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Unpopular opinions thread

A topic by CyberRobotnix created May 18, 2022 Views: 1,344 Replies: 46
Viewing posts 1 to 18
(+3)

Post your unpopular opinions about video games, indie games or just Itch.io in general.

Here's mine: Games that are going for "PS1 graphics" are all crutching for their developer's lack of professionalism with modeling and texturing. I haven't seen a single good-looking PS1-styled game ever, it's telling that much. Also yeah I've seen similar arguments for 8-bit retro-oriented games, but you can do very good pixel art if you try instead of going the route of ultra-minimalism, so there's the difference. Low-poly games in the other hand almost always look ugly because of what I said earlier TBH. (To date Minecraft is the only exception that I know of.)

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Let me flip your question: have you ever seen a good looking PS1 game? I have, so what’s the problem with emulating it? Well, probably that nobody actually knows how.

I do agree with you that’s mostly used as an excuse. It’s very easy to plug in a PS1 shader, but that on its own isn’t going to do you magic or make your models good. Nor is it going to look anything like a PS1 game. Neither are the “next-gen minimum RTX” game engines helping.

Speaking of which, here’s mine: generic game engines were a mistake :).

(3 edits) (+5)

Here's mine: I really don't care for visual novels. Unless it's something like Ace Attorney where a bit of menuing problem-solving is unconditionally vital to being immersed in the experience (not like 'oh no, which shirt do you think your crush would like? If you get it right you'll unlock a dialogue path where you'll see her bra' and more like actually feeling as though you're an idiot lawyer connecting the dots in a stroke of genius), a lot of them just seem like budget alternatives to making a cartoon.

I also really don't care for horror games anymore. I'm just done with running in teh dark frum teh spooky manster dat be eatin bahbies or whatever. I don't think there's enough stuff that does its homework with psychological unrest beyond the tropes everyone already knows about. You know what I want to see? A serious RPG that, around 10 hours in, starts screwing with the player. Adds or subtracts 1 from their inventory for some mundane item they have a lot of after every X rooms or X hours or so. Some patterned tile slightly off. Decrease the banked party member's health by 3 out of 647. Gaslighting the player until around 40 hours in, then everything finally snaps, and you realize that everything you knew about the mechanics was actually a clever lie that the game never promised you. Give me unease. Make me feel insecure and truly powerless. Don't throw me in yet another dark room with yet another monster of the week like I'm a god**** Power Ranger who forgot to pay the electric bill.

You are truly a master of words. This is brilliant.

(2 edits)

I have seen good-looking PS1 games, but I don't think I've ever seen a good-looking 3D PS1 game.  Except maybe Final Fantasy Tactics, but that doesn't really count because it uses 2D sprites.  Good looking PS1 games = Suikoden 1+2, Alundra, Brave Prove, Symphony of the Night, Mega Man 8 and X4-X6.

I have seen good-looking low-poly games, but they look nothing like PS1 games.

(+8)

I got one: many game engines (including Unity) are trying to dumb down game development too much. It's okay to require some basic math and programming skills from game developers. We don't need a premade solution for every possible problem that might come up.

Moderator(+4)

Worse, they're failing. You have to know some programming anyway.

(2 edits) (+3)

Making game development more accessible to more people should not be a bad thing. There are countless aspiring game developers who may not be proficient enough with math or programming to create their dream game and I see no reason why game engines can’t try to bridge that gap with more features/built-in methods.

Just because the game engine created a solution for a problem doesn’t mean you aren’t allowed to approach the problem using your own way (unless the game engine makes their solution the only solution and game devs can’t implement their own then it would be a bad thing of course).

A quick example is making an object orbit another object, you’d not only need to have good trig knowledge but also how to apply the sin cos tan formulas properly to set the orbit position correctly. Game Maker resolved this problem with only two built-in methods, lengthdir_x() and lengthdir_y()

I am not going to buy games from pretend developers who put in such little effort that they don’t even know basic trigonometry.

(+3)

Of course, low-effort games shouldn’t have any price tag, to begin with. Also, the majority of games created are free games created by someone who just wanted to let their imagination guide them towards making a fun game, they shouldn’t be prevented from doing so by their limited technical understanding. This is why I absolutely support game engines that focus on beginner-friendly features.

