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Messages - Danvzare

#561
The Rumpus Room / Re: What grinds my gears!
Sun 25/04/2021 18:33:16
Quote from: TheFrighter on Thu 22/04/2021 18:26:54

What grinds my gears is when people say "Professional Wrestling is fake!" when it isn't its scripted but yet they dont realize that TV Shows & Movies are scripted as well...

_
I know right, that grinds my gears too.
I'm not a fan of wrestling (I don't even like it), but saying "wrestling is fake" is like saying "operas are fake".
Congratulations, you've pointed out the obvious. Here's your redundancy trophy! (roll) It's annoying to say the least.  >:(
Besides, you've got to give wrestling credit for all of those stunts. Some of which are anything but fake.
#562
The Rumpus Room / Re: Guess the TV show
Tue 20/04/2021 14:21:46
Dirk Gently? (I'm asking for both versions.)
#563
Quote from: Dazi on Mon 19/04/2021 15:12:22
Thank you  :smiley:
There's not much for me to add, as Slasher pretty much explained it all. But for reference, Maniac Mansion Mania has footsteps and their template would make a great example.
You can find their templates here: https://maniac-mansion-mania.com/index.php/en/ressourcen/starterpacks-international.html
#564
The Rumpus Room / Re: What grinds my gears!
Mon 19/04/2021 16:55:52
Quote from: Blondbraid on Sat 17/04/2021 14:50:51
I'm gonna say it:

It grinds my gears immensely that so many people still think Dimetrodon was a dinosaur.
Well at least now there's at least one less person who thinks that.  :-D
(That person being me by the way.)
#565
That's a very interesting look into how you did things. Thanks for sharing.
#566
You know, every time I see this thread pop-up, I always feel a little left out. Simply because I can't think of any games that's had a profound impact on my life.
I've heard lots of stories about the first game someone played, but I can't remember the first game I played. All I can say is that I was probably one or two years old, and it was probably on the Amiga.

No game has taught me something I couldn't have learnt elsewhere. I mean sure, Deus Ex was the first story I played where you find out you were working for the bad guys all along, and Buck Rogers Countdown to Doomsday was my first experience with the derelict spaceship that has a deadly virus in it. But I would've encountered those tropes eventually, with or without those games. They were simply my first encounter with them.

And when it comes down to a message that I've really taken to heart. I simply draw a blank.
Maybe I'm just being picky. But I think I've learnt all of the really important life changing stuff from the people I know.

But if I had to choose a game which had the most impact on me. It would have to be Dwarf Fortress. Simply because I've been in contact with someone for several years now, trading a save back and forth, and writing down what happened in a fun story, all because of that game. It's been fun.
I suppose I could also add Day of the Tentacle to that list of having an impact, because I once said that I wanted to make games like that, and for some unknown reason, I've taken that one statement very literal. Although it's got nothing to do with me being on the AGS forums. That's because I was looking for an engine to make RPGs, and the reason I first got into RPGs was because of Secret of Mana. Also speaking of loose connections, the only reason I got into Deadpool when I did (which was way before the movie came out), was because of Marvel Ultimate Alliance. And the only reason I got into My Little Pony was because of Project Zomboid, which I only got into because of Thief and Resident Evil. I can trace a lot of things back to games. But I can't say anything changed my life. (Mostly because I can trace those things even further back to non-game.)

It's nice to know that others can say that though.  :-D
#567
Quote from: Mandle on Sun 11/04/2021 13:37:37
I like the feel of it as a memorable monster but the position directly in center frame feels a little deliberate and jump-scarish to me.
The scariest monsters to me, are always the ones you just barely notice at the side of the frame. Because it's like you're just noticing them from the corner of your eye.
#568
The Rumpus Room / Re: Name the Game
Mon 05/04/2021 17:05:09
Quote from: milkanannan on Sat 03/04/2021 19:32:24
Quote from: Pogwizd on Sat 03/04/2021 12:20:50
Quote from: milkanannan on Sat 03/04/2021 12:00:32
Where in the World is Carmen Sandiego?

