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  • Locked thread
Forgall
Oct 16, 2012

by Azathoth

RareAcumen posted:

Copied from the PYF things you like in games thread.
Well it's a step up from mutilated torso.

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Dewgy
Nov 10, 2005

~🚚special delivery~📦
So folks were talking about Monty Python and the Holy Grail which was pretty troll-like. Worth mentioning that you did NOT get the real ending to the movie, but a lovely interpretation of the original Terry Gilliam animated ending from the original script. (I can't collaborate this but I swear we used to have a copy of the original script which had strikingly similar doodles in a big scribbled out part in the back.)

It wasn't the only MPFC game that got made, nor by the same company even!

7th Level was the developer of Holy Grail, responsible for such, uh... "hits" as Battle Beast and Arcade America. They made a game before Holy Grail, and that was Monty Python's Complete Waste of Time.

CWOT was a collection of tons of stuff. Clips from the show in a weird adventure game format, things to click on, a pinball minigame, Eric Idle offering an excuse for why you haven't answered the phone in the form of a really long song, and so on. It was pretty much an interactive Flash game that wasn't done in Flash.

It also had probably the world's most obtuse puzzle built underneath it. I owned this for YEARS before getting a guide book and finding out there was an actual game in there. There was some method to the madness, but you managed to find a way to get to a bizarre first person roller coaster maze in which you were given wrong directions (again by Eric Idle) where you eventually collect some other form of trinket, and eventually find the secret to intergalactic success: A new brain from Curry's. Which it gives you by dumping you to the Windows desktop and changing your wallpaper to an ad for it.

They made a third one, Monty Python's the Meaning of Life. It was a great successor to the first two, leading you through a nicely structured series of chapters through the movie, like an incredibly difficult Operation/Irritating Stick style minigame for Live Organ Transplants (a stylized Mr. Gumby face is one of the cuts you need to make) and some very odd puzzles along the way.

After you finish the movie parts it drops you into probably one of the densest and most obtuse adventure game sections ever, which involves blowing up maze walls with undetonated Scotsmen and assorted other Python in-jokes as puzzles. I largely remember nothing about this part of the game other than this was also where the Insurance sketch from the movie came in, but the post-movie bits were a way bigger proportion of the game.

I do vaguely remember what either WAS a goatse reference in a fake browser window, or it pre-dates goatse because "goatse.cx" sounds like "goat sex" and hey look at the website we put on your screen, fake goat porn and it won't go away, ha, ha, ha! Never did find out if there was a connection.

Weird fuckin' games, totally fit right in here. Shame it's next to impossible to get any of the three to boot on a modern machine.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


SomeJazzyRat posted:

Made exclusively for the game, it was made for these music game grognards.

I love that thing about rhythm games.

https://www.youtube.com/watch?v=b6nLOcpU4iQ

SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

In the last story dungeon of Final Fantasy XIV: A Realm Reborn (patch 2.0) you steal a suit of magitek armor. Its equipped with cannons and a bomb launcher and you pretty much blow through any remaining trash mobs. After you clear the dungeon, you get to keep the magitek armor as a mount, although it doesn't have weapons anymore.

You can pick up a quest to fix the weapons. You get sent to one of Cid's assistants who berates you for stealing away her boss. Eventually she sends you to raid an Imperial Base for parts. The quest only gives a vague indication of where in the base to find the quest nodes, and while none of the mobs are difficult, you can't ignore them either, and there are a lot of them. Once you find all the parts and return, the assistant congratulates you for not tripping over your own shoelaces and makes the repairs.

...only because she's not a native Imperial, it's just a partial repair. So you get the cannons and bomb launcher back, but they don't have any effect in combat. :mmmsmug:

Lap-Lem
Oct 21, 2005
Lap-Lem the Village Tard

Dewgy posted:


I do vaguely remember what either WAS a goatse reference in a fake browser window, or it pre-dates goatse because "goatse.cx" sounds like "goat sex" and hey look at the website we put on your screen, fake goat porn and it won't go away, ha, ha, ha! Never did find out if there was a connection.


Best part of the game, it was in a Las Vegas style area, and there was a big neon sign that just said "Sex" and if you clicked on it, it opened up a fake browser and flashed through pics of goats in lingerie. The game disabled any way to close it other then using the proper exit from the menu. (I am positive you could not alt-tab or even ctrl-alt-del, which seems odd, so it might not be true) when the browser came up Eric Idle's voice came on several times louder then the game was set at "Hey! Everyone come over here! Look at what this sick person is looking at! You sick filth! Goat Lover, Goat Lover, Goat Lover!" When I got to that point of the game, the entire household wound up storming into my room to see what a sick depraved little man I was. Instinctively I still fumbled to try to turn it off for a brief moment before realizing that no one would actually think I was looking at goat porn. Eric Idle berated you for being a perv for an unusually long time. I also clicked on that sign like 8 times in a row, because everyone kept wanting to see it.

