johnnyryell
Johnny Ryell
johnnyryell

Not as edgy but dark in its own way and actually canon: Garfield can’t talk, that’s why all his dialogue is thought bubbles. Jon is just a lonely dude who talks to his pets.

It’s just like poetry, in that it rhymes.

Developers have been using procedural tech for years. For example, they don’t hand-craft every inch of an open-world game. They use procedural terrain and flora/fauna propagation as the foundation, then tweak it as needed. This seems to be the same use case here. I don’t see many level designers or world artists compla

Ubisoft Ghost writer?

“I can’t tell if these pictures are real or fake”.

1) Do you play tutorials if they’re offered?

My God the obsession with “players should not need this” or “players are dumb”. Look, Return to Monkey Island has a hotspot tool, a recap for every saved game, a lot of accessibility options (even an in game hint system), and that does not detract from the game design, but adds to it, and thankfully it has been

You cannot say it’s a joke when making a death threat. Saying “I’m joking” after saying something reprehensible, and in this case illegal, is not protection from the consequences of that speech. Anyone that claims otherwise is a fucking loon.

That is of course a completely valid opinion! I personally am the type that will just spam it all the time for fear of missing stuff, so for me, it is worse :D The worst kind is the one that many modern games have where you do a “ping” and stuff shows for a few seconds and then disappear, because then I will just go

Can’t think of any off the top of my head. Games that use detective vision generally rely on it so adding a cooldown would just be frustrating for players. The best solution is to just not have detective vision and make sure your visual design is clear enough that players can intuitively identify things of interest.

I would much rather some signposting so I know where to go and what I can interact with than repetitive vocal lines from either NPCs or even the player character telling me “we have to go here! We need to do this! A puzzle- hm why don’t I try this?” every minute when I dare to dawdle a bit. 

Counterpoint: we are so conditioned by games not allowing us to do things that are possible in the real world, that it is immensely helpful to have clear signposting as to what things we are allowed to interact with. How many games give you an axe and surround you with indestructible trees/barrels/doors/houses? More

Sounds more like he was literally getting paid to design the game so that it playtested well, and responding the playtesters was part of that job. 

“I’d rather try the mod that turns enemies into Pokémon. That seems less terrifying.

For me I really like having indicators of what is actually interactive, because almost all games have a limit on what is or can be interactive, and the game design doesn’t always have clear delineations. It certainly helps if the indicators fit in the game world. Deus Ex has smart glasses that tell you what is

I’m against the ‘button to reveal things’ mechanic. Players will end up playing half the game in a visually dull detective mode or will continually spam the button every time they enter a room. Which at that point, why not just have the feature on at all times? I enjoyed my time with Batman Arkham Asylum, but I have

I think you’re underestimating our capacity to be pissed off.

Hate to be that guy, but as someone just getting into adult sets this past year, he’s cheating like crazy with glue and a saw. That’s not a Lego build. Still cool, though.

Bring back post-production lightsaber FX instead of using these light-up props on shows and new movies, please. The real shit is way too annoying with the glare and reflections. Obi-Wan fucking looked like Papa Smurf in his miniseries whenever it was lit up in his close-ups.