Please give an example of a Nintendo game that you consider to not be “smooth-brained”. Because I’d argue that at least since the 90’s their games have had the same level of simplicity and hand holding. If anything, some of that was stripped back in the switch generation. A lot of the “complexity” and “difficulty” of their older games stemmed from developers not knowing how to make a game approachable or easy to understand because the gaming industry was in it’s infancy. And realistically, if you want to talk about complexity, Breath of the Wild or Tears of the Kingdom have physics and cooking systems that are far more complex than any of their old games. So what counts as a complex and challenging game for your massive wrinkled brain?
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Guitar@lemmy.worldto Games@lemmy.world•Why is gaming becoming so expensive? The answer is found in AIEnglish21·2 days ago
Guitar@lemmy.worldto The Elder Scrolls@lemmy.zip•Skyrim and Fallout 4 artist says Bethesda's Todd Howard has too many yes men: "A lot of people were afraid to say no to Todd and that hurt him"5·5 days ago“Give me your milk finger Daedric Daddy”
Guitar@lemmy.worldto RetroGaming@lemmy.world•I created a Community for the Nintendo famicomEnglish41·12 days agoHonestly, there is so much more to the Famicom than the NES so no not exactly. The Famicom had a lot of additions that were exclusive and provided a significantly different experience. Just look up the music differences between a lot of Famicom and NES games as one example.
Guitar@lemmy.worldto News@lemmy.world•Iran vows to destroy Middle East water and energy facilities if US attacks power plants6·17 days agoThis is the problem with electing “strongmen” leaders. They care more about winning and looking tough, than they do about carefully navigating a difficult situation.
Guitar@lemmy.worldto Games@lemmy.world•Subnautica 2 set for early access release in May as Krafton signals surrender: 'We look forward to working with Ted Gill to support a smooth transition and work toward a successful launch'English1·21 days agoKrafton’s CEO felt that they had severely overpaid for UW if they had to pay out that bonus. They bought it in 2021 during Covid, when more people were staying inside playing video games. It inflated the value of a lot of game companies, which is why they initially agreed. Now the economic situation is different, so they are probably taking a pretty nasty hit if they have to pay that out. However, you’re probably right that they will still profit. But they’d make more by not paying it out. I’m more than happy to help take that away from Krafton and give it to UW who is far more deserving. Krafton deserves punishment, and if they get out of paying that money, they get a win.
Guitar@lemmy.worldto Games@lemmy.world•Subnautica 2 set for early access release in May as Krafton signals surrender: 'We look forward to working with Ted Gill to support a smooth transition and work toward a successful launch'English4·21 days agoThat’s fair, keep in mind it’s releasing in early access. So you may want to wait for a bit before diving in. Though they originally planned to release in early access mid last year, so its probably fairly close to the final product.
Guitar@lemmy.worldto Games@lemmy.world•Subnautica 2 set for early access release in May as Krafton signals surrender: 'We look forward to working with Ted Gill to support a smooth transition and work toward a successful launch'English9·22 days agoEnough that they were willing to risk doing this to their reputation against the advice of lawyers. So I’d say pretty damn bad. But if you decide it’s not where you wanna put your money, that’s fair too.
Guitar@lemmy.worldto Games@lemmy.world•Subnautica 2 set for early access release in May as Krafton signals surrender: 'We look forward to working with Ted Gill to support a smooth transition and work toward a successful launch'English13·22 days agoIf there are any AI generated assets, and I don’t believe there are, they certainly aren’t anything substantial. The devs have been showing off their work for months. At a minimum, the creatures, vehicles, bases, and writing is all created by humans. I know Krafton claimed a few months ago they were gonna start putting AI assets in their games, but from everything I’ve seen of Subnautica 2, it does not have AI generated assets. If you have a source that says otherwise, I’d be interested to see it.
Guitar@lemmy.worldto Games@lemmy.world•Subnautica 2 set for early access release in May as Krafton signals surrender: 'We look forward to working with Ted Gill to support a smooth transition and work toward a successful launch'English15·22 days agoYou’d hurt Krafton more if Unkown World earns enough revenue to trigger the $250 million payout. Obviously a single word from Krafton can’t be trusted, but that’s all the more reason to hit them with this. I’m all for not giving money to a shitty company. But the payout was the whole reason they tried to pull this hostile takeover shit in the first place. If Krafton doesn’t end up having to pay that money to UW, then it’s a victory for them. If you really want Krafton to be punished, buy the game and make them pay, literally. If UW has all that money at the end of this, it will put them in a stronger position to not get pushed around by Krafton. Ultimately, Krafton put itself in this position because they made a deal they regretted, and tried to weasel out of it. Don’t let them succeed if you hate them and love Subnautica.
Guitar@lemmy.worldto Games@lemmy.world•Subnautica 2 set for early access release in May as Krafton signals surrender: 'We look forward to working with Ted Gill to support a smooth transition and work toward a successful launch'English931·22 days agoIf you want to help fuck over Krafton and support the devs, buy the game. The judge extended the deadline for Unknown Worlds to earn the $250 million payout until late September. That payout was the whole reason Krafton put together this scheme in the first place. You will actually hurt Krafton more if they have to pay out that $250 million versus not buying the game at all. Not to mention, UW does good work and absolutely deserves it.
