I have both PS4 and PS5 controllers for use with my PC, and I prefer the PS4 one because it feels more comfortable in my hands.
I have both PS4 and PS5 controllers for use with my PC, and I prefer the PS4 one because it feels more comfortable in my hands.
I don’t know if it counts as a controller per se, but I’ve been using an MMO mouse with a big number pad for the thumb for quite a few years now. I used to laugh at these things, but once I tried one, I couldn’t go back. Those extra buttons come in handy a lot more often than you might think, and sometimes I wish it had even more.
I unironically wish all controllers were like this. IMO the main way hardware limits game design is the number of buttons on modern controllers; more buttons = more actions that can be performed = more complex and interesting games.
I’d say that if preventing boss cheese requires turning off the most basic core gameplay mechanic that the game is built around, then the entire design of the boss fight needs to be thrown out and rethought. Boss fights should make use of basic gameplay mechanics, not conflict with them. It’s not like this would’ve been rocket science for the Starbound devs. Terraria does it right, building suitable boss arenas is a major part of that game (the golem being the only exception, and even then only the first time you fight it). They could’ve just copied that like they copied so many other things. The lead dev of Starbound was one half of the original two-man team that created Terraria before founding his own company, so I’m really not sure how he managed to screw this up. He of all people should’ve known better.
As for Starsector, I remember there was a back-and-forth between the players and the dev with respect to the solo playstyle. Some players liked to take a small, fast ship and just solo entire fleets by kiting them around, so the dev implemented combat readiness to put a stop to that, effectively putting a time limit on battles. Players responded by using larger ships with longer combat readiness and making them fast by stacking both speed-boosting hullmods (Unstable Injector and whatever the other one’s called), so the dev made those hullmods mutually exclusive. It’s become clear over the years that he simply doesn’t want players to be effective in the game in either combat or command capacity. He wants the game to be a tedious slog where you lose a chunk of your fleet in every battle without there being a damn thing you can do about it.
The fact that combat is only a small part of the game and is all about fleet composition rather than fleet control is kinda the problem, that’s what I’m talking about when I say the game didn’t fulfill the expectations that its early versions created. Starfarer (as it was known back then before some copyright dispute) started out as just a list of battle scenarios, with no overworld map at all. It was all about ship and fleet control, fleet composition didn’t play a role at all because you couldn’t adjust it, you had to win each battle with whatever fleet the scenario gave you. Combat is what the game started with, it’s the core that everything else was built around. Unfortunately subsequent development saw basically no improvements to combat. Just about the only change I’d classify as an improvement was the command rework; in early versions you couldn’t even tell your ships where to move. Instead, the dev added more and more padding between battles, diluting the game to the point where combat is now only a small part of it and is mostly decided by fleet composition rather than the player’s piloting and tactics. The game has become the opposite of what it promised ten years ago.
I can’t agree with your recommendations of Starbound and Starsector. I spent a lot of time with these games trying to figure out why I wasn’t having a good time, and I think in both cases it boils down to the fact their development didn’t fulfill the expectations that the early versions created.
Starbound has beautiful graphics and music and a charming atmosphere, but the gameplay is incredibly dull, the combat is awkward and clunky, your movement abilities are pathetic, etc., etc. For some reason the devs decided to implement a story, and it’s literally the dumbest shit I’ve ever heard. And even though this is a building game like Minecraft or Terraria, you can’t build your ship or any of the boss arenas, all bosses are fought in special levels that are protected from your mining/building tool with a magic forcefield. It’s like the devs didn’t even know what kind of game they were making.
Starsector has the opposite problem, the dev knows exactly how he wants his game to play and implements mechanics specifically to prohibit other playstyles. You want to spend all your skill points on buffs for your piloted ship and play this like a space shooter? Too bad, your single ship will run out of combat readiness and explode. You want to sit back and just command your fleet without getting directly engaged? Too bad, every command you issue consumes a command point, and once you run out, you can’t give any more orders. Unfortunately the playstyle the dev enforces results in the player’s role diminishing as the game progresses and their fleet grows, until eventually the game mostly plays itself. The game is overengineered, bloated, and the development drags on. I’ve lost count of how many skill system reworks there have been in the last decade. The dev is just fiddling at this point, and a lot of the systems he’s been trying to balance for years could just be removed entirely without anything of value being lost (ECM, capture points & command points, combat readiness, etc.).
