How to make video games fun again - /v/ (#713525281) [Archived: 830 hours ago]

Anonymous
6/24/2025, 4:17:22 PM No.713525281
1644691493985
1644691493985
md5: f7fe9cbcdd2c11633b1f142db7b9e9c6🔍
One life, no saves. Death = game erased
>Brings adrenaline and excitement
>Choices and behavior identical as if being in a real life situation
>Fear
>Exploration feels like an true adventure
Replies: >>713528989 >>713529150
Anonymous
6/24/2025, 4:37:30 PM No.713526562
Sounds boring as hell
>Choices and behavior identical as if being in a real life situation
Exactly, are you out adventuring living an exciting and adrenaline filled life right now? No you're posting gay threads on an imageboard
Anonymous
6/24/2025, 4:40:54 PM No.713526786
Have you considered just playing good games? If you need to do all that extra shit to trick yourself into thinking its fun, chances are its fucking boring
Anonymous
6/24/2025, 5:06:49 PM No.713528563
You're retarded. Permadeath can be a sound mechanic (see: roguelikes), but it doesn't work in a vacuum. There's the obvious point that extreme randomization and challenging starts means at no point you have to retread the same familiar content even when you have to restart, but additionally
>roguelikes tend to be highly simulation-esque (enemies play by the same rules as the player, etc) and non-modal (there isn't e.g. "cutscene mode" in which things happen outside of player control): certainly, as a genre they are infamous for having hundreds or thousands of ways of dying, but there are no gotchas like entering an area triggering a cutscene in which player character finds himself surrounded and deaths even in novel situations tend to feel justified by player error
>building on above, simulation-focus/complexity also means they are strong on emergent narrative potential, and deaths can be narratively satisfying, as well as memorable learning experiences that teach you how to play: this means dying is part of what makes the game fun
>roguelikes tend to focus on using tools at your disposal to maximum effect rather than sheer statistical strength: there isn't a perverse incentive to grind for power to the point that you can't fail - in fact it's often counterproductive because you can slip up in the process of grinding itself
Replies: >>713528901
Anonymous
6/24/2025, 5:11:52 PM No.713528901
>>713528563
Now, I have done ironman challenge runs in games completely and utterly unsuited for it, like Pathfinder: Wrath of the Righteous on the highest Unfair difficulty (I can manage in 60 hours but completionist first-timer playthrough would be 200 hours - implying extreme amount of wasted time on failure, there are skill checks with no indication of serious consequences that are party wipe on failure - you just have to know, enemies 1-shotting characters, with no way to avoid the hit if they roll 20 - degenerate cheese tactics and builds required you have to know in advance), but that's as a flex on my thorough mastery over every nuance of the game, it's outright undoable for a first-timer, and frankly it's not a fun challenge in terms of moment-to-moment gameplay or otherwise: merely super-conservative play while going through a prepared checklist of potential dangers.

Most games are like that. Permadeath encourages you to play in a boring way in which you cannot possibly fail or be challenged, to utilize out-of-game resources instead of risking exploration, etc, etc. Which shouldn't be surprising, because they aren't designed around permadeath like e.g. roguelikes are. And that's putting aside other problems that arise from not having saves, like getting hardstuck due to some bug, etc.
Anonymous
6/24/2025, 5:13:08 PM No.713528989
1638996941184
1638996941184
md5: f45cfc8b6abaef48b6cd459bbf256172🔍
>>713525281 (OP)
I'm sorry anon, but people have different definitions of fun than you and your definition is shit-ass.
Anonymous
6/24/2025, 5:15:16 PM No.713529150
Fallout-wanamingo-Fallout-Other-3973539
Fallout-wanamingo-Fallout-Other-3973539
md5: 08d8598e9a13573d78a8f6d1011de656🔍
>>713525281 (OP)
Next thing you'll call fun is killing yourself in real life if you die in the game