- Joined
- May 30, 2018
- Messages
- 1,890 (0.79/day)
- Location
- Cusp Of Mania, FL
Processor | Ryzen 9 3900X |
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Motherboard | Asus ROG Strix X370-F |
Cooling | Dark Rock 4, 3x Corsair ML140 front intake, 1x rear exhaust |
Memory | 2x8GB TridentZ RGB [3600Mhz CL16] |
Video Card(s) | EVGA 3060ti FTW3 Ultra Gaming |
Storage | 970 EVO 500GB nvme, 860 EVO 250GB SATA, Seagate Barracuda 1TB + 4TB HDDs |
Display(s) | 27" MSI G27C4 FHD 165hz |
Case | NZXT H710 |
Audio Device(s) | Modi Multibit, Vali 2, Shortest Way 51+ - LSR 305's, Focal Clear, HD6xx, HE5xx, LCD-2 Classic |
Power Supply | Corsair RM650x v2 |
Mouse | iunno whatever cheap crap logitech *clutches Xbox 360 controller security blanket* |
Keyboard | HyperX Alloy Pro |
Software | Windows 10 Pro |
Benchmark Scores | ask your mother |
TBH, I think the formula is tired, and they keep trying to find all of these ways to keep it going when the time has long come to innovate.The original AC is a brilliant game!
It's a shame the series took a deep dive not long after it. AC2 was alright, AC3 was a bit too much in terms of side quests and points of interests on the map, but overall playable. I finished it, but gave up on the series. I wanted to pick it up again with AC: Rogue (playing as a templar sounded awesome), but what a mess that game was! I got lost just doing the main story. Never even finished it.
My problem with late AC games is that they're trying to be too many things at the same time. There's too much distraction and I lose the point of it all.
People say Black Flag is great, and I should probably play it, I just haven't been able to get myself to it.
My personal preference would be to cap it off, take what has been learned, and has grown across the franchise, and breathe life into that by using it to inform the construction of an entirely new entity, for a new period in gaming.
I feel like this HAS to be a common sentiment. You can at this point go into any open, casual gaming space and find this skepticism and detachment towards a lot of previosly popular entries and even whole concepts. I kind of envision game design as its own ever evolving language - it's a coded means of communication, specifically formulated for the transmission of an experience. Throughout all of gaming history there has been a cat-and-mouse going on between players both individually and collectively learning and ultimately conquering the language, and game designers expanding and repurposing terms and grammatical devices to keep us from basically knowing what the entire game experience is. We actually modulate the language, too. Often we interact with games in unanticipated ways and developer see that, and must then figure out how to adapt to us. What is especially interesting is the relationships that gaming communities have to their games, and how that seems to then influence how games are made. I think a lot goes untapped/uncultivated by developers, and the ones who do focus on it may reap big rewards from future efforts. If the elements going into the whole process of formulating games changes, games will change, no?
The point when people start to disengage, is when the conversation never changes. And by "conversation" I mean, the little meta-dialogue happening between developers developing/tweaking, and players playing/reacting.
AC feels like old guard to me, now. No matter what they do with it, I feel like I already know about it. It looks different, this is different, that is different... but the whole design approach is essentially the same.
People's sensibilities now are not what they were when this stuff was first in vogue. It feels like the biggest names are the slowest to adapt these days. I think that's just a function of the economies these entities all exist in. It's just like how every corporation, or even just new style of business has a shelf-life before they go through a predictable death cycle and things just become sort of sad and hollow. Take the American shopping mall, for example. No idea seems to be sustainable forever. I often wonder if the consumer element doesn't have a lot to do with the stagnation pattern these bodies of work seem to follow, though.
I play Elden Ring with the fextralife interactive map up. It's so helpful when you want to maximize exploration after having completed more half-hearted runs. But it involves a lot of alt-tabbing, and is fairly memory-intensive with everything shown. It would be easier if I forced windowed mode.Normally, I follow that same school of thought. But there are times where I want to have a gaming session and multi-task.
I do that with FO4 and Skyrim, too. The display modes are a can of worms with them, but some things about mods can be edited, and are more easily edited when you keep the game running and force it to update in-game. Another reason to do it is that if you have borked something in your mod setup and a script is hanging, leaving you in a loading loop, sometimes cycling the game window to 'inactive' makes the jammed script 're-roll' and believe it or not, it actually does resolve with a try or two much of the time. You'll know because you'll hear the loading screen end pretty much as soon as you start interacting with another window. Maybe something to do with priority? As much as I mess with those games, I only ever understand them less. I can only say that IME it can work whether the game is set to continue running when the instance is out of focus or not. If the instance actually pauses, you just have to do an additional alt-tab back in before it slips free.
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