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 (Video, Board, Card,..) Games People Play

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Jarno

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PostSubject: Re: (Video, Board, Card,..) Games People Play Wed May 25, 2016 12:02 am

Anfang wrote:

I have seen a video recently about the why the future of AMD looks actually quite bright and Nvidia's actually not so much in terms of graphic cards.
That Scotsman likes AMD over NVIDIA but I find that he's making good arguments -


http://tech.firstpost.com/news-analysis/nvidias-latest-drivers-can-cause-your-pc-to-stop-responding-303291.html

Nvidia drivers have been causing a lot of trouble for a some time now so I wouldn't mind changing to AMD...
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PostSubject: Re: (Video, Board, Card,..) Games People Play Thu May 26, 2016 12:38 pm

Finally vehicles, Heavy Machine Guns and winter maps coming out on june. Great example of a indie game, Squad is the most realistic military simulator out there. I've often talked to guys on the squad radio who told they were actual soldiers that were being stationed somewhere. (Danish, American etc)

Alpha 6, not even beta release yet, so they also need to make more optimization updates because everyone experiences FPS drops. Edit: Oh, wait it says this update comes today at 17 UTC
http://steamcommunity.com/games/squad/announcements/detail/889837960354708666








I think you can drive these vehicles only in first person, so the drivers view is going to be limited. The players who get onboard can't see much at all, only when they get out of the vehicle on a destination. It adds so much to the experience when you might feel disoriented when getting out. The maps are so huge that you'd get lost anyway without a map (even with a map it can be hard to find to a right location and position yourself). It would be great if only the squad leader had a map and the rest of the squad only had a compass.

Squad is made so well that you cannot play solo at all, you will always have to take a role, join a squad and communicate. Squad leaders communicate with each other on the command radio and share their plans and inform other members what is going on, without that you have no idea what is going on. It's not possible to go solo like in Battlefield and get as much frags/headshots as possible. You don't even have to force these rules and pretend to be in a squad because it's the game mechanism. You always have to depend on your squad and you can't go solo against a fully functioning squad.

So this is not the type of game where you win by shooting as much as possible, communication between squad members and leaders is what wins the matches so there is so much strategy involved unlike in other shooters.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Thu May 26, 2016 3:29 pm

I decided to shortly revisit League of Legends, an MMO I used to play that is now the most played game in the world. I was interested in seeing what changes they made, the last time I turned on the game was in 2014 I think.

They added more things to keep people addicted to the game and playing, there is still this first win of the day thing, which basically gives you almost 5 times the reward in terms of points than an ordinary game. Then you can gain 4 chests per week, and you get them by playing a lot with the same champion, another thing to keep people playing. The good thing is that the game is a bit more balanced now and previously useless champions have been made useful, while the overpowered ones were made more balanced but still retained the essence of what makes them interesting to play.

There is also a new kind of queue that lets you pick your role before the champion select screen, which is nice to me, and it's something that people demanded for a long time. Sadly, the game is still focused exclusively on 5v5 game mode. I prefer 3v3 due to it being more personal and me having more influence in the game.

The average player is worse than before, but he flames less and trash talks less and there isn't as much AFKing/Leaving due to strict and immediate penalties for all those things. Of course, occasionally you do get a Polish duo feeding and spamming the chat with unintelligible profanities the entire game, but so does the enemy team. It's sad how many bad players there still are.

All in all, I played for about a week, tried the new champs, then played a bit with my old favorites, and quit.

It's not really worth playing consistently unless you intend going pro and making money off of it.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Thu May 26, 2016 4:25 pm

LoL, Smite, Dota etc are called more specifically MOBA. (Multiplayer online battle arena)

They basically stole all the champions (abilities) from dota and made some slight changes and got rich by stealing an idea from a FREE warcraft 3 mod. Everything about it was unoriginal, unfunny humours, stupid memes, retarded half-assed story nobody gives a shit about.

Original dota was 5 vs 5 so that's the game mode I preferred the most, 2 bot lane, 1 middle, 1 top, 1 jungle. They have nerfed and reworked many champions and ruined them in the process. And yeah, it's a good reason to choose not to play online game based on what kind of players it has.

The most recent disgusting MOBA rip-off's are called Battleborn and Overwatch. 50-60 € for a fps MOBA and people actually buy this...
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PostSubject: Re: (Video, Board, Card,..) Games People Play Sat May 28, 2016 6:34 pm

Everyone likes murder mysteries, right?

FMV muder mystery, low budget, but brilliant


Surprisingly fun with a right mindset
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PostSubject: Re: (Video, Board, Card,..) Games People Play Fri Jul 29, 2016 11:02 pm

I've been playing Warface lately. It's a free Multiplayer game made by Crytek, the developers of Crysis. I also played it a bit in 2014.

Short description:

There are 2 modes:
1) PvE - player vs enemy, a group of players versus the computer on random missions, only mode I play, at least for now
2) PvP - player vs player

Very similar mechanics to Call of Duty, but a bit more tactical, somewhere between a simulator and an arcade but strongly leaning to arcade.

There are 4 classes, and the class system is more or less well made in my opinion:
1) Rifleman - main damage dealer of the team, medium-range fighter, special ability to replenish ammo
2) Medic - Has a shotgun, only useful in close combat and even then not so much due to slow fire rate. Nevertheless, a MUST have in a team due to his ability to heal and, most importantly, revive fallen teammates.
3) Engineer - Uses an SMG, excels at CQC, his specialty is restoring armor and creating choke points with various anti-personell explosives.
4) Sniper - No special ability but the only class able to fight effectively at long-range, necessary in some PvE missions to counter long-range, high priority enemies who can otherwise erase the entire team.