Must be sleep deprivation because for a second I thought you were asking me a genuine question :)

Where is she??! >:(

(laugh) (laugh) (laugh)
She's at home self-isolating. Where do you think she is?  (laugh)
#569
It's about time.  :-D
Now I can finally play Maniac Mansion Deluxe using the same thing I use to play Day of the Tentacle. (Wait, is Maniac Mansion Deluxe supported?)
#570
The Rumpus Room / Re: What grinds my gears!
Fri 02/04/2021 15:56:13
Quote from: heltenjon on Thu 01/04/2021 23:13:37
Danvzare, your definition excludes games of chance. So, fair enough, by your definition, Snakes & Ladders isn't a game.
Does it actually exclude games of chance? Poker is a game of chance, yet choosing which cards to keep and which to not, is a meaningful decision. Based on what Snarky said, it does seem to though.

Quote from: heltenjon on Thu 01/04/2021 23:13:37
One cannot really argue against a definition, one can only say whether or not it serves the purpose. If you want to make a divide between board games and board competitions (which Snakes & Ladders must be, as you can win or lose), then fine. But this isn't how stores and most people will define a game. They will probably think it's something along the lines of "a competition on a board where you can win or lose by following set rules". (Board game, there. Card game...almost the same.)
Fair point. Then the purpose of this definition is to include everything this is normally considered a game, without including circular reasoning. In other words, the definition "It's a game, because it's a game." won't fly here.

Quote from: heltenjon on Thu 01/04/2021 23:13:37
I'm not sure where I would draw the line. I'd say Bingo is a game, but I'm not so sure about a lottery or a bet. They would probably be games in the English language, though.

But I like your argument. Indeed, we use it a bit when we play games with the kids. I can participate while making dinner, if someone can just make the roll for me and move my piece.  :-D
Yeah, I'm not sure where I draw the line either. That's kind of what set me on this path of thinking to begin with.  :-\






Quote from: Snarky on Fri 02/04/2021 12:34:28
No, definitions of natural-language words are after-the-fact attempts to describe what they tend to mean. Many words (and not just homonyms) cover a number of similar/related concepts, but not in a clean way where you can sum it up in a formula. I think "game" is one of those.
Fair point about definitions there. So correct me if I'm wrong, what you're saying is that Snake and Ladders is a game, but not in the same way as say, Monkey Island. It's the same word, but different meaning, and I'm trying lump them all together? I bit like how "love" has four meanings, that the English language has lumped all into one word. I'd be willing to accept that.

Quote from: Snarky on Fri 02/04/2021 12:34:28
Oh get bent.
:-D

Quote from: Snarky on Fri 02/04/2021 12:34:28
If you insist, for the type of game under discussion, I'd go with something like "a structured activity undertaken for fun" as a definition. This would not cover unstructured children's play, or indeed everything we call "computer games" (including most adventure games)â€"because I think those are genuinely slightly different things that just happen to be called by the same name. Similarly, I think there are mostly good reasons for what it includes (e.g. square dancing) and excludes (e.g. professional competitions).
Ah, so I did understand you correctly. Then I agree.  :-D

Quote from: Snarky on Fri 02/04/2021 12:34:28
If it's completely random then it is not meaningful. You have no more control over the outcome than you do when you roll dice. You have no real agency.

We can demonstrate this by a small alteration of the Snakes and Ladders rules. Let's say that before you throw the die, you have to pick a number A between 1 and 6, and then this number is added to the result of your throw, D. The spaces you move is then calculated as (A+D-1)%6 + 1; or to put it more simply, if the number is greater than 6, subtract 6, giving a result between 1 and 6. By this alteration, S&L is now a game according to your criteria (you have to make a choice each turn, and that choice affects the outcome)â€"indeed, very similar to rouletteâ€"but it's obvious that the change makes no meaningful difference, since the randomness of the roll means you have no control of the outcome, and so your choice is meaninglessly arbitrary.

Or take traditional Bingo (with pre-filled cards). There is no agency: you're at the mercy of the card you get and the numbers that are randomly drawn. The interactive, challenging element is to listen, pay attention, spot the numbers that are called on your card (or, more often, cards), and recognizing when you have completed a line. In other words, tasks that a computer could easily do automatically without your input in a computer version, and that amount to following the rules of the game. Those things are appropriately challenging for the audience, just as S&L is for its audience.
Good point. I agree completely. That's a potential hole in my definition.

