Watching a bit of AGDQ, but they're playing Clair Obscur, which is like the shitty tunnel fights in Final Fantasy XII-XIII: Run down a tunnel/path with invisible walls, hit X a lot. But without FF's amazing art. I hadn't watched much of this game before, and it's *awful*. What you've shown me is I would never play this.
#videogames #agdq
Watching a bit of AGDQ, but they're playing Clair Obscur, which is like the shitty tunnel fights in Final Fantasy XII-XIII: Run down a tunnel/path with invisible walls, hit X a lot. But without FF's amazing art. I hadn't watched much of this game before, and it's *awful*. What you've shown me is I would never play this.
#videogames #agdq
Musing about comparisons between #ttrpg, and #videogames.
I feel like one interesting difference is that, as a videogame designer, you have to come up with interesting solutions to any problem you present to your players, because no solution can exist outside of what you put in the game (caveat for #imsim maybe? but even then you have to make sure some solution does exist lest you'll just lock the game).
On the other hand, as a ttrpg DM building an adventure, you can (and maybe should?) put in obstacles without envisionning yourself how to bypass them, because your players will be the one coming up with clever (or, more often than not, bonkers and silly) solutions from the top of their heads.
Some videogames make you feel weird for using your own name. 😆
I literally watched my son play a "horror" game on Roblox where he has to make and sell shawarma to late night customers, but also determine which of these customers are actually predatory monsters in human form. I can't decide if this is the greatest or stupidest thing I've ever seen.