• ...m...@ttrpg.network
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      7 days ago

      …i’ve always considered that a game gear title first, even though both formats were released nearly simultaneously…

      • spirinolas@lemmy.world
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        7 days ago

        I was going to tell you were wrong but decided to make sure before making a fool of myself. It was the right call, eheh.

        The game was developed specifically for the Game Gear and that was the first version to be developed though the Master System version was the first to be released.

        • ...m...@ttrpg.network
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          6 days ago

          …i’m pretty sure the only difference between versions is the physical cartridge format; the software is identical and there are adaptors available for both platforms…

    • merc@sh.itjust.works
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      7 days ago

      Yeah, it’s all about waterfalls. And, I like it because a cave behind a waterfall makes some sense. It would be hard to see, but it’s not a solid barrier.

    • vulgarcynic@sh.itjust.works
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      8 days ago

      I still get irrationally upset when there isn’t. But, if a game gives me a waterfall find (or 2, or 3 like Avowed) it will rocket to the top of my list.

      Lived in a place that had a koi pond and waterfall fountain years ago. I placed a small adventurer and treasure chest behind it. Wonder if it’s still there.

    • Elvith Ma'for@feddit.org
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      8 days ago

      I love it, when Devs anticipate that players might break their levels and reward them for it.

      E.g. when I played Supraland, I had it happen several times, that I managed to get to places that were obviously not intended to be reachable - you know the drill: Low poly terrain, low res textures, holes in the terrain, invisible walls everywhere,… You keep exploring that wasteland, carefully managing to not fall of, go around a corner and… There’s a chest there waiting for you.

      Or some of the coin stacks in Super Mario Odyssey, that you’ll never really see or collect, until you do some crazy trick jumps or so to get on top of $building.

      • prole@lemmy.blahaj.zone
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        7 days ago

        Super Mario Odyssey is such an amazing game. If the sequel is anywhere near as good, I might get a Switch 2 just for that.

        • Elvith Ma'for@feddit.org
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          7 days ago

          IIRC the team behind SMO is the team that made Donkey Kong Bananza. So… Either another team is responsible for a new 3D Mario, or it will take quite a while before we get another 3D Mario. So far, there’s no announcement for a new 3D Mario (yet).

          But Donkey Kong Bananza looks dope. Also I like that Ceave Gaming video where he overanalyzes the Donkey Kong trailer and goes over all the bits that have been revealed so far https://youtu.be/xc_YjHqqTm0

  • ilinamorato@lemmy.world
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    8 days ago

    This is the exact same instinct that drives us to run away from the obvious path first. “Clearly that’s where the final boss is. Let me just check what’s down this way first…”

    “…oh no wait, there’s a point-of-no-return ledge here. Ok, so maybe that other way was actually where the secret was. I’ll go back…”

    “…hmm, there’s another ledge on this side too. Let me just put in a save point and…ok, yeah, this one is the final boss. Let me reload and check the other path…”

    “…ugh, it restarted me way back here? And respawned all the enemies when I reloaded? That’s frustrating…”

    “…THEY BOTH. LED. TO THE SAME. EXACT. PLACE.”

    • prole@lemmy.blahaj.zone
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      7 days ago

      Modern games have gotten super “hand-holdy” to the point where it’s fucking annoying… but one QOL improvement that I will take every time is when games prevent you from moving forward in a story because you missed something and moving forward means you’ll miss it forever.

      I get it, and when I was younger I was all about that shit… But I’m too old for that shit lol

      • ilinamorato@lemmy.world
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        7 days ago

        “But what if the developers don’t think it’s important but I’m going to wish I had it? I’ll go ahead and check anyway.”

      • ilinamorato@lemmy.world
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        8 days ago

        This, plus looking at a tiny little toe-sized piece of unexplored minimap on the opposite side of the world and thinking, “but what if there’s something important there?!”

        • grue@lemmy.world
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          8 days ago

          This, plus dragging every scrap of loot back to town to sell, no matter how bad the value/weight ratio is.

          • prole@lemmy.blahaj.zone
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            7 days ago

            Only in games that make it clear what you’re supposed to sell. I know games these days usually don’t allow it, but all it takes is selling a necessary item once…

          • Soggy@lemmy.world
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            8 days ago

            Oh this one’s not me. For the first hour maybe but I get really picky really fast because it’s more efficient to just find a new place to take the best loot from. Especially in something like Skyrim where the goons just respawn forever.

      • Christian@lemmy.ml
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        8 days ago

        I play games this way too, but I feel like the bigger factor in my playtime way higher than necessary is that I don’t want to miss any dialogue so I talk to every NPC until they repeat themselves. Most of the time that’s the second time you talk to them so I definitely get a lot out of that.

        • pyre@lemmy.world
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          6 days ago

          this is the first time I realize where that sentence comes from. jumped ship from Facebook so long ago I didn’t even know this was a thing

    • nyctre@lemmy.world
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      8 days ago

      Yeah… I felt that. Hard. I need to actively tell myself it’s not worth wasting so much time. Other times I just can’t be bothered and I mindlessly waste time checking everything cause it somehow feels like less work.

      • ArxCyberwolf@lemmy.ca
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        7 days ago

        Especially if you get too far and the game takes control of your character to start a cutscene before you can turn back around.

    • Black616Angel@discuss.tchncs.de
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      7 days ago

      In Breath of the Wild after the tutorial plateau, players are supposed to go between the two big mountains that are easy to see and easy to pass for a beginner. There they find a steed and this weird korok guy.

      I on the other hand decided to go the direct route up a steep cliff where two guardians wait to tell you that this is not the way. After I snuck past them, which took me about 2 hours and like 20+ retries, I nearly stopped playing cause “the game was so hard”.
      I have a bachelor in have design btw…

      • VitoRobles@lemmy.today
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        6 days ago

        I have a bachelor in game design btw…

        This is why I like saying “average person” when I talk about specific topics.

        People who study the art are much more attuned and go out of the ordinary. Like directors when they watch movies.

      • ilinamorato@lemmy.world
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        7 days ago

        There’s an old adage that says “doctors make the worst patients.”

        I wonder if the same is true for game devs making the worst players.

    • jjjalljs@ttrpg.network
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      7 days ago

      I still remember being really mad I missed the “added effect” materia in the original FF7. You can never ever go back to that cave, so if you don’t turn around to pick it up you never get it. Pain.

    • Christian@lemmy.ml
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      8 days ago

      It’s almost frustrating to play something with no intended path because it takes away my option to deliberately take the wrong one.

      • Cid Vicious@sh.itjust.works
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        8 days ago

        There usually is an intended path regardless. Signposting is definitely something that’s done even in open world.

          • ArxCyberwolf@lemmy.ca
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            7 days ago

            And that’s how I ended up at level 30 before finally taking out Benny… main quest, main… schmuest.

        • SchmidtGenetics@lemmy.world
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          8 days ago

          It’s not always explained though. A lot of games use flames/torches/lights though. Vast majority of games follow the same tropes unfortunately.

    • Damage@feddit.it
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      8 days ago

      I mean, we can’t risk advancing the game and leaving unexplored areas behind