Halo 1’s Unique Success at the 2 Weapon Limit

Where do you think Halo 1 succeeds with the two weapon limit system where Bioshock Infinite and other games fail?

Actually, I think Halo 2 fails at the 2 weapon system for similar reasons to other games, which I’ll discuss in that review (which is mostly done, I just want to comment on each level a bit).

Overall, I think if you limit a game to 2 weapons at a time, then it creates a situation where you can’t have a wide weapon diversity, and all weapons need to be good at all ranges, with more situational weapons only vended out for specific sections (like that one sniper section in BS:I where you have a barrel with a sniper rifle in it right before like 3 snipers). Continue reading

The Effect of The Meta on a Game

I’ve been hearing people say that if the meta of a game is figured out, the game becomes stale. If I’m not using the term right, I mean that if a game is basically figured out than it no longer becomes interesting and dies. Is this true?

You are using the word meta correctly. Metagame can refer to the ongoing process of figuring out the optimal way to play in a competitive versus setting. If the optimal way is found out, then it’s just a matter of improving at doing it closest to the optimal possible. Deep games help prevent this from becoming the case by having a massive number of relevant states. Shallow games are figured out more quickly. The efforts of the community can also affect this. Melee survived as long as it did in part because it is crazy deep, new discoveries keep being made, such as recently someone found a ledge tech option select that beats rising up Bs (Hold light shield as you grab ledge, then before they up B, hard press shield, this will trigger a tech instead of ledge roll, and you can punish them from tech, which also grants iframes) and in part because the tools that the community has used to explore the game were primitive initially and grew over time. SFV has not had the same benefit of slow lasting discoveries, because the community is way better at finding tech than in SFIV’s heyday.

When the meta is developed to its peak, then the game becomes samey because you only see people repeat similar patterns instead of playing in new ways. There are ways to fight this, like making the game deep, making the game require a ton of memorization and experimentation of permutations (making it complex), or patching it every month so everything is totally different and people have to figure it out all over again. You’ll never guess which one League of Legends does.

Even when the meta is fully developed and there is seemingly nowhere else to go, a game can still be fun for lower level players who have not gone that far into it yet, but it can be rather boring for high level competitors.

Checkers is considered dull by many high level players, same for chess. These are for similar reasons. the state space was explored to the Nth degree, and if the opponent pushes it somewhere undesirable, it’s easy to push the game into a draw. Despite that, Chess is a lot more popular than most video games. If you’re interested in this you should look into chess’s history, because it used to be considered a more romantic intellectual exercise, but modern development of the game lead to essentially memorization of massive numbers of board positions, which makes many high level chess champions not so fond of it. Go thankfully remains interesting at a high level, and probably always will.

So yeah, this is the primary thing that depth exists to fight. Staleness. On both a big level and a small level. Make every session different, make every moment different.

I would like to elaborate on my “meta” question. They stem from these two comments: https://www.reddit.com/r/truegaming/comments/59eimk/slug/d981lv5 and https://www.reddit.com/r/truegaming/comments/59eimk/slug/d985e65. Are they correct?

The way I view it, the meta is a reflection of the game. The meta is the way it is, because the game is the way it is. The meta develops in reaction to players finding out more about the game, and showing more about how the game is efficiently played.

People hate the meta because they view it as a human social convention, rather than a human model of how the game works.

Creating balanced games is not impossible, blizzard just sucks at it. They got lucky with brood war, and also took a ton of community input, and the community balanced the game out by banning literally every map, and replacing them all with the equivalent of final destination (Lost Temple, and now Fighting Spirit). Blizzard haven’t really succeeded since then.

SFV released a year ago, and the meta has mostly solidified by now, however we’re seeing a massively diverse cast of characters in top 8s, taking tournaments, and bizarrely the top tier character, Chun Li, who is revenge of 3rd strike + SFIV light link into medium levels of good, is not winning any majors. Some characters clearly lost out, like Zangief, Bison, Juri, Ibuki, Alex, FANG, Laura, but this is a great result, and even the bad characters aren’t amazingly bad, with high level players repping them. So basically, good balance is not impossible. It’s possible to balance so well pre-release that you get this almost a year down the road. I think SFV is taking totally the right approach to balance by waiting a year between patches, and they did a super stellar job to begin with.

I agree that if the game doesn’t develop, it dies.

