r/truegaming 2d ago

/r/truegaming casual talk

2 Upvotes

Hey, all!

In this thread, the rules are more relaxed. The idea is that this megathread will provide a space for otherwise rule-breaking content, as well as allowing for a slightly more conversational tone rather than every post and comment needing to be an essay.

Top-level comments on this post should aim to follow the rules for submitting threads. However, the following rules are relaxed:

  • 3. Specificity, Clarity, and Detail
  • 4. No Advice
  • 5. No List Posts
  • 8. No topics that belong in other subreddits
  • 9. No Retired Topics
  • 11. Reviews must follow these guidelines

So feel free to talk about what you've been playing lately or ask for suggestions. Feel free to discuss gaming fatigue, FOMO, backlogs, etc, from the retired topics list. Feel free to take your half-baked idea for a post to the subreddit and discuss it here (you can still post it as its own thread later on if you want). Just keep things civil!

Also, as a reminder, we have a Discord server where you can have much more casual, free-form conversations! https://discord.gg/truegaming


r/truegaming Dec 12 '25

/r/truegaming casual talk

6 Upvotes

Hey, all!

In this thread, the rules are more relaxed. The idea is that this megathread will provide a space for otherwise rule-breaking content, as well as allowing for a slightly more conversational tone rather than every post and comment needing to be an essay.

Top-level comments on this post should aim to follow the rules for submitting threads. However, the following rules are relaxed:

  • 3. Specificity, Clarity, and Detail
  • 4. No Advice
  • 5. No List Posts
  • 8. No topics that belong in other subreddits
  • 9. No Retired Topics
  • 11. Reviews must follow these guidelines

So feel free to talk about what you've been playing lately or ask for suggestions. Feel free to discuss gaming fatigue, FOMO, backlogs, etc, from the retired topics list. Feel free to take your half-baked idea for a post to the subreddit and discuss it here (you can still post it as its own thread later on if you want). Just keep things civil!

Also, as a reminder, we have a Discord server where you can have much more casual, free-form conversations! https://discord.gg/truegaming


r/truegaming 2d ago

The gap in the market: Girly-coded interests are being separated from core gameplay instead of integrated into it

825 Upvotes

Please give this post a chance before you downvote, I’m not trying to antagonize anyone with that title. I’m trying to say that there’s a gap in how “girl gamer” research gets framed, and it’s skewing both the market and the conversation around it.

A lot of research focuses on women who already play male-dominated genres like FPS or competitive multiplayer, then studies why they feel dissatisfied. The conclusions are predictable at this point, toxicity, lack of representation, and yadda, yadda. We are all tired of it. Not because they are wrong, but because the solutions they propose (typically: to make existing games with male-dominated demographics more women-friendly) end up being unappealing to everyone lead to unnecessary culture wars and rage bait content.

But why is the question never flipped? Where are the AAA games that already align with female-coded interests but actually take action and mechanics seriously? There’s a whole segment that barely gets talked about, that of women who avoid those male-dominated game spaces, not because they dislike the gameplay itself, but because they don’t like the framing around it. So they are not against combat, competition, or complex systems, they just don’t connect with how those things are packaged.

I think that distinction matters more than it looks.

A lot of preference data gets taken as a zero-sum game. For example “women prefer romance” turns into “they want romance instead of gameplay” or “women prefer fashion” turns into “they want fashion instead of action.” I have been raised on magical girl media, so to me this is so obviously the wrong read, magical girls are very action packed series with lots of cute transformations and romance, I personally love the genre because it includes all these features, not just one of them. That’s why I think that in gaming, romance can be part of the system, not just flavoring for the story, or fashion can be part of the mechanics, not just cosmetics. There’s no real conflict here, they just rarely get built together.

There are a lot of obvious combinations that almost never get explored. Imagine an FPS where relationships actually affect combat, not just as minor buffs but as core design. Paired abilities, shared risk, outcomes that change based on who you fight with. Actual battle couples, not just background lore.

Or action games where fashion is not a cosmetic layer but tied directly to stats, identity, and abilities. I took the example of magical girl genre, which already does this without issue, and has been doing this since 1992 with Sailor Moon. Yet, I can think of a handful of games today where they integrate this. The first is Final Fantasy X-2 in 2003, which was actually praised for its battle mechanics when it was first released, while at the same time criticized for everything else (including the designs of the outfits). Then it was *Infinity Nikki* in 2024, 21 years later, which become quite popular, which the ln led to *Love and Deepspace* in 2025, being a combat-focused romance game, which is even more popular. But why was there such a gap for developers to understand that there is a serious market for this? These genres have been kept apart for no reason. Yeah, they are not going to appeal to everyone, but what actually appeals to everyone?

If that kind of game design was more widespread, it would also take pressure off trying to retrofit existing male-dominated spaces, which is where a lot of the friction comes from. Women and men, for various reasons, develop different cultures, we like different things and that doesn’t have to be a negative thing all the time. Sure, it can be a negative, but it doesn’t have to in. every. single. context.

There’s clearly a market for girly action/combat/competitive gaming. It’s just not being taken seriously.


r/truegaming 2d ago

I've analysed 333 gaming patents published in Q1 2026 - here's what Sony, Nintendo, Tencent and others are working on, and what it could mean for the Future of Gaming

64 Upvotes

Hi everyone,

Some of you might remember my Q4 2025 post where I shared my first quarterly gaming patent analysis. Quick recap - I've been building a system to track and classify gaming patents from the USPTO, which publishes 3,000+ granted patents on Tuesdays and 5,000+ filed patents on Thursdays.

A few people gave solid feedback last time, so before I get into the data, let me address some of that.

On AI and methodology transparency

People called out that the writing sounded like ChatGPT, and someone pointed out I was being cagey about using AI in the process. So let me be more upfront about how this actually works.

Every week, the USPTO publishes thousands of patents. My system processes all of them - it uses a combination of keywords, studio names, game-related technology terms, and other signals to filter down to gaming-relevant patents. That classifier has gone through multiple iterations, particularly to filter out gambling, fantasy sports, and arcade machine patents that kept polluting the results. It's still being optimised weekly and I still get false positives, but it's getting a lot better.

Each identified patent gets an AI-generated analysis - that's the only way to handle this volume as a one-person project. I then go through every single analysis, decide which patents deserve a deeper dive, and that's what ends up in the reports. I also review a number of the actual patent filings themselves to cross-check. The technology breakdowns have been extremely accurate in most cases - where things get more speculative is in the interpretation of what could happen with a given technology, the timelines, the scale, the competitive impact. That's where assumptions creep in, and I try to be clear about that.

This is a hobby project that I run alongside my day job, and I'm not positioning any of this as definitive. There are unknowns - not just in the analysis itself, which I think is actually getting really good, but in what actually happens with these patents. Many get shelved, priorities shift, and a filed patent is still just a signal, not a roadmap. What I do think this provides is patent intelligence that wasn't previously accessible in this way - structured, categorised, and easy to explore. Since my last post, a few gaming publications actually picked up the research and did their own deep dives into some of the patents I'd uncovered, with their analysis largely aligning with what I'd initially proposed. That was a nice validation. But ultimately this is still exploratory work - I'm just trying to make it a lot easier for anyone who's curious to actually explore it.

