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File: 91a4db08583ee4a⋯.jpg (108.77 KB, 683x1024, 683:1024, 014c524e0f06ed0ef66f1ff38d….jpg)

d74fdc No.15163603

What's the meta right now and what would completely crash and dominate the market, setting new trends and standards for the next decade to come? Let's analyze what's been done, what everyone is asking for and what everyone doesn't know they wanted but will instantly love it.

MMOs - mmos are always level-based, economy-based, completionist-based which turns into grinding/farming. And most mmos have a world to set it apart from multiplayer games.

My answer is to remove the levels and economy, simply have everything available from the start, even the locations. Furthermore enemies should always die from 1-5 hits instead of 10-300, unless it's a boss. This should drastically set aside how today's MMOs work.

Erotic video games - it's nothing but animated loops with different speeds and a loading bar for when you or her climax.

Actually making it an interactive game with the NPC would greatly break the meta and cause everyone to call you a hero and a spirit of originality. Things such as custom cock size, sensitivity, sanity, the NPC having an AI during the sex would greatly improve the erotic video game genre.

Brawlers/Fighting video games - Most of them are based off Street Fighter and Mortal Kombat which have terrible controls in terms of jumping, damage hitboxes, recovering, cornering.

Instead 3D fighting games like Naruto Shippuden and DBZ seem to have it good. Same for the really old Game Boy Advance DBZ game. They seem to balance fast melee pvp without making one player dominate the other, thus we get some really balanced fights.

It's too bad most 2D fighting games and brawlers couldn't learn more from Hack n Slash type gameplay. Simply being able to activate your supers, ultras, combos under certain conditions without memorizing and inputting dozens of keypads would instantly help fighting games's popularity.

Can't help but look back at the past a little.

NES - the controls

If a popular NES series of games had good controls then that series would have dominated the market. Controls on the level of the SNES, Genesis, GBA. This could have easily been done by allowing: attacks without animation FOR THE PLAYER, invincibility frames, more accurate jumps or grabbing, no death pits, blocking, no floaty controls, no stiff controls.

Freedom Planet/Gunstar Heroes/Ristar/Rayman > Sonic.

HR Giger Aliens video games - Aliens and Predator games always end up being extremely generic and unfinished games. Outside of the arcade video games which are still generic, but have an immense amount of quality added to them.

There's 2 ways to go about this. Either make an interesting video game, meaning a non conventional/original video game about base defense/resource management, exploration, open world, simulation, something with depth like GTA and Far Cry. Or just make a generic action shootah or horror game but make it really good like 2D Contra, Gunstar Heroes, Vietcong, Medal of Honor 1, Alan Wake, Silent Hill.

d74fdc No.15163615

File: 49c16bab9d71609⋯.jpg (60.31 KB, 514x384, 257:192, Lego-Rock-Raiders-Free-Dow….jpg)

Minecraft - It's an unfinished game.

Pros: It's a very intuitive mining+building game with added horror cavern survival gameplay. A very easy to control game. compared to a video game editor where you struggle to place a block at a specific level. Terraria did a fine job at taking Minecraft's mining+building aspects and greatly improving on the adventure and rpg aspects.

I'd add the better gear/level up aspect, but less like an RPG like Terraria, and more in a new direction such as Colobot and Miner Disturbance/Motherload did.

It starts off as a mining FP with environmental hazards such as volcanoes, cave-ins, armies of interesting interactive mysterious enemies, getting your allies kidnapped. Double-edged buildings like a nuclear power plant. Modify the ore generation by creating giant roots of ores so you stand in one place and develop a base there and have a reason to defend it from other players. Make minecarts similar to a rollercoaster, make them very rewarding and easy to use, by making the player capable of spawning railroad while he's inside the rollercoaster that can be placed in mid air. There would be a ghost enemy that can take control of what you have around the house, so it matters how many and where you put them and you absolutely need them; chests, furnaces, diamond swords, food. The torches/light/darkness would play a more interesting part by involving horror elements. You'll have your own RPG team that can get kidnapped and lost. The game would move on from just being a mining game and to a tycoon/sandbox/simulation game which allows you to terraform naturally and create self-sustained worlds of hostile and docile monsters living together, and they can grow on their own. As well as your own base of allies and civilizations.