It did not predate Goatse, since Meaning of Life came out in the early aughts. I think it's more of a joke about goats more then a reference to a man's gaping rear end in a top hat though. loving goats being the go-to for 'sick depraved sexual acts' has been a thing for a very long time.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Useless posted:

I love this. A page from Zelda. They could have taken the easy boring route, but they didn't.

Would have been better if the monster had been a giant cow.

Mildly Amusing
May 2, 2012

room temperature
In Zone of the Enders you are a giant robot that fights other giant robots. Sometimes, the cities that you fight in will have people in the buildings, and the game encourages you to rescue them by killing all enemies in the area without letting the buildings these people are in get destroyed. You get graded on these missions, and the requirements for a good rank are really strict. For the best rank, you need to have no casualties (not too bad) and fewer than 10% of the building can be destroyed (much harder). On top of this before you catch an enemy's attention they will wander around the current map randomly shooting at buildings, meaning that if you don't get to them in time they WILL ruin your rank. It's also worth mentioning that even empty buildings count for your rank, and that they are destroyed by a single attack no matter how weak.

There are five of these missions total, in one of which you die after a single hit. To the game's credit these are optional, but there is a lot of emphasis on doing them. Your reward for completing all of them is nothing. For getting the best ranking on each one the game rewards you with a new song that plays over the credits.





In fact, now that I think about it, this game was made along side Metal Gear Solid 2 by Kojima Productions, and that game also liked to gently caress with its player. Maybe Kojima was in a really bad mood at the time.

Sponge Baathist
Jan 30, 2010

by FactsAreUseless
Also in ZoE you get to pilot an enemy mech but the connection downloads a virus onto the players mech.

Soul Reaver
Mar 8, 2009

in retrospect the old redtext was a little over the top, I think I was in a bad mood that day. it appears you've learned your lesson about slagging our gods and masters at beamdog but I'm still going to leave this av up because i think its funny

god bless
Bit of crossover from another thread, but how about this one, which I'm becoming painfully aware of:

For anyone who hasn't played it, Dark Souls 2 has a weird sort of single player/multiplayer crossover. In theory you can play the game single player only, but a lot of the fun of the game comes either from temporarily joining other peoples' games to either help them (getting summoned) or murder them (invading them). Similarly, players can join your game because you summon them, or because they invade you. And there's a lot of other interplay related to that.

Now, as an anti-cheat measure, the developer used to completely block all multiplayer for anyone who was caught having edited their save files.

This caused an uproar, so they dropped it and quietly implemented another system - the so called 'softban'.

People that get softbanned likely won't realize that they've been softbanned - there's no notification or anything. They just quietly get put on another server with everyone else that's been softbanned, and will only be able to invade/summon with people on that server. Naturally, that server has a far smaller population, essentially making the multiplayer a ghost town.

The real troll? Reports coming in seems to indicate that the ban can hit anyone who uses any mods, or anything that might do any memory injection - that includes, among other things: bugfix mods that prevent crashes; graphics enhancement mods; software used by twitch streamers to stream their game; and software used to enable the use of non-Xbox controllers with the game. But they wont' tell you if they ban you (unless you email Namco and wait several days to hear back, and will send you a form email). If you HAVE been banned, Namco says they can't do anything, and you should contact FROM Software. FROM Software literally has no contact details listed on their English site, and no email. Reports from other people suggest that those that have managed to get through to FROM have been asked to contact Namco, who, if asked, will respond with the exact same form email they sent earlier, asking the person to contact FROM. And so, round and round it goes.

So, by all accounts, softbanned accounts stay softbanned forever, with no notification they've been banned, and no recourse to do anything about it, crippling the multiplayer aspect of the game they purchased, even if they never cheated. And apparently, a lot of cheaters are still, somehow, evading these bans.

Nice. :darksouls:

Edit: Thinking about it, this is probably more like my 'least favourite' troll. But as far as trolls go, this is quite a masterpiece.

Soul Reaver has a new favorite as of 05:06 on Jul 8, 2015

Babe Magnet
Jun 2, 2008

that's pretty funny but I don't know if incompetence counts as trolling

haveblue
Aug 15, 2005



Toilet Rascal
Yeah, that sounds more like a fuckup than a troll.

Chromehounds, also by FROM, had a bug where your account's money could get corrupted and set to minus a hundred million dollars. The officially endorsed solution to this was to schedule an in-game meeting with a CS rep who would sell you a specially crafted item whose price was also minus a hundred million dollars, bringing you back up to zero.