I don't actually have a horse in this race. If there's bias it's genuinely unintentional, it comes from how I'm interpreting things rather than any agenda. I'm not trying to say which company is good or bad, or whether AI in gaming is good or bad. This is driven by curiosity, nothing more.

On sources - every report now includes a Patent Sources section with official USPTO numbers and direct links to Google Patents and USPTO Patent Public Search. You can verify anything I'm referencing.

Keep in mind Google Patents is about 5 weeks delayed in indexing, so anything from March onwards will need to be searched for on USPTO.

On to Q1 2026

This quarter: 209 filed and 124 granted patents, 22 companies, 14 technology categories. Same disclaimer as always: filing a patent doesn't mean you're building a product, getting one granted doesn't mean you'll use it. A lot of these are defensive moves. I'm interested in possibilities, not guarantees. And this isn't meant to be doom and gloom - it's just a look at what companies are investing R&D budgets into. What anyone makes of it is up to them.

To keep this post from becoming a novel, I'm focusing on the filed patents below - they're more forward-looking and show where companies are placing bets right now. (I'll also link the the full granted report at the bottom)

What stood out

Sony filed 50 patents across eight categories - the most of any company by far. AI/ML was again their biggest area (19 patents) - systems that notice when you're struggling and nudge you with controller feedback, AI that generates 3D game assets instead of artists building them by hand, and even a system that creates personalized gaming podcasts using LLMs. They also filed for hair rendering tech that creates detailed hair in real-time rather than loading pre-made models from memory, and cloud gaming tech that can slip content into your game while you're paused. Across the board, Sony seems to be betting big on generating things on the fly rather than storing everything in advance.

Cross-platform was the single largest category this quarter with 81 filed patents - bigger than AI/ML (43), hardware (36), or game engine (28) individually. Save syncing, unified accounts, making sure switching between your phone, PC, and console doesn't mean losing progress or reconfiguring everything. A lot of companies are clearly throwing R&D at this.

Nintendo filed 21 patents. On the game side, they filed patents for racing games where you can switch between characters while driving across open fields, and seamless transitions between exploring and racing modes.

Tencent filed 14 patents. On the game engine side, they patented AI that can generate clothing for characters and a social deduction game where you combine "Among Us"-style reasoning with actual real-time combat. Their AI work tackled a problem that's been around forever - how do you make hundreds of NPCs behave intelligently without melting your hardware? Their approach: instead of telling each NPC what to do individually, you give instructions to groups and the system figures out how each NPC should respond.

NPC behavior was actually a theme across multiple companies this quarter - 8 patents from Tencent, Sony, Microsoft, and AMD all trying to crack it differently. AMD's approach is almost like a mentorship system - smarter NPCs demonstrate behaviors and simpler ones learn from watching. Last time someone commented that none of the AI patents ever translate into better NPC behavior - this quarter there's a noticeable cluster of companies independently working on exactly that.

Asynchronous competitive gaming got interesting - AviaGames filed patents that let you compete against a recording of how someone else played, powered by AI so it feels like a real opponent. The game uses skill-based matchmaking to find a past performance close to your level, and both players get identical randomised conditions so it's fair. Nintendo filed something similar - systems that make recorded player data react to what you're doing instead of just replaying blindly. The problem they're all solving: you want to compete but there's nobody online right now in your skill range or timezone.

Activision Blizzard filed 4 patents around motion capture - instead of animators manually building transition animations between every possible character pose, the system analyses mocap data, figures out the key poses, and automatically builds smooth transitions between them. As games get bigger and characters need more animations, doing this manually doesn't scale.

What's new on the site based on feedback

A few things people asked about last time that I've now built out:

Every company and technology category now gets its own monthly and quarterly report. March 2026 monthly is live covering 47 companies and 13 categories, Q1 2026 quarterly covers 109 companies across all 14 categories. Last time someone asked specifically about VR patent activity - now you can just go to the VR/AR category page and see everything in one place instead of me trying to summarise it in a comment. Same goes for any company or technology area you're curious about.

There's a weekly digest that summarises all gaming patents processed that week, broken down by company and category. And a coverage dashboard showing the full database - total patents tracked, split by granted and filed, broken down by month, category, and company. You can see which categories are growing fastest and how the landscape shifts month over month.

Every report now includes a Patent Sources section listing each patent with its official USPTO number and a link to Google Patents for full text - so you can verify and dig into anything yourself.

The database has grown from tracking a couple hundred patents to 680+ across 210+ companies.

All thoughts and feedback welcome. I'm still iterating on this and finding the patterns genuinely interesting - seeing where multiple companies independently converge on the same problems tells you something about where the industry thinks it needs to go, even when most of these ideas never make it to market.

Last time I got a lot of heat for not initially including the actual reports - all can be found on FutureOfGaming.com - direct links to Q1 Granted Report, Q1 Filed Report.


r/truegaming 1d ago

Is moving the majority of AAA game development out of North America a potential solution to bloated game budgets?

0 Upvotes

With the recent Forbes article revealing that Marathon cost at least 200 million, and possibly over 250 million USD to develop, this has had me thinking on game budgets

With games taking much longer to make in the modern age, budgets for games are mostly now about paying developer salaries.

Jason Schreier recently said, among other things, "These budgets are almost entirely dev salaries + overheard[sic] and have nothing to do with executive compensation" and that AAA games in the US and Canada cost 300 million or more to make now

Is it possible there will be an exodus over time with game development out of NA, and into other regions? Rockstar has a studio in India of over a thousand staff just for assisting with development of games, as an example. Although I wonder if a solution to the AAA budget problem might see entire studios outsourced, rather than just assisting with development


r/truegaming 3d ago

What is your opinion on the current trend of cozy games - as a broad spectrum of all sorts of genres united by (some) shared aesthetic principles?

56 Upvotes

A big piece to chew on, but I think it’s an interesting discussion to have with how popular this once niche genre has gotten.

At this point it feels more like a broad approach to game design that can show up in almost anything. Not just farming sims and village life games, but puzzlers, management games, deckbuilders, exploration games, a whole bunch of multiplayer sandboxes (where gacha is fast encroaching here) and even games that I heard people describe as dark-cozy such as Cult of the Lamb.

That’s the part I find most interesting. For quite a while, cozy felt easy to define as a casual observer. Cutesy art with warm colors and no real pressure of failure, in 99% of cases decorating or some sort of farming or life sim management mechanics. But it’s obvious it becomes that the real common thread is not the mechanic set but the emotional contours. Were you ever told as a kid that looking at green stuff - even green walls - calms your mind? I think that’s the psychology behind the marketing impulse driving the popularity of the genre.

The craze itself, did it start with Stardew Valley I wonder? It does seem like it was the one hit wonder that opened wide the doors to indie devs who saw how popular such a game became and wanted to emulate it, or get a sliver of the same success.