The graphics, animations, etc. are decent as one would expect from Crytek, in fact, it is the best free FPS I can still run flawlessly on my old rig. Probably the best free FPS overall. CoD type quality but better IMO.

So far so good.
Cons?

It isn't exactly pay to win, but, it is MUCH easier to get good items by paying for them than grinding like a retard. Which is why I don't play PvP - I refuse to pay a cent for a video game.

Each day there are 6 different missions to complete: 1 easy (not worth playing), 2 normal, 2 hard, and 1 insane (not worth playing unless you're really good and have a good team). The con here is that they aren't always really 'different' in that there are overall about 20 missions and they are on constant rotation, so if you play every day about a week you'll have seen it all. But I've only played for some 2 weeks now, so I don't mind it yet. The quality of gameplay compensates for the slight repetitiveness. The missions take about 10-15 minutes on average to complete.

Overall a decent game, satisfies my FPS needs.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Sat Jul 30, 2016 12:34 am

I've recently discovered steam.. installed Quake Live, I'm surprised to see that it still maintains a following after all this time. It's the type game you can endlessly play without getting bored.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Fri Aug 05, 2016 7:32 pm

Jagged Alliance 2


It got released in 1999 and is based on a quite modified version of the Fallout engine.
What it does have in common with Fallout is the blending of real-time and turn-based elements.

The premise of the game is that you are hired by the de-throned monarch of the small fictional country Arulco to take it back from his Romanian wife Deidranna who framed him for the killing of his father.

You are provided with some small initial funds which you can use to hire a few individual mercenaries and the deal is that you have to provide your own income to keep paying your mercenaries, buy equipment by convincing the local silver miners to work for you after you have secured the various villages and their loyalty by winning skirmishes against the local forces under the command of Deidranna.



There is a strategic layer and a tactical layer to the game.
On the strategic layer you see the country divided into sectors, like a chess board. Many of those sectors are countryside, some are villages with adjacent mines, some are anti-air (SAM) bases; villages usually span multiple sectors.
There is a day and night cycle in the game and it takes about 2 in-game hours for your mercenaries to move between two sectors.
The idea is that from your landing point, in a small area controlled by desperate allied rebels, you make your way to a small village, get rid of the hostiles there, convince the local head of mining to work for you and then invest in training some local militia to hold the village because there will be counter attacks.
The way it usually works is that you have your elite mercenary combat squad, who are the best you can afford and you equip them with the best hardware you can find or buy. They do most of the attacking and fighting while you have the less martially capable mercenaries and local recruits do all the equipment repair and maintenance, the training of local militia, being doctors and healing the injured members (which takes quite a lot of time, no magic health packs in this game) and so on.



The second part of the game is the tactical battles, which is the meat of the gameplay.
Once your mercenaries have arrived in a hostile sector, the tactical battle ensues.
As long as you are out of sight of the enemy (or you haven’t spotted any yet yourself) the game is in real-time. In this phase you can move your squad quicker into position.
Once you have spotted or have been spotted by an enemy, the game goes into a turn-based mode.

A short overview of the hidden complexity of the simulation -
You wear different pieces of body armour which provide, depending on their kind and condition, a certain amount of protection. If you wear a Kevlar helmet, a non-armour piercing round shot at the head will inflict only about let’s say 10% of total health damage. It also depends on the specific caliber which was used, the weapon and firing distance. No helmet and getting shot in the head up close is maybe about 80% of total health damage, if it’s a hollow-point bullet then it’s almost certain death; if up-close then even with an exploding head animation. But a helmet does not protect the torso or legs and vice versa. Also, severe head injuries ofter lower the intelligence of a mercenary, permanently. Similar effects for crippled legs or wounded shoulders for agility and dexterity.
As health gets lower, so does combat performance, speed, accuracy, dexterity, energy; they are all lowered severely when the status becomes poor or critical.
If you get shot then you have to bandage the wound to stop it from bleeding and losing even more health over time.
Below 15% of total health a soldier collapses and becomes unconscious. At this point he has to be bandaged by another merc or he will slowly bleed out. Injuries which drop the total health below 10% of health lower the total maximum health of the soldier permanently.
If you encounter a heavily armoured soldier and you do almost no damage with your non-armour-piercing bullets, you can still fire at him and this will drain his energy (stamina) until he will collapse eventually. Obviously you need to seriously outgun him for this to work out in your favour. Hitting him with bullets will also lower the condition of his worn armour. With enough hits at the torso, keeping on firing will eventually do increased damage per round.
Always make your self into a very small target, so cower behind any cover which you can find and stop the enemies from flanking you exposing a larger surface of your body for their shots. Likewise try to attack from two angles if possible because there will usually be some angle from which the enemy will have to expose himself more. Don’t get outflanked yourself in the process.
Never move alone because you can’t even retreat properly if others are not covering you, holding the advancing enemy back, pinning them down for you to get out of their effective range.
The game works with an interruption mechanic. If a new soldier moves around a corner into your field of vision then the game determines who gets the first turn or an interruption of the enemy turn (or you get interrupted). What determines who gets the first turn or interruption is the experience level of the soldiers involved; Who is moving into sight and who was lying in ambush; Has the movement been stealthy (slower form of movement); Which direction are the soldiers facing - all those factors are used to determine who gets the first turn and it’s usually one turn which is the difference between killing or getting killed/badly injured.