(+2)

Agreed.  I care about the actual game that I am playing, not the structure of the code that I will never, ever look at.  What the game looks like behind the scenes is the developer's business.  As long as I can easily play the game without undue technical issues, it's not for me to pass judgment on what technologies they prefer to work with or what they determine to be the best way to complete their project.  Like nitpicking typos in a forum post, condescending about code in a videogame is to admit that you have nothing of substance to say.

Of course when it comes to actually working with engines and frameworks, they can become bloated and/or difficult to use effectively if the developers focus on the wrong features or take too much control away from the user.  Design matters there, too.

(+1)

trigonometry? I didn't finish highschool never needed it in life. Doesn't apply to everyone mate 

It applies to every game developer. It is fundamentally a math-centric field.

If you didn’t finish high school, then I can only feel sorry for you.

(+2)

What sorry that I went out and got a qualification and started earning young? 

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Seems like it would eliminate the feeling of "throwing away" one's vote when voting for a third-party candidate. Something like that would be a welcome change in American government, though unfortunately change is not welcomed in America basically ever.

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My opinion: platformers are great when player doesn't have double jump nor coyote time. This not only forces player to be more careful and think before jumping but also forces developers or at least level designers to design platforms, walls, traps etc properly. The goal is to ensure player can jump from platform to platform (if it's intended to be) safely while keeping the challenge.

I'm getting sick with platformers giving double jump and coyote time as default features.

Depends.

If it's a precision platformer or a platformer with wonky physics, then Coyote Time is usually a positive thing to have otherwise the dude playing runs off into every pit.

Most recent example of that is from one of Vinesauce's streams, he struggled to get 1 of the collectibles because he would always run off the higher platforms because it's a janky platformer with Unity's default physics or something like that. (At 17:42)

Air jumping is only logical if it's in a speed-focused platformer (Sonic and his homing attack for example). Double jumps can make the platformer trivial, so it's a better fit for a game like Sonic where you need to go fast and in turn by taking as little time as possible to beat levels you're indirectly making the game harder. BTW forcing players to be more careful and think before jumping is pretty much against everything that I like with Sonic The Hedgehog. I'm not all that great at the 2D Super Mario Bros games anyways.

Most indie games that use air jumps aren't fast-paced platformers nor even precision platformers, they're traditional platformers like SMB. So I agree in spirit that the inclusion of a double jump is only making those games way worse.

(+1)

I think the problem more likely comes in when these features are added after a level or challenge is designed in order to make the experience easier.  As with any mechanic, it is possible to make difficult levels or challenges based around double-jumping or including coyote time. The window for error just has to be adjusted to account for these things instead of just designing the challenges as if those features weren't there.

After looking up what coyote time was, I agree with you about that, I don't have much of an opinion on double jumping. How do you feel about wall jumping mechanics, if you dont mind me asking?

Most platformers don't use walls that's why I didn't include wall jump ability. But I don't have opinion on wall jumping cause usually games designed with that ability in mind have different level design than ones which don't have that ability.

That makes sense.

DOorDIE is a high graphics game

(+3)

The Berlin interpretation is one of the most creatively stifling I've come across in game design.


This is why Rogue Lites will always be superior to Rogue Likes, one is allowed creativity to refresh the genre, while the other must stick to remaking the same game forever.

Moderator(+1)

Maybe that's why the Berlin Interpretation is nowadays considered a bad joke, even by many old-timers, and pretty much ignored.

(+1)

Well, that's the thing with art (game development included), there are no strict rules. Therefore I agree that Roguelikes and roguelites can have their own rules.

 I agree with creativity part. With roguelikes, player will have to like the core gameplay they offer before player could get deeper, literally. While with roguelites, player can also be creative and upgrade their characters to fit playing style.

(+1)

Right.  My unpopular opinion: there are many nice things about classic roguelikes, like the complexity of the simulation, the clean grid-based turn-based mechanics, the non-modal combat, and even the use of ASCII graphics.  The main reason why I don't play classic rougelikes more is that I hate permadeath and random world generation.  As far as I'm concerned, rougelites kept the worst flaws of classic roguelikes while discarding everything that's good about them.