FROM are masters of gameplay design but holy hell are they bad at online.

flavor.flv
Apr 18, 2008

I got a letter from the government the other day
opened it, read it
it said they was bitches




Please tell me there was a trading system.

swamp waste
Nov 4, 2009

There is some very sensual touching going on in the cutscene there. i don't actually think it means anything sexual but it's cool how it contrasts with modern ideas of what bad ass stuff should be like. It even seems authentic to some kind of chivalric masculine touching from a tyme longe gone

haveblue posted:

Yeah, that sounds more like a fuckup than a troll.

Chromehounds, also by FROM, had a bug where your account's money could get corrupted and set to minus a hundred million dollars. The officially endorsed solution to this was to schedule an in-game meeting with a CS rep who would sell you a specially crafted item whose price was also minus a hundred million dollars, bringing you back up to zero.

FROM are masters of gameplay design but holy hell are they bad at online.

I find their amateurishness at that stuff to be kind of charming. Like when Dark Souls came out on PC it was locked to 30 FPS and when people asked why the official response was like "we do not know how to make computer games :("

bawk
Mar 31, 2013

swamp waste posted:

I find their amateurishness at that stuff to be kind of charming. Like when Dark Souls came out on PC it was locked to 30 FPS and when people asked why the official response was like "we do not know how to make computer games :("

This has a lot to do with a relative lack in PC gaming in Japan for a while. Consoles were considered the video game toys, not computers. Games that were released in computers were generally the unsavory H-Game kind of thing, not PC ports of japanese games. Companies like From just never made PC ports for anything, and designed games around the simple constraints of the consoles, which in that generation consisted of trading off graphical complexity with a max framerate.

The real troll in Dark Souls II is the Catarina set. It's the Onion armor from the first game, but it's tucked away in the DLC areas. Some are behind the Co-Op-designed sections, which you're meant to play with friends. If you don't find anybody to play with (like if you're softbanned :v:) then you have an annoying section to play through, solo, to get a piece of the Onion armor. Which is pretty middling-tier armor overall.

But the first DLC, Crown of the Sunken King, has a different reward. It's a plain skirt. It doesn't belong to a set, looks pretty awful with most other armor sets, and has poo poo for stats. It's just a skirt in a chest that you get after beating an annoyingly difficult "boss fight" which only consists of three NPC-like enemies called Red Phantoms which you fight a lot of during the main game, instead of From's usual bombastic boss fights.

So you play an annoying area designed for multiple people, alone, then fight an annoying boss designed around fighting 3v3 instead of 3v1, against an enemy type you've already seen plenty of, to get a mundanely-statted skirt which can't even be used to play pretty pretty dress-up.

:darksouls:

Lord Lambeth
Dec 7, 2011


Scholar of The First Sin is pretty incredible but also fractured the playerbase between those who did and did not buy the upgrade.

Maybe From will do online better come Dark Souls 3 but I'm not gonna hold my breath.

im pooping!
Nov 17, 2006


Lord Lambeth posted:

Scholar of The First Sin is pretty incredible but also fractured the playerbase between those who did and did not buy the upgrade.

Maybe From will do online better come Dark Souls 3 but I'm not gonna hold my breath.

I don't know, I played the original last week for two days then bought the upgrade and the player bases were about the same aside from having four player co op in scholar...

Forsythia
Jan 28, 2007

You want bad advice?

Anything is okay if you don't get caught!

... I hope this helps!
World of Warcraft offers a unique title for completing an agonizingly boring and grindy set of tasks. Naturally, people go out of their way to earn it because ooh, shiny rare title. What do you need to do? You need to maximize several reputations that were introduced in the base game that have no real purpose and that were half-implemented at best. This also requires having good standing with two factions that oppose each other, which makes it even more complicated. Here's some of the numbers needed...

Kill 4400 Syndicate members and turn in 1405 lockboxes of a certain type. Only one class can pickpocket, and you don't get a lockbox each time you steal from an appropriate level creature. One guide describes a good rate being 120-180 lockboxes per hour...

Kill 2500 Booty Bay NPCs.

Kill 26330 Southsea pirates.

Do daily quests and item turnins for a faction active only one week out of every month. (It used to be worse, accepting item turnins only.)

There was one more step that was later removed: the Shen'dralar, a faction so minor they were eventually axed. The only way to earn reputation with them was hunting down rare drop books (which were unique, meaning only one could be kept in your inventory at a time) to make a special armor enchantment. Making this enchantment also needed annoyingly rare items that could not be sold or traded.

When this was first implemented, it was a jaw-droppingly agonizing grind. What did you get from it?