Every turn a soldier has a certain amount of action-points at his disposal which depend on his condition, like his health, sleep deprivation, agility stat and so on. Moving in a crouched position takes fewer action points than moving in a prone position; using an assault weapon takes fewer APs to fire a shot. Aiming more accurately also takes increasing amounts of APs. Getting shot at, even if they are missing, may also trigger the mercenary to change his position involuntarily and or lose action points in the next round, depending on his mental condition (e.g. getting pinned down).


Because there are many elements to the mechanics which are not immediately obvious or precisely calculable by the player. The tactics used are not an autistic number crunching event. You have to work with probabilities, uncertainties and it becomes a game about tactics and not about a solving a puzzle.
It’s also the reason why the game is easy to get into and yet has a very high skill ceiling for tactics and carefulness (Alt+S and Alt+L for quicksaving and loading are a beginners friend, later it’s the best experience to live with the mistakes which have been made; an ironman mode is optional at the start of the game).

Sometimes it might be better to take a hit - Once you have your first village under control and trained some militia Deidranna will send several powerful groups of enemy soldiers to take it back. They may be too powerful, too well equipped, too many, too tough for you to take them head on. You may have to sacrifice the lives of inexperienced militia you just trained to weaken them before you fight them off.

What gives the game a lot of charm are the mercenaries which come with their individual personalities and relationships with each other.

The Demo for this game should run on pretty much any Windows OS as long as it’s a PC post the year 2000.
It’s a way to quickly get into a tactical battle in a sector specifically crafted to get the player quickly into the meat of the gameplay. What a demo should be.
JA2 Demo
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Jarno

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PostSubject: Re: (Video, Board, Card,..) Games People Play Fri Aug 05, 2016 8:01 pm

^ I was going to mention this some time ago. I've been playing JA since 99. That's why I got into X-com because I was looking for games like JA 2, but there aren't any really. Though It really pisses me off to play on harder difficulty when it's almost impossible to hold towns with militia and the gold/silver mines deplete so quickly.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Fri Aug 05, 2016 9:11 pm

Jarno wrote:
^ I was going to mention this some time ago. I've been playing JA since 99. That's why I got into X-com because I was looking for games like JA 2, but there aren't any really. Though It really pisses me off to play on harder difficulty when it's almost impossible to hold towns with militia and the gold/silver mines deplete so quickly.

Same here, I have not seen any turn-based tactic/strategy game which comes even close to JA 2 in terms of gameplay, characters, charm, depth,...
The first time I saw a strategy J-RPG, which was after playing JA2, I thought that it's not even the same genre. The original X-com from around 95 or so was probably really good for its times but it's also maybe 30% of what JA2 is. And the new X-Com games which are also on console do look good but I know that they are also not on the JA2 level either. But that's just my extrapolation from what I've seen.

In JA2 I usually do exclusively night-ops, if I am attacking and have found some night-vision-goggles.
Later, in Alma, there are even the better 2nd gen night-goggles found on some guard, I think.
But you have to know what you are doing, the rules for night-ops are a bit different and mistakes are punished severely because the distance to the enemies is just much closer than during open range daylight battles.

In short, the best night-ops character gets the best nv-vision and equipment overall and is slightly ahead of the rest of the troops. When he spots enemies, then you use the mercs in the back to fire on the enemies that get spotted, either by moving them up to them or by taking 'blind' shots in the direction of the enemy. You want to use your spotter and best mercs only when necessary but of course, you also want to kill all spotted enemies in ever round. The reason is that if some new enemies show up that your spotter gets an interruption turn and still has AP left to take them out.
Also, you don't want to give the position of the spotter away by firing with your gun and the muzzle flash, otherwise you are a grenade throw or burst fire away from a disaster.
Another thing is to always read the text log which gets blended in which tells you from which direction your mercs hear sounds of movement and to react to that. Always move in silent mode when in real time and also back up from time to time so that you avoid getting flanked.
Of course, also use light sources in the area to your advantage and position yourself to lure the enemy into the spotlights.

Night-ops are fast, with low health risk so that you can clean entire villages usually in one night, if done well.

Also, if you haven't yet, check out v1.13 - the unofficial patch.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Sat Aug 06, 2016 8:55 pm

Compared to more modern games the amount of anti-reality ideas in the game-systems is also much lower.

I looked at the 40 mercenaries which are recruitable from the main mercenary organisation in the game (JA2 vanilla).
32 were men, 8 were women.
Then I looked at the strength attributes. The strongest woman has a strength of 76, while the strongest man has a strength of 98 (the maximum would be 99, I think, at least I've never seen 100 but it also becomes exponentially more difficult to train higher and higher levels). Likewise, the physically weakest woman is a bit weaker than the physically weakest man (59 to 55). Overall most men are stronger than the strongest woman.
Intelligence wise (the stat is called wisdom but it functions like intelligence) the most intelligent mercenary is an Australian at 97, while the most intelligent woman is Danish at 93 and they look like an Australian and a Danish, I mean, they could be a genuine local pre-immigration-suicide-pact-policy-enactment.
The average intelligence I think is for both men and women about the same, somewhere in the 80s I estimate, but there are some men who are very intelligent and some men who are quite a bit dumber (at a low of 55) than the dumbest woman who is at 76.

