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NightGameMassacre 01.02.21 12:57 pm

What hasn't been in the games yet?

It would seem that games for everything in the world already exist. But you dig deeper and you realize that many topics are not reflected in the games. What are you missing in games? What game are you looking for but can't find? What hasn't been in games yet?
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requiemmm 01.02.21

Living worlds. Quest givers nailed to the location issue the same quests, the same remarks, the seasons do not change, new dialogues do not appear, the quest rewards are static or tied to the character's level / stats. A quest that has not been taken is always waiting for the hero, the world evil always sits in its castle and, even though there are projects with hidden and explicit timers before the gamer, this does not solve the problem, because the presence of this very evil, which is doing its own thing, is also not felt. If there are various characters with whom you can play novels, they are also static, the dialogues will not change, no matter what state the game world and the characters themselves are in. The appearance of the hero does not matter, only the hidden number assigned to the character, which triggers the dialogue trigger, matters. MMOs, it would seem, should be more alive, but, in fact, these are the same dead worlds, in which players roam and prevent each other from playing. Sometimes patches move characters and change locations, but all this does not cease to be less dead. Bagels, like ADOM, are the same eggs, only in profile, because a dead world is generated there, from cubes, and nothing more. We need a neural network that creates an adventure on the fly, a kind of iron GM, so that he steers a normal engine, and does not scribble porn in a text adventure, as you know where :)

The second point is the excessive humanization of the characters. All characters are human. Regardless of the plot and model, they think like people, speak like people, behave like people. And the models are human, with minor changes, say, as in ME, where not only Elkors and Hanars are people. The writers do not even try to imagine how the world could see and think, say, a harpy or a mermaid. Yes, it is difficult for a person to imagine himself in someone else's skin, but they could at least try, because arachne cannot think like a person, her world is completely different.
But no, we sculpt standard fantasy dialogues on all models, or rather without even seeing the models. Complete trash.