An achievement called Insane in the Membrane and "the Insane" title. :bravo:

many johnnys
May 17, 2015

Mizuti posted:

An achievement called Insane in the Membrane and "the Insane" title. :bravo:

WoW player: Finally, I've killed nearly twenty seven thousand pirates to get the Insane achievement

Blizzard Entertainment:

A Frosty Witch
Apr 21, 2005

I was just looking at it and I suddenly got this urge to get inside. No, not just an urge - more than that. It was my destiny to be here; in the box.

Mizuti posted:

World of Warcraft offers a unique title for completing an agonizingly boring and grindy set of tasks. Naturally, people go out of their way to earn it because ooh, shiny rare title. What do you need to do? You need to maximize several reputations that were introduced in the base game that have no real purpose and that were half-implemented at best. This also requires having good standing with two factions that oppose each other, which makes it even more complicated. Here's some of the numbers needed...

Kill 4400 Syndicate members and turn in 1405 lockboxes of a certain type. Only one class can pickpocket, and you don't get a lockbox each time you steal from an appropriate level creature. One guide describes a good rate being 120-180 lockboxes per hour...

Kill 2500 Booty Bay NPCs.

Kill 26330 Southsea pirates.

Do daily quests and item turnins for a faction active only one week out of every month. (It used to be worse, accepting item turnins only.)

There was one more step that was later removed: the Shen'dralar, a faction so minor they were eventually axed. The only way to earn reputation with them was hunting down rare drop books (which were unique, meaning only one could be kept in your inventory at a time) to make a special armor enchantment. Making this enchantment also needed annoyingly rare items that could not be sold or traded.

When this was first implemented, it was a jaw-droppingly agonizing grind. What did you get from it?

An achievement called Insane in the Membrane and "the Insane" title. :bravo:

I remember back when that came out, there was one pretty infamous player on our server going for this achievement. There was a running thread on the realm forum with his status. You could almost be guaranteed to see him killing goblins in booty bay at any given moment on any given day. Just out there killing guards over and over and over, all day and night.

He finally got the achievement, the forums erupted, alliance general lost their minds in game. It was big news.

I saw him around a few times after that with his fancy new title.

Then he disappeared. I'm fairly certain he's the guy that died from playing WoW too long.

Sleeveless
Dec 25, 2014

by Pragmatica

Mizuti posted:

World of Warcraft offers a unique title for completing an agonizingly boring and grindy set of tasks. Naturally, people go out of their way to earn it because ooh, shiny rare title. What do you need to do? You need to maximize several reputations that were introduced in the base game that have no real purpose and that were half-implemented at best. This also requires having good standing with two factions that oppose each other, which makes it even more complicated. Here's some of the numbers needed...

Kill 4400 Syndicate members and turn in 1405 lockboxes of a certain type. Only one class can pickpocket, and you don't get a lockbox each time you steal from an appropriate level creature. One guide describes a good rate being 120-180 lockboxes per hour...

Kill 2500 Booty Bay NPCs.

Kill 26330 Southsea pirates.

Do daily quests and item turnins for a faction active only one week out of every month. (It used to be worse, accepting item turnins only.)

There was one more step that was later removed: the Shen'dralar, a faction so minor they were eventually axed. The only way to earn reputation with them was hunting down rare drop books (which were unique, meaning only one could be kept in your inventory at a time) to make a special armor enchantment. Making this enchantment also needed annoyingly rare items that could not be sold or traded.

When this was first implemented, it was a jaw-droppingly agonizing grind. What did you get from it?

An achievement called Insane in the Membrane and "the Insane" title. :bravo:

Ah, so that's what Goat MMO Simulator's quest to lick 10,000 things was making fun of.

Mildly Amusing
May 2, 2012

room temperature
Playtesters complained about the difficulty of Ninja Gaiden. The director of the game responded by making it harder.

http://archive.videogamesdaily.com/features/itagaki_interview.asp

pentyne
Nov 7, 2012

Mildly Amusing posted:

Playtesters complained about the difficulty of Ninja Gaiden. The director of the game responded by making it harder.

http://archive.videogamesdaily.com/features/itagaki_interview.asp

"oh yeah? well our game mechanics are perfect so here's 2x the pain"

People have written hundreds of pages breaking down with statistics what combos are the best and cause the most damage down to frame by frame calculations and equations written to determine damage. Ninja Gaiden 2003 was loving perfect and the sequels were pretty mediocre garbage.

overeager overeater
Oct 16, 2011

"The cosmonauts were transfixed with wonderment as the sun set - over the Earth - there lucklessly, untethered Comrade Todd on fire."



Flower, Sun and Rain is not so much a game as Suda51's continuous joke on the player's expense.

