videogame things you think about a lot (Part 1)

our generation is s-p-e-n-t and feeling very ambivalent about not having gotten more out of it

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that was the weird tim rogers/bob’sgamedude thing, right?

daaaaaang i haven’t thought about that in ages

i wonder how bob’s doing

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yeah i posted about it last year cuz it was the 10 year anniversary of that thing. it’s corny but i used to watch that particular one a lot while i was still living in Ohio but looking to get into the space. i think Bob got really paranoid and into conspiracy theories and moved to like Idaho or something like that but that’s only what i heard (never met the guy). by the time i moved to the bay area in late 2011 he was gone from that whole space.

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for me unfortunately that feeling has been around a lot longer than the last few months (or 2020). i pretty much already was in a depression hole by late 2013 which i’ve been intermittently in and out of since then.

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still think about Call of Duty: Black Ops IIII

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Everything wrong with Shenmue 3.

Here’s one I just thought about: at the end end they are walking along the great wall (to remind the player they are in china???)

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The reappraisal of Doom 3 by long-time fans and people who did not like it when it came out, and whether there is something to learn in Doom 3 that was ignored or slighted because of that initial reception, is something I’ve been thinking lots about.

As a fan, I want to win and think “hell yeah, I always saw the brilliance of Doom 3” but honestly I don’t believe the reappraisal is going to unearth anything super smart or interesting about its design, and in the end Doom 3 will be a good game but not an influential game. The moment for that kind of discovery seems to have already past. We talked about how good Doom 3 is, and besides maybe avoiding designing shotguns like its shotgun, or feeling encouraged to make muddy tight corridors the majority of your level geometry, did anyone really learn anything from this game?

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The ole Doom3 hater has logged on and much like Dead Space I hated the monster closets design.

I hate that I could look at a health and go “picking that up will spawn enemies”.

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I feel that way too to an extent. Doom 3 has plenty of hidden monster closets, but a lot of them were obvious. There are some interesting custom levels that took Doom 3’s realistic presentation but, like some Doom and Doom 2 maps, made the environments deliberately readable like that. It seems like a clash of art design and the logic of level design, but I think they were kind of complimentary in some weird way.

This confused me too because, aren’t they supposed to be in Guilin? I just assumed the devs think China is full of great walls

gsdx_20180713174236

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No ideas what to call that design trend, but this post has since reminded me not to step on sidewalk cracks

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perhaps what i’m getting at here is that good musclefeel has a much longer half-life in my system than good brainfeel

i apologise for none of my vocabulary

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music theory is a branch of game design. all music is a game of “bet you can’t guess what happens next”.

notes themselves are just pressure waves emitted at constant frequency, presenting a temporary oasis of predictability

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sonic the hedgehog is 5 years older than tomb raider

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i was last night, in the dark, thinking about the fact it’s about the same time between now and when super princess peach was released as between super princess peach and smb3

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i’m not making it up this very poignant moment happened

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New Super Mario Bros. is almost as retro as Super Mario Bros. was when it came out

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