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Fingerless Gloves
May 21, 2011

... aaand also go away and don't come back
Not how I'm imagining it. The way I'm imagining it is you're being watch by someone and when you gently caress up, they get tortured. No escorting

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Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Bogart posted:

I feel like THE KILLERS ARE THE VICTIMS gets leaked on release day, if not before.

Quite possibly, but there is supposed to be an appealing underlying gameplay loop across the different levels that's similar to .

Bogart posted:

What reason would the black protagonist (who I imagine becomes the gun-toting killer) have to not shoot the other killers immediately?

That character doesn't generally spawn with a gun, they just may be able to find one to take out a killer in one level. Different levels are structured to present different challenges.

Bogart posted:

How are these killers hunting their younger selves? Is this just another goddamn asymmetrical horror game? It doesn't seem like it'd be any fun. Play through it once and get returned, the spectre of early 2000's games retailers.

The characters are never hunting themselves, and it's not some sort of time travel thing, more of a perspectives and power thing.

Bogart posted:

Is this just another goddamn asymmetrical horror game? It doesn't seem like it'd be any fun. Play through it once and get returned, the spectre of early 2000's games retailers.

I mean, yes, it's asymmetrical horror? It's describing a bunch of mechanics (particularly a rating system that rewards intentionally torturing your own PC) that the genre doesn't have. It's laid out to have enough content that I don't see it as a "play it through once and return it" game- heck, the staggered, episodic content means it'd fit into a GaS model.

Bogart posted:

Sounds lame op
It seems like you were trying to make a Darren Aronofsky movie, but only took down the notes "HEAVY HANDED THEMES" and "PRETENTIOUSNESS."
Maybe it's not for me. :shobon:

Lemme be clear, it's not like I'm trying to drum up VC funding on SA to make this, it was a way to try to test and encapsulate some of the replay/horror tension stuff we'd been discussing, as well as explore some of the strengths and weaknesses of aesthetics and creators that we've been discussing lately in the thread. I wanted it to serve as something for people to react against, so thanks for your feedback! (And I promise, I can go way, way more pretentious)

Fingerless Gloves posted:

I've always wanted to make a horror game but I'm more an ideas guy. Horror games need tension, and the way to create tension is from adversary, but eventually that wears out and becomes a chore for the player as we all know.

I'd imagine a way to make this work would be to instead of having consequences on the player directly, have the consequences fall onto a different character. Give another character that the player is attached the punishment for the player failing rather than reset the player to a checkpoint. Problem is writing a character the player actually wants to protect.

So this is a very little bit like the supporting cast in the LISA games? One challenge would be preventing the instinct for players to savescum. How does having the consequence effect a third party address the boredom issue?

Pseudohog
Apr 4, 2007

Discendo Vox posted:

So this is a very little bit like the supporting cast in the LISA games? One challenge would be preventing the instinct for players to savescum. How does having the consequence effect a third party address the boredom issue?

I didn't read the previous posts in detail, but the Mooncrash dlc for Prey has a gameplay loop where replay is a core concept, and resources are shared between characters and runs.
So if a run goes badly for one character, they may still be able to achieve their goal, but at the cost of making future runs more difficult for other characters.
The only way to beat the dlc is to escape the environment with all characters inside one run, with overall difficulty increasing the whole time.

The core loop doesn't really throw up any surprises after a couple of runs, but there's a bit of similarity there.

Edit - and no savescumming, if a run goes wrong it's either fight through it or restart

Bogart
Apr 12, 2010

by VideoGames

Discendo Vox posted:

- heck, the staggered, episodic content means it'd fit into a GaS model.

never mind, you're right, this is horrifying

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

Pseudohog posted:

I didn't read the previous posts in detail, but the Mooncrash dlc for Prey has a gameplay loop where replay is a core concept, and resources are shared between characters and runs.
So if a run goes badly for one character, they may still be able to achieve their goal, but at the cost of making future runs more difficult for other characters.
The only way to beat the dlc is to escape the environment with all characters inside one run, with overall difficulty increasing the whole time.

The core loop doesn't really throw up any surprises after a couple of runs, but there's a bit of similarity there.

Edit - and no savescumming, if a run goes wrong it's either fight through it or restart

That is interesting, I can see how it could work, I'm wondering how it could be integrated into a broader horror plot and core gameplay.