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MunchkiN 616 01.02.21

within the technical limits of reason and convenience, perhaps all or much has been achieved in games.
all that is not achieved is a matter of high cost and complexity.
my search in the era of the furious pixel was carried and sega was aimed at absorbing pixels. I was wondering how the limited color variation of pixels gives a sense of level, enemy design, location design. I needed as many pixels as possible and so I went to my friends and watched them play games, discovering more and more pixel models. and the console head has a thirst for 3D grafon. and I thought about giving up pixel models and noticing them with a lot of pseudo voxels (then I did not know what a voxel was). The 3d world of the game without 3d looks like some clouds of pixels that will interact with each other by arrays of depth. and in place of each pixel of the screen there will be a certain parallel code, which will give out certain pixels, depending on the game variations, a kind of analogue of a branching maiden in a dummy - this would allow all top gun and zero tolerance to go to a new level of displaying reality. Of course, then I did not know what technical limitations are in the consoles. if the consoles draw pixels from the walls at angles - I thought they just unfold the pixel into a frame and expand it to a certain limit of the screen space - so what's the difference how many there are potentially there ... pitch-pitch. therefore, many years later, in a computer science lesson, having heard that it is impossible to write a game in BASIC, I baked because in BASIC you can draw a square and there are multidimensional arrays. there are conditions and logical operators yes, no, if. This is sufficient for creating games in which everything that can happen in them will be determined by nested tables. and writing trillions of lines and a couple of million variations of the states of the pixels of the world is simple (except for the weakness of the mind of a programmer who is not able to present the game as a whole in such a way.) It's a matter of time, diligence, and processing of the given code with a pitch.
but the early ones I saw firsthand Pek and that all this is decadence. I lost Diablo 2 and learned a lot about game mechanics. that gold can be used to buy loot. that unnecessary loot can be sold for gold. that you can equip loot and punish them with zombies and demons, and when you run out of manna and endurance they punish you. and there is universal justice, because when you punish with a fireball, it does damage and does not kill, it is also fair for you, and bought boots can reduce suffering and you can experience despair when something hand kills you and you are left with nothing. further enemies are stronger and all are already peeled off and do not appear again when the screen leaves. I saw all sorts of other games and the unthinkable was happening in them. and began to seek and absorb everything that is fantasy. in order to expand and fill your knowledge to create your own fantasy worlds from different sources, most of which were games. and at first I was interested in games similar to diablo but for mental learning all games were fed, including historical ones, to form the core of the dream game. and after it appeared, the hellish meat grinder continued to work, taking out the vinaigrette filling the world. in general, I wanted a game like Gothic 2, but with a wide varied world, large open spaces and so that I was washed down with roach. later, this trend was overgrown with the concept of a base, partners, and after playing corsairs 2, such a mmm I want ships with seamless control like a roach. The gameplay reflections were paralyzed, which turned the game into a survival, and so that if you don't wear a helmet, your eyes will be knocked out and the floor of the screen will be black, and if your legs are cut off, you will ride in a wheelchair. I have been waiting for such a game for two years. there is also a plot ... thoughts were about a self-developing plot, which is based on a certain linear structure associated with time. such a game can go through itself and the player's goal is to intervene, bringing closer, delaying, canceling or starting branches of events. it quickly became clear that the classical system was not suitable for her, which returned to thinking about pixels and tables. but the main problem is that I managed to come up with a few stable plots of such a concept. this would mean that if such a game appeared, then subsequent games could not give anything. so it would be a logical dead end. I have been waiting for such a game for two years. there is also a plot ... thoughts were about a self-developing plot, which is based on a certain linear structure associated with time. such a game can go through itself and the player's goal is to intervene, bringing closer, delaying, canceling or starting branches of events. it quickly became clear that the classical system was not suitable for her, which returned to thinking about pixels and tables. but the main problem is that I managed to come up with a few stable plots of such a concept. this would mean that if such a game appeared, then subsequent games would have nothing to give. so it would be a logical dead end. I have been waiting for such a game for two years. there is also a plot ... thoughts were about a self-developing plot, which is based on a certain linear structure associated with time. such a game can go through itself and the player's goal is to intervene, bringing closer, delaying, canceling or starting branches of events. it quickly became clear that the classical system was not suitable for her, which returned to thinking about pixels and tables. but the main problem is that I managed to come up with a few stable plots of such a concept. this would mean that if such a game appeared, then subsequent games would have nothing to give. so it would be a logical dead end. canceling or starting event branches. it quickly became clear that the classical system was not suitable for her, which returned to thinking about pixels and tables. but the main problem is that I managed to come up with a few stable plots of such a concept. this would mean that if such a game appeared, then subsequent games could not give anything. so it would be a logical dead end. canceling or starting event branches. it quickly became clear that the classical system was not suitable for her, which returned to thinking about pixels and tables. but the main problem is that I managed to come up with a few stable plots of such a concept. this would mean that if such a game appeared, then subsequent games would have nothing to give. so it would be a logical dead end.