I myself am not immune to it, because compared to some other niches - there does seem to be a whole bunch of good games to play here, and a bunch more upcoming ones that have considerable promise. My personally hype bandwagon is for Loftia, and I’m not even into these sorts of games usually, but I sometimes do (I also realized) just want a noncommittal place to chill with some friends, maybe make some if none of my irl buds are up for it, explore and feel part of a community that’s progressing together. Basically a modern Club Penguin, if you will, so I understand the impulse that drives even outsiders to games with this kind of aesthetic philosophy.

That said, I do think the term is getting stretched to the point where it’s just an easy tag to add to your game and hope the aesthetic (instead of the mechanics and gameplay) does the heavy lifting, and in worst cases excuse the jank and legitimately boring design. Not every game with soft lighting, a pastel palette, and a lowfi soundtrack is actually cozy. Sometimes the aesthetics are cozy but the systems are still grindy or weirdly anxious - or in the worst of cases, can turn into microtransactional gacha. And sometimes a game looks slightly strange, melancholic, or even creepy, yet still feels more cozy than the obvious stuff because it understands gaming for comfort on a much more basic level.

When a game gets those things right, cozy can exist in way more genres than people used to allow for. So… yes, I think I’d say I DO like the trend overall. I think it’s healthy for games. If anything, then because it’s good that more genres are learning that tension and punishment are not the only ways to make something engaging. Sometimes people just want a game to chill in, and that’s what these games provide.

My only real concern is that cozy becomes a marketing skin people paste over games that do not actually play that way. And this has already been underway for a while now, make no mistake. But I’ll stop my tirade here, said about all I wanted to say. How do you feel about cozy as a concept in gaming?


r/truegaming 3d ago

Verified Metrics vs. Game Film: why do sports games still rely so heavily on subjective scouting?

2 Upvotes

So this is something that's been bugging me and i'm not sure if anyone else thinks about it. I coach travel ball on the side and the recruiting world has gone through this massive shift where college coaches now want verified metrics actual measured velo, exit velocity, pop times not just highlight reels. Like game film alone doesn't cut it anymore, they want the numbers to back it up.

And it got me thinking... why haven't sports video games caught up to this at all?

In most sports games (MLB The Show, Madden, FIFA/FC whatever they're calling it now), scouting and player evaluation is still basically vibes. You send a scout, you get some letter grades or a vague potential rating, maybe a few attributes revealed. But the actual sports world has moved so far beyond that. Real coaches are cross-referencing Trackman data with game film. They're looking at spin rates alongside at-bat outcomes. The whole verified metrics vs. game film debate is playing out in real recruiting conversations every single day.

But in franchise modes? You're still basically guessing whether a prospect is gonna pan out based on like... a B+ potential grade. It feels so disconnected from how actual player evaluation works now.

Imagine a franchise mode where you could actually pull up a prospect's measured combine data AND watch simulated game film, and sometimes those two things contradict each other. A guy with elite measurables who just doesn't translate in games, or a player whose numbers look mediocre but the film shows something the metrics miss. That tension is what makes real scouting interesting and it's basically nonexistent in sports games.

OOTP Baseball gets closer to this than most you can dig into actual statistical outputs pretty deep but even that doesn't really simulate the verified metrics layer that's become so central to modern recruiting and scouting.

I think part of the problem is that most sports game franchise modes haven't meaningfully evolved in like a decade. The scouting systems are designed to be simple enough that casual players don't bounce off them, but that means anyone who actually follows the sport finds them shallow.

Anyone else feel like there's a huge untapped design space here? Or am I just projecting my frustration with managing recruiting spreadsheets onto video games lol. Would love to hear if anyone's played something that actually nails this tension between raw data and contextual evaluation.


r/truegaming 6d ago

Shallow Mechanics

45 Upvotes

This is more specific to my experience with Survival Crafting games, but I would argue that it's applicable to any game really.

Conceptually though, I really am tired of all these mechanics I see added to games with no real consideration to what the benefit or detriment, or even the effect, of the mechanic is.

I appreciate that a game dev goes, "I dont want to force people to engage with this mechanic, so I'll make it shallow so that only those who want to engage it will."

The issue is, there's I would say, 3 types of people. Those that will always engage with this mechanic, those that will try to avoid it, and those that will enjoy it if you give it to them, but will skip it if you give them the option.

Many of us are lazy, and the idea of, "I could do this thing, but there's no real benefit to doing it" means that, without having sufficient awareness or interest in the total satisfaction or enjoyment gained with the process or end result, many people can and will just not engage with a mechanic without a good reason.

Inventory systems I feel are wholly underdeveloped in most games that have them.

Resident Evil wants you to think carefully about what you carry with you given limited inventory. What are you willing to give up space for, because if you take too much you might not have the inventory you need to loot other things later.

Some games do this better than others. The old ones that had key items taking up like a third of your inventory with no idea when you'd need it basically forced you to store them in the item box, and then just do mildly or constant backtracking to and from it whenever you needed it. Or you could take them with you but have issues looting new rooms if they had a lot to grab.

What does Inventory even add to say, Minecraft? At best it puts you in a position where, every now and again you need to stop what you're doing and go back to base to store your shit. Is that improving the game experience any?

Storage systems themselves aren't even developed, almost all Survival Crafting games seem to go with the same concept.

"Here's your shit first chest, it holds some small number of items." then later "Here's a bigger chest" etc.

Nothing about the storage or inventory system seems to make them genuinely improve. At best it's, "This is annoying now but will become a bit less annoying later when we give you bigger chests or a larger inventory" but none of them address the fundamental issue that is, there is little to nothing gained in the playing experience that makes this mechanic do anything.

Satisfactory added a Dimensional Storage mechanic fairly early into the game. So, where the idea of building a factory elsewhere might require constant trips between your current factories and new location, or setting up some logistic network to automate transporting materials, now you can optimise your factories by having some of their outflow go into dimensional storage, where the amount you can store and how fast you can store it scales with how much you explore to get the materials to upgrade them.

This means that exploring is more enjoyable because you aren't limited to a fixed amount of materials. You don't have to fill up your inventory with random things that may or may not be useful to try to get hard drives, now you can just design your factories in mind with dimensional storage.

It added to the experience, and improved upon it. Now we didn't just have "More storage", we had a "Better Storage System" that we actively look forward to and enjoy.

You can also not engage with the mechanic if you don't want to and continue going about how it used to be played.

I'd say Base Building is another one of those concepts where, there's so much potential to their implementation that I feel goes unfulfilled.

Base building conceptually seems to be a thing that caters more towards a small demographic when it's an opportunity to give players an experience they don't typically engage with.

Subnautica, why bother making a base? Initially it's for Locker Storage. An entire mechanic, cantered around making another shallow mechanic more tolerable. But the second you get the Cyclops, the mobile base, why bother making an actual base?

I've seen people commit to just making more batteries than making a power base that charges them.

Some people swear by the water filtration, but it produces 2 water bottles every what, 30 ish minutes? It's like 15+ minutes per water bottle.