Quote from: Snarky on Fri 02/04/2021 12:34:28
If anything, you've only showed that a fully computerized version of S&L would not be a game. It does not follow that the non-computerized boardgame is not a game.
THANK YOU!
You're the first person to finally make the argument that maybe it's only a game if it isn't computerized. That the act of doing something, is what makes it a game.
I disagree of course, because that would make changing the calendar on your fridge, a game. But that doesn't matter, since I've already agreed with you about there being multiple definitions. and yours being completely valid in this case.


Also, because I need to say this. Sorry for saying you hadn't thought about it. Clearly you have. I apologize.
#571
Quote from: fire7side on Thu 01/04/2021 18:47:11
Quote"Commercial" stuff that still tries to ape games of the past end up really sucking for me- see Daedalic's entire catalogue (especially including the Deponia games).
I don't see a problem with their style, it's more their substance.  I played one of their games which was not too bad, but most of them don't interest me.  If a game company is successful, that speaks for itself.  They found a market.  I think Telltale going under speaks more about what doesn't work.  They did OK for a while, but went too many times to the well.  They tried to branch out, but it was still the same style.  Then they got stuck in the Walking Dead and died. 
Correct me if I'm wrong, but I'm fairly sure Telltale went under because they had one super successful game, assumed all of their games would be that successful and expanded their company in preparation for that, and then their sales went back to normal.
So uh... I guess that means I agree with you.  :-D
#572
The Rumpus Room / Re: What grinds my gears!
Thu 01/04/2021 18:55:51
Quote from: Snarky on Thu 01/04/2021 18:51:47
Quote from: Danvzare on Thu 01/04/2021 17:51:35
You clearly have never considered the definition of a game.

I have. I don't agree either with your definition or with your analysis.

And you're working from the assumption that there is one definition that will cleanly separate games from non-games. This strikes me as an unreasonable assumption.
We have words for a reason. There clearly is a definition. That's what language is about.  >:(
And what you have just stated clearly means you don't have a definition for "game", meaning you should have no opinion on the matter. Which means you're not allowed to discuss why a definition for "game" is wrong, as you yourself don't have a definition for it yourself. It is essentially a word that isn't in your vocabulary. Because as you clearly stated, you think it is unreasonable to assume that there is a definition for "game".

In other words. Shoo.
#573
The Rumpus Room / Re: What grinds my gears!
Thu 01/04/2021 17:51:35
Quote from: Snarky on Tue 30/03/2021 16:57:49
-snip-
You clearly have never considered the definition of a game.
I've thought a long time about it. I've read academic papers on the subject by people with PHDs, and I can easily argue why Walking Simulators are games, why Sim City is a game, why Visual Novels are games. Then I can go into much more older games such as Naughts and Crosses, Poker, and even Chess, and argue why they are all indeed games.
But Snakes and Ladders doesn't fit in with it. Because as I said before, to call it a game, you would have to call a lot of other things a game which are not.
I don't always get my words out right, so you'll have to bear with me, and actually use that brain of yours to come up with some suitable comebacks to your questions, rather than instantly going "AH HA! He left out one crucial detail! I've got him now... oh, he countered it easily. AH HA! He left out yet another crucial detail! I've got him now... oh, he countered it easily again." Seriously, it's annoying when people think they've won an argument by pointing out one teeny tiny slight flaw in your logic, just because they're incapable of figuring out what was clearly implied.  >:(
I'll try my best to spell everything out, but this isn't an academic paper, so like I said, you'll have to bear with me.

So let's first come up with a wide reaching definition that counters all of your arguments, and doesn't include Snakes and Ladders.
A game involves meaningful player agency, and includes either a win and/or fail state (this state does not need to be enforced by the game).
So this doesn't include say, a stage play, since there's technically a "win" state, the end of the play, but no meaningful player agency. You can choose how to deliver the lines, but other than fudging them up, you can't really do anything. It does unfortunately include a purely improvised play, as a game, but then again it is, as that would basically be Dungeons and Dragons without the dice. (Also, it still includes open ended games like MMOs, as not only do they have fail states in that you can die, but most players make their own win state, so they usually have both states, despite only needing one to be a game)
It doesn't include Snakes and Ladders because even though there's a win state, you can't do anything meaningful other than how you roll the dice, which generally doesn't have any effect on the game.