Guitar@lemmy.worldto Ask Lemmy@lemmy.world•Why people consider Zelda: Breath of the Wild highly influential in open world game design?7·1 month agoThe game is focused around providing the player freedom. From the moment you finish the tutorial you can go anywhere on the map, including straight to the final boss. But it’s not just about where you can go. They also spent a lot of time creating a highly robust physics system that would allow players to solve problems in creative ways. They also wanted it to feel intuitive so players would naturally experiment once they had an idea. Eg. Setting grass on fire to create an updraft and allowing a player to quickly gain height in combat or to solve a puzzle. This was incorporated into every aspect of the game and it creates a unique mix of simplicity and depth. Its tied to basically all the objects in the game, even in combat. You can actually swing a weapon to deflect a small rock thrown by a bokoblin, rather than it just being an attack that hits or misses. They also combined this with a robust cooking system that also encourages experimentation. They wanted you feel like a genius when the crazy idea you had actually worked.
Guitar@lemmy.worldto Games@lemmy.world•'We Thought It Would Be Fun': Nintendo Has a Whole FAQ on Why It's Selling Pokémon FireRed and LeafGreen Separately for $20 Each - IGNEnglish11·2 months agodeleted by creator
Guitar@lemmy.worldto Games@lemmy.world•'We Thought It Would Be Fun': Nintendo Has a Whole FAQ on Why It's Selling Pokémon FireRed and LeafGreen Separately for $20 Each - IGNEnglish13·2 months agodeleted by creator
Guitar@lemmy.worldto Games@lemmy.world•'We Thought It Would Be Fun': Nintendo Has a Whole FAQ on Why It's Selling Pokémon FireRed and LeafGreen Separately for $20 Each - IGNEnglish13·2 months agodeleted by creator
Guitar@lemmy.worldto Games@lemmy.world•'We Thought It Would Be Fun': Nintendo Has a Whole FAQ on Why It's Selling Pokémon FireRed and LeafGreen Separately for $20 Each - IGNEnglish14·2 months agodeleted by creator
Guitar@lemmy.worldto Games@lemmy.world•'We Thought It Would Be Fun': Nintendo Has a Whole FAQ on Why It's Selling Pokémon FireRed and LeafGreen Separately for $20 Each - IGNEnglish33·2 months agodeleted by creator
Guitar@lemmy.worldto Games@lemmy.world•'We Thought It Would Be Fun': Nintendo Has a Whole FAQ on Why It's Selling Pokémon FireRed and LeafGreen Separately for $20 Each - IGNEnglish43·2 months agodeleted by creator
Guitar@lemmy.worldto Games@lemmy.world•'We Thought It Would Be Fun': Nintendo Has a Whole FAQ on Why It's Selling Pokémon FireRed and LeafGreen Separately for $20 Each - IGNEnglish49·2 months agodeleted by creator
While I’d agree with you that World 1-1 is a great tutorial, the complexity of the game pretty much boils down to “move left or right, jump over obstacles, touch powerups to get some kind of bonus” Its not hard to convey a small amount of gameplay concepts in an approachable level. But with the amount of different things you can do in a lot of games nowadays, its beneficial to have at least a little explanation on what a button or skill does. That’s not to say we need a pokemon style 15 minute cutscene explaining the basic concept. But like a one time 2 second prompt is a good spot in my opinion. Looking at something like Ocarina of Time in the late 90’s, had kind of a hybrid. They gave you a small sandbox and freedom to explore it. There are also signs around that directly tell you how to do something. But people who never read those signs can end up never learning how to do that thing.
Yes you are right that video games existed for decades before Nintendo made them. But any complexity in those games that was more than “move and press 1 button” required reading through an instruction booklet to understand how to do anything. Playing something like Adventure on Atari without an explanation would be a painful experience.
As far as the puzzles or cooking in Zelda goes, its as complex as you want to make it. The freedom and depth allows you to get creative with solutions that don’t necessarily have to be the intended one. And that’s a highly complex thing that weren’t really in older games unless you brute forced or exploited something. Admittedly I have only played KCD and heve not yet played KCD2, so I don’t know if its significantly different or not. But making potions in KCD, while novel and fun in it’s own game, would be a miserable experience in a Zelda game. Only the most hardcore players would ever even do it. KCD pulls it off, because everything about the game is difficult to do and that is part of the fantasy. It’s more of a realistic simulator than an adventure game.
Nintendo games are designed to be approachable by anyone. Not designed for idiots who are too stupid to figure out a more complex game. It can be figured out by a kid, and it lets a hardcore player get more in depth with it if they want to. That’s a difficult thing to pull off and I’d say its a very complex thing to design in a game. Their games also include parts of them that are actually very challenging to a new player, regardless of your gaming experience. Fighting a Lynel for the first time in BOTW, will absolutely kill you. The last few levels of Super Mario Odyssey are excruciating in their difficulty. But you only have to engage with that kind of difficulty of you want to. And most players prefer not to rip their hair out for the entire game.