marathon (20XX)

I’ve played about 130 hours (about 90 in-match, and a fair share of idling in the menus) of Arc Raiders on PS5 and… yeah the menus/inventory management is pretty cumbersome and everything takes 10 more button presses than it should. I eventually got good at / became numb to it, and I don’t mind some tedium when it comes with meaningful agency, but yeah the game needs a year’s worth of QoL passes and sensible shortcuts added before I can defend that.

Marathon uses a cursor system on controller instead, and it’s up in the air for me whether that’s better yet.

It’s certainly a fun tax, but I’d rather put up with the cruft than have all the choices streamlined out of existence.

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i’d be interested in you elaborating on what choices/agency you feel the inventory/crafting system adds to the game.

for me, the “strategy” for crafting/buying items feels, at BEST, like a flowchart. choosing what items to keep in your painfully small inventory is opaque and then either trivial or nearly meaningless after spending a certain amount of time with the game. choosing what items to bring into a match is interesting, but that system can exist without the other systems as it does in many other games.

from my perspective, it doesn’t do much and exists for some combination of the following reasons:

  1. important from a simulationist point of view to better fulfill the fantasy of what the marketing promises
  2. obfuscate progression, not unlike a mobile game, to feed into players’ compulsive tendencies and make it harder for them to make optimal choices
  3. give the progression an artificially longer tail by creating larger and larger resources sinks so the player never feels like they have access to exactly what they want at any given time

the systems DO give the player reasons to do something different each match, but there are plenty of other systems that could achieve the same thing without forcing the player to do pre-game chores every time they want to play a round.

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I’ll answer this backwards: Hunt Showdown’s economy is frustratingly trivial. I can take the best weapons with me in my loadouts every single round. Auto-5 shotgun and Mosin-Obrez short rifle every single round. There’s so many fun crappy weapons that the game never compels me to use. It doesn’t fulfill the fantasy of an extraction shooter because it doesn’t feel like I actually extracted with anything; the bounty token doesn’t feel like payday because if your performance is at least middling for your MMR you’ll never go broke, and it’s not even worth picking up other guns. It’s a masterpiece to play, but “winning” doesn’t give any catharsis or reward after all that stressing so it wears me out quickly.

“You live to die another day.” That’s wonderful, just iconic. But when I die, it doesn’t matter, because I can pop in a new hunter with the same skin and load him up with the same perks that don’t matter and the same meta weapons every single time and none of this means anything. It’s a confusingly casual and apathetic CoD-like structure for such a hardcore and atmospheric in-match experience. The stakes are short-changed. It’s compromised.

In Arc Raiders, I wouldn’t mind if the interface for buying/crafting items were streamlined such that they’re presented as costs when you select the item for your loadout, and you press the button corresponding to which cost you prefer (cash or craft), and you’d never have to visit the traders or the workshops in their millions of menus again. But the costs, and the scarcity, are what’s so important. Having to make do with what you have. The excitement of finding a rare gun you like, upgrading it, modding it, the determination to hold onto it as long as you can. The highs and lows. Going broke and getting rich, then starting all the way over again.

As for looting, and choosing what to loot, this is important because it gives you a deeper relationship with the world. You need medical supplies, so do you go to the hospital or to the barricaded pharmacy? You need mechanical supplies, so do you go to the container storage or to the underground car lot? It gives you freedom and meaning in where to go, makes the world feel touchable, gives places a priority and a history (if it’s been looted). In Hunt, there’s just a bunch of empty setpieces, and only two of them matter in a given match (there’s the boss! go get it!) so you spend half the match just running through the inactive ones. I’m not really complaining, because Hunt is beautiful and a shot could whiz by my head at any time, but for all its uniqueness, it’s an evolutionary dead-end.

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An extraction shooter is a survival game at heart, and any proper survival game is about THINGS: taking things, dropping things, using things, losing things, hoarding things, rationing things, combining things, things that tend to be here or there, things to be repaired, buying and selling and trading things, researching and unlocking things, things with niche purpose or no purpose or strictly fun&impractical purpose, common and rare and unique things. THINGS! Do not question the immortal tradition of THING King Gaming. We’re here for all the THINGS.

