• 4 Posts
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Joined 1 year ago
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Cake day: June 16th, 2023

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  • The Build Mode features in 4 are pretty good if you’re into virtual dollhouse building, and there’s a ton of custom content for it (as long as you’re on PC).

    Live Mode is not very good, but it’s functional enough to play dolls in the houses you built if you’re willing to do all the story writing to make up for sims not having very interesting personalities/desires/autonomy.


  • I had a Tamagotchi, but it was the original Digimon toys that I was really obsessed with. I got my friend into it too so that I had someone to battle with. We were even raising them in class. We had all sorts of hypotheses about what made them stronger, which were probably based on no real evidence. I had a bulking-cutting strategy where I force fed my 'mon to increase its weight and then trained it until it reached the minimum weight for its rank.

    I picked up an anniversary digivice a few years ago, I should replace the battery and raise some more digimon.


  • It is part of the main gameplay loop. In order to keep your car in a state where it protects you and is reasonably driveable, you must gather materials to craft repair items and replacement parts, in order to maintain the car’s panels, doors, and bumpers (which together function as armor), its wheels (which are necessary to get anywhere), and the various add-on systems you can craft for it. Tools gradually break with use, so you’ll also craft replacement tools, which are mostly for scavenging materials or interacting with stuff in the Zone.

    By collecting a certain resource you gradually unlock upgraded parts and tools for crafting, which is the main way player power progresses during the game.




  • Open-ended, “sandbox” style MMOs are a lot trickier to get right than “theme park” style ones like Star Wars: The Old Republic. Games like SW:TOR require a lot of content to be developed, but you can at least be pretty sure that if you develop fun quests then players who like questing will have fun.

    For a “sandbox” style MMO, you have to design systems that lead to interesting player interactions… and then hope players actually interact. This is complicated by the market share for sandbox games being smaller overall, meaning you can’t guarantee there will actually be a sizable player population. Also sandbox-style players are sharply divided on basically every topic from “how much PvP should there be” to “how much grinding should there be” so you quickly find yourself either targeting increasingly narrow slices of players or trying to appeal to multiple playstyles at once, which is even harder.

    I think this is why sandbox games have mostly moved towards smaller worlds and self-hosted servers, like ARK and Rust, where they can thrive with small player counts and individual play groups can tweak the experience to better suit their needs.







  • ryven@lemmy.dbzer0.comto196@lemmy.blahaj.zoneRule
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    3 months ago

    This one isn’t even real. “Fewer” can only refer to countable things, but “less” can refer to both countable and uncountable things, and has been used that way for hundreds of years. It has never been wrong to say “less.”