ae4fff No.15163627

>>15163603

Well right now games that are experimental can be very successful if some youtubers cover it. Cuphead and Freddie are good examples of this. Like I think that visually and gameplay wise the game needs to be different enough where someone like a PewDiePie can pick it up and advertise it to his base. ironically most business men in video games don't seem to understand this and rely on making the same old shit like hollywood does. I think if a God Hand 2 came out that it would be extremely successful, while also having major backlash from gaming journos and the feminist press.


d74fdc No.15165792

File: 8e9b31a5dc0e190⋯.jpg (286.08 KB, 1366x768, 683:384, Meant to include a picture….jpg)

Guild Wars - They broke their own game.

Its main pros were Magic The Gathering styled spells which paired very well with the PvP(slightly less with the PvE) and you had control over 7 customizable allies, just like a real RPG. Of course originally you only had control over 3 customizable heroes, the rest were non-modifiable henchmen. Those were its 2 main pros.

If I was to remake it I'd make the world much smaller, like newbie area Ascalon-small. I'd actually make that dynamic event with the PRE and POST apocalyptic dynamic event work properly. I'd remove the charr and make the fight happen with the Underworld trying to take over. It's less dull than a desert. I'd also keep the christmas snow-filled Ascalon as part of the canon instead of just a holiday.

Instant primary profession change. Instant spell/skill unlock. Instant gear unlock. Having to to restart the campaign 10 times for each profession is more than grind. It's like having to restart the campaign for Warfarme when you change between 30-40 frames/classes.

Make profession combinations FAR FAR more viable, because they were not despite Anet promoting "Play as two classes at once" bullshit. They were extremely limited.

Every physical profession would be treated like a sub class of the warrior, even the ranger. Attack skills would be more interchangeable by not being limited to weapons.

Most of the spells/skills should have been far more complex. There were some spells which did 1 thing so good that you no longer needed anything else to support them. There were unique interesting spells but highly underpowered. There were spells which did 3 small things at once and then there were hspells so weak they did nothing but waste your slot, especially your elite slot. Some classes and their respective masteries had a lot of them, some classes would have required 24 slots worth of defense and attack spells in order for the class to reach the standard which other classes had. Normally you only have 8 slots. Some classes had absolutely no synergy, namely the warrior with the elementalist. And many other grievances.

The world of GW, while beautiful, was a major tease due to engine limitations. The engine was so weak your avatar couldn't interact with the stairs and very similar to Dark Souls you couldn't make a 2 foot jump onto the next area. Except that in DS you're allowed to at least fall and sometimes be rewarded for it. In GW1 you cannot even fall. It made you feel like a ghost in a painting. Everything felt superficial, you couldn't interact with anything, let alone be rewarded. No secret rooms, no bonus areas, nothing, let alone reward items.

The reward for exploration in GW1 was non existant. GW utterly failed at this aspect most RPGs dominated in, even WoW had GW beat. Even in EOTN the attempt at interesting landmarks(Bottomless Pit) had nothing tangible to offer. Compared to say Dungeon Siege 1 where there was the "Pit of Despair" which lead to 3 labyrinths with zero visibility. Dungeon Siege 1's Untraen multiplayer map was far more immersive than its singleplayer counterpath.

Despite everything being instanced, you could not burn down trees, freeze forests, fill up the map with TNT, you could not interact at the most basic level with the area, let alone destroy the map. It never took advantage of the fact the maps are instanced. Neither the ability to allow you to just fool around and be OP with custom spells in elite areas. There was no sandbox mode.

The PvE for GW always felt like a second thought compared to the PvP. The story in GW is what story is to the writers of Kingdom Hearts and Wakfu: nobody gives a fuck if it's consistent. Probably the most piss poor storylines and writing decisions came from GW writers in the form of arrogant ignorant gary stu/mary sue NPC allies that stole all the credits. Compared to the PvP aspect where the players are literal god's champions competing for godhood and owning the rights to the realm of the gods. In the singleplayer the players are dumb tools being used by kings, princes, gold aliens and then black aliens(the Mursaat and Seer, respectively) for anyone who wants to Google it.