We’re not here for the menus, which pose many unsolved UX problems, but we put up with it for the THINGS.

If my pants aren’t as stuffed as Guybrush Threepwood’s when the elevator goes down, I didn’t win that round.

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i do think the economy is the weakest part of hunt. i’d be interested to see how it would play if some part of it was tied to an individual hunter’s life rather than being account-wide so there was more difference in how one might play a hunter in a series of games. i’m not sure i’d like it more, but i would be interested to see how it plays out. as it is, it’s basically a non-system but in a way that’s inoffensive enough to not bother me too much. i think even the developers realized it’s sort of a failed experiment because any changes they make to it just reduce its importance even further.

in terms of progression being mostly confined to single rounds, that’s more of a feature than a bug for me. i play traditional roguelikes and fighting games and arcade games and (previously) mobas. a hard reset between rounds means i can focus on strategy in-round and my improvement as a player, rather than a bunch of distracting meta-game nonsense.

you probably need to be closer to a “johnny” in mtg player archetype terms to truly love hunt. yes, there are “meta” weapons that are better but in terms of balance the difference is marginal enough that you can do well with any weapon. i’m not playing hunt to maximize my win rate full stop. i want to play with all the different toys available to me and i’ll try my best to win with whatever starting conditions i choose to give myself.

as far as meta-progression being a reward, i don’t really get it. i think this is where a lot of other people on this forum bristle, too. in almost all my favorite games, my reward for doing well is simply just “winning”. i don’t need additional extrinsic motivation, ESPECIALLY because it’s never free.

there’s mental overhead to interact with it (and the meta-progression is NEVER as good of a game as the game itself). it downplays my achievements (am i only winning because i have better gear now?) it hijacks the incentive structure and i have to interrogate why i’m playing the game. am i only playing for the satisfaction of seeing numbers go up or to getting access to new things? if i play past the point where i would have otherwise, isn’t the meta-progression just tricking me into playing a game i don’t enjoy moment to moment? i’m a rather competitive person and i can ALREADY be tricked into playing competitive games longer than i’m enjoying them or getting something out of them – endlessly chasing the diminishing returns of the feeling of “improving”. why would i add yet another confounding variable to that mix?

for meta-progression adding tension, this also sadly does not work for me. i think this tension exists for me in some form when i first start playing, but quickly fades and certainly won’t last when i’m experienced with the game. i’ll take a rare gun i find into my very next mission, lose it, and not think twice about it. i’m more riled about the outcome of the round than any resources i lost. in an extraction game everything is effectively impermanent already. i’ve accepted this fact before i even go into the round.

you say that “none of this means anything” in hunt, but how does a meta-progression fix that? couldn’t i just as easily say that meta-progression doesn’t mean anything without a meta-meta-progression? like at some abstraction level, you have to create the meaning for yourself. the cost of the meta-progression isn’t worth it for me when i can already enjoy the game without it. and if i CAN’T enjoy the game without it, well, i’m very skeptical that the things i tend to value in games (play, improvisation, competition) are being emphasized.

i do like your point of the loot giving more contextual meaning to the world!

yeah this would absolutely be a massive improvement and might reduce the friction enough for me to want to explore my feelings on the game more.

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if you use all the “best” weapons in hunt you never get to use sick shit like the martini-henry with the badass reload animation where you hold giant bullets between your fingers like a medieval archer. very few other games understand the appeal of old ass guns, that’s something I’ll give it

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i tend to play with the ironside on the martini – just a stupid giant metal box of bullets that blocks half your screen. it’s probably worse than the fast fingers + martini you’re describing but it’s really funny sooooo. shades of the halo rocket launcher.

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easy red 2 has a german anti tank rifle that’s single shot but has a giant metal tin on the side you have to individually load with cartridges so you don’t have to take them directly out of the box in your pocket when you wanna load your single round, it is so extremely unwieldy for a weapon that is ineffective 95% of the time, and yes it takes up half the screen as well

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Spot on with the meta progression. I’ve been playing L4D2 again recently and it’s so refreshing and beautiful how it isn’t like an extraction shooter or any other modern shooter with stupid currencies and levelups, even a game like Helldivers 2 which I love. You just pick the map and play the damn game. Everything’s in there. You win or you lose. The weapons are the weapons, the items are the items - you don’t go oh sweet a blue weapon now I can drop my green weapon.