So let's counter your points in turn.  :-D
You have meaningful choices in a Walking Simulator. In LSD Dream Emulator, you can choose what to see, and what not to see. What to run into and interact with. With The Stanley Parable you can choose which option to choose. Even with the most boring of Walking Simulators, you can usually choose to inspect something and truly explore and take in your surroundings. This is all meaningful. It's what the genre is about. The fact that you would even bring up Walking Simulators, makes me think that you don't get the genre. Also they all have win states. Usually getting to the end, even LSD Dream Emulator has a win state, to get to the end of a dream, or the bigger goal of the end of the year.

Taking turns is not a meaningful choice. It's something you HAVE to do.
Throwing dice is not a meaningful choice, it's something you HAVE to do. Like pressing the shoot button on an FPS or the forward button on a Walking Simulator (inspecting the environment isn't something you have to do, but something you're expected to do to enjoy a Walking Simulator).
Counting the pips is not a meaningful choice, it's something you HAVE to do.
Moving the piece the correct number of spaces is not a meaningful choice, it's something you HAVE to do.

Using mental strain to change the outcome is not a meaningful choice. It's the illusion of choice.

Roulette has a meaningful choice. Sure, it's completely random. But despite the odds, it's going to land on one of those numbers. You can make a meaningful (albeit completely uninformed) choice.
You're confusing an uninformed nearly meaningless choice, with the complete lack of a choice. Choosing where to put your token on a roulette table isn't the equivalent to rolling the dice in Snake and Ladders. Spinning the roulette table is the equivalent to rolling the dice (you have to do it). There is no equivalent to choosing WHERE to put your token in roulette with Snake and Ladders because Snake and Ladders doesn't have any meaningful choices in it. But I suppose in theory, it could be argued that roulette isn't a game based on my definition. I'm not here to argue that though.

Yes, a computer could randomly click through everything in an adventure game. But in my example, I merely included what was considered good-design practices. Having something which clicks the entire screen for you on an adventure game, is neither a common nor good design practice. Having a boardgame video game automatically roll the dice for you when you can't do anything, and move you the correct number of places, is both a common and good design practice.
Having to manually roll the dice and move the piece on a boardgame video game, would be the equivalent of having to move the players limbs individually QWOP style on an adventure game to interact with everything.

To further add to this, if you have an adventure game click everything for you, you're not playing it. And a game must be played to be a game. If you made an adventure game click everything for you, it ceases to be a game for that person. To further prove this, we can play a game of Snakes and Ladders right now. Get out a board, since I'm not over there, you'll have to roll the dice and move my piece for me (I think that's fair). Now just get back to me when I need to do something or when one of us wins.



By the way, I can keep this up all day. There's a few people on this forum that will fight to the ends of the earth on what can only be called a petty subject. This is mine. I know what I'm talking about here. Heck, I even gave you my own personal definition for a game! One that I spent years perfecting! What do you have? A few gut feelings and a general ignorance on the whole subject?
Now you know why it grinds my gears!  >:(

Also, if you decide to continue to argue with me. Do me a favour and give me your definition of a game, so that I can point out all of the holes in it. Because I'm telling you, if you manage to make a definition of "game" that includes Snake and Ladders, you're going to have to include real-life scripted stage plays as a game, as well as DVD menus.  (nod)
And then I'll get to laugh about how your definition is wrong.  (laugh)
(By the way, my definition doesn't include DVD menus as games, because choosing one of those options isn't a meaningful choice. If you want to play the movie, you HAVE to press the "Play Movie" button. There is no choice. When and how you do it, doesn't effect it, so long as you press the button. Unlike say, a game where you have to stop a stopwatch on exactly the 1-minute mark, as even though pressing the button isn't a meaningful choice, when you press it, is a meaningful choice.)
#574
The Rumpus Room / Re: Name the Game
Thu 01/04/2021 17:15:26
Quote from: milkanannan on Thu 01/04/2021 01:09:46
Yep! Your go. ;)
Surely he loses points for calling it a Sid Meiers game. It's a Peter Molyneux game.
#575
The Rumpus Room / Re: What grinds my gears!
Tue 30/03/2021 15:26:01
Quote from: Babar on Tue 30/03/2021 13:25:50
The "Superman is a horrible concept to write for" idea.
The idea that a protagonist that is morally upright and invincible can't have good stories. To me, that just smells of excuses for not being skilled at writing, and I thought pop-culture as a whole had moved beyond that argument, but I saw it recommended to me as a video again recently.
Yeah, it's pretty annoying when people bring up the whole Mary-Sue (or in this case Gary-Stu) argument.
The argument goes that a character with zero flaws, is a boring and poorly written character. The problem is, it is impossible to make a character with zero flaws. If you look at some of the worst written fan-fiction ever, with protagonists that are clearly supposed to be Mary-Sues, then you will quickly find an overwhelming number of flaws (being selfish is usually the main one). The problem is, those same stories tend to completely ignore those flaws.
As such, there is no perfect character with no flaws, only stories which ignore those flaws. There is no character that can do anything, only stories that allow a character to do anything.
I can think of a whole bunch of stories for Superman, and clearly the creators could too. That's why his arch-nemesis is just an ordinary business man. You can be an invincible morally-upright superhero, but even that's no match for an ordinary scummy business man who doesn't technically do anything illegal.
So yeah, I agree. That is annoying, and just a showcase of poor writing abilities. The thing is, almost everyone seems to be a terrible writer. (Me included, but at least I recognize it.)



