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Ciela-An Orca Ally
in reply to Lady Laura • • •Viss
in reply to Lady Laura • • •Enjoying Kink reshared this.
DNA schedule
in reply to Viss • • •M Schommer #GPN24
in reply to DNA schedule • • •@ryanprior
Which means: You better don't loose your key chain at night in a video game...
@Viss @cmconseils
shane
in reply to Lady Laura • • •true 😀
my experience 😃 :
Prema Marsik
in reply to shane • • •M Schommer #GPN24
in reply to Lady Laura • • •ᴺⁱˡᶻ 🍸
in reply to M Schommer #GPN24 • • •@musevg
"Driver" has entered the chat
Wilfried Klaebe
in reply to ᴺⁱˡᶻ 🍸 • • •Does someone else still remember "Quarantine"?
@nilz @musevg @cmconseils
Noxie
in reply to Lady Laura • • •neurotropic
in reply to Noxie • • •"Car Brain" Ruined Cyberpunk 2077
Adam Something (YouTube)Raglan Niall
in reply to neurotropic • • •neurotropic
in reply to Raglan Niall • • •Natanox 🇺🇦🇵🇸
in reply to Raglan Niall • • •@Niall @neurotropic @Noxie That video is an absolute disgrace and I'm quite frankly surprised it's still up given how much flag he got for it. Given how non-existent his attempt at looking at the game was I have to assume it's ragebait.
He basically recommended scraping 90% of the game world and going back to game design concepts from the 90's, based on an understanding of the game that was so obviously limited to the initial spawn area and quite frankly ideologically tainted.
Natanox 🇺🇦🇵🇸
in reply to Natanox 🇺🇦🇵🇸 • • •neurotropic
in reply to Natanox 🇺🇦🇵🇸 • • •Natanox 🇺🇦🇵🇸
in reply to neurotropic • • •Natanox 🇺🇦🇵🇸
in reply to Natanox 🇺🇦🇵🇸 • • •Frederico Machuca
in reply to Natanox 🇺🇦🇵🇸 • • •@Natanox @neurotropic @Niall @Noxie i’ve played through the whole game + phantom liberty and I 100% agree with the video’s point that designing 2077 with a car centric lens made it a worse overall experience to the player.
the fact that night city still manages to be more friendly than certain US cities just further proves the point.
Noxie
in reply to Frederico Machuca • • •Natanox 🇺🇦🇵🇸
in reply to Noxie • • •@Noxie @fremachuca @neurotropic @Niall They would've been mocked relentlessly if they deviated from the source material and, instead of leaning into the Cyberpunk dystopia (which very much is car-dependent with only trashy public transport at best) went somewhere else.
Not sure where Frederico goes with that argument, but the fact even Cyberpunk is still more pedestrian-friendly than US cities means they already didn't go all-in.
The only place it felt "off" was Dogtown.
Natanox 🇺🇦🇵🇸
in reply to Natanox 🇺🇦🇵🇸 • • •Noxie
in reply to Natanox 🇺🇦🇵🇸 • • •@Natanox First line (pretty much) is about the rule of cool, of course you can climb with your blades =3, fuck even if you had an improved mouth suction mouth ware any reasonable dm would allow it to have a bonus in climbing xD Dogtown was bombed to shit so cars are mostly unable to navigate from what I know from the lore. There's still imo a bit too much car, but I would assume BARGHEST had an interest in cleaning out roads to allow for their goons to move around and maintain control.
but IMO CDPR did a bang up job respecting the base material, their own lore additions are pretty much indistinguishable from RTal, I have talked with Pondsmith thanks to Night Crew and he said very clearly that CDPR + RTal had multiple meetings a week to discuss every aspect, from the road width to dolls implants. So yeah not the most ideal gameplay but it was on purpose because lore. The only issue was the very rushed released that made so that the metro and autopilots were not available at launch (+ the bugs on lower configs)
@fremachuca @neurotropic @Niall @cmconseils
Natanox 🇺🇦🇵🇸
in reply to Noxie • • •> CDPR + RTal had multiple meetings a week to discuss every aspect
But not the correct manholes! Pffft. Noobs. /lh
Noxie
in reply to Natanox 🇺🇦🇵🇸 • • •Noxie
in reply to Natanox 🇺🇦🇵🇸 • • •B-TR3E
in reply to Lady Laura • • •I've never seen any piece of video game architecture or urban planning that was anything better than absolutely horrible. You really wouldn't want to live in any of these disfunctional, disproportionate nightmares IRL.
Marta Threadbare
in reply to B-TR3E • • •B-TR3E
in reply to Marta Threadbare • • •Adriano
in reply to B-TR3E • • •@ax11
I guess there's a difference between "designing for the player's experience" and "designing for the citizen's experience". Most (made up) game cities or towns make no sense as livable places.
But then again, the point is that designing for something else than a car makes a stark difference.
AllLogarithms
in reply to Lady Laura • • •Raven Luni
in reply to Lady Laura • • •食 Shoku the Umbreon
in reply to Lady Laura • • •Ellis Cú Anann Arcwolf
in reply to Lady Laura • • •Philip Theus
in reply to Lady Laura • • •Susanne Lilith
in reply to Lady Laura • • •#autokorrektur
@SheDrivesMobility
DFX4509B (Joshua Mason)
in reply to Lady Laura • •Peter likes this.
Megan Marie Hart
in reply to Lady Laura • • •leberschnitzel 🏳️🌈
in reply to Lady Laura • • •∷ccccel△♪ likes this.
albion my way
in reply to Lady Laura • • •lothar
in reply to Lady Laura • • •Creator of Sim City in an interview:
> When I started measuring out our local grocery store, which I don’t think of as being that big, I was blown away by how much more space was parking lot rather than actual store. ... we quickly realized there were way too many parking lots in the real world and that our game was going to be really boring if it was proportional in terms of parking lots.
> We do have parking lots in the game, and we do try to scale them—
1/2
pancakes🔜Bed
in reply to Lady Laura • • •