I totally disagree that smash bros becomes worse after knowing the metagame. The metagame is still developing, Fox’s dominance is still in contention, there are a fair number of viable characters besides the top two, there’s a massive number of strategies and approaches to the game that we still see play out regularly, which is why the highlight reels every week are so great. Melee has bad balance, but it is a deep game regardless. Throwing out half the characters isn’t a problem if the best characters are the most fun in the game. This is more of an issue in these team games, because the characters in those games are shallower, and the games rely on variety to create depth.

Dude has the wrong info on the pokemon tiers, that’s the smogon ruleset, which exists to essentially create a bunch of segmented off competitive pokemon games, so that each of the tiers can have diversity flourish within it. The official format has no restrictions and everyone runs the same team.

People hate the meta because they dislike being told how to play. They dislike playing to win. They have bad mentalities about winning, competition, and fairness. They don’t understand the subtleties of the game. They don’t want to accept that any way is more efficient than any other. They can get mad about it, but it will not change reality.

What do you think of when some games like League of legends make everything different for each patch and radically change the metagame? Is that a good thing? Or a bad idea?

I don’t think it’s a good idea. It obviously helps keep the game from getting stale, but it also means that high level play is impeded from developing, because anything you figure out will be gone or not viable next patch. It obviously helps their business, but it’s not the right thing for the game.

The key is to patch on long cycles, to keep patches as minimalist as possible, and to not screw up what the players develop. Sometimes bigger sweeping changes are necessary to get the game in the right place. Marvel 3 would need that if it was ever patched again. However you usually want to keep it minimal, because if you change too much stuff at once, you get this complex cascading effect, and you don’t know what really happens.

Is CS:GO good?

Is CS:GO good? Do you know of any better multiplayer FPSs on PC that are worth sinking 1,000 hours into?

Reflex? Quake Live? Unreal Tournament? Tribes? Overwatch?

I mean, most of those have dead communities, but it happens.

I think CS:GO is good. It’s kind of the baseline for a better than average multiplayer FPS.

Defuse is a good game mode, the maps are generally really good for the style of game it is. They’re hallways punctuated by wider spaces with decent saturation of cover of varying types. Some cover can even be shot through.

Defuse is nice because there’s a fair amount of situations that can go on just based on the game mode, you can have Terrorists plant at bomb site A or B. The bomb can go off successfully, the bomb can be defused. All the terrorists can be killed, all the counter terrorists can be killed. The bomb can be passed between multiple terrorists as they each die.

Flashbangs are cool, smoke grenades are cool, molotovs are cool, fake grenades are cute. All of these control space in different ways which is nice. And people work out crazy precise setups to throw them to specific spots on the map from specific spots, so you can hit people in remote places to fuck them over.

The gun bullet spray patterns are largely deterministic, making CS way more fair than other shooters. You can point at the opponent and click on them to shoot them. It’s a revolution. The size of the spread and recoil increases as you are moving faster, so slowing down is helpful, but not totally necessary. There’s still a tiny bit of randomized bullet spread on top of the deterministic spread and recoil patterns.
http://twowordbird.com/articles/csgo-recoil-mechanics/

So it’s a game where you can run around, shoot people, have some tactical encounters with a fair amount of variety, without the baggage of regen health, iron sights, or randomized bullet spray. It’s kind of simple, but it does what it does better than its competitors and it’s kinda neat. It’s not my favorite game, but I’d say it comes out as good.

Ranking Zelda Games

Tier the Zelda games you’ve played? Which ones did you enjoy at least a little/think are good games?

I think I’d rank Zelda 1 as the best zelda game hands down, but from there it’s a bit harder.

Next best I think is Oracle of Seasons, which was largely built as a remake of Zelda 1, with a similar map structure and all. I haven’t beaten or even played very much of Link’s Awakening, but reputation indicates that it might go here as well.

I’m not totally sure where to put Adventure of Link, it’s hard to compare to the rest, but I think it’s very good overall, except for the enemies that can stab high or low. There’s no animation telegraphing this, so it can come across as rather random. It has nice jumping, nice enemy designs, and nice moves like the down stab, up stab, spells, and others. Continue reading

Dishonored vs Thief

How does Dishonored compare to the OG Thief series?

Blah, I’m upset and frustrated with Dishonored, and I don’t have total confidence that Dishonored 2 will solve the core issues with the first game.

