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Other PC Games Thread.
So with the film and music threads still going and being discussed... why don't we get some discussion going on something on topic to the board? What other games are you playing now?
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Heh 
Nicely 8-bit; nostalgic. The music was good, always just on th cusp of being irritating.

Seems strange there weren't any cats in the maze though. 
Now Playing Max Payne 2 
so far so good but could they get any boxier and could they possibly fit more crates into a level than ins ome of these maps?

on the plus side, the gameplay is still fun if repetitive and the texturing is very nice. 
Still Playing? 
Ist it the shortest 3d action game ever 
Well 
It's not bad, just not as good as the first one in terms of gameplay.

The physics and graphics are much more advanced though, making it a typical modern sequel. 
Havent Played Since The First Go 
but I have heard that shortness comment quie a lot. 
Q4- 
Agreed with Shambler. The combat's interesting too. I'm playing it through for the second time. Raven make great games ;>

Favourite bit is when the you race across massive crossfire and then see the *absolutely huge* mothership take enemy out, pivot, and touchdown.. (the sound should have been better/deeper though). 
ETQW Beta 
Is awesome.

That is all. 
Finished It 
decent game, but too linear, short and repetitive. The first one actually had more variety. 
ETQW Beta... 
Is enjoyable, but really doesn't feel like anything new.
Kind of a mix between BF and Wolf:ET I guess, I probably still prefer Wolf:ET (and still hate BF), but maybe once people learn to play better things will work out more.

Runs fine on my machine otherwise (Amd x2 4200, 2gb RAM, GF 7900GT), and haven't had any crashes or other problems, so looks fairly solid for a beta. 
Yay 
fairly close to my specs bal, better cpu notwithstanding.

so I look forward to it. 
Bloxorz 
This is cool, I haven't seen a puzzle quite like this before. It's like a lot of other sliding block maze type puzzles, but with an odd-shaped block that restricts how it can move. Reminds me a little bit of the "knight's-move" type puzzles, but it's a bit different even from that. 
Bolloxorz 
Gawd 
i hate that game :>

for one, it has logical flaws: if you roll half-way over void, you fall, if you roll half-way over the hole, you don't sink in a bit. That's some extremely nicely fitting stones you got there.

then: how the fuck does that stone move? why does the magical power not enable him to just move without rotating?

lastly, the theme is so fucking boring. so boring. needs fun. It'd be kinda cool if pinkish and bluish care-bears ( http://www.myglitterromance.com/carebears/1.gif http://www.edutainingkids.com/review/dvdcarebearsjoke.jpg )would jump around your stone and you had flower particles fly up on every move, or even just some dust flying up, or whatever, just NOT nothing at all.

The game itself mostly consist of memorizing patterns to move to different combinations of fields, doesn't it? either that, or you're the next genious who calculates all that in his head (in which case you'd be better off beating whoeveristopatm-chessmaster), or you just brute-force try to get there (better get some ROCKS and HIT SOMETHING!!!!! maybe birds!).

oh, and what's with the conecpt of the switches?!wth, just introduce concepts for them that aren't so similar, or go the hard way and think of somethingh better than '"soft" and "hard" switches, and then there's teleport switches, too'.

On the other hand, it'd probably be interesting to write an ai for this.

/rant 
Very Cool 
Again.

Neat concept, will keep playing.

Prefer to the previous two, although they weren't bad. 
Nono 
no ai would be nice, it's completely calculatable (you can make the process faster by starting from end and start simultaneously as the narrow bridges reduce the problem nicely.)
The idea is just to have right amounts of sideways rolling of single squares at a time combined with cartwheeling the narrow bridges two squares at a time. Ie it's an integer fitting problem.
Somewhat fun at the beginning but quickly boring. 
 
it's completely calculatable

Agreed. This is a maze, in the broad sense of the term, becuase you can create a graph of all possible states (there aren't that many) and connect the states to each other by legal moves. Then just find a route from the initial state to the goal state. 
 
