TalkingFlower
@TalkingFlower@lemmy.world
- Comment on Do we have No Man's Sky fans here? 1 day ago:
I find NMS a shallow sandbox. I have around 150 hrs in NMS, The activities do not appeal to me. I am 30 hours in playing Dwarf Fortress and I already have many self-made goals regarding child programs, fortification projects, military build-up, dam construction, production capacity, relocation of workshops…
If I just want to build something for aesthetics, I can always fire up SketchUp and other building games, instead of glitch building.
If I want a planetarium, I have Space Engine…
There is nothing left for me.
- Comment on Do we have No Man's Sky fans here? 1 day ago:
Or the boomers on Steam forums deflecting every criticism and trying to derail a thread by defending it as a “sandbox” game or not a bug, putting a post there is like controlling oversized children.
- Comment on 3 days ago:
I am a native; it’s a very multicultural island, but I have never seen an American coming here.
- Comment on This Minecraft map that recreates, [Kowloon Walled City], one of history's most notorious slums made me reconsider what's important in 3D level design 2 weeks ago:
No, Minecraft cannot deliver that kind of experience.
Go check out video of The Utuluk Complex in Mankind Divided if you want to know what the writer is seeking.
- Comment on Outer Wilds drawing I made 2 weeks ago:
Still the best game in Exploration, really excited about what Morbius Digital is cooking.
- Comment on This Minecraft map that recreates, [Kowloon Walled City], one of history's most notorious slums made me reconsider what's important in 3D level design 2 weeks ago:
Yeah, but…
Minecraft will never achieve the writer’s design requirement; immersive sim level design philosophy is where he is aiming, where highly environmental detail and possibly some competent AI to support the immersion.
MC is just a block-by-block construction, competent with building form, and it offers some simple decoration, and no more; I can’t see how it is a fair comparison.
- Comment on This Minecraft map that recreates, [Kowloon Walled City], one of history's most notorious slums made me reconsider what's important in 3D level design 2 weeks ago:
“This Minecraft map that recreates Kowloon Walled City, one of history’s most notorious slums, made me realize that 3D level design isn’t just about the complexity or the environmental challenge, but about the internal lives of the people who live there and the way that the game implies a greater reality that exists beyond the confines of the camera’s field of view”
“…what I deem important in virtual architecture and level design more broadly. My favourite games are always those that give me a complex, natty 3D space to unpick, like Dishonored 2’s Stilton Manor, Hitman’s Sapienza, and Thief: Deadly Shadows’ Shalebridge Cradle. But playing Sluda’s map made me realise these levels are more than just environmentally challenging sequences of rooms and corridors. They say something about the people who lived in those spaces, exuding their virtual history from their grimy walls, spooky attics, and beautifully recreated gelato shops.”
He cites a lot of Immersive Sim level design, Minecraft does not have that sort of detail; it merely provides a block-by-block construction system with some rudimentary decoration, it’s not gonna achieve his design requirement.
- Comment on Sean Murray just crushed my hopes of playing Light No Fire anytime soon 2 weeks ago:
Sentinals have wiped them out and destroyed every trace of old civilisation.
Then again, it’s just an excuse; having them does not solve the issue. Most devs these days will prefer procedural generation with handcrafted POI on top, but having the player spend time on them is the issue, because HG are terrible at creating POIs with lore.
- Comment on Sean Murray just crushed my hopes of playing Light No Fire anytime soon 2 weeks ago:
Let’s hope that he is doing open-world exploration right this time, instead of implementing a bunch of disjointed mechanics without a purpose to artificially lengthen the life of the game as a “sandbox”.