Yep! I’m (probably temporarily) ending my blog. I’d say it’s not “giving up” because it let me achieve exactly what I set out to do, and I don’t think I’m getting much out of daily updates at this point.
I started last year unemployed, so I decided to update the blog daily as a way to stay creative and productive, even on the worst days. And I did it!
I kept it going this year because I didn’t feel like I had a compelling reason to stop. Now I’m working full time – and with my commute, that takes about 13 hours out of each of my weekdays. I have to write my blog on my phone (which is awful) while on public transport; I’m writing this from South Yarra station while trying not to fall over in the train. It’s not ideal!
Now that I’m more productive than ever, the blog felt like superfluous stress. More importantly, I didn’t feel like I was producing very interesting content.
The idea of this blog has always been selfish. I wrote for myself, but shared it with friends and strangers for feedback as a means to improve. It was never specifically designed to be read by others, though obviously having others read it was never a bad thing. The problem is that it wasn’t interesting to me.
So it’s not so much that I’m worried about the perceived quality of content – I just don’t feel like I’m personally benefiting at this point. It’s cutting into my tiny amount of free time, which stops me developing other skills (like art and programming, both of which I need to improve) as well as writing for Goomba Stomp, which I haven’t been able to do for a while. Also, writing blog posts on a moving rickety bus is the worst.
Thanks to all those who have helped me out to this point. This isn’t a sad thing for me – I feel like this was a success, and I’m only quitting now because it feels like it won’t succeed further (without some serious time investment to make it more entertainment-focused).
Signing off! Have a great day, and thanks for reading.
The ability to modify guns is one of those modern staples of gaming that doesn’t often add anything interesting. Sure, you can slap a laser pointer on your M4, but why would you? Or – and this is more often the problem – why would you not?
Gun customisation is something that’s often a bit limited by real-world logic. Sure, you can add a new type of scope to your gun, but it’s usually an arbitrary choice. If they affect stats, one will almost certainly be the best choice; if they don’t, then the choice matters even less.
Ideally, I think, additions to a weapon should come with a drawback of some kind. It can be a hard thing to balance, but it’s certainly doable. A drum magazine that adds a bunch of ammo capacity at the cost of making the weapon heavier or unwieldy is a classic, but it can be harder to justify why adding a foregrip is going to make your gun worse.
Most of the time, there’s a best set up. When there’s not it’s usually because the customisation options don’t ultimately matter much. This is like almost any game with a gear system, only guns tend to be much more heavily based in reality, which – to me – gets very boring, very quickly. That’s why I love Resonance of Fate so much.
Yes, that’s a handgun with five scopes, two silencers and a foregrip. It’s outstanding.
I’d love to see more games take gun customisation to ridiculous heights – why not let me attach another gun to my gun, like Moe from the Simpsons? What about a bullet-shaped gun that shoots other guns? Oh.
Even Fallout 4, the game toted to have amazing weapon customisation, has a set of upgrades that are clearly better than the rest. At this point it’s not customisation, it’s just a bunch of bullshit to get through on your way to the scope that can see through time or whatever.
What about you? Are there any games with outstanding weapon customisation that you know of? What do you love or hate about the idea? Let me know in the comments!
Hunting is an important mainstay in many modern games, especially Ubisoft open-world sandbox extravaganzas.
It makes sense as a mechanic, right? Sneak up on some brutal creature, have an epic battle then use its skin for a new codpiece or whatever. My problem is how unbelievably boring most games manage to make the process.
Sneaking around the forest and keeping an eye out for raccoons or bears or Bigfoot or whatever sounds like a good time, but manages to always amount to running around a game world until you happen to stumble into a harmless animal. Then you shoot it in the face, steal it’s skin and maybe go after its kids, I don’t know. That’s on you. Either way, it amounts to a whole lot of nothing that’s punctuated with a small amount of something not particularly exciting.
It surprises me that so many games have gone this route, because it’s rarely – if ever – well received (critically) and is about as innovative as a wet fart. It’s also often tied into major upgrades, so it’s not something that can just be ignored, as much as we may try.
Now I’ve never been hunting in the real world, so it very well may be about walking around aimlessly until you can kill something for fun. However, I’ve also never helped 24 of my friends kill enormous demons at the pinnacle of a dark temple, but World of Warcraft is fun in spite of that. Realism doesn’t mean much in most games, is the gist here.
The Witcher 3 makes hunting a little less dull by giving players the ability to track their prey. Each hunt plays out like a miniature detective story, which is a lot more interesting than aimless wandering until you accidentally become a master hunter. Unfortunately, that’s just for scripted missions – if you want to hunt on your own, you’ll have to head out here and hope for the best.
Even Monster Hunter – a series about hunting monsters – manages to make the actual act of hunting the most boring thing about the series. Yes, the combat is amazing and yes, I’ve spent thousands of hours in that series, but the actual hunting process was never fun. Again, it’s about randomly roaming about until you happen to stumble into your prey.
How do you feel about hunting in games? Are there any major exceptions you enjoy, or do you enjoy the typical process? Why or why not? Let me know in the comments!
So this is an esoteric one, and as far as I know it’s only happened in the one (brilliant) game; Devil May Cry 3.
Fans of DMC will understand immediately, but newcomers may wonder how – or even why – somebody could ride an enemy around the stage like a skateboard. A bleeding, screaming, demonic skateboard.