It’s just… a videogame. It’s so wonderful. A breeze, not a job.

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me with ground branch

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Meta-progression is necessary because there isn’t any traditional concept of “winning” in an extraction shooter. Hunt is the closest to an exception, but not quite, because “winning” often just means you beat one duo and got out with the token, or many times just killed the boss and never encountered an enemy player. The “win” isn’t inherently satisfying then, so I need something else. When the game says “You live to die another day”, it’s saying outright that the meta-progression is the point: your reward is to play another round with that hunter and those perks you’ve acquired and whatnot.

I don’t need meta-progression in every game. The only reason I play battle royale games is because the satisfaction of winning hits like crack no matter how boring the round was, because I just beat 149 other players! Whoo! That’s very unlikely and I made it happen! Extraction shooters don’t have a similar win-state, so they go for something else.

Anyway, re: Hunt’s economy, the game would be fixed completely for me if they just tripled the cash price of everything and doubled their spawn rate in matches. I want to have a practical reason to use crappy guns, and for not everyone in the entire lobby to be using meta weapons at all times, and I want the excitement of getting out with something besides the bounty token (though they’d have to be clever about it to dissuade early leavers).

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I really gotta say this thread is doing a fantastic job of unselling me on extraction shooters, with the potential exception of The Hunt.

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directly engaged with one other team that is at my skill level? sounds like a good game to me! i feel like the framing of “i beat 100 people” doesn’t compel me that much. i care about the teams i directly interact with but everyone else just sort of dies to chaos. the more i play BRs, the less i start to care about strictly winning (because as you said in a post above, the prudent strategies are often the most boring one) and i eventually just want to have good or interesting fights. hunt more consistently delivers those than BRs ever did for me.

sure, there are some dud games but i’ve had many more “dud” games in BRs, where i land and immediately die because their crate had a gun and mine didn’t, or, WORSE, i loot for 10 minutes, get caught in some chaotic situation due to other teams or circles moving or whatever, and die unceremoniously without feeling like i had much agency in the situation. if you land somewhere crowded, your fate ends up being a dice roll, but if you land somewhere unoccupied, you’re setting yourself up for potential boredom in the first half of the game.

the tracking and skulking and pve in hunt, while not difficult, is 10x more interesting than hoovering up sights and bullets off the ground. any sound trap you set off can literally be the difference between you getting the jump on someone and someone getting the jump on you. piecing together information about where teams are going based on disparate points of data is a skill that you can continually improve.

the least fun parts of hunt to me are still more fun than the least fun parts of a BR or arc raiders. the looting is nearly mindless, mechanically bare and uninteresting and not only do you have to do it every game, it’s ostensibly the focus of the game. hunt is mechanically dense enough to have wrinkles, even in quiet moments, and otherwise it tries its best to get out of the way and let you engage with the fun parts (the fighting). it’s far from perfect, but it more consistently delivers compelling free-form fights than any other game i’ve played.

streamers or other folks that have been playing this game for 7 years have like millions and millions of dollars so even a threefold increase in price has no affect on them at all. i think the reason it’s just been softening is because the economy makes the game even more hostile for newer players, who won’t know that the best guns are only marginally better and will assume they’re losing due to a massively uneven playing field.

they’re sort of in a tight spot where anything they do will negatively impact some group of players, so it just continues to exist as it is in a sad holding pattern.

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I totally agree that Hunt Showdown is better than all BR games and everyone should play it. I just wish it had more extraction catharsis so I could play it as long as I’d like to without getting worn down by the ambient stress. We’re for-sure in agreement for the most part; I like Hunt and I like what other games are doing too, and my comments just explain why Hunt can’t be the One Game for me (nothing can be).

Anyway I’m demoralized by the people popping in here with nothing to add just to pat themselves on the back for not playing these videogames, so I’ll probably wind it down until Marathon’s open beta starts and anyone can play it and we can have a real discussion. I hope people will be pleasantly surprised! I was!

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The story of nuMarathon is the most intriguing part of it, which is why the PvP Extraction Shooter bits bum me out. The world needs more single-player extraction shooters anyway! HOLE is so fucking good!

