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> I think it's a fundamental limitation of video games. I don't think so. Game design is a whole art form in itself. Some games suck at it and some games succe
by krisoft 5y ago
> I think it's a fundamental limitation of video games.
I don't think so. Game design is a whole art form in itself. Some games suck at it and some games succeed. I haven't played with the linked game, but played with Artemis. That one sucked. The good part of it was being nerdy and role-playing out a fantasy with friends. The bad part was that after the first "battle" engagement we quickly learned that the enemy is very predictable and the game won't provide any challenges to us. Basically yelling "Aye captain, proton torpedo loaded" was fun, rolling up to the next sprite and demolishing it within seconds no matter what "tactic" we employ was not fun. Basically our mistakes didn't matter, and we just had to shoot down everyone who was moving about. There were no commercial traders, everyone comms contacted immediately opened fire on us. Furthermore there was nothing we were protecting other than our own skin. The game forced us to be amnesic murderhobos going nowhere, doing nothing of value.
> You and your friends in charge of a spaceship would probably feel like commanding a PBR in Vietnam
I never commanded a PBR in Vietnam, but I don't think you did either. Probably you have a feeling of what you think it means, maybe action? Daring charges? High speed chases? Maybe inspired by the plot of Apocalypse Now?
In reality it was probably 95% boredom, batting mosquitos and flies away, trying to stay hydrated, and maintaining the bilge pump while doing routine boring work. Punctuated with 5% "damn, we are dead because we just got ambushed" or "damn they are dead because we got the jump on them".
A realistic PBR simulator would suck. One written to follow the feeling or vibe you were thinking when you wrote that sentence? Now that would rock!
Making a bridge simulator is really hard. You are not just balancing one experience but a different one for each crew member. In a real ship if engineering is bored out of their mind 99% of the time that's not a bad thing, in a game that means you just ruined the experience to one of the players. You have to keep all of your players busy, and occupied with meaningful choices, while not pushing them accidentally into task saturation. If you want to make it fun you have to treat each station as a separate game interacting with the others. Which is naturally harder than just making a single game.
- noduerme 5y ago>>> Basically yelling "Aye captain, proton torpedo loaded" was fun, rolling up to the next sprite and demolishing it within seconds Basically every battle sequence in the original Star Trek. It's why they had to invent Tribbles.
- Nullabillity 5y ago> In a real ship if engineering is bored out of their mind 99% of the time that's not a bad thing, in a game that means you just ruined the experience to one of the players. Sea of Thieves solves that pretty cleverly, by having fewer players than roles but letting people switch roles as required. There's no point having anyone man the cannons while you're not in combat.
- thaumasiotes 5y ago> There's no point having anyone man the cannons while you're not in combat. Well, until you find yourself in combat and the cannons won't fire.
- mhh__ 5y agoThe feeling I was trying to capture was really a notion of "this is my seat" rather than a sense of action. I had long periods of boredom in mind, when I wrote that, and I don't think the game can capture it. I picked a PBR because it came to mind, but really even a large RV would work, if you think about it. Maybe it can if you have a different brain to mine, that's entirely possible, but I just don't think it can work. I hit a point where the only thing I want is more detail, so you need a holodeck in effect.