Moderator

Now that's a very interesting inversion of opinion! There are, in fact, a couple of RPGs that preserve the parts you like instead, and roguelike engines like ToME support "proper" RPGs, but to the best of my knowledge very few developers work in that field. And that's too bad.

hate fnf fans (they suck)

(2 edits) (+3)

Another one related to Itch.io this time, but I think the site should enforce a minimum age policy and only allow people above 16 years of age to create an account. This site is overrun with children while some other users are very clearly mature, this is confusing and at times annoying when a kiddie just says something half-coherent or just chimes into adult conversations.

(+3)

The problem with rules regarding age on the internet is that they simply don’t work. Since when do people choose their correct ages online? Enforcing them using ID or a credit card (like YouTube have done) is terrible for privacy.

I think a better solution for the amount of shitposting is to use the upvote/downvote ranking system globally rather than just placing new posts at the top of threads and bumping them every time they get replied to.

Moderator(+3)

That's the Reddit formula, yes. As a result, Reddit is the single most toxic online community, and everyone who tried to imitate them is heading the same way.

(+1)

Is it? The subreddits I follow do have some quality discourse, though there is a bit of a "hive mind", where you have to say the same things as the majority if you care about your internet points. So I wouldn't go as far as implementing a point and reward system, but just upvotes or downvotes to highlight or hide threads, as quou suggests, would help. That seems to be the way it's already implemented in the Release Announcements subforum. Because the itch.io forums are indeed filled with immature and useless content, it often makes me wonder why I'm still occasionally checking them...

Moderator

Your useless is someone else's treasure. I always find something interesting to see, even if it's just one or two posts out of dozens each day.

(+3)

Reddit is garbage.

The main problem with arguing that their system works for a few handful of subreddits is that you're implying that those "quality" subreddits are an exception, rather than the rule. In other words, it's not a merit of the hivemind system Reddit uses that keeps those subs from being like the rest of that toxic hellhole, it's a merit of those moderators for running their subs differently than the usual hivemind clout-chasing spam that plagues the defaults (until they stop, and the sub "dies" from getting main-site traffic).

(+2)

Agreed the hivemind voting/threading system is garbage. That said, is it worth being there to connect with other gamedevs? Uh, un-woke devs, I should specify.

(+1)

I wouldn't know since I have no real intention of using gamedev as anything more than a hobby (or pocket change if I'm lucky).

(2 edits) (+1)

Don’t we all… well, I have the intention, but little hope, lol.

It’s good practice, it can yield impressive results, which was definitely helped me find other work to pay the bills, but it takes a lot of luck to make it in the game business.

(1 edit) (+4)

Horror games suck now. They focus so much on having a spooky monster with way too much backstory, that they forget to have anything actually scary or meaningful in them. That and their stories are terrible. They have all these lore documents and vague little clues but nothing to actually say.

(1 edit) (+1)

Here's mine: I only care about the story, and totally doesn't care about the game-play. Also, I'm playing adult visual novels, not for the lewd content, but rather for the story, which is in many cases much better than you may think. Furthermore, I prefer to use GNU/Linux as an operating system.

(1 edit) (+2)

"Also, I'm playing adult visual novels, not for the lewd content, but rather for the story"

Sus username.

If somebody dont like PS1 graphics. Check thi title - ALISA. It is great about visual and atmosphere! MAybe, only, maybe it can change your opinion!

(+1)

I liked Paper Mario: Sticker Star.

My games are kinda ps1 to ps2 style graphics

I also note ps1 graphics can be due to hardware limitations. My laptop has 256mb vram integrated! My other test machine only has 64mb dedicated! I build with in the restrictions of the hardware. I basically build games to suit 64mb cards. Some even down to 32mb! I've had machines from early 00s and I reckon a high machine from late 90s could manage a few of my games. 

I have a more powerful computer than you do, but I still try to support older hardware. It’s called having standards :).

If a game truly is designed to work under the PS1’s limitations, then it will be a lot more recognizable and likeable. Of course, at that point you may as well just make a PS1 game.

you saying I have no standards?

I'll add that all my machines I own are owned for a reason. You seem to be knowledgeable. Even though you feel sorry for my lack of obvious IQ and lack of finishing school I'll justify. PPC osx compatibility is my main aim. Hence the g4 powerbook. The mid 2009 macbook due to the fact it's the last pre unibody with removable battery and easy to work on. Plus nvidia graphics not integrated. So hits a sweet spot. Any machine that can run snow leopard is a sweet spot for me. Graphics don't mean a great deal. It's the hardware I care about.