Here's something that grinds my gears. The fact that people consider Snakes and Ladders (or Chutes and Ladders to some) to be a board game.
Does it require a board? Yes. Is it a game? Not... at... all!
It would be easy to make Snakes and Ladders into an actual game, but with the default rules, it is not a game, and I can prove it.

First, imagine I made a video game adaptation of Snake and Ladders. At the start you get to choose how many players will play. Now most modern video game adaptations of board games will automatically roll the dice and move your piece the necessary number of spaces for you, and also automatically do the effect of the tile you land on. As such the only time you need to do something is when there's a choice, in Monopoly it's whether to buy or sell a property, on Cluedo it's where to move, and of course on those two games you can choose to do things before you roll the dice such as trade a property or make an accusation.
So now that this hypothetical Snakes and Ladders game has been made, you turn it on, set it to two players, and... it's just a screensaver. There is more interactivity on a DVD menu!
As such, Snakes and Ladders is a performance, and NOT a game.  >:(
It's the equivalent of following a script for a stage-play.

It does not qualify in any shape or form under any definition as a game! If you did manage to shoehorn it into a definition of a game, that definition would have to be so loosely defined that it could include many things that no one in their right mind would ever consider as a game.
#576
Quote from: Chomba on Mon 29/03/2021 18:22:11
Deponia is a franchise that has three entries
Four actually.
#577
The Rumpus Room / Re: Name the Game
Tue 30/03/2021 15:04:14
First time I've seen the box cover on this.
Um... Minesweeper?
#578
Quote from: Furwerkstudio on Sat 27/03/2021 16:41:10
My take, it doing good for a niche market. It's pretty easy for new players to get into, "easy"* for new developers to cut their teeth on along with visual novels, and let's be honest many point and click games tend to good for older machines and laptops.

*Relatively speaking.
That's the most sensible take I've ever heard on the state of Point and Click Adventure games, and I agree wholeheartedly.  (nod)
I would also like to add that hidden object games have evolved into casual first-person point and click adventure games, that are not entirely unlike Myst. And those games are so popular, that there are now entire companies dedicated to making them.
#579
The best part about your games is easily the sprite work. I can see that most of them are slightly based on Guybrush Threepwood from MI2, but they're still really good.  :-D
The worst part about your games though, is usually the interface.  :-X But that seems to be improving with each game. At least there's six inventory slots on this game, rather than an annoying four.  :-D

Keep up the good work.
#580
Hmm, that GUI looks pretty nice to me.
If I had to make a suggestion though, I'd suggest to try and give it an ancient stone look. Your game looks like it would have a lot of ancient temples and stuff, so it might be a good idea to make your GUI look like something you'd see in an ancient temple. It's just an idea.

As for how it's setup, with the load and save button like that, I think it's ok. But I can see having only five items displayed at once, getting annoying quite quickly. So if you ever decide to add additional options, such as music and sound volume, I'd highly recommend reducing to an Options button like you said. Perhaps you could make the Options button a book, which when you click on, opens a menu that looks like a journal. It'd give you a nice little aesthetic to work with.

These are just ideas though. I'd recommend getting a second opinion.
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