• Re: Begun the Anomaly Loop wars have

    From candycanearter07@21:1/5 to Spalls Hurgenson on Sun Apr 7 21:20:02 2024
    Spalls Hurgenson <[email protected]> wrote at 17:01 this Sunday (GMT):

    The other day, I praised "Exit 8", a game with a very simple premise:
    you walk down a corridor, and are presented with a simple choice: if
    the current stretch of corridor you are in is identical to the last
    bit, keep moving forward. If there is something different - an anomaly
    - then turn around. Repeat until you get to the end of the corridor.
    It was a simple premise, wonderfully atmospheric, and quite fun. It
    was also a game you could finish in five minutes. But given its
    limited gameplay, I think that was fair: enjoyable as the concept was,
    it alone couldn't carry a longer experience. While not the first to
    explore the idea (arguably, Kojima's "P.T." demo was the originator)
    "Exit 8" explored the idea so thoroughly that little more needed to be
    done with it. "Exit 8's" biggest sin was its cost; even with today's inflationary prices, $5 for 5 minutes of gameplay was a bit steep.
    Still, it was well received by both critics and players.

    So of course now we're starting to be inundated by clones of the game.

    Well, perhaps 'inundated' is a bit excessive (then again, we're only a
    couple of months since "Exit 8" was released). Still, already three
    new games using the exact same concept have been announced: "Platform
    9" (from the same developer as "Exit 8"; "Anomaly Loop", and now
    "Stairway 7". None of which do anything to really expand from the
    original idea.

    We often praise Indie developers for helping to push new ideas,
    especially in comparison to so-called 'triple-A' publishers who are
    often seen as stick-in-the-mud developers who shy away from any game
    that doesn't rehash tried-n-true 'safe' mechanics that will appeal to
    the largest audience. Nonetheless, we should also recognize that
    Indies are equally likely to fall back on 'safe' ideas too. In fact,
    Indies are often even worse, doing little more than skinning over
    somebody else's game and then calling it a day. It makes the worst
    'Doom clones' or 'Mario clones' of yesteryear look expansive in
    comparison.

    Indie development is a double-edged sword, and as much as we condemn
    the big-name publishers for their lack of innovation, so too should we
    be wary about Indies. Good ideas can come from anywhere, and so too
    bad trends like lazy copying.

    It's a shame. I quite enjoyed "Exit 8", and felt that its ideas - used
    in moderation in a much fuller game - could be quite effective. But I
    fear that - like crafting and survival games - it's going to end up
    being used everywhere, watering down its effect.


    I mean, "poorly coded generic indie game ripping off stuff" is so common someone made a parody game about it (tERRORbane)

    also Exit 8 sounds vaugely familiar to the Stanley Parable.
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to All on Sun Apr 7 14:45:06 2024
    On 4/7/2024 2:20 PM, candycanearter07 wrote:
    Spalls Hurgenson <[email protected]> wrote at 17:01 this Sunday (GMT):

    The other day, I praised "Exit 8", a game with a very simple premise:
    you walk down a corridor, and are presented with a simple choice: if
    the current stretch of corridor you are in is identical to the last
    bit, keep moving forward. If there is something different - an anomaly
    - then turn around. Repeat until you get to the end of the corridor.
    It was a simple premise, wonderfully atmospheric, and quite fun. It
    was also a game you could finish in five minutes. But given its
    limited gameplay, I think that was fair: enjoyable as the concept was,
    it alone couldn't carry a longer experience. While not the first to
    explore the idea (arguably, Kojima's "P.T." demo was the originator)
    "Exit 8" explored the idea so thoroughly that little more needed to be
    done with it. "Exit 8's" biggest sin was its cost; even with today's
    inflationary prices, $5 for 5 minutes of gameplay was a bit steep.
    Still, it was well received by both critics and players.

    So of course now we're starting to be inundated by clones of the game.

    Well, perhaps 'inundated' is a bit excessive (then again, we're only a
    couple of months since "Exit 8" was released). Still, already three
    new games using the exact same concept have been announced: "Platform
    9" (from the same developer as "Exit 8"; "Anomaly Loop", and now
    "Stairway 7". None of which do anything to really expand from the
    original idea.