CharlestonJew
Jul 7, 2011

Illegal Hen
I have to admit I'm having a hard time imagining how the "twist" would work out. So the killers are victims and the victims are killers, but how does that work? In what perspective is the crazy cult leader dude somehow the victim, and what changes to turn him from a murderer that toys with his victims to those same victims somehow doing a 180 in personality and abilities to hunt him now?

The Berzerker
Feb 24, 2006

treat me like a dog


Do we have a thread for Dead by Daylight? Does anyone here still play it? I may have posted this question before...

FirstAidKite
Nov 8, 2009
If we're still going all ideas guys on this thread I'm still gonna insist that my idea of being an obese person confined to an electric scooter inside of a shopping mall after closing hours and trying to get around and escape before your scooter power runs out would be a neat twist on the genre of "solve puzzles while confined in area and avoiding monsters"

Bogart
Apr 12, 2010

by VideoGames
I just want the Paul Blart Mall Cop MMO.

Skyscraper
Oct 1, 2004

Hurry Up, We're Dreaming



Bogart posted:

Sounds lame op

To not shitpost, I guess you're trying to make a game that came out before the internet? I feel like THE KILLERS ARE THE VICTIMS gets leaked on release day, if not before.

Isn't this true of basically any twist ending that's explainable? Like, unless your twist is so out-there that I can't summarize it as "DUMBLEDORE DIES" then it's spoilable, and really not a good reason to never have a twist again.

Bogart
Apr 12, 2010

by VideoGames
You’re right. What I’m saying is twists are dumb

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
But Bogart, you were the twist all along

BioEnchanted
Aug 9, 2011

He plays for the dreamers that forgot how to dream, and the lovers that forgot how to love.

Bogart posted:

You’re right. What I’m saying is twists are dumb

You're such a killjoy. We should call you "Harrumphry Bogart"

WaltherFeng
May 15, 2013

50 thousand people used to live here. Now, it's the Mushroom Kingdom.
I'm waiting for the day when Capcom realizes randomizers are cool and implements a fully working randomizer to something like RE2make.

REmake2 is a scary game but it would be even scarier knowing a licker can gently caress you up in a random hallway because you aren't sure where they might appear. Same for suddenly running into a zombie horde that just happened to be around the corner.

It makes speed running difficult but it's great for people like me who mainly play these games for the atmosphere and survival horror elements.

WaltherFeng fucked around with this message at 09:08 on May 18, 2019

sigher
Apr 22, 2008

My guiding Moonlight...



WaltherFeng posted:

I'm waiting for the day when Capcom realizes randomizers are cool and implements a fully working randomizer to something like RE2make.

I think someone posted in this thread (or maybe the RE thread) that RE2 on the N64 actually had a randomizer, so this is ironic.

Wanderer
Nov 5, 2006

our every move is the new tradition

s.i.r.e. posted:

I think someone posted in this thread (or maybe the RE thread) that RE2 on the N64 actually had a randomizer, so this is ironic.

It did. It wasn't as crazy as some of the fan productions; IIRC, it only randomized most of the ammunition and healing items. I remember having a run as Claire where I had 50+ flame rounds before I left the police station.

sigher
Apr 22, 2008

My guiding Moonlight...



Ahh, so no enemy types and placements? Still, that's really forward thinking considering how much of the game relies on the limited supplies given so just mixing up the ammo and heals is pretty big. Capcom was smart in this regard now that randomizers are super popular.

Too bad they never did it again.

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
M. Night Shyamalan really spoiled twist endings for everyone. There's no point to them anymore because people have come to expect a twist to happen at some point, even years after the guy stopped making movies anyone actually pays attention to.

The best you're going to get these days is people going "ugh, of course it would be something like that" to themselves. It's better to put that effort into making a story that solidly stands on its own merits, because the shock effect of a mid-game twist isn't going to carry it for you, not in TYOOL 2019.

Flannelette
Jan 17, 2010


False start twists still work quite well.

OJ MIST 2 THE DICK
Sep 11, 2008

Anytime I need to see your face I just close my eyes
And I am taken to a place
Where your crystal minds and magenta feelings
Take up shelter in the base of my spine
Sweet like a chica cherry cola

-Cheap Trick

Nap Ghost

s.i.r.e. posted:

I think someone posted in this thread (or maybe the RE thread) that RE2 on the N64 actually had a randomizer, so this is ironic.