I’ll probably end up trying it at some point.

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yeah i will say the types of games i play have trained me to have more of a resistance to this kind of thing but hunt is absolutely very stressful, especially while you’re learning (and you’re learning for a looong time). even though i’ve played some 500 hours or something i still like to frame my games as “learning” because it helps take the edge off to perform and treating each game as a relatively fresh start helps reinforce that.

i’ve never played tarkov – my intro to extraction shooters was maybe that half-baked mode in call of duty and then hunt. hunt made me think that maybe i should dip my toes further into the genre so i tried arc raiders.

as a whole i landed somewhere in the middle on arc raiders – it didn’t grab me the way i hoped it would. the best part is absolutely the ai enemies. they’re all trained w/ reinforced learning and so they move in an unnatural chaotic way that is just really fun to play against and absolutely terrifying for quite a while. the maps are all gorgeous and detailed and convincing. there’s beautiful dynamic lighting that can support different times of day and weather conditions. the big set-pieces with the almost raid-like giant bots are super cool too. i had a great time working together with a couple other teams to take a queen down.

but once the newness faded away and i started to understand the game more it started to grate on me. for starters, PvP third person shooter combat is just strictly inferior to first person in my eyes. third person often results in these dumb staring contests, because you can look down a hallway with no risk to yourself, which in turn makes stalemates and inaction a lot more common. first person means that to gather information you have to take a direct risk, which makes things happen!

the community of arc is weirdly friendly, to the point that if you want to work together with random people you find, you can and they won’t betray like 80% of the time. at first i thought this was kind of a cool vibe but the more i played the more i realized this cut into the competition in a negative way. the game is incomplete and becomes boring without player conflict but there are a large number of people that don’t even want to fight you, and on top of that people try to flip back to “hey we could have been friends” in voice chat when they get beaten and it can be hard to tell how invested they actually were in that aspect in the first place.

and eventually the ai get more rote to fight or avoid and the fear and atmosphere start to wear off a bit as you learn the game and the maps more and now i’m playing a game with worse PvP than hunt that a significant portion of the player base doesn’t even want to fully engage with and on top of that it additionally has all those little points of friction with the looting and inventory that i enumerated in posts above.

i don’t think it’s a bad game but i do think it’s a confused game. hearing about its rough development process made sense to me – it was originally meant to be more of a co-op vs. ai game similar to helldivers, it was missing something, and so they pivoted late to this extraction PvPvE idea. i think the inventory and crafting and looting and ui all feel a step removed from a minimum viable product and needed way more time in the oven. that overarching context did give me a bit of a pull, but i can’t accept that as an opportunity cost that cuts into the things i like in hunt. a game with slightly better PvE and some aspects that feel less video-gamey than hunt but much worse PvP + a bunch of chores & friction doesn’t quite add up.

like, we can theory craft all we want about games we don’t play but speaking for myself, i’m very often wrong about what i actually like, or what i have the potential to like. so if i have an interest in something, even if there are elements that push me away, i still try to give it an honest chance and i’m very often surprised by what i get out of it. maybe a slight majority of the time my reservations about certain aspects do end up feeling justified, but in the context of the game i often end up getting something of value out of it that outweighs or overshadows those aspects anyway.

e.g. i tried valorant because i traditionally played shooters with longer times to kill, and didn’t understand how a game predicated on “just reflexes” would be fun. i didn’t end up sticking with valorant (mostly for toxic community reasons), but it did show me that low ttk promotes a style of shooting that i found i enjoyed. with low ttk, information and tactics are the main drivers of who win a fight. the aiming does matter, but it ends up emphasizing other compelling aspects at the same time.

playing valorant gave me the confidence to try hunt, another game with low ttk, and i ended up finding that the light extraction shooter elements in hunt helped craft a bit of a narrative that made the game slightly more compelling. and that, in turn, is why i tried arc.

i have the same reservations w/ marathon as i did with arc, and having played and reflected on my time with arc, i’ve not seen many meaningful differences between it and marathon. plus the comparisons to apex & longer ttk scare me in the context of an extraction shooter and the whole art theft thing is a major downer. but i do still plan on trying it during the free week because i’m still slightly interested and have been wrong before and trying things and disliking them feels preferable to entrenching myself in a dilapidated grumpy old man castle.