As for the women's personality/role there is one psycho among them and one with an aggressive personality but the others are more of a supportive role and or sharp shooter types and without them there would be much less hilarious dialogue in the game ranging from the vixen type to the ex-wife and ex-husband squad squabbles.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Sat Aug 06, 2016 9:11 pm

Another element is the portrayal of intelligence in JA 2 -


A stat like marksmanship is probably the easiest to raise/train.
Something like Health is already much more difficult and time consuming to raise.
For comparison, by simply playing through the game and using the firearms the marksmanship is going to be raised from 70 to 85 very quickly, as said before, the higher the level the more difficult to raise it further.
While raising something like the health of a mercenary from 80 to 81 is something which would take probably several in-game days of specific training, if not weeks. I've never seen health increases myself.

Intelligence (called wisdom in the game) is about the most difficult kind of stat to raise, it's pretty much hardcoded so to speak.
What intelligence does is provide bonuses to other skills - Like for example, repairing equipment is mainly dependent on the mechanical skill but it also gets a bonus from dexterity and intelligence. Another example would be militia recruitment which is dependent on the leadership skill and again intelligence.
Something like spotting threats like for example a minefield is dependent on the experience of the mercenary and again intelligence.
But to get to the core quality of intelligence (wisdom) in the game - It determines how fast other skills can be trained and improved, especially those which are well trainable.

Thinking about it, today this would be a pretty 'red-pilled' game in that regard.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Mon Oct 10, 2016 11:56 pm

A new alternate reality, Space Citizen, promises to immerse many a white and oriental boy in a world where he will no longer bother, or be bothered, by reality.

*edit*

Watched a Youtube vid of a guy playing an early version of the game.
Was bored in about 10 minutes.
It's not my thing.

But it does represent a possible future, when technologies develop to the point of opening space as man's final frontier.

After that we can no longer speak of humanity.

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PostSubject: Re: (Video, Board, Card,..) Games People Play Mon Nov 28, 2016 8:51 pm


_________________


"ἐδιζησάμην ἐμεωυτόν." [Heraclitus]

"All that exists is just and unjust and equally justified in both." [Aeschylus, Prometheus]

"The history of everyday is constituted by our habits. ... How have you lived today?" [N.]

*Become clean, my friends.*
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Jarno

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PostSubject: Re: (Video, Board, Card,..) Games People Play Sat Jan 07, 2017 11:22 pm

Regardless of Ubisoft putting "cool black guy" in the trailer and having too many women operators I really like R6.

What makes this standout from all other shooters is the wall physics and the acoustics of the houses and buildings, it feels like they have put so much effort on making the buildings sound realistic, depending on what surface you are running or walking on, stone floor sounds like solid ground and wooden floor sounds and feels much more hollow. I remember first time playing when it felt like the whole building was shaking when the charges kept exploding and you were totally paranoid about all the noises you kept hearing enemies entering the house and didn't know which corner somebody was going to come from. Matches are very short and intense so it's very good for casual play, while you can also improvise a lot since there are so many options on breaching through most of the surfaces.

They didn't yet make a single player campaign for it so it's only multiplayer, it's kind of stupid when you stop to think that the defending and attacking operators are both anti-terrorist special units. And some of the gadgets and designs of the operators are pretty stupid, but it's more about their stylistic direction than realism.

The game was a mess when it was released, the netcode was a complete garbage, you could kill an enemy by shooting the empty space where that person was 0,5 seconds ago. it had major matchmaking errors and still haven't got rid of it completely, still unbalanced matchmaking and it didn't have anti-cheat protection.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Wed Jan 18, 2017 6:46 pm

Anfang wrote:

Automap and Quest-markers

Basically the equivalent of GPS navigation in cars.
Instead of having to clue together where to go by observing the environment, the actual thinking process is reduced to a follow this map, this plan, this recipe approach.
The reward the player experiences is not from overcoming a challenge but consists of mostly visual stimulation, of seeing new environments, of seeing new variations, being stimulated by newness. New impressions, new, more outrageous killings through new weapons.
The reward is not found in mastering a system, an environment, any challenge but a continuous stimulation via seeing new things. This exposing of the player to sensual stimulation and variation to keep him interested is not only found in video games. It’s the bread and butter of most modern products of entertainment and infotainment.
Neil Postman in his Amusing ourselves to death writes about this as well.

This is tru. Videogames, primarily, are a self-referential reward. The reward is seeing aristocracy and opulent aesthetics. The reward is an ingame currency of new powers, new physics, and items. Opulency and aesthetics a requirement for higher games, such as fps games.

The original doom had an opulency to it's levels, even though it was low poly. Heretic had a higher degree of opulence. Doom had nonlinear gameplay, as did heretic.

With games like Call of Duty, it is a game for the manimals. There is no opulency in it, just degenerate aesthetics. The lure of Call of Duty is solely the lure of the social animal for a community, there is no personality to the game, no romance, a cheap toy to be shared and the joy of it is only from it's community. The graphics of Call of Duty are sickening and cause headaches.

Games like Metroid Prime, have a high degree of opulency and feminine craft, the games pleasure and reward is unlocking further areas and worlds of the game, like unlocking parts of a dream. Balanced this feminine opulence by Apollonian puzzle solving and a high degree of Dionysian action.