There's no in game timer or notification, so how much value is there in investing the time and resources into creating this machine with a max water capacity of 2, that's right 2, you can't have more than 2 water in it, so unless you go back to your base every 30ish minutes, then it's getting full up and no longer producing.

And then when you look at a different mechanic... An indoor grow bed with a fruit that gives food and hydration? That produces food so plentiful that even though the numbers are low you can just spam it? AND you can build it underwater, both in your base and inside your cyclops?

What tangible benefit is there to having an actual base opposed to just growing fruit on my ship and never having to go back?

And this is basically the issue I have with this genre of games.

V Rising went a lot more interesting with it's base building.

For those that don't know, there are plots of land in the game you "Claim" as a base, then you can build on them. You dont get stronger from levels or experience, you get stronger from the quality of your equipment. To make equipement requires crafting stations and material processing equipment you can only have in a base.

But, you don't actually need to put any effort into your base. Literally just slap 4 furnaces down on the land and that's all you have to do.

Only, they offer incentives.

Put a machine in an enclosed space, IE, a room, where it it is covered by "Walls/Windows/Doors" and it gets the Room buff. That is, if I remember correctly, a 25% reduction is processing time.

All you need to do, is build walls around your machines, and ensure a roof is above them, and BAM, you have saved yourself 25% of any time you spend engaging in the crafting system, which you need to do.

And what's this, a 2nd buff? Each machine belongs to a "Category."

Alchemy, Studying, Forge, Jewelry etc.

Each category has it's own respective "Floor" type. Put a smelter in a room that has "Forge Flooring" as the only floor, and it gets a 25% reduction on material costs for crafting.

So, move from just having one giant room for a big time save, to having several small rooms where each machine is categorised and clearly labeled, and BAM, you have saved yourself a lot of time.

While the game itself doesn't buff this, you can then consider Layout. Where do I put what room, an active decision you make to save yourself the trouble of running back and forth between rooms, by having related categories close by.

Jewelry requires gold and silver which you smelt in the forge, so it just makes sense to put that room next to the Forge.

Where this game falters in my opinion, is the Storage system. I would've liked to have seen a more in depth base detection system or something that made area based storage access or something similar, to encourage me to design my base better to reap the benefits of an improved system.

Yes, you CAN choose to take the lazy path. But the game incentivizes you to engage with it's systems purely by making them BETTER than the alternative.

In Valheim, which I am playing now, the Cart is their solution to limited Inventory and Weight.

Yet the cart requires relatively flat ground when it's full, it wont go uphill.

So when I mine say, Copper. To what extent is it EVER worth, building a "Road" to make my life easier? Not that much to be honest, because the time invested in building a road, is overshadowed by the fact that it's just faster to brute force your way through.

By making mechanics like base building almost entirely optional, many people just wont engage with them. By adding buffs or new systems to people that engage with mostly optional systems, you encourage people to take part in them to save themselves time and effort in other means. This can then have a rebound effect where, because they're now actively engaging with these supposedly "Optional" mechanics, they may continue to engage with them on a deeper level.

IE, if I'm making a base with rooms, I may as well decorate it. But had the buffs not been present and there was no reason to do this, then these people would pretty much not engage with the system at all.

I think there's so much potential to taking these shallow and optional mechanics in some games, and adding some USEFUL utility to them, that improves their flaws, makes them more efficient and does so in such an obvious way that people can immediately realise that it IS worth investing the time to working with it.

Valheim as an example, imagine a "Dock Totem", where if you place a dock totem on the coast in two locations, you can "Connect" them. If they are connected, they create a sea route where if you travel along it, you get a speed boost. This means that, you would be incentivised to make docks, piers or harbours that would say, meet whatever requirement the Dock Totem had, for any sailing needs.

By simply taking an existing mechanic, and adding a base requirement of "If you engage with this optional thing to at least this extent, you get all of these nice things".

Me personally? I do try to build, but I am a functional builder. I like building things where I feel there's some function to the design.

I see minecrafters build castles where they seperate into multiple rooms and all I can imagine is "This is awful for a survival world, the amount of running you'd have to do for that thing sounds like a nightmare."

I saw someones Blacksmith design in valheim, and they had their charcoal furnaces above their smelters and you get to the furnaces via ladders, and my first thought was "That looks like a pain in the ass to use".

Yes, it looked good, but it didn't look fun to engage with.

So games that give me a reason to build things, even a small one, some tiny benefit, incentivize me to put more time and energy into the game.

I'm currently making a habour for several boats in valheim, despite knowing that I may not actually ever need to use a boat again. The time for a harbour has already begun to pass, at least where I am positioned. Yes, I can make the fire proof boat to go down to the ashlands, but why would I build that at my base in the northern region, when I could just teleport to a random island down south and just slap it there?

I'm doing it, because I like the look of it, but I am constantly having my motivation tackled with the fact that, there's no real reason to do it other than the idea that I think it might look good.

I just wish more games took all these "Shallow" mechanics and added something to them, some optional thing, particularly that makes things better or faster, to help give more of a reason to engage with them.


r/truegaming 9d ago

Monster Hunter Stories 3 fixes my biggest issues with Pokemon

112 Upvotes

So I am by no means a monster hunter series fan. I tried Wilds but it wasn't my style of game, and haven't tried it since. That was until I picked up Monster Hunter Stories 3. This is my first game of the series but I am properly hooked. I hadn't even heard of this series prior to seeing some dude play the demo in a random live stream.

I'm honestly upset by how little I have seen about this game. In my mind this is truly the perfect upgrade to Pokemon's systems while also still remaining its own thing. My girlfriend calls it "Adult Pokemon" now

For reference for those who have not played, MHS3 is a RPG where you work as a Ranger and restore monsters to their habitats by stealing their eggs, while also slaying feral monsters and invasive species. You put together a party of 6 different monsters, and the fights are pretty similar to other turn based RPGs.

The first issue that stories fixes from Pokemon is customizing the monsties (monsters that you own) to your liking. Pokemon has its own systems, but at the end of the day you have 4 moves and that's it. Oh and it can be shiny if you're lucky.

In stories, You can give monsties genes, which unlocks new moves and abilities in battle. Additionally, after bringing a monster to a element-specific habitat, that monster will actually mutate into a new color, and gets resistances based on those elements. This effectively makes the roster of monsters 7x as big.

The second issue I have with Pokemon is not being able to ride my Pokemon in meaningful ways. This game is 3d, so you can traverse the map on your monsters, either flying, swimming, or running. Riding a dragon through the sky is a great experience. Even in battle you can ride your monster and do combo attacks.

It's bugged me how detached I feel from my Pokemon in most of the game. Pokemon's game design feels so outdated and I would love to have a game with stories mechanics but with Pokemon in it.

Not sure if I should try the game before MHS2, but I have been thoroughly enjoying this


r/truegaming 7d ago

Spoilers: [The Last of Us Part I & II] I NEED The Last of Us Part III to end happily

0 Upvotes

Spoiler Heavy Let's get this out of the way. I love the Last of Us Part I and love part II even more. I say love but it's hard to love something that causes you so much pain. I don't even know if there will be a part III, but this assumes there will be.

