Goodeye8
@Goodeye8@piefed.social
- Comment on Weekly “What are you playing” Thread || Week of November 23rd 9 hours ago:
I’ve been hooked on ARC raiders since it launched. I’ve done all the quests, I’ve done all upgrade, I’ve done the expedition prep (to the point it can be done), I’ve finished the raider deck. The only things left to do are the trials but even when I’ve more or less cleared the weekly trials I’m still playing the game. It’s just so compelling.
The ARCs demand respect. They’re so dangerous sometimes the best option is to not even fight them. That is especially true for bigger ARCs because you have to prepare to fight them. Whenever one of the bigger ARCs notice me and I’m not prepared to fight them I’m booking it into the first closed space I can get because if you don’t break line of sight you’re going to have a bad day. So my advice is avoid avoid avoid until you’ve come prepared to take one down. Once you get more comfortable with fighting ARC other players become far more dangerous than ARC.
- Comment on The ancient Greeks or Chinese should have already had words for this. 12 hours ago:
It has its benefits. You can talk absolute depravity, like Trump farting so much shit into Ivankas mouth that liquid diarrhea is overflowing from the side of her mouth with chunks of yesterday’s pasta bolognese dangling off her chin, and get no mental image of that filth. But you can enjoy that imagery.
- Comment on 20 hours ago:
I doubt it. I think they understand that the hardware market is volatile and what might cost $800 might be $1000 in a few months.
- Comment on Gaming Pet Peeves 23 hours ago:
When someone fails to explain how something is a strawman I don’t give a fuck when they double down on calling it a strawman.
- Comment on Gaming Pet Peeves 23 hours ago:
You wouldn’t make a comment if you didn’t want to argue so you’re lying to yourself.
- Comment on Gaming Pet Peeves 1 day ago:
See, you’re not understanding me. I said we cannot argue if we agree. That disagreement on a minor detail doesn’t count.
- Comment on Gaming Pet Peeves 1 day ago:
Right. So explain with real world examples of how higher difficulty actually prevents people with disability from playing a game. Make me understand because so far you’ve done nothing but say general statements and dismiss me.
- Comment on Gaming Pet Peeves 1 day ago:
Because we can’t argue if we agree.
- Comment on Gaming Pet Peeves 1 day ago:
I don’t care about the downvotes so if it was you or not doesn’t really matter to me. But I still think you didn’t get what I was saying.
- Comment on Gaming Pet Peeves 1 day ago:
Yep, you keep talking out of your ass and ducking at every criticism. No wonder you demand easy mode for everything, you can’t stand the slightest amount of pushback.
- Comment on Gaming Pet Peeves 1 day ago:
Oh really? Where exactly do you think I addressed it?
- Comment on Gaming Pet Peeves 1 day ago:
I haven’t missed the point. I addressed that in a different comment. I’m still waiting for you to address mine.
- Comment on Gaming Pet Peeves 1 day ago:
Lol. Gets called out, ducks again. This time with name calling.
- Comment on Gaming Pet Peeves 1 day ago:
Somehow you understand my point perfectly well but can’t address a single point I’ve made. We’re not discussing my arguments here, we’re discussing the bullshit you threw in my way to duck away from my argument. How about you actually address what I originally said if you’re so god damn certain you know what I’m talking about? I’ll spell my points out for you and then you can knock them down.
Argument one. It creates a ludonarrative consistency in games where the world is supposed to be harsh and unforgiving.
Argument two. It can be used to evoke a certain feeling in people.
And I want actual arguments and not this “I don’t care about those things so those arguments are irrelevant” bullshit you used before to cop out making an actual argument.
- Comment on Gaming Pet Peeves 1 day ago:
Not everything is for everyone, of course. But I argue that everything, any game genre should be accesible for anyone who wants to try, and like with anything else, people will filter themselves out if it’s not for them.
I don’t think difficulty is on the same level of accessibility as say being able to turn off epilepsy inducing lights. Difficulty is more of a soft accessibility option because people can learn to overcome difficulty. It’s very rare to have difficulty that is simply impossible not to overcome. I get the people with disabilities angle but I also think they should be treated like people and as people I’d like them to experience art as it is. When it comes to something like Dark Souls, where the difficulty and hardship is so intertwined with the story, world and the metaphors about life itself, I think the piece of art would become less if the difficulty was reduced. I want people to experience Dark Souls like I did because it literally changed my life. I let the difficulty beat me so down that I changed as a person and I know that if I had had the option to turn on easy mode I would’ve 100% turned it on and rob myself from the chance to grow as a person. This is why I’m so adamant that difficulty options are not for every game because sometimes you can find something profound only after you’ve been pushed out of your comfort zone.
- Comment on Gaming Pet Peeves 1 day ago:
I’m sure you think you did.
- Comment on Gaming Pet Peeves 1 day ago:
Because I enjoy playing games and experiencing the story they have to tell? How is that hard to understand?
But you don’t care when the gameplay enhances or detracts from the story? You’re okay getting shot 1000 times and nothing happening but that one bullet during the cutscene is all that it takes?