Just like Aion and GW2, the human characters are absolutely beautiful, namely the textures(despite their low pixels). The lightning, coloration, gloom, graphical effects were also good, really nice rainbow refraction effect on the jade surface, but again it could have been utilized even better. The environment from afar was also breathtaking for its time, but again not when you closed up.

The soundtrack was made by the same guy who composed for Dungeon Siege 1 and 2. It's very atmospheric, but it can at times be generic and it feels like 5 copy-pasted pieces strung together into 1.


d74fdc No.15165808

File: f68ad9e36f1cdbd⋯.png (28.38 KB, 195x267, 65:89, Draynor_Village_map.png)

Jagex - They broke their own game, several times.

It had a few things going for it. The decent quests(which honestly wasn't all that great compared to a normal RPG and because of the the piss poor combat), the PVPing location, the numerous things you could level up, even the most useless such as firemaking.

Its main thing it had going for it was the comfy feel, the minimalist style and super slow gameplay that helped it. The drop parties, scams, bosses were fun. The piss-poor art style, graphics, audio played in its advantage by being so charmingly minimalist like a handicapped NES game or today's indie games. But utterly it would have been far better to use AION's graphics, music and art style.

The combat that was full of misses/0s was not fun. The painstakingly slow grinding was not fun unless you socialized or had something else going on like a clan, a business, a party, something.

Remove the combat skills entirely and combine Guild Wars with Runescape, it would be interesting to see how it goes. Yes this removes pures and the level limits in the Wilderness.

Other ideas for it would be to make Runescape completely turn-based combat without any real-time elements at all. Thus improving the comfiness.

I would have made the wilderness beyond the mage arena less PvP and more PvE by making randomly generated areas, thus adding some mystery and even horror which combines very well with the comfy campy feel of RS. I genuinely didn't know what to do as a noob when I entered Draynor Manor and couldn't find that tiny window to escape. Losing all your inventory except 3/4 items also greatly played in RS's advantage, but perhaps adding no-risk worlds would have also caused less rage quitting, accelerated heart beats, adrenaline and broken keyboards.

Firefall - Again they broke their own game, by changing the way gear/stats/level up system like 7 times, but doing nothing to the gameplay but underwhelm it more by removing invading enemies and adding elite enemies and missions that forced you to do nothing but cheese and trick the meta, even worse than Guild Wars 1's elite missions.

Firefall in its alpha/early beta was really good. I would have added more blackhole missions/areas and would have allowed the player to go beyond the purple wall that kills you, but only for a limited time. It was really good and just needed quality improvements rather than a different direction and fresh new ideas.

Puzzle Pirates - Great concept, horrible execution. The puzzles, fuck the puzzles. Incredibly challenging to the point it was more about RAW talent and severe luck rather than statistics and experience. Also there were simply too few puzzles.

This game is literally nothing but puzzles, economy and cosmetics. You can own islands, open your own shops, buy your own ships, buy your own house and decorate, buy clothes that disintegrate after 1 month of wearing them. Luckily it does not have a level up system, instead it's based on your talents for super challenging puzzles that are far far beyond their normal counterpaths. You could compete in tournaments and win a lot IF YOU WERE SUPER TALENTED.

Placing 10-100 players on a ship and each person doing an assigned job was an interesting and comfy idea, the horrible execution was the puzzles. You had to be painfully good at them. The endgame was hugely based on economy and starting your own business(owning a shop, island, ship, starting a crew) That and a few more quirks like the horrible click and point movement, everything costing money that was hard to earn,

The economical part of the game was a huge double edged sword. On one side it fully embraces the economy side of MMOs and grinding till you start your own business to become a self-sustained wealthy titan, the ugly side were the noobs which couldn't even own their own ship because it costed too much. Not just to buy the ship, but to buy the supplies and to spend a long time moving your ship between islands was a massive pain in the ass. And then there were monster hunts and clan wars where you could lose your ships.