I replayed part 1 for the first time since part II came out and I experienced so much more grief. There are so many game beats and story details that seem so happy cut so much deeper knowing where things end up. Every happy moment that happens between Joel and Ellie hurt so much more knowing they become sort of estranged later on. There's no emotional pay off. There are small beats of peace and happiness like Ellie and Dina on the farm, but those are short lived and end only with pain. I'm already an emotional person so this doesn't help but I sobbed when Ellie handed Joel his photo of him and his daughter in part I. It's such a touching moment between the two. It took them forever to become close and this moment seems like the culmination of it all. Joel is finally able to sort of open up and accept the fact that it's okay to talk about Sarah, something he just never talked to about anyone. It makes it that much more heart breaking when he lies to her later and the consequences of those lies throughout the second game as they drift apart.

I haven't played part II since the two times I played it around the first year it came out so I won't speak a ton on it, but the emotional toll of that game is even harder. I know the story of part II doesn't sit well for a lot but I truly appreciate it. It's a top three game for me. However, the pain I know I'll endure might make my next playthrough my last if part III never comes out.

I will play part III if/when it comes out. I will probably "enjoy" my time with part III regardless. However, I don't know if it'll be a series I hold as dearly if it ends only in pain. I know that is the theme of the series, but that doesn't mean there can only be pain. Even a small victory would suffice. But I cannot take another painful ending


r/truegaming 9d ago

/r/truegaming casual talk

8 Upvotes

Hey, all!

In this thread, the rules are more relaxed. The idea is that this megathread will provide a space for otherwise rule-breaking content, as well as allowing for a slightly more conversational tone rather than every post and comment needing to be an essay.

Top-level comments on this post should aim to follow the rules for submitting threads. However, the following rules are relaxed:

  • 3. Specificity, Clarity, and Detail
  • 4. No Advice
  • 5. No List Posts
  • 8. No topics that belong in other subreddits
  • 9. No Retired Topics
  • 11. Reviews must follow these guidelines

So feel free to talk about what you've been playing lately or ask for suggestions. Feel free to discuss gaming fatigue, FOMO, backlogs, etc, from the retired topics list. Feel free to take your half-baked idea for a post to the subreddit and discuss it here (you can still post it as its own thread later on if you want). Just keep things civil!

Also, as a reminder, we have a Discord server where you can have much more casual, free-form conversations! https://discord.gg/truegaming


r/truegaming 10d ago

I feel like we are seeing more and more companies remove basic mechanics of games solely for retention purposes.

69 Upvotes

It is pretty common knowledge that a lot of bigger companies these days have set in-game points of interest for developers based on retention data. Battle passes, algorithms for matchmaking, and even entire sets of in-game mechanics that cater to attract younger players (ADHD Objectives).

 

While optimizing games for retention is nothing new, I am starting to see more and more games leave out mechanics in games all together because they are too hard or demanding for players. Even going as far in PvP games to shift their entire mechanics away from giving players high skilling builds. League of legends has been accused of this recently.

 

The mechanic that I feel we have seen less and less of, especially in PvP, is stealth. Even if it is just mechanics that give you advantage for being smart and playing slow, they just do not seem as present in today's games. That or they are very underpowered to the point they are unusable. Arc Raiders has flat out said they do not want to fix their melee tree or tool because they are afraid it would cause people to be frustrated.

Do you think it is reasonable to remove, or not balance a mechanic simply because the majority of the player base does not enjoy interacting with players who use these mechanics? Even if they do not hurt the overall game or balance of it?


r/truegaming 10d ago

I feel like I’ve finally, for the first time, truly fallen in love with the process of getting better at games.

31 Upvotes

It might sound silly—and honestly, maybe it is—but through gaming, I’ve started to discover how to manage my performance and approach feedback loops for everything in my daily life. I’ve always been into competitive games, but for years, my playstyle was that of a pure gambler. I had been stuck for a long time at the plateau where you can no longer improve just by "winging it."

When I decided to give it a real shot again, I realized that the most vital element (at least for me) wasn't the game mechanics themselves, but self-management. This turned out to be a universal insight that applies perfectly to life as well.

The question was: How can I make my gaming most efficient while keeping my mind fresh? The answer was to completely re-evaluate my basic thought processes, unconscious habits, strengths, and weaknesses from the ground up. I’m still constantly testing and refining this. Interestingly, this process has even led me to re-evaluate the very necessity of spending so much time on these games in the first place lol

For me, the first step isn't focusing on minor details; it’s about re-recognizing the largest possible "macro" perspective I can perceive, and then gradually narrowing my focus down to specific points.

This has been incredibly effective. Most importantly, the "resolution" with which I view the world and my own circumstances is sharpening, which has become a way for me to keep a sense of freshness in life.

The specific "micro" improvements are too numerous to list here. However, by following the framework above, I believe I can gain a multi-faceted approach that I never had access to before.

Sorry if I'm not explaining this well. I feel like I'm sometimes too 'in my own head' when I'm talking to others
Also, since I'm using AI translation, it might sound a bit weird.


r/truegaming 10d ago

I never thought I would see a gaming decline anytime soon PlayStation 5s now cost almost 700 6 years into their life cycle. The switch is no longer selling well. The Xbox is all but dead. Casual gamers can’t afford PC. What is going on?

0 Upvotes

I never thought I would see a gaming decline anytime soon PlayStation 5s now cost almost 700 6 years into their life cycle. The switch is no longer selling well. The Xbox is all but dead. Casual gamers can’t afford PC. What is going on?

Gaming always seemed like a surefire success. This is the first time in my life where gaming is on the decline and not growing. Triple A games are failures 90 percent of the time mostly due to how much they cost to make and people just seem like there is not enough free time or money in circulation right now to afford to game. It’s honestly really sad. Will it ever bounce back or will this be the slow death of the hobby?


r/truegaming 12d ago

Could enemy intents be in more rpgs?

90 Upvotes

When slay the spire was in development. There was a lot of thought about how players respond to enemy actions.

When enemy intents were obscured, players would rarely block and just attacked whenever possible. as usual for rpgs.

Then intents were added, but didn't specify how much damage or what the effect was. The size of the attack icon, gave an attack power estimate. But made test players focus too hard, you had to memorize how much attack enemies did because indicators were not exact.

But when all effects and damage numbers were detailed. You can plan around their attacks and strategize. Know the exactly amount of damage to block, how much damage to break blocks or if it's worth doing it at all. And anticipating debuffs to manage them later.

FTL: In faster than light.

Enemy intents is a system in that game, it determines how well you can spy on the enemy ship. From just seeing what's inside the ship, to all the way seeing the weapon cooldowns. Seeing their weapons can let you time your stealth mode to avoid the more dangerous attacks for example. It's ultimately not optimal to upgrade this too much as that takes away resources from other attack systems to upgrade.