This is what Devil May Cry is all about – style over practically or logic. The series starts with the protagonist stopping a motorbike by shooting the gravity out of it, then DMC3 begins with a younger version of that same character killing a bunch of demons with a ceiling fan.
If you haven’t played the series, you are singlehandedly to blame for all global misfortune.
Also – and I wish I didn’t have to say this so much in my adult life – but I’m sorry for the short and weird one. Long day!
What are your favourite memories of, uh, riding an enemy as a skateboard? Do you have more than one? Please let me know in the comments!
This is going to be a quick post on a very broad subject, so be aware that I’m potentially missing out on a whole lot of information. Hopefully you enjoy the read anyway!
By “quiet moments”, I’m referring to the moments where nothing noteworthy is happening. Players are moving between areas or catching their breath after something dramatic. Whatever it is, these moments are usually my favourites.
Battlefield is the series that comes to mind when I think of these – especially the older titles. My favourite moments in Bad Company 2 were simply seeing the destruction off in the distance as I ran to the next point, or just sneaking around with my friends. Taking in the atmosphere and recognising that things are developing without your input is a powerful feeling that I think many games are afraid of.
Some developers seem to feel that players should always be busy and always be pursuing something, and in many ways that’s a perfectly fair assessment. There’s a very real risk of boredom from encouraging these quiet moments – DayZ had some of my favourite gaming memories, but it also had hours of walking in a straight line, for example.
Final Fantasy XV encouraged these moments, with long uneventful drives between locations taking up a solid portion of the games running time. Those moments stuck with me more than most of the plot and certainly more than any side story.
I don’t know what the secret to making these moments so compelling is. In FF:XV, it’s the characters banter and the beautiful world. In Battlefield, it’s the sense of presence, knowing you’re in a world that is extremely active and deadly with or without your presence – but also knowing that your presence (and lack of it) is making a difference in itself.
How do you feel? Are there any quiet moments that stick out for you, or games that do it particularly well? Let me know in the comments!
“Health Orbs” here refers to items the player can collect that heal them. These typically exist separate to the narrative, as a simple – but effective – gameplay mechanic. In a select few cases the game may justify it, usually by having the protagonist absorb something (blood, souls) from their enemy.
There have been thousands of methods of healing characters throughout gaming, but I still think the “health orb” is one of the most efficient and interesting.
Diablo 3 is one of the most straightforward and interesting examples in recent memory – when enemies die, they have a chance to drop a health orb. If the player touches it, they heal by a certain amount. Simple, right?
This is easy to understand even for the most casual of gamers, but the real brilliance of the mechanic lies in the way it makes players move forward. In most games, running low on health makes you retreat and either wait until you heal or find another means of healing (depending on the game). In Diablo 3, players are actively rewarded for fighting to their last, which is infinitely more fun and dramatic.
Another game that uses this mechanic in a more roundabout way is 2016’s DOOM. DOOM has “glory kills”, where the player can execute injured demons to restore health, somehow.
This is exactly the same idea, though done with a bit more flair (and in a slightly more obfuscated way). Players are rewarded for staying in the fight and moving forward, rather than taking cover and hiding.
We’re moving away from the basic idea a little, but this is also present in Bloodborne. Players can restore lost health if they fight back within a small time limit after being hit, which encourages them to stay in the fray and keep the fight going – and that’s brilliant.
Rarely do people talk about their exciting gaming memories and say “I was running away, because I was low on health, then I hid for 30 seconds while it recovered!”. It’s boring gameplay in almost every case. Systems like the ones mentioned above allow players to recover by taking risks and having a more exciting gameplay session, all without breaking the flow of gameplay (or combat, as in these examples).
Do you agree? Are there any combat-centric health recovery systems that come to mind? Let me know in the comments!
Many games feature ranking systems for the players performance – play well, receive a high rank (like A) or perform badly and receive a D rank, which is tragic and you should feel terrible about yourself.
That’s fine, and it makes sense. It encourages players to improve and is an easy way to track progress. What I’ve never quite understood is the idea of the coveted ‘S’ Rank.
S Ranks are reserved for the absolute best of the best – if an A rank is a score of 90%+, S ranks would be reserved for perfect 100% plays (or even higher, if that’s somehow permitted). This isn’t always the case – the screenshot above shows some damage taken and still awards an S rank, for example, but it’s still an extremely small amount of damage to take (and it’s very easy to take damage in Devil May Cry 3).
I do “understand” S Ranks in the sense that I know why they exist. There’s something special about unlocking a rank beyond the normal maximum – A – even if it’s arbitrary. I know that I’ve played games that cap at an ‘A’ rank, and it’s always disappointed me, for some reason.
What I’m more confused about is the origin of the S Rank, and in my 12 minutes of googling I couldn’t find much (so, naturally, I gave up). I don’t even know if the S is meant to stand for something (Special? Super?).
According to this Giant Bomb article, S Ranks were developed in Japan because anything below ‘C’ is considered a failing grade, and they wanted a broader range of grades to work with. I haven’t been able to find any kind of proof (or really any form of evidence at all) that this is true, but it’s a better explanation than “I dunno, just because?” which is what I’ve been working with until now.
Do you have any idea? Theories? Evidence? Wild guesses? If you think you might know the origin of the S Rank, please let me know in the comments!