The directors cut of the original RE had a randomizer too

Glukeose
Jun 6, 2014

A twist isn't inherently a bad device to use in writing. Narratives that hinge on twists and whether or not you know them in advance are just bad narratives. The test, I feel, for a good twist is whether or not it makes for interesting recontextualization of earlier parts in the story. Knowing the world is hosed at the end of In the Mouth of Madness makes some of the weird, esoteric conversations early on make sense and is cool.

Knowing that the protag's escape in The Descent is a hallucination and she's still in the cave is just kind of a rug pull and doesn't feel like any track was laid for it.

Sakurazuka
Jan 24, 2004

NANI?

If you're gonna do that you have to really sell it like the end of Brazil

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.

quote:

A twist isn't inherently a bad device to use in writing. Narratives that hinge on twists and whether or not you know them in advance are just bad narratives.
A good way to put it. A good twist is something that is added on top of a story that is already strong on its own terms. The greatest problem with twists is that too many writers treat them as a replacement for a having a strong story concept.

The second greatest is that people on the average are currently still kind of sick of them.

Glukeose
Jun 6, 2014

Sakurazuka posted:

If you're gonna do that you have to really sell it like the end of Brazil

Yeah exactly. That reinforces the theme of the movie anyway: the oppressive system is so all-encompassing that the only escape is in one's own dreams. It's consistent with the rest of the narrative and just puts a tragic garnish on top of a dystopian story.

chitoryu12
Apr 24, 2014

Cardiovorax posted:

A good way to put it. A good twist is something that is added on top of a story that is already strong on its own terms. The greatest problem with twists is that too many writers treat them as a replacement for a having a strong story concept.

The second greatest is that people on the average are currently still kind of sick of them.

Also a good twist is generally one that actually has some kind of hints toward it before you reach it. You can go back and replay the game with the new context and start immediately seeing how the game had put it right there in front of you from the beginning, but you were too preoccupied with playing or thinking that the context was different and never noticed the clues. A bad twist is one where the game never foreshadows it or uses foreshadowing so esoteric that no reasonable person could ever predict it before it happened, then suddenly turns things around and goes "SURPRISE YOU WERE EVIL THE WHOLE TIME."

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
I think it's important to differentiate between best writing practices and correctly used twists. A well-written twist can be misused to superficially shore up an otherwise inadequate and weak narrative, while a badly-written twist in an otherwise good and thoughtful story can still come out of nowhere due to lackluster foreshadowing. It's a subtle difference, but I think the former is something you see more often in games than the latter, because video game writing is just generally not really all that good, so that's more what I meant here.

Otherwise I completely agree with you, though, and a well-written story with a twist that makes you re-evaluate the events up to that point from a completely new perspective can be very satisfying.

Ibram Gaunt
Jul 22, 2009

Friend got me Yuppie Psycho the other day for my birthday and I just finished it up now. Enjoyed alot of it outside a couple scenes but I'm sad at how sort of of a wet fart the ending resolution stuff was. Hope if they make another horror game it draws from the strengths of this while writing a better overall story.

Gloomy Rube
Mar 4, 2008



The Berzerker posted:

Do we have a thread for Dead by Daylight? Does anyone here still play it? I may have posted this question before...

You're looking for the Asymmetrical Horror Games thread over yonder: https://forums.somethingawful.com/showthread.php?threadid=3871059

IShallRiseAgain
Sep 12, 2008

Well ain't that precious?

WaltherFeng posted:

I'm waiting for the day when Capcom realizes randomizers are cool and implements a fully working randomizer to something like RE2make.

REmake2 is a scary game but it would be even scarier knowing a licker can gently caress you up in a random hallway because you aren't sure where they might appear. Same for suddenly running into a zombie horde that just happened to be around the corner.

It makes speed running difficult but it's great for people like me who mainly play these games for the atmosphere and survival horror elements.

Procedurally generated content sucks though. Randomizers can make a game replay more entertaining, but you can't beat hand tailored level design.

The Berzerker
Feb 24, 2006

treat me like a dog


Gloomy Rube posted:

You're looking for the Asymmetrical Horror Games thread over yonder: https://forums.somethingawful.com/showthread.php?threadid=3871059

Thank you!

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
The way currently available randomizers work is that they remix the order of rooms, items and enemies in e.g. RE1make, so it's still hand-made content, just presented in a more unpredictable fashion. I watched an amusing video of a guy trying to do a randomized Chris run and finding that his handgun had magically turned into a stack of magnum rounds.

