Dec. 28th, 2024

dreadlordmrson: The Eye of Dread. (Default)
[personal profile] dreadlordmrson
Finally cleared out the c: games: lets play tag and moved it all to the c: vg 2: lets play tag, and stripped out all the SI tracking while I was at it.

Very very slowly, I clean up my tag system.
dreadlordmrson: The Eye of Dread. (Default)
[personal profile] dreadlordmrson


I'm watching and sharing this video before the cut, but if you're reading this, you're probably seeing it afterwards.

My comment:
I saved a copy of the pre-cut video but I'm not saying what was there. :p
However, it did reset my routine and will organize my life with simple living ideas involving productivity without tech and minimalist habits.
dreadlordmrson: The Eye of Dread. (Default)
[personal profile] dreadlordmrson


My comment:
Oh my god YES. you're focusing more on competitive games here, but this is something I've been being bothered by in singleplayer videogame design. Especially in games with very long development after the game's been released to the public (it's rife in early access games), developers can end up getting too focused on balancing and developing for the most skilled players. This part's too early, if you exploit this detail you can get way too much money, etc. It can be incredibly frustrating as a new player, someone with mid-tier skill, or someone without the time or physical abilities to reach the highest level. Or frankly just as someone who WANTS a more casual level of play because it's more fun sometimes to not be constantly struggling to improve.

And most of the time trying to discuss it just results in being told to "get good". Like. I don't WANT to. I want to just have fun playing, not climb a mountain to prove myself.

I'm getting into gave dev myself recently, and I'm promising myself to focus more on the mid-tier experience. The people who are "kinda good" at the game. Trusting the high level players to make their own challenges and fun, like speedrunners do.

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