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Posts posted by Gaizokubanou

  1. Yeah, minus the ridiculous animation problems (aka elevator scene and that other infamous death scene) the show was really made by the tone of the latter half more than the first.  Manga has a much more extrovert take on the story and even though the big plot details are identical to the TV series + movies, it's soooooo weird and I doubt something like that would have created such a lasting cultural icon.


    That being said, I would have personally benefited lot more from original pitched version because this got me way too emo.  Reading that manga version sure made me feel better even though it's not as impactful as the original.

  2. Ah.  It's mostly just how big (literally, size wise) of a city you can get I suppose?  City builders give you tons of stats to keep track of so you can use any one of those as measuring stick.  One really simple and fairly universal aspect would be population... but sometimes you are in the mood to get the skyscrapers, big factories, etc. and more modern day focused ones do tackle pollution so low impact could be another measurement.  The genre is mostly really sand-boxy so I think the main attraction is more of meeting your own personal benchmark (which have a general direction of getting bigger city but different folks settle for different size).  This is excluding Simcity 2013 of course, for the reasons stated in your linked videos.  Also Banished is another weird oddity that uses moment to moment gameplay of city builder but... isn't really a sandbox game?

  3. I personally never noticed any sort of 'victory condition' in city builders... except for ANNO's story mode (which is more of lengthy tutorial to teach you each layer of the game per mission) it's always been about just getting bigger for getting big's sake.


    I'm not sure what you mean when you are pairing off moment to moment gameplay to victory condition because of that... I mean the video you link states the absence of win-lose condition in Sim City as a point of criticism towards the series :P

  4. I think the initial stark differences between JRPGs (much more focus on linear stat progression) and western RPG isn't purely random but has something to do with Japan's strict ranking system in academia where every students' academic rankings are public ally posted so you would literally have #1 student, #2, etc. all the way to the last one in the school.  Bit tangential but it also explains the heavy focus with 'power level' in anime as well.


    The lines are getting blurrier IMO cause this 'industry' is moving products and talents across the world so we have ppl in rural USA who grew up playing FF series and stuff.


    Sim City vs Cities Skyline is interesting comparison because Sim City series brought a very archaic view of how cities grow into city builder genre (this is a view that I learned from Rob in one of 3MA episodes) and like citizens go mad if your tax goes over... 10%???  And Cities Skyline isn't so much as European take on this but weirdly traffic focused take on city builder genre cause dev team behind it made series of traffic management games.


    @Cordeos, give Koei strategy games a shot because I think their character focused history strategy games are definitely 'different' and interesting take on the genre.

  5. Ahh yeah, general absence of knowledge... reminds me about this guy in college telling me how if you try to follow details of this one ancient battle, elephants in it were teleporting all over the place.


    Also the hoplite, grrr what were the origins of their name?  I vaguely recall my mil prof. asking us that question, with me answering "their shield, hoplon" and him saying that it wasn't but I can't remember the answer or if he was even right (I assume so just cause the guy seemed very bright).


    And the whole spear under-over hand grip reminds me of intense debates in Rome: Total Realism mod forum (Rome TW mod) cause I for one couldn't comprehend how overhand grip is suppose to work in a dense shoving match.  So... was I wrong? fite me irl (jk).  I mean heck, maybe they all held however they wanted to early on, kinda weird to now think that there was some unified format that ppl knew on weapon handling.  Heck just look at guns, you see ppl holding it 'wrong' even today!


    And haha Gorm I didn't know about that with medieval ship, something similar I know is that nobody knows how the turtle ship was built cause they built one according to a surviving blueprint and thing wouldn't even float?


    Also something you said while back about TW engine and my own thoughts on mass pathfinding (of beyond like 1000, individual units) this podcast and riot videos made me wonder about some very basic physics based modelling based on water-gelatin-like particle effects to simulate massed melee battle (including modern day riot control)... in that each individual should be treated as a 'particle' with simple weight and momentum.  And everything, from tactics to equipment, should be about that.  So I imagine most range weapons are there to stifle the momentum, with trick being finding the sweetspot of formation depth where you get efficient 'push' (it makes sense that power generated by people behind the front low should diminish with each rank), routing also makes physical sense cause it's about using enemy's own momentum (their troops) against them.