The first puzzle in the game is to find the protagonist's birthday, which can't be found in the game: in fact, it outright tells you to look in the manual, in the style of old DOS games' copy protection.

However, it can't be found in the manual either, as his birthday is listed as a blank field. The solution to the puzzle? Make up a birthday, and write it down in the manual.

If you forget to write it down, you're screwed, since it's needed to solve the next puzzle.

And the final puzzle in the game, many hours later.

Vincent Van Goatse
Nov 8, 2006

Enjoy every sandwich.

Smellrose

Vlad the Retailer posted:

Flower, Sun and Rain is not so much a game as Suda51's continuous joke on the player's expense.

The first puzzle in the game is to find the protagonist's birthday, which can't be found in the game: in fact, it outright tells you to look in the manual, in the style of old DOS games' copy protection.

However, it can't be found in the manual either, as his birthday is listed as a blank field. The solution to the puzzle? Make up a birthday, and write it down in the manual.

If you forget to write it down, you're screwed, since it's needed to solve the next puzzle.

And the final puzzle in the game, many hours later.

Somewhere Roberta Williams sheds a single tear.

Memento
Aug 25, 2009


Bleak Gremlin

Mildly Amusing posted:

Playtesters complained about the difficulty of Ninja Gaiden. The director of the game responded by making it harder.

http://archive.videogamesdaily.com/features/itagaki_interview.asp

A similar thing happened in Borderlands - there's an early area in the game that playtesters complained had too many bad guys in it, I think it was skags. They responded by increasing the number of skags. Later playtesters said the area flowed a lot better. I guess when you're killing things, you don't notice their numbers, and when you're going between encounters, you want a bit more of a break.

many johnnys
May 17, 2015

Vlad the Retailer posted:

Flower, Sun and Rain is not so much a game as Suda51's continuous joke on the player's expense.

The first puzzle in the game is to find the protagonist's birthday, which can't be found in the game: in fact, it outright tells you to look in the manual, in the style of old DOS games' copy protection.

However, it can't be found in the manual either, as his birthday is listed as a blank field. The solution to the puzzle? Make up a birthday, and write it down in the manual.

If you forget to write it down, you're screwed, since it's needed to solve the next puzzle.

And the final puzzle in the game, many hours later.

Couldn't you just remember the birthday you picked?

I usually just pick mine.

AlphaKretin
Dec 25, 2014

A vase to face encounter.

...Vase to meet you?

...

GARVASE DAY!

many johnnys posted:

Couldn't you just remember the birthday you picked?

I usually just pick mine.

A first time player who doesn't know the answer will probably guess randomly without noting what they guessed, be surprised that they seemingly got it the first try, then assume it will never come up again.

Mazerunner
Apr 22, 2010

Good Hunter, what... what is this post?
Ok so I am going to post about Destiny (yes I know)

So destiny has item rarity tiers, similar to many other lootfest rpgs. White, green, blue, purple, yellow (common, uncommon, rare, legendary, exotic). Exotic weapons and armour are very rare, and for the most part are also very powerful, often game-breakingly so, though there's a few stinkers. There is one exotic weapon in particular that is highly desired, a rocket launcher called the gjallerhorn that outputs such ludicrous damage a team using it can wipe out end game bosses in moments, skipping their mechanics and trivializing the encounter.

Every weekend, a vendor comes around, Xur, who sells one exotic weapon and three armour pieces, one for each class. So Xur's 'random' loot table is its own special brand of bullshit that could use its own post, but anyway... Xur sold gjallerhorn once, way back in the second week after the game came out, at a time when most players wouldn't have enough of his unique currency to afford it, or if they did they would rather spend it on armour or save it for a "useful" weapon (because noone knew how broken it was)*. He's never sold it again.

Except for last weekend, when Xur mysteriously showed up with no weapon for sale. What? That's super weird, everyone thinks. And then "evidence"** comes out that, holy poo poo, Xur was selling the horn and Bungie panicked because they didn't want more people to have it and removed it from his inventory. So that's troll #1. troll #2 is that, instead of at least replacing it with another weapon, Bungie just... let it be, claiming that it wasn't "safe" to fix Xur.

So on the one hand it's really funny laughing at Bungie's panicked incompetence, but on the other hand it's also hilarious to laugh at everyone whose acting like a bungie employee took a poo poo on their dog. And that's my destiny story hope you enjoy.


*I bought it that week because I have no life and could afford it then, but now I get to laugh at everyone who doesn't have one and cries about it, so silver linings
**internet evidence, so grain of salt and all but it's much funnier to believe

My Lovely Horse
Aug 21, 2010

Why wouldn't they just leave it off the loot table?

