Even with Ana, while it was the peak of Overwatch’s healers, had a lot of the same issues, esspecially when it comes to juice, and feedback for impactful actions. For example, while your primary specialty was healing, the main feedback for that was your teammate’s health bar going down slower, whereas if you decide to play selfish and shoot enemies, you watch their health rapidly tick down, they die, and you get a flashy kill reward and voice line. Even in terms of the OW1 medals, there was only one healing medal and like, 3 or 4 for damage. Despite healing being such a core part of the game, there’s very little moment-to-moment “reward” for it.
Even for a lot of games with strategic views, being able to hover above the battlefield or fly between your battle lines would be so cool - like the most immersive tabletop wargame possible.
Honestly, this just highlights how badly thought out the gameplay is for non-dps classes in a lot of games. So often, both the healer and tank are left as second-class citizens, as all the emphasis is put on killing enemies. For example, in Overwatch, while tanks and healers were effective, there was little depth and little reward in the role compared to DPS characters. Orisa was a dps who couldn’t leave the objective and had to hit ‘e’ on the ground every few seconds. Mercy just followed someone around, with little agency of their own. Compare that with, for example, Junkrat, where you were encouraged to be flying around the map, bouncing grenades off walls to make yourself near impossible to hit while still killing dozens of enemies. Theres both more depth, and more frequent, significant gratification. This is a big part of why I like Dota - supports (tanks aren’t really a thing in the same sense) have a whole separate game they tend to be playing to manipulate the map in their favour, and can still impact fights with a plethora of significant abilities that are flashy and impactful in their own right.
Honestly, Im really suprised official support lasted this long. Microsoft largely gave up on VR years ago.
Honestly, I think now is probably the best time in history for discoverablity by far. Things like YouTube have done a lot, but I think Steam has played a massive part. Compare it to most of the other options:
Physical retailers tend to just be a wall of products, with the exception of games with a large marketing budget (esspecially those working out deals directly with the retailer) that often get special placement in their own shelf. Marketing budget is king, and everything else is hard to browse.
Reviewers offer a bit of an advantage as they provide an easy way to assess if games are good or bad, but they are usually limitted in the number of reviews they can publish, and those reviews tend to go towards the games that get sent from powerful publishers or those with most hype, meaning it usually still comes down to marketing budget.
A step up from that is most online retailers. Here, you have easier access to information about the games on display, and often have ways to sort by genre, price, or reviews. That said, a lot of emphasis is always placed on either the top grossing, games directly connected to the storefront owner, or games that directly buy space on the front page. This offers far more discoverability than anything that came before, but still tends to massively over-push higher-budget and/or higher-return games.
Steam on the other hand, has put far more emphasis on featuring good games on their front page. You can’t buy the space, Valve doesn’t bias the store towards their own products as much, and revenue plays a generally smaller part in the algorithm. Instead, they have a much better personalized recommendation algorithm and more tools for customizing your storefront (such as blocking tags). On top of this, they have recognized that this isn’t enough, and introduced a myriad of (often half-baked) additional discovery tools, such the the Discovery Queue, Curators, and the various festivals like NextFest. Sure, its not perfect, but I can consistent find new games I’m interested in, whereas on other platforms its barely worth trying. I think this is a big part of Steam’s success that often gets overlooked.
Dota does too but its fairly hidden and requires unanimous agreement. That said, Dota is far less snowbally, so unlike League or Deadlock, it rarely makes sense to forfet very early.
There is an Avatar TTRPG and it faces similar problems to making a new game based on the series, and handles it similarly to what you’re suggesting.
The TTRPG divides the setting into Eras, Kyoshi era with the nations still being established, Roku era with established nations, The Hundred Years War era taking place during the war but before Ang wakes, The Aang era, after the show and its sequel comics, and the Kora era taking place after TLoK and its comic trilogy. Notably, none take place during the events of the main series. This means that the can create new stories that better fit the medium and don’t break cannon, and at the same time, you can still interact with significant characters and tie your story into the cannon such as making a quest resulting from the reprocusions of, or a prerequisite for events in the main canon.