    We often praise Indie developers for helping to push new ideas,
    especially in comparison to so-called 'triple-A' publishers who are
    often seen as stick-in-the-mud developers who shy away from any game
    that doesn't rehash tried-n-true 'safe' mechanics that will appeal to
    the largest audience. Nonetheless, we should also recognize that
    Indies are equally likely to fall back on 'safe' ideas too. In fact,
    Indies are often even worse, doing little more than skinning over
    somebody else's game and then calling it a day. It makes the worst
    'Doom clones' or 'Mario clones' of yesteryear look expansive in
    comparison.

    Indie development is a double-edged sword, and as much as we condemn
    the big-name publishers for their lack of innovation, so too should we
    be wary about Indies. Good ideas can come from anywhere, and so too
    bad trends like lazy copying.

    It's a shame. I quite enjoyed "Exit 8", and felt that its ideas - used
    in moderation in a much fuller game - could be quite effective. But I
    fear that - like crafting and survival games - it's going to end up
    being used everywhere, watering down its effect.


    I mean, "poorly coded generic indie game ripping off stuff" is so common someone made a parody game about it (tERRORbane)

    So, what are some of the indie rip offs of 'tERRORbane'?

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Lane Larson@21:1/5 to Dimensional Traveler on Sun Apr 7 17:22:49 2024
    Dimensional Traveler wrote:
    On 4/7/2024 2:20 PM, candycanearter07 wrote:
    Spalls Hurgenson <[email protected]> wrote at 17:01 this
    Sunday (GMT):

    The other day, I praised "Exit 8", a game with a very simple premise:
    you walk down a corridor, and are presented with a simple choice: if
    the current stretch of corridor you are in is identical to the last
    bit, keep moving forward. If there is something different - an anomaly
    - then turn around. Repeat until you get to the end of the corridor.
    It was a simple premise, wonderfully atmospheric, and quite fun. It
    was also a game you could finish in five minutes. But given its
    limited gameplay, I think that was fair: enjoyable as the concept was,
    it alone couldn't carry a longer experience. While not the first to
    explore the idea (arguably, Kojima's "P.T." demo was the originator)
    "Exit 8" explored the idea so thoroughly that little more needed to be
    done with it. "Exit 8's" biggest sin was its cost; even with today's
    inflationary prices, $5 for 5 minutes of gameplay was a bit steep.
    Still, it was well received by both critics and players.

    So of course now we're starting to be inundated by clones of the game.

    Well, perhaps 'inundated' is a bit excessive (then again, we're only a
    couple of months since "Exit 8" was released). Still, already three
    new games using the exact same concept have been announced: "Platform
    9" (from the same developer as "Exit 8"; "Anomaly Loop", and now
    "Stairway 7". None of which do anything to really expand from the
    original idea.

    We often praise Indie developers for helping to push new ideas,
    especially in comparison to so-called 'triple-A' publishers who are
    often seen as stick-in-the-mud developers who shy away from any game
    that doesn't rehash tried-n-true 'safe' mechanics that will appeal to
    the largest audience. Nonetheless, we should also recognize that
    Indies are equally likely to fall back on 'safe' ideas too. In fact,
    Indies are often even worse, doing little more than skinning over
    somebody else's game and then calling it a day. It makes the worst
    'Doom clones' or 'Mario clones' of yesteryear look expansive in
    comparison.

    Indie development is a double-edged sword, and as much as we condemn
    the big-name publishers for their lack of innovation, so too should we
    be wary about Indies. Good ideas can come from anywhere, and so too
    bad trends like lazy copying.

    It's a shame. I quite enjoyed "Exit 8", and felt that its ideas - used
    in moderation in a much fuller game - could be quite effective. But I
    fear that - like crafting and survival games - it's going to end up
    being used everywhere, watering down its effect.

    I mean, "poorly coded generic indie game ripping off stuff" is so common
    someone made a parody game about it (tERRORbane)

    So, what are some of the indie rip offs of 'tERRORbane'?

    The Back Rooms
    Armello

    that's all I can think off right now.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From candycanearter07@21:1/5 to Lane Larson on Mon Apr 8 03:20:04 2024
    Lane Larson <[email protected]> wrote at 22:22 this Sunday (GMT):
    Dimensional Traveler wrote:
    On 4/7/2024 2:20 PM, candycanearter07 wrote:
    Spalls Hurgenson <[email protected]> wrote at 17:01 this
    Sunday (GMT):

    The other day, I praised "Exit 8", a game with a very simple premise:
    you walk down a corridor, and are presented with a simple choice: if
    the current stretch of corridor you are in is identical to the last
    bit, keep moving forward. If there is something different - an anomaly >>>> - then turn around. Repeat until you get to the end of the corridor.
    It was a simple premise, wonderfully atmospheric, and quite fun. It
    was also a game you could finish in five minutes. But given its
    limited gameplay, I think that was fair: enjoyable as the concept was, >>>> it alone couldn't carry a longer experience. While not the first to
    explore the idea (arguably, Kojima's "P.T." demo was the originator)
    "Exit 8" explored the idea so thoroughly that little more needed to be >>>> done with it. "Exit 8's" biggest sin was its cost; even with today's
    inflationary prices, $5 for 5 minutes of gameplay was a bit steep.
    Still, it was well received by both critics and players.

