LIGHTNINGLORD2'S PROFILE
LightningLord2
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The site owner spouts white supremacist garbage and the mods react to my concerns by laughing at me. I'm not going to put up with a toxic community like this anymore.
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Race and Gender in Games
Well, this time, it's specifically about the representation in the games RMN makes. Do you have anything to put on the table?
Race and Gender in Games
I haven't seen a topic about this, but I really think this is something that warrants discussion. A big trend is that many important characters gravitate towards being white and male. Obviously, I am aware of notable colored/female characters, both heroes and villians, but fact is that they're a big minority. This also applies to sexuality - there'll rarely be any LGBT+ characters in games, if they are, it's usually of the homosexual variety.
Have you ever thought about this type of representation? What do you do to change this or justify the appearance/lack of them?
Also, a small litmus test: Simply count down each named Character in your game(-s) and tell me the percentage of
-female
-colored
-LGBT+
characters in your game. I exclude unnamed characters to save you the trouble of browsing through your game to find every NPC who always says the same line if you speak to her. You may count the unnamed characters within the statistic, though.
Have you ever thought about this type of representation? What do you do to change this or justify the appearance/lack of them?
Also, a small litmus test: Simply count down each named Character in your game(-s) and tell me the percentage of
-female
-colored
-LGBT+
characters in your game. I exclude unnamed characters to save you the trouble of browsing through your game to find every NPC who always says the same line if you speak to her. You may count the unnamed characters within the statistic, though.
[General Design] What is the worst implemented/thought out system you've encountered?
Last time I checked, evaluating the then vs. later of item usage exists with fully identified it.
However, I do feel that many systems in a roguelike - enemy picking up and using equipment, cursed items, special interactions etc. - are acceptable/good on their own, but throwing together this many things requires an immense amount of memorization, clairvoyance and luck by the player to pass through them.
The real worst offenders to the genre were actually unfair much earlier - it's usually because your character starts with no way to disengage from an enemy in any way, which means you must try and kill every enemy you encounter - early enemies may wear you down and finish you off if you're weakened (or earlier if you miss enough attacks) while there'll be a few stronger ones who kill you for sure. And yes, it's entirely possible to see an enemy in a tight corridor, run away from it and get intercepted from the other side.
However, I do feel that many systems in a roguelike - enemy picking up and using equipment, cursed items, special interactions etc. - are acceptable/good on their own, but throwing together this many things requires an immense amount of memorization, clairvoyance and luck by the player to pass through them.
The real worst offenders to the genre were actually unfair much earlier - it's usually because your character starts with no way to disengage from an enemy in any way, which means you must try and kill every enemy you encounter - early enemies may wear you down and finish you off if you're weakened (or earlier if you miss enough attacks) while there'll be a few stronger ones who kill you for sure. And yes, it's entirely possible to see an enemy in a tight corridor, run away from it and get intercepted from the other side.
Games you hate or dislike?
author=BizarreMonkey
Darts is a good sport for me because I can spend the majority of it doing nothing physically strenuous.
As for games I don't like. I think TCG/CCG's is the one genre I truly abhor, not because they are badly designed or even imbalanced I just don't find them at all fun, I just get frustrated and salt-quit.
Only one I've played with any sort of fidelity was hearthstone, and once I got my mount yeah son I was outta there.
It's probably because of a problem that's actually not that different from the Fighting Game Problem - players disliking that the game itself screws them over and not the other player. But it's not the controls this time, it's the luck factor. While I know there's some CCGs that manage to migitate this to not be a problem, a lot of others get it wrong.
Suggestions of names for a city
Games you hate or dislike?
I'm not gonna try arguing anymore - arguing with Fighting Game players never goes anywhere.
It's not a fighting game thing, but the hardcore communities in games generally tend towards being the kind of people who are very firmly believing their game can do no wrong.
It's not a fighting game thing, but the hardcore communities in games generally tend towards being the kind of people who are very firmly believing their game can do no wrong.
Games you hate or dislike?
The D-Pad motion only works best for the tight niche community around it with tons of dedication towards the gaming system - it's brutalizing anyone new to the genre and nobody attempts to try a new control scheme to cater to the old community.
No fighting game comes even close to the sales of Super Smash Bros. Brawl (which the FGC almost universally hates), not even Street Fighter 4 (which falls short of Smash Wii U/3DS as well). So much for "Any attempt to replace D-Pad failed".
No fighting game comes even close to the sales of Super Smash Bros. Brawl (which the FGC almost universally hates), not even Street Fighter 4 (which falls short of Smash Wii U/3DS as well). So much for "Any attempt to replace D-Pad failed".
Games you hate or dislike?
Games you hate or dislike?
author=SatedIn an RTS, I can't reach the same APM and micromanagement the Championship players have, but I can still do everything they can, albeit slower (building things, upgrading my units). The inputs I have to do are simply left clicking the units/buildings I want to act with and right clicking to tell them what to do. The general strategies aren't very execution heavy, either, as the building/upgrading times give you a fairly large margin of error. Only problem could be micromanaging units in combat.As someone who has reached a relatively high level in an RTS (just outside the top 200 in Europe), I can tell you right now that the difference between someone like me (a skilled amateur) and a legitimate professional (aka. Koreans) is absolute light-years. I've played on teams with people who've been into the top 25 in Europe and even they were nowhere near as good as the professionals. It might seem like you can do everything that the top players can, but you can't; the simple truth is that the better you get at RTS games, the more you realise that you're fucking terrible.
It's true that the skill gap is that wide between an intermediate and a professionsal is massive (I know that, too, I played a few grandmaster-level chess computers), the execution difference in an RTS is mainly just speed. Even as an unskilled player, I know how a rush works, I can shift-click to queue up orders, I can time skills... they don't have anything I can't execute, it's just while I do one of these things, they do like 15 or so.
What I'm saying is that it's basically being beaten by a player and being beaten by controls.
Instead of RTS games, you could also list MOBAs, FPS games, PVP arenas - all of these can have similar levels of execution, but you're never struggling with the controls.
It doesn't help that fighting games are largely balanced around top-level play, which means that the balance will snap in half when played by less skilled players, simply because many balancing factors are gated behind terrible controls.