Ah, thank you for your thoughtful response. I’ve tried to condense my thoughts as much as possible, but it’s still a giant wall of text. Sorry about that.
I basically agree with most of what you said, there really is a lot to like about Oblivion. But I’ve always perceived a strange contrast in it between its excellent quest design and the way it treats the actual Elder Scrolls lore, and it has always bothered me. How could they put so much effort into one aspect of the game and so little into the other?
When people reminisce about the game, they always mention their favorite quests: The Dark Brotherhood quest line, the quest where you go into a painting, the one with a paranoid elf, the one with a backwater village full of Lovecraftian cultists, the one where all the people in a village got turned invisible, the one where a ship that’s being used as an inn gets hijacked by pirates and sailed out to sea while you’re sleeping in it, the one where an orc gladiator finds out that he’s the son of a vampire, the one were you help two brothers reclaim their family farm… And these really are some of the best and most memorable quests in any RPG ever.
But, with the exception of the DB, can you see what these have in common? They’re not Elder Scrolls quests. They have absolutely nothing to do with the setting, they’re as generic as can be. You could lift them from Oblivion and drop them into any other fantasy game, and they’d work just fine with basically no adjustments needed.
When the game does make contact with the Elder Scrolls universe, it almost always does so in the most halfhearted and perfunctory way possible. The examples that stick out most in my mind are Boethiah’s quest and Mankar Camoran’s speech in Paradise. What sinister task does the Prince of Plots, whose domain is deceit, conspiracy, secret plots, assassination, and treason, have for you? Go into an arena and kill some dudes one after the other. Like… really? That’s a Mehrunes Dagon or Molag Bal quest, not a Boethiah quest! And the baddie, a supposed expert on all things oblivion, gives you a speech near the end of the game, during which he rattles off the names of some daedric princes and the planes of oblivion they rule over. Except that he gets every single one of them wrong. The writer threw in some TES terminology with no regard for what it actually means in the same way that Star Trek writers throw in technobabble.
These are just two examples, but you notice stuff like this all over the game if you keep your eyes open. Most of the people working on the game, with the exception of the DB quest line designer/writer and maybe a handful of others, clearly didn’t give one singular crap about its setting, avoiding it as much as possible and putting in the bare minimum effort otherwise.
Now the revelation I’ve had is not that the game is like this, I’ve known that for almost twenty years. It’s why it’s like this. It finally clicked as a result of combining three ideas:
One, I recently watched a video by Zaric Zhakaron in which he points out that the people who created The Elder Scrolls left the company decades ago. He argues that Starfield’s worldbuilding stinks in comparison to Bethesda’s previous games because it’s the first game in decades where the developers actually had to do some themselves, they couldn’t simply insert new quests and stories into a world that had been made by others and that they simply inherited (TES) or purchased (Fallout). And it turns out they suck at it. There was barely anyone left of the old Bethesda after Morrowind.
Two, modern Bethesda has no balls. Old Bethesda made a variety of different games, some of which were highly innovative both in terms of technology and design (e.g. it was Terminator: Future Shock, not Quake, that pioneered 3D enemies and mouselook in first-person shooters). But then Morrowind became a huge hit, and the price of success was the company’s soul. It spent the next twenty years making the same game over and over with different coats of paint.
And three, I had a brief discussion about Assassin’s Creed: Black Flag. It’s a game I like a lot, but whenever I talk about it, I tell people that it’s an excellent pirate game whose biggest flaw is that it sometimes forces you to leave your ship and play Assassin’s Creed. It’s pretty clear the developers wanted to make a pirate game, but they still had to contort it into the AC straitjacket for marketing reasons.
