 pm not interested in that except for mods maybe. Is there a mod that gives you a true purpose ?
Yoo hoo!(i play that too)Mythoss wrote: Fri Dec 11, 2020 8:29 am Check out Mindustry, my friends have been co-oping the campaign together and its challenging but a blast. They recently added a bunch of content, including new Mechs and Naval units, revamped campaign, and new enemy units. It actually gets content patches unlike Factorio which hasn't seen much new content in 3+ years. I'd say Mindustry is a better game, Factorio is a better Sandbox.
After 14 k hours... I gotta build that completely modular base which can be copy pasted with train stations , but im too lazy, pending to get bored of f2p diablo immortalfderty wrote: Mon Oct 05, 2020 7:36 pm guys I need your help.![]()
I think that game has amazing mechanics so I want to play it.
However I'm not interested in its intended objective (launching a satellite to what end ???)
Neither am I interested in slaughtering aliens, having all the techs, owning a big factory for the purpose of owning a big factory. etc...
what do ?![]()