Really depthful economical end-game, but I wouldn't promote that, it's a bad practice. Instead I'd promote the 100 men on 1 ship monster hunting idea, but it needs a good gameplay.

And get rid of that retarded children's art style. Runescape's wasn't cute and never pandered to children, while Puzzle Pirates's presentation was blatantly pandered to toddlers, despite the game being as hard as fuck and including gambling card games such as Poker+Hearts+Spades which no toddler would know how to play.

Actually there 2 things which ruined Puzzle Pirates - its increasingly bored userbase and 2) the kraken hunting which took out the normal game out of the equation and assured you an immense amount of cash enough to buy your own ship in half a day of kraken hunting, as opposed to 1 month of pillagign or a lucky streak of Poker/Hearts/Spade/Tetris.


1067ef No.15165870

File: 982be9b2d12c682⋯.webm (2.57 MB, 480x360, 4:3, t29118f8ac46471cb8ed8c86d….webm)


6423d7 No.15165900

File: 7fe0ee030c6ad30⋯.jpg (1.57 MB, 3362x3822, 1681:1911, 1635-Rembrandt-Le-Sacrific….jpg)

𝓽𝓱𝓲𝓼 𝓲𝓼𝓷'𝓽 𝓮𝓿𝓮𝓷 𝓪 𝓻𝓮𝓪𝓵 𝓶𝓮𝓽𝓪 𝓽𝓱𝓻𝓮𝓪𝓭


ef3e0f No.15166655

File: edfe547a5a164de⋯.jpg (79.94 KB, 625x626, 625:626, 1435514124411.jpg)

>My answer is to remove the levels and economy, simply have everything available from the start, even the locations. Furthermore enemies should always die from 1-5 hits instead of 10-300, unless it's a boss. This should drastically set aside how today's MMOs work.

Stopped reading there, OP. 8/10, you really lack the "oomph" that makes people get mad at you and take this seriously. It's really a shame, you see, it had quite a potential.


4e8ce6 No.15166667

>>15163603

wrong on all points lol


fec960 No.15167052

File: e80130b966fe4b3⋯.mp4 (6.33 MB, 640x360, 16:9, e80130b966fe4b36c9626557e0….mp4)


16f554 No.15168163

>>15163603

I see your "let's pretend we are all professional video game devs or critics" and I raise it some answers so this isn't so boring anymore.

>MMOs

There's plenty of MMOs that actually break the mold, but they run out of content really fucking fast and making content faster than players complete it is borderline impossible.

This is the main reason for threadmill gear, you can easily math your way into deciding just exactly how many months it will take for 80% of your playerbase to complete it.

Your solution is terrible however, it doesn't really fix this at all, just makes it happen sooner.

The actual best solution would be to shift focus from your character to the world around it, and for this you still need the economy.

The thing about most MMOs is that your gear is basically your character, it defines how strong you are. And because of this, as well as the 50+ hours grinding those pants with a 0.0002% chance of dropping, one thing that can NEVER happen is losing that gear.

Older MMOs actually did things in reverse, where you could indeed lose your shit and most of the best stuff was craft-only. This isn't the best solution, however since the crafting itself was tedious to do past the first few tries and lead back to the same problem with powercreep, especially since the fun content where everyone else happened to be required late gear as well.

The solution is to tie your character's power and ability to influence the world with the world itself. You don't get a magic sword because you do raids, you get it from the local blacksmith getting special resources from the nearby mine. If the mine is taken\occupied\infested, no more resources so you get a default sword. If the town is attacked, no more blacksmith, go somewhere else instead and come retake it tomorrow.

By giving the world itself a role in supplying you with the gear you need, you have a reason to invest in it at every level and an easy stage to cooperate with players or even better reasons for PvP than just another currency. It also helps that you can easily generate content to do on the fly. Too many high level players in an area? Guess there's a dragon that's going to pop in and attack that city. Some low level warriors near a village? Bandits in the woods!

It's content that interweaves itself to generate more, rewards the player for interacting with it and kills the powercreep in it's step since it introduces a proper maintenance to it that's more than just a gold sink.