Edit: clearly none of us read the article:
It’ll put players in the role of an “all-new, never-before-seen Avatar” and take place thousands of years in the past.
Better than early CS:GO levels, but not as good as late, official CS:GO levels. That said, part of that is for performance and functionality sake, given that I wantted to leave the play area as clear as possible.
I made a fairly pretty Counter Strike level.
At the same time, the goal of dark patterns to to make people spend more money. Given that revenue is very likely one of the key things Google wants (and thus promotes) out of apps, its also entirely expected that the apps people find are largely those who try and get the most money from users, which requires dark patterns.
Ahhhhh. 4 dozen.
I think my blocklist is about 1/3 spam, 1/3 hatespeach, blatent disinformation and promoting genocide, and 1/3 untagged nsfw. Its a couple dozen users right now.
On my old account it was hundreds (almost all hate-speech, disinformation, and promoting genocide), but Hexbear has been defederated and I’ve givien up and blocked .ml so I don’t run into much of that anymore.
He chews on everything - paper bags? Food. Our wooden furnature? Tasty! The metal folding chairs? Yum!
This same cat also breifly learned to turn off the internet and force us out when we were being too boring (such as when trying to fall asleep). We started locking him in a room overnight for a little while, and he seemed to forget how after that, luckily.
Depends on the context, and how serious and violent the Nazi. If they’re just an isolated idiot who isn’t politically active and isn’t stupid or thick-headed enough to actually follow through on their claimed beliefs, then violence isn’t really justified. They’re an idiot, but not a threat. The problem is with anymore more dedicated or crazy than that. Past that point, you immediately get to people who want to murder or enslave hundreds of millions. Thats not hyperbolic, that’s literally the goal of Nazi beliefs, and a logical extention of almost every belief that stems out of it or is adjacent to it. In theory, yes, it’d be nice to be able to talk down people like this, or use existing systems of power to force them to places where there isn’t a risk of them trying to murder or enslave people, but unfortunately, when you’re talking about groups who don’t respect human lives, the law, or anyone but their designated, arbitrary in-group, then those aren’t always viable means. This is esspecially true if that person is already in a potition of power. Basically, if someone wants to kill you, you can’t always wait for them to successfully aquire the means to do so before acting. This isn’t hyperbole or metaphor, this is literally what we’re talking about here. The problem is in drawing a line of who is an actual threat, and if there are other means to “disarm” them.
Other than the mob vote changes, Im not really a fan. More regular, small updates feels like it makes it harder to make the large, sweeping changes many areas of the game need, as well as adding a lot of extra work for modders to keep things up to date.
The Dota Internationals are running all week with the finals starting Saturday, and its looking very interesting this year, including an unusually promising NA team.
I think its just down to the lack of users, and esspecially lack of creators. There just isn’t many people who care enough about a subject to write multiple paragraphs on it, nonetheless to an audience of half-a-dozen users, who likely also have an extreme aversion to monitization of said content given Lemmy’s culture. For most users, there isn’t even karma to act as an incentive to post.
I personally found the Inscryption scratched the same itch, albient in a different way. Its a very different game, being a sort-of narrative driven, Slay the Spire inspired card game. I won’t go into too much detail, given that spoilers, mechanical or narrative, take away a lot from the game, but I found that Inscryption did a great job of juggling a bunch of different mechanics to ensure I constantly had new tools to master, while also encouraging more lateral exploration through its plethora of secrets, and drip feeding story fragments to be peiced together as I progressed.
Can I counter this request by asking for more 3D?
I also want more text though, esspecially if that text is also 3D.
Its not that old (although that does fit the theme) but Hotline Miami 1, and to a lesser extent, 2. Both are limited a lot by the engine, and by the small scale of their development. If they could be re-made in a new engine, with some modern customizability and QoL features, as well as added polish on things like the door physics, I think it could go a long way to ensuring they stand the test of time.