You can enjoy playing the game AND enjoy the story they have to tell, I also enjoy games that don’t have a story but have fun gameplay, but the two do not have to be tied at the hip and they shouldn’t.
I absolutely enjoy games that have no story to tell. I agree that gameplay and story don’t need to be joined by the hip. But I think you shouldn’t chainsaw them apart if they are joined by the hip.
You seem to fail at understanding what “difficulty is subjective” means. Who are you to determine what is a “serious challenge” for the player?
I completely understand that difficulty is subjective. I am not the one who determines what is a serious challenge. The game developers are the ones who decide that. Who are you to tell game developers how they should make their game?
Everyone is different. What is a serious challenge to overcome for one is a cakewalk for another, unless the player has the ability to adjust the difficulty to their liking and capabilities.
Which further proves my point that the developers should have fixed difficulty when they use difficulty to guide the player or evoke a feeling. How can they do that when they need to make it work for everyone?
Who fucking cares if someone puts it down to easy? If that is the challenge they are comfortable with then let them have that option. Fuck off with that elitist bullshit.
I’m sorry a game was too difficult for you and you got your feelings hurt and now are trying to turn the entire world around your hurt feelings instead of accepting that you are the one with the problem, not everyone else. Was that elitist enough for you? Fuck you for calling me elitist when you can’t even understand the point I’m making.
- Comment on Gaming Pet Peeves 1 day ago:
If you have a specific trigger you may want to research the movie ahead of time for content. Resources like does the dog die help. Depending on your exact needs you may be able to use other tactics like watching with a friend.
And if people don’t want a challenging game they can research beforehand and decide not to play it. Or they can get a friend to help or they can find mods for the game or they can watch a playthrough. But with games instead of working around the vision (like you’ve suggested with movies) we decide that developers should compromise their vision.
Difficulty is tuneable after the fact. The developer had to make choices about the numbers and implementing them in a way they can be scaled isn’t necessarily more work. Lazy scale the number difficulties are still more accessible than single difficulty.
I think you’re mixing up difficulty for the sake of difficulty with difficulty for the purpose of something else. You can tune difficulty for the sake of difficulty and I don’t an issue there. I don’t think you can tune difficulty that’s designed to evoke a specific feeling or guide the player in a specific way. Take the Asylum demon from Dark Souls. It’s supposed to be near-impossible to beat the first time you see it because the game is telling you to do something different. If you turn the difficulty down and it becomes beatable then you’re actually skipping the rest of the tutorial the game designed for you. And of course environmental difficulties are even harder to tune. You can make Sens Fortress deal less damage but if you can’t avoid the traps you’re still going to end up knocked off and have to start again.
- Comment on Gaming Pet Peeves 1 day ago:
But if someone did would you agree with them?
- Comment on Gaming Pet Peeves 1 day ago:
It doesn’t have to make sense. Gameplay mechanics and the in game world and story are two different things.
Why are you even playing games if it doesn’t have to make sense? Clearly you care about the story but don’t care whether the gameplay supports the story? So if the gameplay adds nothing to the story why not just watch a youtube playthrough instead of playing it yourself?
Again, difficulty is subjective. What is “hard” for one is easy for another. So let the player decide how hard they want their experience of the story to be.
Difficulty is subjective but it has to be consistent if you’re trying to use difficulty to evoke an emotion. Imagine there’s a game that wants you to feel like you’ve overcome a serious challenge. How can the game do that when on the first sight of challenge you turn it into easy mode and skip the process of making you feel that way?
- Comment on Gaming Pet Peeves 1 day ago:
How is that a strawman? It’s literally my point translated to the movie medium. If it’s okay to demand easier options for games that deliberately use difficulty for artistic purposes why wouldn’t it be okay to make similar demands in other mediums?
- Comment on Gaming Pet Peeves 1 day ago:
You are failing to see that people with some sort of disability are already against impossible odds, not only in the game but in life. They already know that feeling you talk about, why not let them partake in this piece of art? It will still be a challenge.
That is just opening up a whole other can of worms. Would you argue sim racing games should cater to people with disabilities? Should puzzle games cater to people who don’t have the capacity to solve puzzles?
If your worry is that normies would exploit this and not “earn” their victory, it also does not affect your experience of the game at all. Just like nobody is going to force you to do a SL1 run - that’s a choice-, why not have that the other way arround? :)
I love how you instantly assume the kind of person I am. Yeah, it would be my choice to do a SL1 run, the game isn’t designed around doing SL1 runs. The game is designed around evoking a specific emotion that requires people to be challenged enough to feel like they’re overcoming a challenge. How do you feel like you’ve overcome a challenge when you just turn off the challenge when it gets too tough?
- Comment on Gaming Pet Peeves 1 day ago:
And not everything is for everyone. Do you think (former) drug addicts would be comfortable watching Requiem for a dream? Would you argue the movie needs a cut that is suitable for addicts?