The fun in this case comes from the process of calculation. 
Other Games. 
Hi can someone either get whichever Amazon Marketplace slackers I ordered Dark Messiah off to deliver the damn thing, or do something to make English weather more like summer so I'm not so desperate to play games. Kthxbyewtf. 
Hm 
Check with sean connery about a weather control device.

Or bush for a nuke to threaten amazon with. 
Fun 
The fun in this case comes from the process of calculation.

Well, I don't know that the computer can be said to be having "fun" but it does give it a chance to use its CPU and memory cache and stuff.

If you're talking about what makes it fun for humans, the fun of a maze game like this is that the motion through the state-graph mostly corresponds to the motion through the physical space, so you can generally tell that you're progressing, but the individual steps required to progress are not always obvious, becuase sometimes the physical progress and state-graph progress are divergent. So the cases where you have to go farther from the goal to get closer to the solution require you to overcome your gut feeling and use your analytical capacity, which is fun for people who like puzzle games. 
Also... 
there is also the aspect that the solution to each maze involves re-using learned patterns which is a standard video game design concept. Players learn small techniques that they can combine to solve larger problems. If the route through the state graph didn't involve repeated use of a handful of simple techniques, it wouldn't be much fun. These techniques also need to correspond to recognizable patterns in the physical design of the maze, so that people can recognize them easily. 
More... 
This is actually a subject I've thought about a lot in the past. The idea of making a state graph for a maze game is an interesting one to me.

First, you can use the state graph to programatically prove that the maze you've created is solvable. One of the advantages of this is you could have the computer randomly generate a bunch of mazes, and guarantee that none of them are impossible.

Second, you could use properties of the graph to determine how "hard" or "easy" a maze is, or other properties. This can't replace the subjective human experience, but combined with your own experience, you could come up with some rules for what makes a maze hard/easy and fun/tedious. For example a graph could have many choices from each state, and a very short path to the goal, or very few choices at each state, and a very long path to the goal. Also, are all moves reversible, or are some moves one-way only? Are there any unwinable states that you can get into? Are there a lot of loops that lead back to previous states, or do most wrong moves lead to dead-ends?

One more thing to note about this game is that there is almost always a move from each state that kills you. These could instead have been illegal moves that you were prevented from doing, which would not change the complexity of the maze but would change the feel of the gameplay (removing the threat of pushing the button at the wrong time.) I think the choice to allow falling into the void is good, becuase it fits better with the loosely-physics-based theme of the puzzles (all rules except for the teleportation switch are based on gravity and the weight of the block.)

Making rulesets that roughly correspond to players' real-world experience is a good practice for games and makes them more accessible. 
 
The next level would be to randomly generate a solvable maze and have the player design an NPC and threw it in there, then watch how it fares.

The CPU would handle all the avatar's 'thinking', throw in a few enemies and maybe the option to continually create NPC's as the first tries to solve the maze and you've got game.

What happens if two of the NPC's meet? Depends again on how the player created them.

That's a world away from the topic, but I can see it working, though maybe a bit too D&D for mainstream (who don't like tweaking curiosity vs. aggression stats, usually).

With enough variables it could work, but the concept would need nailing down so as not to go off on a tangent during production. 
Got 'a' Game. 
 
 
The next level would be to randomly generate a solvable maze and have the player design an NPC and threw it in there, then watch how it fares.

That's a cool idea, though i'm not sure that a maze is the best choice of environment. A more open environment with obstacles sort of spread around might be better.

Actually, it would be cool to see an RTS where you design your own units. I guess you'd have to design them before the battle started. In this type of game, I would make the cost of a unit based on the complexity of its ai program, so players would have an incentive to get the best results out of the simplest AIs.

This would also mean that even if you had a super-smart AI that could win the round for you (like he knows the exact route to the enemy base or something) he would be so expensive that you'd have to wait until rather late to build him, and you'd be vulernable in the meantime. 
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