Mazerunner
Apr 22, 2010

Good Hunter, what... what is this post?

My Lovely Horse posted:

Why wouldn't they just leave it off the loot table?

That's a good question, but destiny is just poo poo full of "why would(n't) Bungie do X" questions and the answer is always something incredibly stupid and noone is ever sure if it's due to incompetence or maliciousness so in summary :iiam:

e; the real troll was getting me hooked on this bad game

Tunicate
May 15, 2012

bucketmouse posted:


Holy poo poo, so THAT'S where the stupid catch-rate down+b rumor came from.

It was on the official nintendo.com pokemon page too.

Horrible Smutbeast
Sep 2, 2011
Clocktower Ghost Head.

Technically somewhere between the second and god knows what installment of the Clocktower Series, it wasn't created by the original director.Instead we got some sort of bizarre action adventure point and click with shooter bits. The story revolves around the main character who was born into the Maxwell family. Due to a curse any time twins are born they're buried alive on the property to avoid the family becoming cursed by demons. An employee of the father digs up the kids and finds that one was still alive while the other suffocated to death - the survivor becomes the main character. Throughout the game you learn that the main character is possessed by a spirit (who they assume is her dead sister), her real father went crazy and created a zombie virus to release on everyone to get revenge for his life being ruined, and you need to find the story behind the Maxwell curse.

At the end of game when it's all done and over? You learn that:

-The Maxwell Curse never existed. It was dumb superstitions that the family believed in for no reason. The father tried to murder his children for what amounts to blindly believing in his religion.
-He then later creates the zombie virus to get revenge...for the death of his own kid he was responsible for.
-The spirit that possesses you isn't your dead twin sister. It's literally just an angry psycho ghost who found the main character and possesses her to gently caress people up. He just...shows up one day and helps the main character murder her classmates/family members/zombies.


It's kinda great.

Soul Reaver
Mar 8, 2009

in retrospect the old redtext was a little over the top, I think I was in a bad mood that day. it appears you've learned your lesson about slagging our gods and masters at beamdog but I'm still going to leave this av up because i think its funny

god bless
Tooting my own horn here, but I created the To the Bitter End custom campaign for Warcraft III.

It's an action/RPG hybrid. The entire campaign is designed to be extremely difficult but fair, so I generally avoid trolling. But I did hide a couple of things in there for people who goof off or try to exploit the game, or don't quite realize that their characters are on an important, time-critical quest and don't have time to stuff around.

1) In Warcraft III you tended to bash up every box/barrel/destructible object in the entire game to get potions and items. I think this is boring, so To the Bitter End discourges this activity by ensuring that they all contain a grand total of nothing. Hope you had fun bashing them all open!

2) I hate grinding. In early chapters, it's not really possible to grind for levels, since the number of enemies you face are finite. But when Chapter IV rolls around, you're told (in the cinematics and the quest log) that you'll need to hurry to find a safe haven, and start being attacked by waves of constantly spawning enemies. It might be tempting to grind these for levels. It's a bad idea though, because (a) there's a hard cap in every Chapter that limits you to a maximum level ceiling for that Chapter - which can easily be reached just by playing through normally and (b) there's an 'invisible' time limit on this section. The enemy attacks will get more powerful and more frequent the longer you take. Waste lots of time grinding rather than pushing forward and you'll eventually be attacked every couple of seconds by a powerful group that will wreck your poo poo - and before you even manage to rest, another one will already be on the way. I didn't say time was of the essence just for fun!

3) Some people like to exploit the bad AI/environmental interaction/lack of proper Line of Sight of Warcraft III in Chapter I by shooting 'through' doors at enemies (who would then mill around like idiots in front of the closed door while you blast them to death). In one of my later revisions of the campaign, I added code to make enemies 'react' to such attacks by throwing the doors open and charging at you. You can see this in action in a Let's Play here:
https://www.youtube.com/watch?v=6irRJchAOpM&t=1095s

4) There's a part in Chapter I where you free a bunch of prisoners, including some Assassins. A bandit leader you rescue shortly after that will then use those Assassins in a cinematic to kill some guards further ahead that would otherwise land you with a game over. This is how this normally should go down, anyway. However, I know how much people love breaking games, so I'm sure at some point people will try murdering their own assassins just to try to screw up that cinematic. Well, no such luck - if you rescue the bandit leader and don't have enough assassins, he calls you a moron and leaves you on your own, meaning you're now guaranteed a game over when you try to get past those guards the assassins normally take care of in the cinematic.

