soypoint-1 dumpster-fire soypoint-2

  • Awoo [she/her]@hexbear.net
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    17 days ago

    Kojima would disagree and think that the cargo is a great idea but then he also made Death Stranding.

    I’m not against the cargo, the toolbags making it are bad at it though.

    • KobaCumTribute [she/her]@hexbear.net
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      17 days ago

      Death Stranding made that one of its core pillars and gamified it enough to work, while also constraining the design to basically human scale. That’s the sort of thing I mean, that systems like that need attention and abstraction and have to not just be a neglected afterthought tacked on to an archetype that it clashes with.

      An even more simulationist approach than that needs the sort of attention and priority that it could only get from a dedicated game that’s like Hardspace: Shipbreaker but about being a space teamster/stevedore instead of a space wrecker.

      • fox [comrade/them]@hexbear.net
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        17 days ago

        Shipbreaker is an entire game purely about taking ships apart in exactly the fashion Star Citizen wants its infantry boarding to work, with running concerns about pressurization, gravity, radiation, and sensitive parts like power and fuel. It’s a perfect example of that balance of gameplay and concept. I don’t think star citizen could do it better even if they wanted to because it turns out that even a gamified simulation has parts that wouldnt be fun in any other context. Pop open a door with air behind it in Star Citizen with Shipbreaker gameplay? You’re going flying, and in pitched space combat that means you, the player, get to spend fifteen to thirty minutes waiting for your air to run out, to be picked off by the enemy, or to be eventually scooped up by friendlies.