Dishonored and Thief are extremely different games overall. They can’t be directly compared, because a lot of the thief-like elements were stripped from Dishonored in development.

Basically, Thief is all about detection. They have different sections of floor with varying light levels or sound levels, and you gotta try to balance between staying in the dark and staying silent. It’s about paying attention to how visible you are, and avoid guards investigating sounds. You can also use sounds to lure guards around. Continue reading

Intricacies of Pac-Man

Why don’t people circejerk over pac-man as much as tetris? pac-man seems more interesting to me, although not as fun to watch at a high level

Because Pac-man is about a character and Tetris is about shapes. Tetris is about something supposedly universal. Also because Tetris is the best selling game ever, and Pac-man is not.

I think Tetris has more depth overall personally, but explaining how is complicated. Like, there’s a lot of ways to handle individual situations, a lot of philosophies for how to build overall, and what to do if you’re in trouble. Then there’s playing for score instead of just pure survival, which TGM generally requires. Continue reading

Forcing Permadeath in Tactics Games

Permadeath is a staple of Fire Emblem, but most players just restart missions when somebody dies, which sort of defeats the purpose of the mechanic. How would you redesign permadeath to force players to deal with it rather than cheese to avoid it?

It’s tricky. You could go the obvious route and have no permanent save file to revert back to, but that’s harsh. My first thought was go dark souls and autosave constantly.

But then you run into the trouble of, what if everyone dies? Do you just reset everything? do you give them a checkpoint (that isn’t a save point) and restore the characters to what they had at that checkpoint? Then if they lose one character, they might just intentionally wipe their party, which is dumb and a waste of time on their part. Continue reading

Co-op Game Thoughts

what do you think about co-op games?

Okay, I honestly don’t play that many Co-op games. Lets see, I remember Tales of Symphonia, New Super Mario Bros Wii, Alien Swarm, Dark Souls, L4D, Final Fantasy Crystal Chronicles, and Smash Bros Brawl.

I think that a lot of the basic design applied to single player games overlaps into co-op ones easily. The big troubles are camera controls, griefing, overwhelming enemies, and giving players interesting simultaneous tasks. Continue reading

Intro to Megaman

I’m a little intimidated by how many games there are in the Megaman series. What games would you personally recommend, or how would you help someone new to Megaman?

Okay, I think the best starting point is probably the classic megaman series. It’s the simplest, and if you start there you won’t miss the features from the later games. From the original series I’d recommend 1, 2, 3, and 9, plus Rockman and Forte. 2 is a good starting point because the USA version is fairly easy, they smoothed it out compared to megaman 1, and it has nice variety. 1 is kinda rough around the edges, has a weird scoring system, kinda janky level design at times, but it’s still pretty great. 3 is supposed to be really good, harder than 2, but I haven’t played it yet. 9 is my favorite of the classic series. It’s super smooth, has great bosses, great enemies, great levels. Rockman and Forte is on my list to play. I love the speedrun. Icewall is broken as fuck.

From there it’s probably best to move onto the X series, after you’ve played at least one classic game. X1, X2, and X3 are the best. I’ve heard negative things about every game from X4 onwards. X1 is the only one I’ve beaten of those, it sets the pace really well, adds new abilities to megaman’s repertoire, generally a solid game. X2 and X3 is where it starts to get technical, because there’s more movement abilities, like air dashes, grapples, and frame perfect double jumps off charge shots.

The Zero and ZX series can be played interchangeably. I’ve beaten Zero 4, ZX, and ZX Advent. The Zero series was weird and had a kind of shaky foundation. It tried to change things up by adding a mission structure where you were allowed (and where it was even optimal) to fail missions. It also has leveling up to gain new abilities and Cyber Elves, which had 1 time use effects. By Zero 4 they worked a lot of these elements out or toned them down to be less janky. I don’t know how good the series is overall, and I haven’t heard much. I’d recommend it anyway.

ZX is a bit harder than Advent. Both use a Metroidvania structure for the world with areas unlocking as you get new biometals or boss forms. In ZX, you fight various bosses of 4 different types to gain their biometal, giving you access to a new form. If you avoid hitting their weakpoint the biometal gets stronger. The different Biometals have unique abilities, like airdashing, shooting in paths defined by a grid on the touch screen, detecting hidden items, etc.