- Comment on Gaming Pet Peeves 1 day ago:
The art of gaming is in its storytelling, not it’s arbitrary mechanics that gate access to that story experience
What kind of storytelling? Because if we’re talking about just the story it might as well be a movie or a book. It needs to have interactivity and that interactivity needs to support the story. So if the story is about hardship how can the player feel that when nothing is hard? To come back to the ARC example. How would it make sense that ARC have pushed humans underground when you as the player don’t fear ARC?
- Comment on Gaming Pet Peeves 1 day ago:
Thank you for completely missing my point with this pedantic response.
- Comment on Gaming Pet Peeves 1 day ago:
I disagree with the idea that every game should have a difficulty option. If the difficulty is there just for the sake of challenge, then difficulty options should be there because in that case it’s not all that different than setting self-imposed rules for additional difficulty. But when difficulty serves a bigger purpose I can absolutely understand keeping a level difficulty experience.
For example in ARC raiders the ARC are so dangerous that they’ve pushed people underground and going topside is this risky endeavor. But if the ARC were pushovers you get this narrative dissonance where the enemy is supposed to be so dangerous that humans can’t thrive but when you fight them they die instantly so why can’t humans thrive? ARC also pose as a balancing act to the game because if the ARC weren’t dangerous the game would just be PVP with looting. You have to take ARC seriously even if you know how to deal with them because of how easily the script can be flipped on you. ARC raiders obviously doesn’t really have difficulty options because of its multiplayer nature but it does show that difficulty can have a narrative impact and difficulty can impact how you approach the game. If the game was easier it would arguably end up as a worse experience.
And difficulty can also be used to make you feel a certain way. This is why I’ve argued against Dark Souls needing difficulty options (and to be clear, I’m talking about ONLY Dark Souls 1). There’s a reason some people call Dark Souls a cathartic experience, because that’s what the game is going for. Lordran is a world in despair. The end of an era is coming and the world has been plunged into decay. The denizens of Lordran have fallen into despair, given up and hollowed. And Dark Souls wants you to feel that. Dark Souls wants you to feel the despair and find the will to continue despite that despair, lest you become one of the hollowed people of Lordran. The game is challenging specifically to make you feel like you’re being treated unfairly, like you’re against impossible odds, like you’re supposed to fail, like there’s no point playing and just give up and never play again. Because when you eventually overcome that unfair and impossible scenario you’ve failed a dozen times all the emotional tension gets released and you achieve catharsis. If you don’t feel the failure you can’t feel the catharsis thus by making the game easier the game loses a part of what it is.
Dark Souls is not a game, Dark Souls is a piece of art. We give other art the respect to be their own thing. People accept Kafka novels are hard to read. People accept The Downward Spiral is hard to listen. People accept Requiem for a dream is hard to watch. But when Dark Souls is hard to play we complain? I say let art be art. If we want to treat games as art then every game can’t have difficulty options. Some games can, will and do use difficulty in a way that elevates their artistic vision. In my eyes denying games the tool of difficulty is to deny that games can be art.
- Comment on 16 minutes of HyTale gameplay 5 days ago:
I do like the combat and atmosphere but that’s about all the videos showed and I can’t be impressed by that. Only combat and atmosphere is not a reason to play a game. There needs to be a purpose and I didn’t see that.
For example in Vintage story survival is the purpose to play the game. You need to go out and find food or you’re going to starve. You need to build farms because the vicinity of your base will eventually run out of easy to access food sources and you’ll starve. You need to build storage pots because your food can spoil and go to waste. You need to build a cellar because you need to store food for the winter. In Vintage story you go exploring because you have a reason to explore. There is always something to do and getting to the point where you actually have nothing to improve is like hundreds of hours away.
That is what was kinda missing from Minecraft. Once you’re past surviving the reasons to explore drastically drop off. And based on this video it seems like Hytale will run into the same issue as Minecraft. You end up with a nice looking world and interesting combat but with very little reason to go explore or fight.
- Comment on Maybe they should double down and blame trans pedophiles. 6 days ago:
I low key believe MAGA is more concerned with Trump allegedly sucking cock than him allegedly fucking kids. MAGA can excuse fucking children but they draw the line at being a cocksucker.
- Comment on ‘Clair Obscur’ Leads The Game Awards 2025 Nominees With 12 Nods; ‘Silent Hill f’ Has Four Nominations 6 days ago:
I can ignore the RNG fest that is drawing the rooms but for the love of god there so many interactions that have no business being as long as they are (for example anything related to computer terminals). If the game can clearly be better than it currently is then in my books it cannot be a GOTY nomination. In case of Blue Prince the game could absolutely waste less of the players time. It’s the reason I gave up on it because there’s no reason to play if I feel like the time I spend playing is just wasted time.
- Comment on DarkPattern.games » Healthy Gaming « Avoid Addictive Dark Patterns 1 week ago:
For example “Reciprocity”. Unless it’s something I’ve never seen in gaming I don’t see how that’s a dark pattern. Giving other players stuff is not a dark pattern, the “dark pattern” is when the person feels like they should contribute back. How can a game make a player NOT feel like they should contribute back? There is nothing a game can do to fix this which is why I don’t see how that can be a dark pattern for games.