5) Chapter III features a giant, powerful boss, hidden behind a wall of trees. You're supposed to spend time preparing for the boss' arrival before he finds you by bringing magical acorns back to a druid, who can use them to create treemen to help you fight. The wall of trees the boss is behind is very difficult to get past, as the trees will regrow if you try to destroy them. It's not impossible though, with enough effort, to teleport past them. If you do so, congratulations! You immediately trigger the end-of-Chapter boss battle - likely with your preparations incomplete and any acorns you haven't already returned being discarded - and get chewed out by your allies for being an idiot!

There are plenty of other nightmarish traps and horrible enemies but they're more part and parcel of the intended gameplay experience.

Soul Reaver has a new favorite as of 14:53 on Aug 1, 2015

Xibanya
Sep 17, 2012




Clever Betty
Nice, I like how you used your understanding of how people like to play the game in order to anticipate how to maintain immersion. As someone who does software QA professionally and development as a hobby, I don't think enough people realize how hard it is to look at what is being developed through the eyes of the end user who has no idea what the back end looks like. Ironically, a lot of dev's have been staring at their own game from their omniscient point of view for so long that they can miss stuff that's obvious to someone who has a smaller overall understanding of the game, and I see your approach to that avoided that pitfall. My dev colleagues can get kinda offended at bugs I open that require behavior they consider "avoidable" to reproduce; I think it takes some maturity to accept that even if you designed something well, some people aren't going to interact with its components in the sequence needed for your hard work to come together the way you want.

I would play it but Warcraft III kicks my rear end on normal difficultly so I'll just watch the let's play, but I just get such a big kick out of devs who use their empathy as well as their technical know-how.

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


Mizuti posted:

World of Warcraft offers a unique title for completing an agonizingly boring and grindy set of tasks. Naturally, people go out of their way to earn it because ooh, shiny rare title. What do you need to do? You need to maximize several reputations that were introduced in the base game that have no real purpose and that were half-implemented at best. This also requires having good standing with two factions that oppose each other, which makes it even more complicated. Here's some of the numbers needed...

Kill 4400 Syndicate members and turn in 1405 lockboxes of a certain type. Only one class can pickpocket, and you don't get a lockbox each time you steal from an appropriate level creature. One guide describes a good rate being 120-180 lockboxes per hour...

Kill 2500 Booty Bay NPCs.

Kill 26330 Southsea pirates.

Do daily quests and item turnins for a faction active only one week out of every month. (It used to be worse, accepting item turnins only.)

There was one more step that was later removed: the Shen'dralar, a faction so minor they were eventually axed. The only way to earn reputation with them was hunting down rare drop books (which were unique, meaning only one could be kept in your inventory at a time) to make a special armor enchantment. Making this enchantment also needed annoyingly rare items that could not be sold or traded.

When this was first implemented, it was a jaw-droppingly agonizing grind. What did you get from it?

An achievement called Insane in the Membrane and "the Insane" title. :bravo:

There was also the original Loremaster title, which before the old world revamp in Cataclysm involved completing nearly every single questline on both continents in Azeroth. For Alliance, I think that amounted to 750 quests on both EK and Kalimdor, Horde had somewhat fewer. Repeatable quests like cloth turn-ins or dailies would not count. Certain starting area quests would be locked by race or class, so you couldn't just do them all, either. You had to know the location of many obscure questgivers like some random Goblin on a hill in Aszura or a long chain that came from bottles in Booty Bay. Quests that spanned across entire zones would award completion credit in the continent that they originated, except when they didn't, so you had to know that information, too. This was also before the age of easy mode tracking so if you dropped a quest someplace, then you'd better remember where or else you'd never find that NPC again. Overall you were looking at something that would take over 50 hours at least to complete, even if you knew the quests inside and out and did them all at max level. It was a rather tedious achievement to attempt unless you were extremely unemployed + bored.

But the biggest troll about the Loremaster title was that the EK achievement was bugged for Alliance for the first few months of WotLK's release, requiring 775 quests or so instead of the listed 750, which made it literally unable to be completed for certain classes or races.

Roro
Oct 9, 2012

HOO'S HEAD GOES ALL THE WAY AROUND?

Xibanya posted:

Nice, I like how you used your understanding of how people like to play the game in order to anticipate how to maintain immersion. As someone who does software QA professionally and development as a hobby, I don't think enough people realize how hard it is to look at what is being developed through the eyes of the end user who has no idea what the back end looks like. Ironically, a lot of dev's have been staring at their own game from their omniscient point of view for so long that they can miss stuff that's obvious to someone who has a smaller overall understanding of the game, and I see your approach to that avoided that pitfall. My dev colleagues can get kinda offended at bugs I open that require behavior they consider "avoidable" to reproduce; I think it takes some maturity to accept that even if you designed something well, some people aren't going to interact with its components in the sequence needed for your hard work to come together the way you want.