but also, like, i heavily identify with the grumpy old man. i am often him too! there’s a tiredness that can creep up on you, when you make negative predictions and are seemingly proven right over and over and over again. like the world is hard, especially now, and it’s a privilege to have enough mental overhead to want to engage with things that you predict will disappoint you.

i painfully sincere-post and talk about the things i’m passionate about because my stubborn almost evidence-defying optimism is one of the few things that keep me afloat. but i don’t have disdain for the folks that post more negatively. weirdly it ends up being an impetus for me to think and examine my feelings on a topic that results in a clarity about it i did not have before. i trust the people in this community, even if they’re a bit prickly sometimes, because i understand where it comes from. in general this community isn’t trying to dunk on one another – we want to be proven wrong and to perceive the world through someone who sees it a little more positively.

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Great post.

fwiw, Marathon’s approach to loot is much more streamlined than Arc. There’s no crafting. Cash value is directly shown on object icons without having to hover them. Almost everything you pick up is directly useful/equippable, but each PoI has one resource to find there which pays for upgrades with a corresponding faction.

The game’s aesthetic is “information overload” and it reminded me very strongly of Cruelty Squad, so less extraction-literate gamers might find it impenetrable at the start. I was shocked by how little onboarding there was, and how player-hostile it was willing to be.

Also, once you commit to a match, you cannot fidget with the menus anymore. While it searches, you sit watching a creepy loading screen with video footage of insects crawling around masks.

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not everyone was as demented as you thought :stampstampstamp:

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to conclude my arc raiders posting and to mention another game that informed my decision to try arc raiders and maybe shine a light on other novel multiplayer shooters that folks might be unaware of – i actually like embark’s other project, “the finals” a whole hell of a lot. came out a couple years ago and helped prop the studio up when they were bleeding money while pivoting with arc’s design.

its three or four teams of three players in a large arena, with a sort of neutral bomb-esque game mode. it features a somewhat goofy game show aesthetic that imo almost works but not quite lol. each team competes to get to one of a couple vaults, retrieve a cash box, and then insert it into a receptacle somewhere else on the map. once inserted, a timer starts and that team must protect the receptacle as it can be stolen by other teams. whichever team owns it at the end of the timer gets cash, and then another cashbox spawns somewhere else and it repeats. whichever team has the most cash at the end of a timed round wins.

the most impressive thing about it is its ability to simulate large scale destruction. the destruction is not dissimilar to rainbow six siege, but it’s even more free-form, and in the context of an absolutely action-packed chaotic arena shooter. there are a plethora of tools & abilities that interact with it. you can c4 and sledgehammer an entire building down if you want, and the floors will topple and pancake. it’s easily the most impressive destruction i’ve seen in a shooter and it’s extremely mechanically relevant. like, you can dig your way to the objective or you can dig out from under the objective and drop it to you. there are so many tools and weapons that interact with the destruction in interesting and natural-feeling ways.

it’s also just a really impressive design that deftly combines elements of BRs, extraction shooters, TF2/arena shooters, rainbow six siege, and maybe others that i’ve forgotten/missed. i’ve really never played anything quite like it. there’s a simplicity to it that’s refreshing, just a single weapon, ability, and 3 gadgets per person, but that simplicity is in service of emphasizing like the pure overstimulating chaos & the destructive power of multiple teams all going for the same objective.

on top of that there’s some really nice tactical almost rock-paper-scissors elemental interactions going on, where fire explodes gas, smoke puts out fire, goo can be used for temporary (but highly flamable!) cover, etc etc.

there’s definitely a free-to-play stink to it, which you’ll be familiar with if you’ve played fornite or any modern gaas, but the last time i played (about a year ago) it didn’t take obscene amounts of time to get access to what you wanted, and the only thing that cost real money were cosmetics.

the developers are also very clearly fans of hunt because they both have the exact same shotgun model – a shotgun with a lever action – AND the reload animation almost perfectly matches the one in hunt when you have the bullet grubber trait and do a partial reload, where the player catches the twirling ejected (but unspent!) shell midair and slaps it back in.

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