and then the screens of tes4 oblivion drove up and I saw the grafon. and looking at the delazed guard, I imagined how this could work on PeK and then sruzis and I realized that I saw the light of the grafon, believed in the infinite power of shaders, because I thought that graphics still believed in reistig but with accelerated texture mapping. and since fentozy action RPG hunger by that time was almost exhausted and new games could not bring me new knowledge except for grass models, I began to analytically comprehend the grafon considering, patterns, bugs. the concept of the ideal disappeared, but the concept of the ideal grafon appeared. grapooooona dreams. and the grafon does not care what kind of game is in front of him and I began to play different games, studying the light of the grafon and the knowledge hidden in it. this lasted several eras of grafon, marked by the appearance in them of various technologies that bring it closer to the graphon as in life. and I wanted all the maximum in games. the sum of different solutions from different folded into a single one that is suitable for any 3D game with realistic or near realistic graphics. But this desire was due to the decline of Peka gaming, for years bakers had to beg on their knees for a soap port with petitions or received games optimized and developed primarily for consoles.
Also, a milestone in the twist of my hobby for games was the mass effect that pulled me out of the Middle Ages. Dark Messiah Migs And Magic, which made me think about moral choices and motives, like when Arks Fatalis made me think about the concept of a game without an interface but the interfaces won. and the witcher finished what he had begun. Now in RPG games I began to think about the emotional manifestation of the character, his identity and problems. Gradually, this direction led me to the concept of Kinz games for a DVD player where you had to press buttons until the time was up. the freedom of an open world playing in itself was replaced by a clearly deterministic narration with a small selection of variations of a trolley traveling on rails with branches to the final shooting galleries. in such a game, the character had to be weak and worthless, not have constant direct control of the player and suffer. And such a game was Lara Croft in 2013 or whatever the year is, who slides down the slope on her bottom, laughing and crying. pulls out a splinter of wine then press x and it hurts her.
for some time there was thought about games and universes conventionally reminiscent of cyberpunk from the fiction trends of the 70-80s. of course I look for and reap similar games, being already armed with advanced 3d engines. Shaduv runes came out, but I was interested in the concept of a GTA imaginative story game with transport or a game of harsh space simulation of a submarine inspired by the space engine. and a star sitizen appeared where you could run around the ship. I always lacked this concept, but I did not know what practical application of it in the gameplay until I saw the hellyon where you have to put on a spacesuit and fix your trough, pull the boxes and survive. this is how the concept of the perfect space simulator was born. a simulator denying action dog fight WWII. I have not seen such games yet.
my last concept and invention were games about binary characters and their deep gameplay integration. the slippery slope of the fact that the characters are personalities, they can have their own aspirations and preferences and the player who is free to do as he pleases, but this can sharpen the characters or somehow influence them. this is a dangerous step since a comfortable mine character in games is relatively impersonal and neutral in every possible way. games where this is not the case usually cause rejection if the player does not agree with the character. for example, the Witcher 3 begins to make fun of Philip Erhard in an offensive tone in every possible way because her eyes were gouged out. I do not feel any kind of dislike for this character and I do not know what connects them and I am - what is this witcher carrying? and the rest of the last of us 2.
and the most recent concept was a consequence of the study of the phenomenon of dark solus. On a superficial examination, I concluded that players like being slapped on the cheeks and modern games are built for convenience and responsiveness to the player. do they want hardcore? and then the epic concept of survival RPG gets out of the closet, which is like a daggerfall with bringing the player's capabilities to the approximate capabilities of a worthless body and real performance characteristics of weapons and armor. they will get hardcore ... and this is a game about the agony of groaning helpless flesh from the first person so that the player projects everything onto himself, he does not even play for an anthropomorphic creature. but then I realized that dark solus has a different hardcore and the concept remained and therefore the hunger for learning such games.
and so I do not know what to wish from the games, because basically everything is there. and if I saw an assassin's screen valhalla or an odyssey being a schoolboy, I would have yelled. Yeah !!! 111

arachne can't think like a person, her world is completely different.
here is rather the question of how to convey this to the player without purposefully explaining it to him. yes, and the intellectual basis of all intelligent beings, plus or minus one, will simply be different for some cultures, if any, and some social adaptive functions. otherwise, the creature will have some needs to provide for which it will direct its intellectual activity. but most likely the Irok will not understand anything, it will be just some kind of game.
Need a neural network that creates an adventure on the fly
unfortunately there is a bunch. such games need causation and conceptual matrices. artificial intelligence does not yet possess a conceptual generalization, and most likely neural networks will only tread around this problem and never deal with it. all that ai can do is rather hardware-fast and high-quality random. therefore, if there is some intelligible normal adaptive AI plot, then it will not be made on neural networks, but perhaps neural networks will create heuristic patterns for it so that they work in the mythology of the world, which a person cannot code in a reasonable time.