"Open world games", "sandbox" games are devoid of purpose or opulence, sloppy and all too American. Though Metroid Prime was an open world game made by Texans, it had a certain purpose and opulence, it was ordered, structured, a beauty to behold, not white noise chaos.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Wed Jan 18, 2017 8:47 pm

Never played Doom.
But I did play the best of the Build Engine FPS, Blood, and this also applies to Doom. Those games still were about an interesting shooting mechanic. Besides the less linear, much more demanding level design.
Different enemy types and level layouts demanded different shooting tactics and weapon choices besides accurate aiming and fast reflexes. Something which has been removed from many modern FPS as far as I can tell.
Can't expect people to play a game and experience failure and learn from it. Weapons are increasingly reduced to a 'this is now the best gun you have, use it, or use the gun which looks best to you, or most fun'.
No hard counters, no experience of failure allowed, no frustration, no learning, no thinking.

I don't think modern games are 'white noise chaos' but if they are designed in a way that you can't get lost and can't get stuck where you have to think about how to overcome the labyrinth level design or the enemy then your mind might be trained to stop thinking too much and then it's like a catchy pop-tune which you can't tell the difference from the other catchy tune before and after it.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Thu Jan 19, 2017 2:04 am

I had my phase with video games. My favorite when i was a kid was Zelda Oceana of Time for the Nintendo 64. I adored that game for its beautiful, Lord of the Rings type story line and imagery, heroism and adventure.

Metal Gear Solid was another role playing epic i enjoyed, very philosophical; and Kingdom Hearts was a good one as well.

Other than that, i had no interest in any other game genre. Hated mind numbing fighting or combat games. There had to be some presence of thematic substance or i simply could not get into it. I gave up video games 13 years ago. I have zero interest in them now nor do i have any time for them. So much innovation now with consoles and games, i wouldn't have the first clue where to start anyway.

Chess is the one game that has always fascinated me and still does, because it is so deeply complex and endlessly challenging. It also is the one game i have had the joy of learning the most from in relation to life. One of the most rewarding and productive games ever in my mind, without question.

The best lesson came from a Grandmaster who i met when i was 16, in the days when i played competitively. After beating me numerous times in a row, he finally inquired as to what i thought about why he kept beating me. He explained "you follow the same patterns and i exploit them. And when i do, you react to me and do what i want you to do. If you want to beat me, you have to learn how I play, and learn my patterns."

I do not care for the playing styles of alot of today's Grandmasters. They are far too rigid and technical. Treating the game as some grandiose mathematical equation that must be perfectly followed and forgoing any interest in risk taking or creative approaches. That's why they draw with each other so much in tournaments. There has to be some courage to breakaway from technique and protocol and enact some moves of chance.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Thu Jan 19, 2017 8:22 pm

Never played Blood, but it follows the same Pagan formula as Doom, Heretic, and Quake which made them great games.

Modern cinema doesn't seem to understand the meme of the labyrinth, thus Maze was a much better FPS movie than that doom movie they made.

Ocarina of Time sucks you into the characters and atmosphere, Nintendo is Japanese and thus has Aryan genes. Hindu's are also Aryan, but I believe their caste system limits their potential. In Zelda there is a lot of Paganism and Opulence to the atmosphere, contrast this to Star Trek Autism where all the uniforms are one color with the subtlety of a drooling kindergartener with crayons. This reflects how in ancient times, the individual had more clout and value, specific personality and identity, where as in modern times all are automatons, one and the same, expendable citizens of Starfleet, denied animal instincts, and thus we see cultural "fashion" dictated by fags and the senseless. Our outfits reflect our paradigms. The distinct lack of opulence, options and personality in the modern garment reflects where society is today. Sagging pants.

In Star Wars it was a "Long time ago" and thus the outfits retain their personality, as opposed to StarTrek or modern sci fi paradigms. In Star Wars there was an atmosphere of natural diversity, as opposed to culturally enforced sameness (Liberals, who want total homogeny, zero diversity, all races to breed randomly and merge into one single race where everyone looks the same.) In Star Wars there was natural diversity, species were separated by worlds, there was a feeling of organic natural danger to the atmosphere. There was a bit of intermixing but it wasn't common. Star Wars wasn't afraid to make blacks look silly (Jar Jar) or have a black guy who betrayed his white friend, but came through for him in the end. Star Wars wasn't afraid to make gangsters look like slobs (Jabba/Java coffee drinkers) nor was it afraid to make Jews as fat grubby slavers (Watto.) Star Wars was very racist, even Star Wars 7 was racist as it had a black guy who was a coward who tried to turn tail, and a woman who never opened her mouth and submitted to Mark Hamill a white man Jedi who was superior to her. Star Wars had dignity until it was raped by the PC police.

I myself, do not consider myself a racist, I don't hate all black people only fear most of them. Some black people I do hate but it was because of their actions they earned my despise. I would not send all blacks to africa, I would allow blacks into my home, just as the Whites did of olde. I would allow an Aunt Jemima to bake my pancakes for breakfast in the morning, I don't hate most blacks, just many of them make me feel uncomfortable. I may even romance a black, for instance if Beyonce wanted to invite me into her bedroom how could I refuse? Some say even Hitler escaped death and later married a negro. I have the genes and the memes of a Briton, it is in my Britonian nature to explore and to colonize. In order to colonize I must tolerate my inherent aversion to them and grant them the grace of civilization. And this is what the Star Wars atmosphere encapulates, the British spirit of exploration, Luke, being ambushed by sandpeople (sandniggers) and then having to face his fears and enter a bar full of degenerates, eventually succumbing to his own fears and being attacked by one of them, eventually coming to terms with his own mongrelization and having to accept he has the genetics of the very person he hates and is in love with his own sister. These thoughts change him and he eventually retreats to the far side of the galaxy to contemplate his own existence.