It took him a good half hour before he finally found something that could actually shoot bullets of any kind. As a challenge run for people who have played the game way too much, you really can't complain.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
It's so much harder in video games, where so many writing for them fall into the trap of "What, you don't like *insert famous literature or film here* ?" not grasping the fact that those story beats in a book or movie don't come after one or several hours of you having to press buttons for the privilege of reaching that point. Which can be unfair to things that would have worked just fine in another medium, but there it is.

Section Z fucked around with this message at 04:00 on May 20, 2019

ulex minor
Apr 30, 2018

Cardiovorax posted:

The way currently available randomizers work is that they remix the order of rooms, items and enemies in e.g. RE1make, so it's still hand-made content, just presented in a more unpredictable fashion. I watched an amusing video of a guy trying to do a randomized Chris run and finding that his handgun had magically turned into a stack of magnum rounds.

It took him a good half hour before he finally found something that could actually shoot bullets of any kind. As a challenge run for people who have played the game way too much, you really can't complain.

i might be remembering this wrong but wasn't that how the 'Ethan Must Die' mode worked in RE7 too? it actually looked like quite a lot of fun to play as long as you're not someone who gets frustrated by the fact that your probability of winning is partly dependant on how lucky you are (and like you say, it's a challenge run so you can make up for that lack of luck with skill and feel accomplished)

al-azad
May 28, 2009



Thinking about good twists and really all you need to impress me with a twist is make your story fun again on a second viewing. Jacob’s Ladder, Silent Hill 2, and Get Out come to mind as being even better the second time around.

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.

ulex minor posted:

i might be remembering this wrong but wasn't that how the 'Ethan Must Die' mode worked in RE7 too? it actually looked like quite a lot of fun to play as long as you're not someone who gets frustrated by the fact that your probability of winning is partly dependant on how lucky you are (and like you say, it's a challenge run so you can make up for that lack of luck with skill and feel accomplished)
Somewhat, apparently:

Resident Evil wiki posted:

The mode sets the player as Ethan ; armed with 12 item slots, the codex watch, and the Knife. The player spawns in the Yard by the entrance of the Old House and will play through the Main House, which is modified with traps and different enemy placement, before heading to the Green House to face Marguerite.

The mode lacks checkpoints; dying in this mode respawns the player back at the beginning and a statue is left at the location of their death. When the statue is broken, it will leave behind one random item the player had on them during that previous life.
It's basically roguelike mode, except due to the contiguous level structure when compared to the old games, they can't do the remixing of rooms anymore.

Section Z posted:

Which can be unfair to things that would have worked just fine in another medium, but there it is.
I've had to tell a lot of amateur writers that just because a scene or visual gag worked in their favourite movie does not mean that it would work in text form, so hey, at least it's equal opportunity unfairness. Being a good writer also means understanding your own medium, and it's a poor craftsman who blames his tools.

Cardiovorax fucked around with this message at 09:41 on May 20, 2019

youcallthatatwist
Sep 22, 2013
(Crossposting this in a few places)

I decided to make a thread for the Pathologic games over here, and it has a bunch more information if anyone's curious. The tl;dr is that it's a surreal Russian survival thriller game about spending twelve days in an insane town being consumed by a plague. The gameplay is brutal and the writing is some of the best I've ever seen. If you enjoy survival games and/or have any interest whatsoever in video games as a medium for storytelling, you owe it to yourself to play either the updated original version or the remake that's coming out in a few days (specifically on May 23rd for $35) For steam specifically there's a 10% preorder discount and another 10% if you own the Classic HD version already. It's technically horror but a very different kind - no jump scares, just endless crushing tension and existential despair. Imagine if you were summoned to practice medicine in Silent Hill.



I will fully cop to wanting to shill for this game as much as possible because the original is one of my favorite games of all time and everything they've shown of the remake has been incredibly promising.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
Pathologic is much loved by these forums.

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


I still need to find out if my PC can run it or if I need to wait for the ps4 release. They sent me a notification today that I could get my PC key now if it want it

Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
Just found out the latest Lakeview game is a murder harvest moon like. I've always wondered if someone could try to pull a harvester with Stardew Aesthetics and choices, and the closest we've gotten is Graveyard Keeper or Gleaner Heights.

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SelenicMartian
Sep 14, 2013

Sometimes it's not the bomb that's retarded.

I still have no idea what you're supposed to do in the Lakeview games.

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