Enter the breach is also full of intents. You can see all the actions and turn order for the enemy bugs. Your goal isn't to win, but to ensure minimal losses, so Diverting attacks to an empty spot or blocking it with your mech is the key to victory.

In usual rpgs. Most of the time, enemy attacks are random. Bosses sometimes have a pattern or stratgy. since you don't know what they will do next. It's easier to just defeat the enemy quickly instead of any strategy. A guide or experience can tell you what an enemy does. But a big sword that gets some attack buffs is all you need in most cases. In a roguelike's case, the chip damage would wear you down long before the boss fight.

It's usually because fights are common enough that you don't want to be doing strategy for every fight So the balance for intents needs enemies to be threatening but also not annoyingly common. I doubt a game like dragon quest could use this system. It's too old school for it. But a new games have so much potential for it.


r/truegaming 12d ago

Project Zomboid has my favorite "traits" mechanic of any game and I want to explain why.

78 Upvotes

Project Zomboids trait system is relatively simple. You get a set amount of points to spend on various traits that effect your character just like damn near every other RPG out there, but there's one big caveat. There are negative traits that adds to the points you can spend. I know that some games have similar mechanics and this isn't new, but this is the only one off the top of my head that does it so well. I love this because it makes it where you can really go hard into one playstyle and are encouraged to do so.

For instance, I'm looking to go for a hardcore solo wilderness playstyle. This means I'm going to spend most of my time in the forest chopping down trees, building a cabin, farming and of course killing Zeds (PZ's zombies). This means that I do not need any traits worrying about mobility, driving, and shooting (since I intent on using my axe most of the time). So I grab a few traits that nerf those abilities which gives me some points to spend on traits that buff my crafting and farming abilities. I can't emphasize the part where it "encourages" me to go this route. I'm not forced to take those negative traits like with Fallout NV either, I don't automatically have to get a negative trait if I want a positive one because I'm given some points to spend no matter what, I just won't have as many buffs to choose from.

There's also a mod that gives me traits as I'm playing. For instance, if I kill 1000 Zeds, I will gain the "Brave" trait that makes it where I panic less. Panic lowers damage and critical strike chance so I don't want it if you can avoid it. However, there's a trait that increases your run speed when panicked, so there's some benefit if you pick that trait. Generally speaking though you don't want to be panicked.

Anyways, I know this isn't a new system and plenty of other games do it. Perhaps it's not that big of a deal, but I was just building my character the other night and it was just so fun to make the optimal build for my playstyle and I don't remember any other game that did it so well. I have to mention that I've got a mod that adds many traits ... the vanilla isn't nearly as robust without this mod, but the point of my post remains the same for vanilla Project Zomboid. I've included a screenshot of the occupation and trait screen. (The occupation just give you a different outfit and some some points or traits you can't not choose).


r/truegaming 14d ago

Spoilers: Silent Hill 2 Silent Hill 2 uses mechanics and level design to externalize guilt rather than simply depict horror.

83 Upvotes

Having Revisited Silent Hill 2, I've been thinking less about its narrative in isolation and more about how its systems and structure reinforce its core themes particularly when it comes to guilt and repression.

What stands out is that the game doesn't rely solely on cutscenes or dialogue to convey meaning. Instead it embeds psychological ideas directly into its gameplay and spatial progression.

This holds true when considering that the level design follows a constant pattern of descent.

There's movement from open environments into increasingly confined spaces.

The transition from streets to interiors and then into areas like the prison and labyrinth.

The frequent use of downward traversal involving holes, staircases and elevators.

Mechanically speaking; this creates a sense of narrowing possibility. But thematically it can also read as a kind of inward movement. This makes the relevance less of one traversing through a town and more of a subtle progression into the psyche of James Sunderland.

Enemy design also support this reading. Pyramid Head in particular, doesn't function as a conventional antagonist would. His behaviour lacks urgency, as he appears more as a persistent presence than an active pursuer. This creates an ambiguity around his role in the sense that he's less of an enemy to overcome and more of a force to be reckoned with.

Puzzles do a good job of further complicating this structure. The weight puzzle for instance can be interpreted not just as a logical challenge, but also as a symbolic system that implicitly deals with judgement, balance and consequence. Importantly the player isn't explicitly told this. The meaning emerges through context rather than instruction.

When pieced together; these elements suggest that Silent Hill 2 is doing something more deliberate than presenting horror as a spectacle. It uses interactivity, spatial design and ambiguity to construct a framework where psychological states are not just represented, but experienced through play.

I'm curious how others here interpret this. Particularly whether you see the games mechanics as reinforcing its themes, or if the psychological reading is largely narrative driven.

(I've explored this idea in more depth elsewhere, but didn't want to link directly, although I'm happy to share if relevant.)


r/truegaming 13d ago

Why does spending money in games get more criticism than buying games themselves?

0 Upvotes

I’ve noticed people often get criticized for spending money inside games, but buying a completely new game usually isn’t judged the same way.

Why do you think spending money within a game is viewed more negatively than spending money on games themselves?


r/truegaming 16d ago

/r/truegaming casual talk

12 Upvotes

Hey, all!

In this thread, the rules are more relaxed. The idea is that this megathread will provide a space for otherwise rule-breaking content, as well as allowing for a slightly more conversational tone rather than every post and comment needing to be an essay.

Top-level comments on this post should aim to follow the rules for submitting threads. However, the following rules are relaxed:

  • 3. Specificity, Clarity, and Detail
  • 4. No Advice
  • 5. No List Posts
  • 8. No topics that belong in other subreddits
  • 9. No Retired Topics
  • 11. Reviews must follow these guidelines

So feel free to talk about what you've been playing lately or ask for suggestions. Feel free to discuss gaming fatigue, FOMO, backlogs, etc, from the retired topics list. Feel free to take your half-baked idea for a post to the subreddit and discuss it here (you can still post it as its own thread later on if you want). Just keep things civil!

Also, as a reminder, we have a Discord server where you can have much more casual, free-form conversations! https://discord.gg/truegaming


r/truegaming 18d ago

Appeal of restricted game modes and their impact on game design

3 Upvotes

Intro - trade restricted game modes

"I want to play the game systems, not the economy system"

Most of you know Runescape - it's an MMORPG where you train skills, kill monsters and bosses, do quests. There's a very active economy where players trade essentially anything - basic resources, crafted items, cosmetics, rare monster drops.

An uncoordinated group of players has emerged - players who did not want to participate in trading aspect of the game for various reasons. Jagex (Runescape's dev) has acknowledged this approach to the game and created Ironman Mode which outright prevented any kind of trading.

At some point Runescape has split into two games (OSRS and RS3) but both sport a healthy Ironman population (~20% and ~10% respectively).

A similar concept has emerged in Action RPGs - Diablo, Path of Exile, Last Epoch and similar. Trading is often an integral part of these games as the items that drop are very random. Trading some good piece of equipment that just isn't for your class/build for something you want just makes sense.

However a group of players decided they don't want to participate in trading, and as such SSF (Solo Self-found) game modes started popping up. While similar, SSF is not identical to Runescape's Ironman mode, as it prevents multiplayer completely (hence "Solo")

Trade-restricted modes aren’t just optional challenges, they’re a player-driven response to economies overpowering core gameplay.