ZX Advent is the conclusion, and the main character has the power to copy the form of all the bosses you fight. So you can literally turn into the boss, and use their powers. These are of course used as metroidvania style keys. The bosses have very different physiques, with some being large, some being small, etc. You can also copy the biometals from the previous game later on, and there’s a faster way to switch between forms from the touch screen in this one.

Megaman Battle Network is the weirdest spinoff. Dunno which one to recommend. It plays completely differently, but has a really creative realtime RPG grid battle setup with a deck of chips that have different attacks.

Every Great Alien Fight in Half-Life

I went back to Half-life, and I cannot agree that it’s anywhere near great. The base systems are though–the movement system makes for a great speedrun, and the weapon variety plus that makes for great multiplayer–but encounter design is severely lacking. As you mentioned, some fights are interesting due to level design, but those are few and far between, and the most interesting encounters are always against soldiers or assassins, which are the hitscan enemies, though their occassional use of grenades makes them a bit more interesting. The rest of the enemies are never used in interesting ways, which is a complete waste of potential.

Hmm, I have some counter examples, but it’s tricky to link to specific youtube timestamps on ask.fm. Someone just sent in a combat montage, albeit mostly against soldiers, which I’ll be posting alongside this. I mean, I can’t deny that the soldier encounters have good encounter design, helped by the diverse weapons and the fact that soldiers take hitstun, it’s just kind of a shame about the hitscan.

Early black mesa has a lot of headcrab encounters that aren’t the hardest thing in the world, but are reasonably stimulating. They combine these with vorts, zombies, and houndeyes rather frequently.

The elevator ride down where the headcrabs ambush you at 10:30 is rather interesting and tricky. Then they have a bunch of headcrabs at the bottom and a houndeye in a box. It’s not the most threatening, because they can’t hurt you much, but it’s a rather dynamic aiming, shooting, moving challenge. Not a lot of other games have things like this.

There’s a good arrangement of rooms at 11:50 onwards with some vorts, some headcrabs, etc. They ambush you, they have room to chase you, you have room for cover. (also this guy is playing on easy I think, but I’m really just using him since he’s bound to run through a lot of rooms)

Also kinda cool is the turret at 18:10 with the headcrabs under it.

At the start here you have the bullsquid in the lower area, and the vort that teleports in behind you. Unfortunately this guy does not go into that area. Then there’s a combination of 2 bullsquids and headcrabs in the freezer room at 3:30, which is a rather interesting room.

bullsquids and houndeyes in a curving hallway at 11:00 Works for those enemy types. You can ignore them with the tram though.

17:30 has a bunch of houndeyes, bullsquid can snipe from afar, headcrab is waiting far side of the bridge.

The tentacle encounter is a thing. Use grenades to draw it away, try to get to the ladders.

On a Rail has a bunch of interesting encounters, like the one before the moat into the next area. That has a bullsquid and houndeye and I think turret too.

1:20 onwards. And a combination encounter of vorts and soldiers at 12:00

vorts at 9:40

The first ichthysaur encounter is kinda cool.

Cool encounter with barnacles and a vort at 14:20, guy shows off why perfectly.

starts with 2 cool encounters. headcrabs, vorts, cold room. The 2 vorts in the hallway after is neat too.

questionable ethics starts you in the middle of a bunch of houndeyes. Has a ton of great fights all around.

cool encounter from the get-go here.

5:00 has an awesome encounter from that point to the end of the level. This one gave me some trouble.

The Lambda Complex at 6:40 onwards is entirely aliens and it’s pretty cool.

Great encounter before the warp into Xen at 5:00 and everything from Xen onwards is aliens.

I feel like the alien factory from 5:35 onwards is worth highlighting, it’s a ton of great encounters.

You are kind of right, they did underutilize their aliens. Many of their uses in the early game are strategic in ways that are kind of tricky to deal with, but don’t open up as many possibilities as many of the soldier fights due to simpler terrain. One of, or both, the expansions, Blue Shift, and Opposing Force, makes a lot more use of the aliens, even introducing the Race X aliens which are unique.

I don’t think I’m willing to say the game isn’t great because of this underutilization. It still has great weapon variety, some solid platforming, great enemy variety overall, and the soldier fights are still pretty good, but you make a fair point that it could have been better than it was.