If a game was full of niggers in africa shooting each other, I might play it might even buy it, it all depends on context. America was made as a country to take a brake from aristocracy and culture, it is a kind of flatlands, or garbage dump. A black guy in an ad for Rainbow Six doesn't really feel out of place, because it is a decidedly America urban atmosphere, one not to take seriously as it is without culture or opulence. It is a bit like a Briton consciously deciding to venture into the jungle, not being suprised by any beasts or specimens he encounters. A black James Bond, or a black hero in an fps like Perfect Dark, would decidedly feel out of place. Or a black Hitman, for example. For instance, in Metroid Other M, it had a black hero in it, as well as a giant Tonka Truck boss and both things ruined the white purity of the atmosphere of Samus. But as far as Rainbow Six goes, it is a decidedly American game, I take the negrofication of it with a grain of salt. Though I would personally like to see more Hindu characters in games, though they are Aryan and not actually black it will give blacks the illusion of parity and thus get people to stop complaining. Same with Mission Impossible having a black guy in it, didn't really disgust me very much because it was a case of 'bad fighting evil', the mission impossible team was working for a fascist government and so you never really felt any essence of white purity with them to begin with. The original game I talked about where it was a realistic simulation of Africa, I would rather I could play as a white or at least and interracial, because something about the game forcing your soul to be black makes me feel uncomfortable. I mean, not 100% of blacks, for example in Gears of War I didn't mind playing as Cole Train every now and then, because it was a joke and not serious, but I wouldn't want to be forced to play as a black person as a serious campaign, because it feels like it's raping my mind.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Sun Jan 29, 2017 9:39 pm



Die Schicksalsklinge - Blade of Destiny

It's the first game of a trilogy. Haven't played much of the other two but I suspect they are not as good as the first.
It's based on the German version of Dungeons & Dragons, called DSA (Das Schwarze Auge - The black/dark eye), a pen&paper role-playing game.

I played the pen&paper game one time.



What's interesting about it, besides the melancholic music and that it has a distinct style in its stories, artwork and so on. Something which can also be seen in many Eastern European games. Unfortunately most contemporary game developers on the continent are moving towards this uniform global style which isn't working out very much for those German developers who try. Not very much in sales but also not in the quality of what they create. It's not with it's own soul but neither is it what it tries to emulate.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Sun Feb 05, 2017 10:43 pm

Kvasir wrote:
Other than that, i had no interest in any other game genre. Hated mind numbing fighting or combat games. There had to be some presence of thematic substance or i simply could not get into it.

Wouldn't you say that it's one of drawbacks of chess, the lack of thematic substance? It can also be considered an advantage that it places focus on the gameplay itself, but I always preferred games which provided a world/atmosphere in which I could immerse myself, instead of just moving faceless pieces on a board. But that's up to personal preference I guess.

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I used to play YGO in 2014. Always liked the game, but didn't like paying loads of money for colored paper, so I never bought any cards. Then in 2014 I discovered there are free internet versions of the game where you can play against other players and where all cards are available to you, so naturally I tried it out. There was Dueling Network (R.I.P now) and DevPro, which is still running. The good thing about the game is that there are many different and viable kinds of decks and strategies and a large pool of cards, so it's always interesting to make new decks, try them out, etc. The negative side is that the game, as all other card games, also includes a luck factor (luck of the draw) and that it isn't exactly perfectly balanced, so there are some cards which find their way in most decks, but that's not so bad. I used to be quite decent at it and I always liked browsing the card database and thinking up my own decks which tended to be anti-meta, aka, anti-current mainstream, designed to exploit its weaknesses. After a few weeks of playing I built a particular deck which got me to the top 100 or so list on DuelingNetwork. Later on I moved to DevPro because it is automated, unlike Dueling Network.


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Sometimes when playing games and things don't make sense to me, I tend to invent my own explanations for them. Like for example when playing first person shooter games like Warface and playing against bots, it always bothered me how the player controlled character can so easily absorb large amounts of damage, though I understand it has to be that way because the AI usually outnumbers players, the unrealistic aspect of it still bothered me. So I invent my own explanations/rationalizations for why it is so, f.e. that the player controlled character is a genetically engineered super soldier more resistant to damage.

Then when I was telling about Warface to a friend and explaining the game, for a second there I almost included my own explanation as an actual explanation. I almost mistook my own fabrications and projections upon the game, for the game itself. I didn't actually say it, it just occurred to me in my mind for a split-second and I instantly realized it was wrong, but still interesting how self-delusion can be powerful even if we are aware of it and consciously fabricate the delusion ourselves, for a specific purpose (game immersion, in my case).
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PostSubject: Re: (Video, Board, Card,..) Games People Play Sun Feb 05, 2017 11:57 pm

AutSider wrote:
Kvasir wrote:
Other than that, i had no interest in any other game genre. Hated mind numbing fighting or combat games. There had to be some presence of thematic substance or i simply could not get into it.

