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Joined 2 years ago
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Cake day: June 15th, 2023

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  • In the stealth section there are static guards and patrolling guards. At the bottom of every turn the players pull from a deck of cards which says which of the patrolling guards will move and also a special event- this can be the meter towards the alarm ticking down, some of the guards reversing direction of their patrol, or reinforcements prestaging just off board.

    During stealth if a dead guard or a player character is spotted by a specific guard, it will shout alerting other guards inside a certain radius and act according to the combat logic. At this point the stealth section will likely shortly end because of all the negative stealth modifiers.

    In the combat section, enemies will move towards and fire at whatever spotted player character is nearest. The combat is very simple, which is balanced by it being very difficult for the players to survive, which means you want to delay combat as long as possible.















  • This is a good example. The cartoony graphics work well for Nintendo because it fits their hardware better as well.

    For my personal example I can still play Starfox64 easily, but Goldeneye (one of my favorite childhood games) literally gives me a headache to look at. Goldeneye was going for a more realistic look on the engine of the time and aged terribly. Starfox is all big bright cartoon designs.


  • I can think of many older games in dire need of facelifts, but the thing is they don’t need a facelift into photo-realistic territory. Just enough to bring the vision out from developers reaching just a little further than their old tech could support. I’m thinking of a lot of early 3D games. Many of the older sprite based games still hold up great.

    The AAA gaming industry has gone off the rails trying to wow us with graphics and the novelty has long worn off.


  • A lot of comments in this thread are really talking about visual design rather than graphics, strictly speaking, although the two are related.

    Visual design is what gives a game a visual identity. The level of graphical fidelity and realism that’s achievable plays into what the design may be, although it’s not a direct correlation.

    I do think there is a trend for higher and high visual fidelity to result in games with more bland visual design. That’s probably because realism comes with artistic restrictions, and development time is going to be sucked away from doing creative art to supporting realism.

    My subjective opinion is that for first person games, we long ago hit the point of diminishing returns with something like the Source engine. Sure there was plenty to improve on from there (even games on Source like HL2 have gotten updates so they don’t look like they did back in the day), but the engine was realistic enough. Faces moved like faces and communicated emotion. Objects looked like objects.

    Things should have and have improved since then, but really graphical improvements should have been the sideshow to gameplay and good visual design.

    I don’t need a game where I can see the individual follicles on a character’s face. I don’t need subsurface light diffusion on skin. I won’t notice any of that in the heat of gameplay, but only in cutscenes. With such high fidelity game developers are more and more forcing me to watch cutscenes or “play” sections that may as well be cutscenes.

    I don’t want all that. I want good visual design. I want creatively made worlds in games. I want interesting looking characters. I want gameplay where I can read at a glance what is happening. None of that requires high fidelity.




  • This reminds me of a DM who did a setting with an extremely bureaucratic kingdom. We had to get an audience with the king, but the process required jumping through hoops with different paperpushers.

    Eventually we were nearly at the hall to meet the king when the guards turned us away for wearing the wrong ties. I got us in by going through the Lionel Hutz “I’m not wearing a tie at all.” routine, which intimidated the guards (not what I was going for, but my table rendition apparently included crazy eyes) .





  • Elaine and her husband were the real sympathetic characters.

    Because it’s a 1980s movie the fact they were a childless couple with a more modern home decor taste they were considered acceptable targets for comeuppance, despite having done nothing to anyone.

    Clark is a self centered jerk. All of his action for the family were really more about keeping up appearances or being personally validated. He’s awful.