I would play it but Warcraft III kicks my rear end on normal difficultly so I'll just watch the let's play, but I just get such a big kick out of devs who use their empathy as well as their technical know-how.

Yeah. It's like in Skyrim, doors that are blockaded on the other side by wooden door bars can usually be forced open by rubbing against the door and hammering the open button. If someone programmed a response to that where a huge nasty monster was on the other side, I'd get my rear end kicked but then probably just be really amused.

Relyssa
Jul 29, 2012



exquisite tea posted:

There was also the original Loremaster title, which before the old world revamp in Cataclysm involved completing nearly every single questline on both continents in Azeroth. For Alliance, I think that amounted to 750 quests on both EK and Kalimdor, Horde had somewhat fewer. Repeatable quests like cloth turn-ins or dailies would not count. Certain starting area quests would be locked by race or class, so you couldn't just do them all, either. You had to know the location of many obscure questgivers like some random Goblin on a hill in Aszura or a long chain that came from bottles in Booty Bay. Quests that spanned across entire zones would award completion credit in the continent that they originated, except when they didn't, so you had to know that information, too. This was also before the age of easy mode tracking so if you dropped a quest someplace, then you'd better remember where or else you'd never find that NPC again. Overall you were looking at something that would take over 50 hours at least to complete, even if you knew the quests inside and out and did them all at max level. It was a rather tedious achievement to attempt unless you were extremely unemployed + bored.

But the biggest troll about the Loremaster title was that the EK achievement was bugged for Alliance for the first few months of WotLK's release, requiring 775 quests or so instead of the listed 750, which made it literally unable to be completed for certain classes or races.

No, the biggest troll was that if you were mostly, but not quite, done with either Kalimdor or EK loremaster all that progress got wiped and reset when Cataclysm hit. :smithicide:

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Does this count? What was originally a bug becomes a running theme for the series?

Soul Reaver
Mar 8, 2009

in retrospect the old redtext was a little over the top, I think I was in a bad mood that day. it appears you've learned your lesson about slagging our gods and masters at beamdog but I'm still going to leave this av up because i think its funny

god bless

Xibanya posted:

Nice, I like how you used your understanding of how people like to play the game in order to anticipate how to maintain immersion. As someone who does software QA professionally and development as a hobby, I don't think enough people realize how hard it is to look at what is being developed through the eyes of the end user who has no idea what the back end looks like. Ironically, a lot of dev's have been staring at their own game from their omniscient point of view for so long that they can miss stuff that's obvious to someone who has a smaller overall understanding of the game, and I see your approach to that avoided that pitfall. My dev colleagues can get kinda offended at bugs I open that require behavior they consider "avoidable" to reproduce; I think it takes some maturity to accept that even if you designed something well, some people aren't going to interact with its components in the sequence needed for your hard work to come together the way you want.

I would play it but Warcraft III kicks my rear end on normal difficultly so I'll just watch the let's play, but I just get such a big kick out of devs who use their empathy as well as their technical know-how.

Thanks! To the Bitter End doesn't really play like Warcraft III (since it's an action RPG, not an RTS) but yeah, if you struggled with vanilla single-player Warcraft III then this will likely straight up murder you.

I rather like Azothan's Let's Play of it, as he is enjoyable to listen to, he's actually a very capable player (especially for a blind Let's Play), and I get to watch him gradually become a broken man.

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Brain In A Jar
Apr 21, 2008

I got all of the FEAR 1 games in a bundle recently, and I'm pretty sure the first expansion, Extraction Point, was created 100% as a joke.

The very first cutscene is a villain you killed in the first game coming back to life, and their opening line is basically "don't think too hard about this". Everything after that is like some sort of deliberate pastiche on the original game. You go walkabouts with team members who ditch you at the first opportunity and they turn up dead. The levels have all the theoretical hallmarks of things you wish Monolith had expanded on in the original, but twisted into some sort of genie wish trap that makes them insufferably boring to actually play.

In the first game, plot was delivered through answerphone messages you can listen into. In this game they're all 100% useless and give you nothing of use at all. A character who absolutely died in the first one also comes back, mocks you, then disappears never to be seen again. The two biggest pointless bulletsponge enemies now have new versions, which are just bigger, spongier versions of the originals.

The plot is so terrible and the voice acting so shoddy (especially the replacement VAs) that I thought they were going to deliberately pull a "you were dead all along and this is a dream" thing, but they didn't. They expected you to take this seriously.

I was so, so convinced that the game was a deliberate $30 USD joke, until I looked up the developers Monolith outsourced it to, and realised that the last game they made before they declared for Chapter 11 bankruptcy was Aliens: Colonial Marines.

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