16f554 No.15168183

>>15163603

>Erotic video games

You might want to visit /hgg/ and take a look at Lilith's throne since it's basically what you're asking for, but text only.

>Brawlers/Fighting video games

Please don't ever let the fighting community here or anywhere else to read what you just posted.

Also, check "anime fighters" since those tend to break the mold quite well. Blazblue and Guilty Gear are pretty great since they are much less combo focused for one.


7e63fa No.15168196

Light gun games are coming back just you wait


0cd2f3 No.15168264

File: 7c99f5ae54872e7⋯.png (Spoiler Image, 613.8 KB, 640x640, 1:1, ClipboardImage.png)

>What's the meta right now and what would completely crash and dominate the market

The only way to crash the market with no survivors is to stop or severely limit all access to the internet.

Just think about it.

>MMOs dead

>Online shooters dead

>assfaggots dead

>mobage dead

>fair chunk of the "fighting game community" dead

>DLC dead

>Kickastarter dead

>Youtube Let's Players and their tumblrite/reddit followers dead

>discord dead

>Gaming "Journalism"

Sure we'd be dead too but who as long as the cancer's gone.


9cedc1 No.15168303

>>15168196

They already are. You should see the amount of VR shooters being created.


f91985 No.15168311

>>15163603

how 2 memorise supa for dumb dumbs

QCF QCF Punch

or QCF QFC Kick

Most supers are literally this I would say that 80 percent of supers are this. Special moves are not hard to remember in most fighting games especially basic ones like street fighter every character has like 3-6 special moves and one super. If you can't remember these you should just drop the fucking games and stop pretending you play them. Not to mention the fact that you seem to want "Instant Supers" which will defeat the purpose of a super move. A super move is supposed to be hard to land and if someone can now confirm it off a hit with a push of a button it severely cheapens landing them(it would be like confirming into v trigger you could just wait to see something pop up on the screen like their stun bar going up and then pop super or the counter hit flash icon and hit the super button)

By removing the initial input motions that are required for super you are disregarding a player calculating their hit and buffering for super before they actually attack their opponent. In other words you are breaking the tame because you don't even understand it.


d74fdc No.15171807

>>15168311

The problem with supers on a keyboard is that often times they don't work. You have to input them really quickly and orderly.


464999 No.15171822

>>15163603

>Actually making it an interactive game with the NPC would greatly break the meta and cause everyone to call you a hero and a spirit of originality

It's already been done, that academy game has mods that use advanced calculus to determine how good you are at sex and without a UI to tell you what it says it's virtually impossible to achieve in basic pleasure for your partner. The result is that it's too much for what is basically just fap material.


16f554 No.15172684

>>15168311

Couldn't this be solved instead by having a "charge up" for the super? You press a single button but instead of immidiatly triggering the super, it charges for half a second or similar, with a visual queue for your oponent as well so he can dodge\defend it if he reacts fast.

It'd be a way to make it simpler to input whithout making it cheap to use.

I mean, I see your point, but playing GG with a keyboard I can pretty much mask all my supers during normal or special moves anyway so I can use them as soon as I confirm my hits too. (GG is funny since it avoids this by gimping your damage with the combo counter)

Other than that, I agree. Most fighting games have basically those two inputs, or HCF or HCB as well or double tapping a direction and an attack key.

Back when I played Mortal Kombat with no "Comand Input list", I could just spam these in every character to find out most of their techniques.

>>15171807

What are you talking about? Keyboards are much superior than joysticks or anything similar for fighting games. You have no idea how fast you can become using one or how precise your movement and specials get.

I've mostly played with AI only in every game I've tried and I have friends complaining they can't win against me despite playing the same games all the time and for longer than me.

>>15171822

Are we talking about Artifical Academy? I don't remenber any mod like that…

Besides, that's not really interactive, that's just hyper autism.

Interactive would be clubs competing with each other, menbers of a club competing with each other as well, your stats (Physical and Inteligence) changing overtime and both you and the AI having goals you try to complete, all coming up together to generate a better back story for all the porn.




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