Wouldn't you say that it's one of drawbacks of chess, the lack of thematic substance? It can also be considered an advantage that it places focus on the gameplay itself, but I always preferred games which provided a world/atmosphere in which I could immerse myself, instead of just moving faceless pieces on a board. But that's up to personal preference I guess

I don't require a theme for Chess. Chess, unlike video games, is not bound to simulated fantasy constructs that are based on a designed manufactured guide of how to beat it. That's what i never liked about video games in the end, that is, UNLESS, it had some fascinating story line or theme to compensate. Once overcome, the first time, they lose their appeal given that they are limited to a parameter of compliance, of specific elements that are already in place that you follow, over and over. That's where the mind numbing effect comes into play, and that's what turned me off.

Chess offers virtual unlimited challenges. It is a very ancient and unique game that truly exercises logical and strategic thinking abilities. And it's fun. It is a game of masters. You can become lost in its relentless challenges by the need to keep surpassing them and refining your skill. Looking past the fact that they are mere "faceless" pieces as you say, and visualizing a deeper acumen of how and why they are used to play the game, will influence your imagination and creativity. When you read a book, you must visualize and imagine and this stimulates more active neural transmissions and connections. With video games, the visualizations are done for you.

But chess has special deep roots in my past. That and i am very good at it.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Tue Feb 07, 2017 10:03 pm

In real-time video games where actions cannot simply be abstracted into discrete moves or turns, the gameplay comes to be much more about intuitive actions and reactions in the moment.

One reason is that there is an added layer of uncertainty because the time which actions take is not easily determinable. On the other hand, in a turn-based game I know how things are going to align on the timescale and I can plan ahead in a precise manner. I know exactly how many turns it takes for a certain pawn to move a certain distance and so forth.
In a real-time game this precision is not given and therefor precise planning is impossible, especially in planning far ahead.

A second reason is that in real-time games there is a price to be paid for strategic thinking
. Thinking requires time, which is time spent thinking instead of performing actions or at least reducing the thinking-power for things, like being alert or executing said tasks. They are all taking place at the same time after all.

Overall it’s more of a chaotic process where success is usually more dependant on training, on acquiring intuitive responses to given stimuli.
Thinking and planning is helpful but the kind of planning ahead type of thinking is done much more so in preparation ahead of the game and not so much during the game. The thinking is also used to analyse ones own performance and that of the adversary to formulate plans and strategies which are then being executed during the game.

There is time for adaptation and thinking during the real-time game but it’s usually done with larger, already established templates.


Overall, in video games, whether real-time or turn-based, the strategies are not as complex as in a game like chess. Or let's say they can't be planned in a discrete manner far ahead. This is also true for many modern boardgames. But they have often other layers added to them. For example, a board game like Risk is not that complex in its optimising of actions against a single opponent, against multiple players it becomes rather a game about secret or not so secret alliances and anticipating them and the other players personality. - You want to be respected and feared but not hated by the others.

But even this can be pretty well optimised after several games, which brings me to a conclusion about video games and many board games - That they are in terms of the thinking/planning-ahead part not that complex and that the interesting part about them in that particular regard is the figuring them out.
The phase where the player figures out the game mechanics and formulates strategies.
In the later stages, those games become more about intuitive reflexes and APM (actions per minute) if they are real-time. Or they become more of a meditative experience if they are turn-based video games.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Mon Feb 27, 2017 3:07 pm

Good post, Anfang. This is also why in some turn-based games you will be given only a limited amount of time to make your turn, or there will be an option for it.


I started playing Mount and Blade: Warband with Floris Expanded mod, it's an excellent mod which adds content/options to the vanilla game without changing basic game mechanics. It's a great action-rpg-rts game set in medieval times with different factions representing different groups throughout history (Mongols, vikings, knights...), what I like about it so far is that it doesn't have a set goal but rather gives you the freedom to do things as you want. I also don't think there's a conventional way of "beating" the game, rather you can "retire" which ends the game and shows you what you accomplished, what the future of your character will be, how you affected the world and so on.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Mon Feb 27, 2017 4:32 pm

It's like the original Pirates! game (by Sid Meier), except without ship battles and much more detailed land combat from the ego perspective.
I played it for a few hours and I think it's a good game.
Though I suspect that it's best if it were to stick with small 20 or 30 max troops battles.
It's kind of in-between, it's not that good as a single fighter game but neither do you have that much strategic control with larger troops. At least that's my understanding from the little I've seen.

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PostSubject: Re: (Video, Board, Card,..) Games People Play Tue Feb 28, 2017 1:17 am

I prefer battles of under 100 people only because my pc starts to lag at higher quantities. Yeah, it's a blend of all genres, not the best at any but decent enough at all to be fun. It's the only decent game of this kind that I know. Floris adds a deeper strategic and tactical layer to the game and more options than the original game.

The pro and at the same time the con of the game is its realism, which sometimes tries to emphasize certain aspects of realism so much that it ends up becoming unrealistic in the other extreme. For example, instead of walking and running and being generally agile in the game much more than a human can be in reality, as in most other games, here even when you run with no equipment you move like an old lady, but for some reason your opponents can sprint, which can be very frustrating when they decide to flee battle and you can't catch them. Also, just like in reality here a single swing of the sword can kill you.

You can get around some of this stuff by modifying game files (essentially, cheating), so I made my character a bit more resilient and mobile. Aside from that, the game's combat has actually been praised and I agree with much of the praise.

The best thing about the game and the reason to play for me is how it combines all the elements I wanted in a game: 1) medieval setting, 2) freedom for the player to create their own story, and even their own player-created faction, 3) the successful combination of various genres - action, rpg, and strategy. Action medieval games lack the strategic layer of conquering and large battles, and strategy games lack the personal aspect of going to battle yourself alongside your troops.