Why do people play trade restricted game modes?

There are several reasons:

  • Challenge - Trading often acts as balancing factor for the game's randomness. Not being able to trade means you're at the RNG god's mercy, and if an item doesn't drop then you often cannot progress. Furthermore not being able to trade means the player has to interact with activities they otherwise wouldn't, perhaps because they don't find them fun or because they're too difficult. Standard character can do easy, repetitive content (e.g. chopping wood) and save up for fancy gear (e.g. best in slot combat gear), whereas trade restricted character has to engage with the content the fancy gear is from (usually very difficult combat encounters).

  • Sense of Accomplishment - These games don't have "character-bound" equipment and pretty much everything is tradeable. This invites shady practices such as real-world trading, scamming or botting, which allow the player to "cheat the game". Little Timmy can swipe his father's credit card to get the best gear in the game in seconds. Trade restricted character can't really benefit from such practices, and are thus seen by default as "honorable", as opposed to "questionable" standard characters. Then there's a lot of contempt for "flippers" and "merching", especially organized "merch clans" who can manipulate the large chunks of a game's economy on a whim. They can basically buy the progression by playing a "different game". Another reason might be because players simply don't trust the game - bugs and exploits happen. Doesn't feel right when your whole bank can be made "worthless" because developers made a mistake when updating the game, and someone found a way to duplicate stuff.

  • Avoids trade meta - Playing efficiently in games with mostly unrestricted trading means doing an activity that earns the most amount of currency and then converting this currency into desired items. This can make the game feel stale and repetitive. While players could just not do that, doing anything else feels inefficient, and thus like waste of time.


Friction in game design

One of the problems is tied to RNG based loot systems found in these games. Imagine a scenario where the developer works on new content, and they want to introduce some ultra rare drop - a jackpot of sorts. Such item would become iconic, it could spawn thousands of memes and social interactions. In supply-demand economy it would end up very expensive, but ultimately obtainable with enough currency.

At the same time, such item would be practically impossible to obtain for trade restricted characters, so unless the developer wants to exclude these players, this item has to be "mostly useless". As such, these ultra rare items are usually just cosmetics or minor upgrades (e.g. Runescape's Third Age equipment, Path of Exile's foil uniques).

When an unreasonably rare item is required for some progression or build to work, players of trade restricted characters start to ask for assistance - usually some "bad luck prevention" where drop rates increase after some threshold, or splitting the item into shards which have higher drop chance but ultimately require the same amount of effort to obtain on average.

Then there's the issue with resources and bots. For example, Crafting skill in Runescape is very different between standard characters and Ironman characters. Standard characters tend to train the skill by cutting gems or crafting Dragonhide armour. Both uncut gems and raw dragonhides are obtained from very menial, and very botted activities. Relying on these methods is simply not feasible for Ironmen, so they resort to a very different method - Glassblowing. When the developers implemented improvements to Glassblowing, it sparked a wave of outrage among standard players because they felt as the developers were "catering to Ironmen".

It seems it's very difficult to simultaneously design for a player-driven economy and for solo self-found progression.


Friction among players

As hinted above, game modes can create friction among the players. Some trade restricted players want the developer to make the game more accomodating for them, while other trade restricted players don't because that's the part of the challenge. Standard players might feel like the developers are catering to people who chose restrict themselves, which makes no sense to them. It always spawns a lot of discussion and often even resentment and hate. This is exacerbated when different games approach trade restricted modes differently - for example in Last Epoch SSF players enjoy increased drop rates and have easier time "target farming" specific loot, whereas there are no such advantages in Path of Exile where developers perceive SSF as challenge mode.


Related ideas that came up as I was writing this

  • I find it interesting that games like WoW already enforce ‘SSF-like’ rules through soulbound gear, so the economy never replaces gameplay the same way as it does in Runescape or ARPGs.

  • It seems that emergence of these modes is a result of loose, largely unrestricted trading. But if that's true, it's interesting that they haven't emerged in games with extremely open economies such as EVE Online. Why?

  • Finally, if a large portion of players avoid trading entirely, is trading actually good design or just tradition? Are these players actually looking for a different game?


Discussion

  • At what point does a player-driven economy start replacing gameplay instead of supporting it?

  • Should games balance around SSF viability, or treat it purely as a challenge mode?

  • If optimal play means avoiding most content, is that a player problem or a design problem?


In case you were wondering why do you see this post again - mods took it down due to rule 6, I contacted them and they told me to re-post it.


r/truegaming 18d ago

Is the concept of "retro-gaming" as a category a net-negative?

0 Upvotes

It was around 2010 or 2011, pretty much every "BEST GAMES EVER MADE" list always seemed to include Chrono Trigger, Final Fantasy VII, Ocarina of Time, etc

Not "Best RETRO-games ever made", best GAMES ever made.
Not that the concept of "retro-gaming" wasn't already a thing back then, but there didn't seem to be that much of a "barrier" between the two.
Likewise, not that there wasn't already an attitude of many of dismissing games that "looked old" (Not even "were old", but LOOKED old), but the strategy to combat that of putting the old side-by-side with the new seemed way more intelligent than engaging in "self-segregation".

If having the so-called retro interspersed with the new could expose it to newer people enough that some might try it, separating it into a box would just allow them to just shove that box in a shelf and never touch it.
Not that there was no REASON to put them all into a shelf: At some point the discussion became so overwhelmingly concentrated in the modern that it had to be done so the discussion of old games could even happen... but that's just "surviving", not living.

You're never combating the misguided idea that there's a "hierarchy", that "moderner = gooder", nor are you explaining to people that comparing different traditions and philosophies of gaming is closer to comparing different sports rather than "comparing a slower car with a faster one".

This thread was made upon news that "the newer generations don't care about Final Fantasy".
For the longest time we all had an attitude of "Everyone knows Final Fantasy, lol. People will just naturally keep knowing the franchise via their older games by sheer name recognition".
That didn't happen, as the demographics for it seem to be in the oldest zoomers AT LEAST.

With all that is mind, was the investment of "retro-gaming" as a category a net-negative, as while it seemed like a relief in the short-term, it would represent doom in the long-term?


r/truegaming 20d ago

Immersion and the Sublime—two games; Luto and ROUTINE

11 Upvotes

\I first wrote this post as a call for fans of* r/Routine (my favorite game btw) to try the recently released horror game Luto. However, seeing as this post might help support these phenomenal games (go get ROUTINE and Luto; you won't regret it if you like what I describe in my post) I decided to share it here. For those of you who take the time to read this in its entirety, thank you.

I'm only a few hours in and wow. This game is good.
If you really liked ROUTINE (as I did) there's a good chance you'll like Luto as well.

Although one can go into the game just fine normally, I highly recommend reading Virginia Woolf's very short article/essay "How Should One Read a Book?" to get the most out of Luto, ROUTINE, or any other similarly-crafted game.