    And issue of friendly fire is also explored because it is no longer about individual targeting but all about mass movement, so you can accidentally flank your own guys if they happen to push too well ahead of schedule.  Heck that is what beginning of routing would be all about, getting enemies' own troops to 'friendly fire' against each other by pushing against them.


    Ah just a wild dream...

  6. I should ask around to see how that works with Korean cause obviously that place has pretty booming digital economy but it also has hard on for learning English (for this kind of reasons) but the English teaching system is also kinda all over the place.


    Similar wondering with Japanese but don't know anyone from Japan personally.


    Chinese is such an oddity cause language is just sooo different and complex that I read even getting new font is an incredible task.


    But yeah, from my experience growing up in Korea this is a thing there and so far the most practical solution (at least there is one there cause the culture places high value on education) seems to be pretty much 'learn it and deal with it' which... sucks but that's how it is :/


    Making English 'cleaner' grammatically would help though.  Fuck all those weird exceptions.

  7. The final fight in MGS4 is the best finale a series could possibly have.


    And then they made more games.


    ohh are you talking about the part where

    you fight liquid ocelot through themes of MGS 1,2,3,4 while the actual control mechanics change to fit each game?  That was sooooooooo gooooooood



    But, I do not understand the reasoning for having so many god damn lethal guns to choose from in MGS4 and Peacewalker. They aren't very useful in game in terms of the minor change in variables, so maybe they are just there as a wacky thing for gun fetishists who like to look at 3D models and read short gun history summaries. Actually that's probably the case knowing the excess of the series.


    And it really highlights how the whole gameplay (playing super glorified super soldier) has weird contrast to its running theme (war is bad).


    As a weapon 'nut' who absolutely adores any game that let me indulge my weapon fetisism the way MGS4 or Battlefield 3-4 (or ARMA or Wargame) does that would also self-classify myself as generally anti-war side of things, I'll say it's... complicated.  This is a subject that often leads me into ranting about why I love Gundam 0080 because how it relates to this inner dilemma but that's so off topic so best I can say is that weapons have this powerful allure as symbols of power that's very easy to indulge as fantasy (why is katana so cool?), but in reality I get that is also great amplifier of suffering so there is bit of odd (at the face value) compartmentalizing going on there.

  8. Maybe I'm being pedantic, but I feel like this would be easier to discuss if people used the logic-understanding of "valid". One could still say, "If you accept the premise that Wreden stole the games, and that a consumer is accountable for ethical production, and you believe that it is unethical to sell someone else's games in this form, then one can make a valid argument that asking for a refund is ethical." Validity is only as relevant as the premises that are assumed imo.


    How so when everyone is specifically bewildered on the absurdity of the first premise?

  9. Since there is a conversation about persuasion and teaching, my 2 most memorable 'turning point' or 'light bulb' moments were following.


    In law school my criminal law professor Francione (who also taught me about veganism (he was both one of the most passionate AND most patient person I have met in person in regards to all things 'social justice')) said this really simple thing... it was like "ok so yeah, men also have issues with rape in prison and violence but even when men fear such things, it's fear that other men will commit them, right?"  It was the simplest framing that just blew my mind.


    Much more recent is in regard to trigger warning where couple months ago read that analogy that compares trigger warning to spoilers to highlight how stupid it is to be adverse to having trigger warnings.  Heck, it might have been Apple Cider who posted that here?  Or was it on twitter?

  10. I'm going to put this out there... I'm not sure I agree with it entirely, but..... if a game requires an explicit comeback mechanic in order for the players who aren't winning to enjoy themselves, then it probably isn't a good game.


    Are there any games that require an explicit comeback mechanic like that?

  11. Only possible defense I have for Laura Kate Dale is some ambiguous mentions by her about what Wreden told her in a private conversation but AFAIK she didn't say anything about what Wreden said so... yeah I think that is like, super dumb to the point that I'm kinda surprised that the article itself wasn't some sort of parody, which AFAIK isn't given her standing firm on that view.

  12. Another weird thing was the lack of discussion of enjoying the game for the sake of playing and learning. When I play a stronger opponent at go, I know that I am very unlikely to win. Instead, I try to play well and make him/her have to think a little. If I can give my stronger opponent an interesting game, then I count that a success. And I'll likely learn something (as losing to stronger opponents is a great way to improve ones own game, in many different games and sports). I am comfortable enough with my own skill level that I don't need the illusion of some comeback mechanic.


    They probably didn't discuss it because with all participants having that mindset comebacks become a non-issue.