I’m sure you can tell where this is going. You said Oblivion was made with passion, and that’s only half true. Yeah, the developers clearly did want to make a good game, and in many ways they succeeded, but they had no passion for The Elder Scrolls, because it wasn’t their setting. They hadn’t made it, it was just a leftover from some guys who no longer worked there, and as a result the new guys didn’t know or care very much about it. They still had to make a game in it, though, because that’s what the fans wanted. The result is a rather formulaic game that distances itself from its own setting whenever it can, yet is unable to develop its own identity because it would clash, and mangles it when it can’t.
Maybe I’m just slow and this stuff was obvious to everyone twenty years ago, but I feel a strange sense of closure having figured it out. If you made it this far, thanks for reading.
Morrowind is the reason I’m in the game industry and has impacted my life more than any other single piece of media. It’s been heartbreaking for me to see the treatment Elder Scrolls has gotten. I was so excited for Skyrim it was the only game I’ve ever preordered, it’s the reason I originally got a Steam account, and the whole game is a let down start to finish.
I feel pretty much the same as you about those games, which makes me very curious what your opinion of Oblivion is. I’ve recently had a bit of a (belated) revelation about it, so I’m interested in other opinions and discussion.
I’m going to misuse my stupid whenever and however I want, and there ain’t a damn thing you can do to stop me!
I get that, but at the same time I don’t. I mean, it doesn’t make sense to me. Expecting endless debate and also expecting correct conclusions to be reached seems contradictory, since once conclusions are reached, debate would cease. This is one of those things that make me feel very uncertain, like when you finish an exam in half the allotted time, watch everyone else keep furiously working, and start questioning whether everyone else is dumb or whether you are and you missed something obvious. I get that feeling a lot when reading/thinking about religion.
I’ve heard stuff like this several times from different sources over the years, but I’m still not convinced it’s not some elaborate collective prank. It reads like something written by Terry Pratchett or Douglas Adams.
Yup. It’s incredibly convenient, I have no idea why people stopped using it. I follow a bunch of youtube channels, webcomics, podcasts, blogs, and apps in development. If there’s some way other than RSS to have all those updates show up on a single page, I don’t know it.
This had me in the first half, but the last sentence makes it clear it’s a complete fabrication with no basis in fact. Business tycoons have always had a disdain for the poor.
Basically all of NetHack, but if I had to pick one thing, it would be the fact that the devs foresee things that don’t even exist in the game. For example, if you polymorph yourself into a monster that can eat metal and then eat a trident, you get a humorous message referencing Trident bubble gum. A similar message exists for when you eat a piece of flint (referencing the Flintstones, naturally), despite the fact that there are no monsters in the game that can eat rocks. In other words, that message can never be seen in the vanilla version of the game, but the devs prepared it anyway just in case you mod such a monster in.
Frontier: Elite 2 had it in 1993. There really is no excuse at this point.
It looks cool, but frankly I’m far more interested in how it’s going to be monetized. I bought into PoE early access back in the day but stopped playing after a few years because I got fed up with how its game design is compromised in order to accommodate its business model. Specialized stash tabs for currency, maps, cards, etc. are basically a mandatory purchase, since inventory management is hell without them. Maybe this is an unpopular opinion, but IMO deliberately introducing game design problems, such as tedious inventory management, so that you can sell the solutions is a scummy practice. The same goes for drop rates, which are frustratingly low in order to force you to trade instead of finding your gear yourself, since in order to trade effectively, you need to buy a few premium tabs. Even though I actually made all these purchases to overcome these artificial hindrances, being squeezed like that left such a bad taste in my mouth that I just couldn’t enjoy the game anymore. If they keep this up in PoE2, I’m going to steer well clear.
This is probably going to be an unpopular opinion, but I’m more baffled why game devs continue to implement inventory limitations at all. I have yet to see a game that wouldn’t be significantly improved by just giving the player infinite inventory space.
AER: Memories of Old
Feather
Both are very relaxing games about being a bird and flying around a beautiful, somewhat surreal landscape.
If you have any interest at all in Souls-likes and want to see where the genre really started, consider Blade of Darkness. An updated version is available on GOG with modern resolution support and slightly improved controls (still clunky as hell in comparison to newer games, though).