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8/5/2025, 11:00:58 PM
>>717359453
>If someone uses "slop" to describe something they're not worth listening to.
Same with "obnoxious".
>>717359453
>last area is pretty obnoxious
>>717359779
>how obnoxious it was. Landmines, tactical nukes, suicide bombers and cannons was to much.
Shit like this is the core DNA of these games. Dungeon crawlers, three dimensional trap-fests. The terrain is your primary enemy. If you actually PAID FUCKING ATTENTION, none of these would be "obnoxious" AND you'd realize the FUN in the game design is about finding the ways to overcome these obstacles. You can SEE the mines in the snow if you take your time insteadof running mindlessly. You can bait and dodge the suicide bombers instead of just trying to fight them like every single other enemy, that means you have to ADAPT and use different methods, that makes the game MORE interesting and varied. It's also what creates TENSION. And what makes the game more unpredictable, funny, surprising than simply "roll at the right time to avoid attack". Dealing with cannon bombers in the distance or on elevated positions force you to actually consider the LEVELS themselves, not just the enemies. The terrain, the topography, therefore strategize about how to move, space and approach. Which can be done in numerous ways since you have varying tools and maps offer non-linearity.
If all designers listened to mongs like you, games would be nothing but pure flavorless convenience and mindless power fantasies where you'd just rush through flat empty corridors and press X to win against enemies for shallow dopamine hits. Go play DMC retards.
Also
>>717359772
>silent protag brainrot
How does that matter. 99% of the best games ever made have silent protags or are wholly non-verbal AND are better for it. Of all the things you could possibly bring up, you bring up the most shallow, non-gameplay non-game design-related thing imaginable that no sane mind would give a shit about. Dare talk about "brainrot". Go watch a movie retard.
>If someone uses "slop" to describe something they're not worth listening to.
Same with "obnoxious".
>>717359453
>last area is pretty obnoxious
>>717359779
>how obnoxious it was. Landmines, tactical nukes, suicide bombers and cannons was to much.
Shit like this is the core DNA of these games. Dungeon crawlers, three dimensional trap-fests. The terrain is your primary enemy. If you actually PAID FUCKING ATTENTION, none of these would be "obnoxious" AND you'd realize the FUN in the game design is about finding the ways to overcome these obstacles. You can SEE the mines in the snow if you take your time insteadof running mindlessly. You can bait and dodge the suicide bombers instead of just trying to fight them like every single other enemy, that means you have to ADAPT and use different methods, that makes the game MORE interesting and varied. It's also what creates TENSION. And what makes the game more unpredictable, funny, surprising than simply "roll at the right time to avoid attack". Dealing with cannon bombers in the distance or on elevated positions force you to actually consider the LEVELS themselves, not just the enemies. The terrain, the topography, therefore strategize about how to move, space and approach. Which can be done in numerous ways since you have varying tools and maps offer non-linearity.
If all designers listened to mongs like you, games would be nothing but pure flavorless convenience and mindless power fantasies where you'd just rush through flat empty corridors and press X to win against enemies for shallow dopamine hits. Go play DMC retards.
Also
>>717359772
>silent protag brainrot
How does that matter. 99% of the best games ever made have silent protags or are wholly non-verbal AND are better for it. Of all the things you could possibly bring up, you bring up the most shallow, non-gameplay non-game design-related thing imaginable that no sane mind would give a shit about. Dare talk about "brainrot". Go watch a movie retard.
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