vurt on 1/1/2024 at 16:48
You won and at this point you have also been validated.
Congratulations (i mean this).
henke on 1/1/2024 at 18:34
Quote Posted by Jason Moyer
I don't really like the looter-shooter/levelling stuff, but what I did like was the level design and being able to actually play the game without watching hours of cutscenes I don't care about or gimmicky setpieces where you do something once for 5 minutes then never do it again. Like, all I want to do in a Wolfenstein game is take some Nazis and apply some sort of lethal force to them, possibly via a projectile based weapon.
As much fun as shooting Nazis is, honestly I
would like some more cutscenes and setpieces to break up the action, especially since Youngblood's early cutscenes were quite good. I've done the first 2 Brother tower raids now and it's starting to get a tad monotonous. I'm digging the stealth-gameplay tho. After killing the bosses I managed to slip out of the towers mostly unnoticed. I'm guessing I'm quite close to the end? Think I'll keep going to see this through.
Also played
Mosa Lina, since folks here (mainly Aja, I think?) were BIG UPPING it. For the first half hour it's terrible and the dumbest game ever made but then for the next few hours it's an absolute delight. Think it was an hour and half and maybe 4 sessions before I managed to beat it. The way it makes the final level even harder is pretty evil, because this'll be a level you've already died in a bunch, but I quickly figured out how to game the system by always dying on purpose in one of the easier levels in the set, so that'd be the final level. I've managed to beat it 4 times now I think? It's great. Gonna keep playing. Seems like there's some sorta meta-progression, as the final post-level scene keeps changing on each finale.
Also getting into
Space Docker VR where you're basically driving a forklift in outer space. My kinda shit.
demagogue on 1/1/2024 at 20:09
I posted about simulation thinking being part of the DNA of imm-sims above, but even as I posted it I knew it needed to be explained.
In my understanding, the mindset behind OG imm-sim was part of a zeitgeist in the period from like 1988 to 1998 at a place like Origin and the group of people with its way of thinking. That zeitgeist was about game devs coming from a community of "amateurish hobbyists". That kind of mindset thought about creating living, breathing worlds in code, and they got off on thinking about systems, and in particular systems that were tricky to code the logic of ... objects being inside or on other things, so if you move object B, object A comes with it; water taking up space, flowing, converting the player state to swimming, etc., and one of the most notorious problems was believable rope behavior, and then social and agency behavior of AI/NPCs. In my reading of the history, that kind of mindset I think really first developed in the IF community, and in some of the branches off that like Adventure Games and RPGs, but Origin and the Ultima games were one place where they put a lot of thought into it, and that mindset was central.
So it's in that context that I think simulationism was in the original DNA of imm-sim design thinking. But since 1998 a lot of things happened. The scene was moved into 3D games, you had the Holy Trinity (TDP, SS2, DX) setting the baseline for the genre, etc. Following that, going into the 2000s, the original simulationist and hobbyist mindset weren't such big parts of what the tradition became. I think it became much more about building on the norms and tropes set by the early 3D imm-sims.
And certainly by the time Arcane was reinventing the genre from Dishonored onwards, that original mindset seems really quaint -- they're more "professionalized", they're more mindful of the business side of it and the tropes of contemporary games (like screen bling, faster flow, etc.), listening to focus groups, etc., the simulationist problems the first generation obsessed so much over actually doesn't take up so much of the thinking like it once did... Like a lot of problems have been solved now, and it turns out swimming doesn't have to be such a big part of the game.
Although one part of that thinking that I think does still survive and is important is the idea that your game should be about systems and the physical & social environment (space and motivations), where you're solving problems or negotiating the environment and AI using tools and systems rather than solving riddles that the dev cleverly thought of using exactly the verb+noun combo they want you to to make progress, where you have to read their mind. I think that's still a central aspect of imm-sims, and I think that mindset comes out of the OG simulationist mindset, but in our current era it's become it's own norm in its own right separate from that original way of thinking, which has pretty much fallen away and hasn't been a part of the scene since the early 2000s.
Well that's my take on it, whether or not that's contributing anything to the debate that was going on above, if it even was a debate.
Edit: I was thinking this was the imm-sim thread too because of that discussion, but now I see it's not. Sorry for the sideline that this post may be.
Aja on 1/1/2024 at 20:15
Quote Posted by henke
Also played
Mosa Lina, since folks here (mainly Aja, I think?) were BIG UPPING it. For the first half hour it's terrible and the dumbest game ever made but then for the next few hours it's an absolute delight.
I heard about it from NoClip’s podcast, and they warned that there was an initial period where you’d have no idea what was going on, so I just rolled with it and trusted that eventually it would start to click, and it did.
Pyrian on 1/1/2024 at 22:24
I've started playing The Talos Principle 2. I really liked the first one, but was kind of skeptical of the story for the second. But, it's really good so far! It's like a great walking simulator with some puzzles, lol.
Komag on 1/1/2024 at 22:41
I just finished Dredge. It's well designed, was fun to play, and kept my interest. I didn't like either ending or the mostly weird dark "story", but oh well, still recommend the game.
Tomi on 2/1/2024 at 01:24
Time to wrap up the year 2023 and this thread, and get with the times? Maybe keep the imm-sim discussion here though? :p
I find it a bit surprising that this 2023 thread ended up being longer than the 2021 and 2022 threads, and I hope that this thread continues in the future!
2023 was an unusual year in gaming for me. There were lots of great new games and my ever-growing backlog grew even bigger, but I barely played anything on my PC. I bought my first ever gaming console (XBox Series X) and I've quite liked it so far. You can't beat gaming on PC though, but the XBox is just so much more convenient when you've got half an hour to spare and/or you want to play something with the family.
Jason Moyer on 2/1/2024 at 06:19
Imsim is a design philosophy and a lineage of games influenced by Underworld/System Shock/Thief. I'm not sure it works as a genre.
Sulphur on 2/1/2024 at 06:37
Quote Posted by Tomi
] maybe we should just lock this right away, as this is post number 666 in this thread? :D
Technically post 667, so I guess we missed the opportunity to add in the satanism sim argument for U8.
Quote Posted by dema
Well that's my take on it, whether or not that's contributing anything to the debate that was going on above, if it even was a debate.
It wasn't a debate, of course. But I appreciate bringing in some thoughtfulness anyway. The thing people point to as the prototypical imsim origin story (or 'Origin' story, sorry) is Ultima 6's testing where a player got Sherry the Mouse to squeeze through a portcullis and open it from the other side, which was Spector's a-ha moment that inspired him to make games that did that. In a way, vurt is right about one thing, because without Origin or Ultima, we may never have had imsims, at least not as we know them today.
vurt on 2/1/2024 at 06:50
Quote Posted by Jason Moyer
Imsim is a design philosophy and a lineage of games influenced by Underworld/System Shock/Thief. I'm not sure it works as a genre.
yeah for Underworld i think we all could see this was something very special, for U7 too which simulated an entire world and with quite good detail. Then Thief came and it was quite watered down in terms of simulation.
I can somewhat understand people wanting to call it Immsersive Sim (or overall wanting to have a special name for it because those games are really, really good and you want to keep them in a separate genre). But i'm very old school, a sim to me is where simulation is a BIG part of the gameplay itself, why otherwise have it as a part of the genre name. Thief is a Immersive FP Stealth game, simulation plays no bigger role or was a KEY focus for the game. But again, whatever. I can see how people want it to be in a genre of its own and genre names are not always easy to come up with, immersive sim sounds cool.