And most other games with the same theme are either badly done, and/or try to impose some story and limitations on the player. In some of them you are forced to follow the story even if you disagree with it, and even if you are a magician who can call meteors from the sky, create thunderstorms and shoot fireballs, you must abide by certain political rules. Like in Dragon Age Origins (a game with strong liberal bias, btw), if you played it. Even if you defeat your political opponents in battle during the landsmeet, you are still forced to abide by their rules instead of enforcing your own. In Mount and Blade there are very few such "artificial" limitations.



Anyway, the best strategy I've found so far in M&B W, at least in the start, is to have a mobile cavalry only party. The pros of it are that you move faster than almost everybody else, meaning you can escape/catch easily, and that cavalry have a huge advantage in open field battle. I'd also say it's a pro that with small parties of high tier cavalry you can take out large numbers of low level enemy units, and the more outnumbered you are the more renown you get when you win. The con is that they also cost a lot more, and that compared to non-cavalry units of the same tiers they tend to have a bit worse stats, which can show during siege battles when the cavalry advantage of horses is negated.

The only reliable way I've found of financing a cavalry only army is to join a faction and constantly loot the villages of the enemy faction (usually your faction is at war with at least one other faction). If your faction is at peace with all other factions, you will have to live off your savings until war is declared again, or you would have to reduce your army.

Another decent way of making money is as a slave trader, basically you hire the type of units which have blunt weapons (high chance to knock out enemies instead of kill) and then when you win battles you can sell the captured people for profit. Of course, some of these actions will have consequences of your honor/popularity, and some lords approve of them while others don't.

A more boring way to earn money is to buy goods which are common and thus cheap in one place and carry to them another place, where they are more expensive, and sell them. Goods produced in and unique to the desert faction can be bought cheaply there and then sold for a hefty price in the cold north, and vice versa.

Except the slow movement in combat I mostly like the realism in this game. Another thing about trading is that if you come into a certain town with an amount of 100 goods X, the more you sell the more the value of X drops, so the first item may be sold at 1000 coins, the 10th at 750, the 50th at 200 and so on. This forces you to visit more than one town to sell your goods if you have lots of them in order to get the optimal amount of money.

Games which teach you about reality in a fun and engaging way is what video gaming industry (and games in general, such as board games) need more of.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Tue Feb 28, 2017 7:05 pm

A game mechanic itself is part of the embedded story.

A popular example where explicit storyline and the embedded story of the game mechanics don't work well together is the modern Tomb Raider game. Here Lara Croft is portrayed as an injured innocent girl who within half an hour becomes a protagonist in a game where a large part of the mechanic is about shooting countless henchmen.

Let's take a game like The Sims, where the mechanic is essentially about fulfilling the ever arising needs of your protagonists as you build for them their house, set up their rooms and furniture, their comforts, make sure that they are well fed, that they brush their teeth and so forth. You mother your 'Sims'.
Not surprising that this game is very popular among women.
When I played the original Sims, I always liked planning and building the house but babysitting the inhabitants grew very tedious for me, very quickly.
With the Sims it's not like managing a platoon or something, it's more like cleaning up after children, or telling them to clean up after themselves. There is a difference.

It's like, yes you provide and organise enough food for your combat group but you don't remind everybody that they should eat it when they get hungry.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Sat Mar 04, 2017 12:16 am

I notice that the last few times I started to play some game, I would get bored very soon, after a couple of hours max. Unless the game has a really good story/interesting characters, I just lose interest. The same happened with M&B Warband. I found the most effective (or at least what I think is the most effective) way of playing, then it began to bore me, so I quit.

The last 2 games I played were Crysis and Dragon Age Origins some 2-3 months ago around the winter holidays. Decent games. Other than that, I don't play anything anymore. It's very hard nowadays to find a game which is of high enough quality and has a compelling game mechanic AND story/characters to be worth the time spent, and I am admittedly kind of picky. In multiplayer games it's mostly about the mind numbing grinding, and singleplayer games tend to become more and more PC and have generic, washed up stories.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Sun Mar 05, 2017 6:34 pm

Logo_Daedalus wrote:
A childhood of schooling, homework, & video games destroys a person's ability to develop autonomous executive functioning.

This is exacerbated by the Skinners Box reward systems found in video games, artificial environments which provide "a sense of direction."

These are the perfect tools for managers who provide deadlines and tasks. Self-direction is discouraged at all levels.

Americans raised under the Normie Meme Prison paradigm become expert procrastinators & diligent grinders of repetitive busywork.


I think that holds true in particular for grinding game mechanics and the typical RPG quest system.

But at the same time that doesn't mean that life needs to be free from all grind. At least it never was in the past. Just that now it's often channeled into grinding for the sake of grinding and that the grind is made interesting with various reward mechanics.
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PostSubject: Re: (Video, Board, Card,..) Games People Play Sun Mar 05, 2017 6:56 pm

Physical training is a grind as well.
The difference is that in video games you get very quick incremental rewards, just at the right pace.
With physical training it needs a more disciplined mind. Your rewards come slowly and 'worst' of all, you reach a plateau and if you stop grinding, your gains dwindle away.

Then why try anyway, if it's not for all eternity... why try if heaven is not the reward, heaven where you are free from grind, loss and pain?
And so they we fall...

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