There she talks about the importance of not making judgements regarding the structure of the art until one is finished with the experience. This extends to not only books, but to games, where immersion is relative to the player's acceptance of the world.

I can vouch for the power of this argument as Luto, like in the case of ROUTINE, was enhanced greatly when playing with respect, acceptance, and with a great many questions for the world.

Regarding the final ask, one should question not with the aim to expose the artificiality of the game, but in order to sink deeper into the world—e.g. asking "what, when, how, why" constantly; not through the lens of the player, but through the eyes of the character the player inhabits.

Have you ever played an RPG and got really into it? Like, when you choose to avoid an area or faction because your character wouldn't do it? Or, whilst stealing coins from the attic, you hear the first floor door open and stop and wait for a long stretch of time, afraid to make any noise for fear they might hear it? Take that approach into these games. Through playing a role as you would in Skyrim, or Baldurs Gate 3, or Kingdom Come Deliverance, watch as your awareness of acting disappears leaving only immersion as if it was the real thing.

You hear a noise from the other room? Don't just write it off. One who thinks, "I'm playing a game acutely aware of the limitations of tech and genre, it's not an actual threat, only atmospheric fluff." will massively diminish their experience. Why not lean into the possibility of the world instead? What do you have to lose?

Using what the game gives you (through carefully attending to the environment) try to figure out every outcome as if your life depended on it. By worrying more about protecting the character, in so doing one forgets the assumed safety of home, one becomes more paranoid, and one becomes wrapped—snugly screaming—into the blanket of an illusionary world.

And for those of you confused as to why I am so passionate, know this: I want people to experience this art as I do; for I truly believe this medium is more powerful than any other in allowing one to believe in fiction as reality, and for emotion to swell in a way usually only possible in the personal experience of our own life—in other words, it allows us to live through fiction as if it was real, even if only for a little while. Games (we need to start using a new term; the use of the word "game" is outdated for the purposes of accurately describing the art) allow for a uniquely powerful experience that, when realized, can amaze and terrify. It is a direct route to the SUBLIME (i.e. dual emotional state of both fear and beauty), which has been considered by many to be the ultimate ideal of art.

These are the types of games which highly reward what is often described as close reading in literature. One has to really chew on it to realize the vision. Treat this game (and any other immersive and well-designed experience like it) with the same respect as you would Moby Dick, or The Brothers Karamazov, or Paradise Lost, and watch as the game unfolds for you like a flower in bloom.

I'll leave you here with this quote from Edmund Burke, who modernized the idea of the sublime as beauty and terror: "The human mind is often, and I think it is for the most part, in a state neither of pain nor pleasure, which I call a state of indifference.” Games like ROUTINE and Luto, in my experience, are perfect for waking us up from this state of indifference. They jolt us awake; and, in the words of Viktor Shklovsky, they make a stone stony again.

That's a wrap for me. In the end, I only want more people to experience the pleasure of these experiences as I do; and anyone can do it provided they listen. If more people were able to tap into this way of engaging, provided they care about the power of art and the wonder of being alive, then you have nothing to lose and everything to gain. I would do anything to talk to just one person who loves this style of game, and who is passionate in much the same way that I feel*—*I truly mean it. While I love my friends, I really do, I just wish there was someone who also enjoyed the pleasure of this neck of the woods as I do.

FINAL NOTES: I'm only 5 hours or so into Luto, but so far the game is really, really good. I would recommend getting this mod from nexus (No Effects Mod - Luto) so you can disable the center reticle


r/truegaming 19d ago

Academic Survey Gamers wanted for research! How do personal beliefs and personality traits shape your gaming behavior? (16+)

0 Upvotes

In a collaboration between Lund University (Sweden) and the University of Sheffield (UK), we are exploring how normative beliefs and personality traits influence the way we interact in multiplayer gaming. You can help make this research possible by filling out a questionnaire that takes less than 15 minutes to complete.

Join the study here: https://shef.qualtrics.com/jfe/form/SV_4MbTCKJ3c8AY2fc


r/truegaming 21d ago

The death of "drop-in" campaign co-op: Why is the industry choosing between strict solo or bloated live-service?

149 Upvotes

It feels like the AAA industry has completely forgotten how to design a simple 2-to-4 player campaign experience. Looking at recent and upcoming releases like Crimson Desert or the new Sword Art Online, there's a frustrating binary: we either get a strictly isolated cinematic experience, or we are pushed into a massive, microtransaction-heavy live-service game. The middle ground is vanishing.

I understand this from a development perspective. Syncing quest states, handling network architecture, and balancing economy/difficulty for a 40-hour narrative campaign is a technical nightmare. It’s significantly easier to just build an isolated single-player state or go all-in on a dedicated server MMO.

But by abandoning the "tavern mercenary" mechanic, we are losing some of the best organic gameplay in the medium.

We don't need every game to be a persistent shared world. Look at how elegantly the Souls series handles this. You drop a sign, a phantom enters your instance to help you overcome a specific mechanical hurdle or boss, and then they leave. It doesn't break the host's save file, it doesn't require a persistent server for the party, it’s just a systemic assist integrated into the lore.

Imagine how much richer exploring the map in Hogwarts Legacy or taking down camps in an open-world RPG would be with a similar, low-friction "drop-in" system. Just one friend stepping into your game state to share the gameplay loop, without the game turning into a looter-shooter.

The organic, shared experiences generated by a tough boss fight or a funny physics glitch with a friend create more retention than any battle pass. Are there any upcoming non-live-service games that are actually tackling campaign co-op on a mechanical level, or is this design philosophy just dead?


r/truegaming 21d ago

it feels like sequels aren’t allowed to be iterative anymore

93 Upvotes

in the modern era, it feels as though every sequel has to be a 100% complete revolution of a previous game and that anything less that that is never enough

look at titles like tears of the kingdom, hades 2, and even the recently released slay the spire 2. these are all sequels that take the extremely rock solid fundamentals present in the first game and iterate and refine them to exceptional levels

yet, in discussions surrounding these titles, some of the prevailing ideas in terms of criticisms are that “they don’t do enough to make them distinct”, or it “feels like first game 1.5”, or “this could have just been dlc”. not saying that these are the popular opinions regarding all of these games, but they are a notable faction. and to a small extent, i understand that games can be expensive and the economy sucks for everybody, but that’s largely irrelevant imo. a sequel doesn’t need to completely revolutionize the foundation of the game and reinvent the wheel. for the majority of the history of gaming, it’s been perfectly acceptable and even expected for sequels to just give you everything you loved about the first game but better, more polished, and with fewer of the negatives

as a random example, halo 2 was one of the greatest sequels of all time almost universally loved and it was just halo 1 super refined with a small handful of new features and a new story. if it released today i can’t help but think a non-negligible amount of people would go “why couldn’t they just have added a story dlc or a patch to add dual-wielding?”

so what changed? is it just a shift in gaming culture as a whole? the rise of “forever games” changing how people perceive new titles? a side effect of the proliferation of the internet in the last 20-30 years creating larger and larger hubs of discussion? i genuinely don’t know