    So of course now we're starting to be inundated by clones of the game. >>>>
    Well, perhaps 'inundated' is a bit excessive (then again, we're only a >>>> couple of months since "Exit 8" was released). Still, already three
    new games using the exact same concept have been announced: "Platform
    9" (from the same developer as "Exit 8"; "Anomaly Loop", and now
    "Stairway 7". None of which do anything to really expand from the
    original idea.

    We often praise Indie developers for helping to push new ideas,
    especially in comparison to so-called 'triple-A' publishers who are
    often seen as stick-in-the-mud developers who shy away from any game
    that doesn't rehash tried-n-true 'safe' mechanics that will appeal to
    the largest audience. Nonetheless, we should also recognize that
    Indies are equally likely to fall back on 'safe' ideas too. In fact,
    Indies are often even worse, doing little more than skinning over
    somebody else's game and then calling it a day. It makes the worst
    'Doom clones' or 'Mario clones' of yesteryear look expansive in
    comparison.

    Indie development is a double-edged sword, and as much as we condemn
    the big-name publishers for their lack of innovation, so too should we >>>> be wary about Indies. Good ideas can come from anywhere, and so too
    bad trends like lazy copying.

    It's a shame. I quite enjoyed "Exit 8", and felt that its ideas - used >>>> in moderation in a much fuller game - could be quite effective. But I
    fear that - like crafting and survival games - it's going to end up
    being used everywhere, watering down its effect.

    I mean, "poorly coded generic indie game ripping off stuff" is so common >>> someone made a parody game about it (tERRORbane)

    So, what are some of the indie rip offs of 'tERRORbane'?

    The Back Rooms
    Armello

    that's all I can think off right now.


    well like idk its a pretty new game
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Mon Apr 8 12:21:50 2024
    On 07/04/2024 18:01, Spalls Hurgenson wrote:
    We often praise Indie developers for helping to push new ideas,
    especially in comparison to so-called 'triple-A' publishers who are
    often seen as stick-in-the-mud developers who shy away from any game
    that doesn't rehash tried-n-true 'safe' mechanics that will appeal to
    the largest audience. Nonetheless, we should also recognize that
    Indies are equally likely to fall back on 'safe' ideas too. In fact,
    Indies are often even worse, doing little more than skinning over
    somebody else's game and then calling it a day. It makes the worst
    'Doom clones' or 'Mario clones' of yesteryear look expansive in
    comparison.

    Oh I agree. Although I'd certainly say there's more innovation in indie
    games* it also has a lot of jump on the bandwagon to make a quick buck
    with no innovation to be seen. I think the difference is it's a space
    where 'wacky' ideas still come out of the blue which remind me of the
    early days of computer games (in the case probably the early 80's to the
    very early 90's) where you would get games that you'd play and think WTF
    is this.

    *Now what an indie game actually is would seem to be a bit like porn.
    Hard to define but you know it when you see it.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Justisaur@21:1/5 to Spalls Hurgenson on Mon Apr 8 07:51:56 2024
    On 4/7/2024 10:01 AM, Spalls Hurgenson wrote:

    Nonetheless, we should also recognize that
    Indies are equally likely to fall back on 'safe' ideas too. In fact,
    Indies are often even worse, doing little more than skinning over
    somebody else's game and then calling it a day. It makes the worst
    'Doom clones' or 'Mario clones' of yesteryear look expansive in
    comparison.

    I think it's the human condition. Especially visible in music. Young
    new artists make something different, their own and can't do anything
    else, whether one hit wonder, or a slightly longer period of time they
    run out of anything really new and interesting.

    One can blame the consumers, they generally want more of the same and
    demand it of the artists, which leads to the artists taking the money
    and not working on anything new and getting stuck in that mode. They
    even lash out at the artists for trying anything new saying things like
    "You betrayed their roots," etc.

    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

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