I haven't played enough of the new pokemon to really judge it but I will say that it is the first pokemon game in a long time where I'm enjoying the core loop
It's very obvious that they wanted to speed it the hell up; literally everything in this game feels snappier than in any other pokemon game, and it's almost like a case study of ux design
many many things that in previous pokemon games were dialog boxes you had to button through are now transient pop ups, for example
the game is also just real-time and concurrent enough to feel responsive - you can throw a pokeball at a 'mon and then while waiting for it to catch or not throw a pokeball at another 'mon!
on the visual side, I think the culture of sharing screenshots probably has exaggerated how "bad" this game looks
I'd actually describe it as "inconsistent" and "technically below par" rather than say that it "looks bad". Some areas/scenes look obviously more detailed than others.
It also suffers from pretty low-rez textures in places where it's quite noticeable and some other issues. I'm not qualified to say whether this is down to gamefreak's inexperience with this style of game or the limitations of the hardware.
But it does look pretty in moments, and there are spots where clearly a lot of polish and effort has gone into elements of it. Pokemon animations, for one thing, continue to improve.
Overall this doesn't feel like a perfectly polished game where they completely fixed all the problems with the franchise but I hope nobody was expecting that
However they definitely have put a lot of emphasis into fixing the biggest problem with it, which is to say the absolutely rancid pace of play
like seriously, play some of this then go play either SWSH or BDSP. the previous games feel like wading through treacle
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So something extremely funny happened in chess this week and I think it's worth sharing with non-chess people.
Magnus Carlsen, the world champion and likely strongest chess player of all time, is currently grinding to try and achieve the record of becoming the first human with a 2900+ Elo rating in chess.
This is extremely, extremely difficult. Elo ratings are adjusted after each win/loss/draw based on the relative strength of your opponent. Magnus is world #1; all opponents are lower rated than him.
so the thing about B/A/YC, cr/ypto, neonazis and white nationalists is that, like, obviously that stuff part of the idelogical soil out of which the entire cr/ypto movement grew?
b/itcoin comes out of "sound money", Austrian, and goldbug type ideas, which very much are potatoes in the same idelogical soup as all sorts of Bircher nonsense, including neonazism
most OG b/itcoiners are people who will start talking about the Rotchchilds the moment they think they're among friends. the entire thing is a riff on the fascist theme of antisemitism masquerading as anti-finance
people outside the industry might not appreciate how absolutely insane it is for a game director to play a random video game and decide "our game should have this feature"
It's roughly as normal as a cruise ship captain deciding to change destination halfway through.
Really, it's like a cruise ship captain deciding in the middle of the Caribbean that the ship needs a fourth swimming pool.
Sometimes features get added halfway through development – but that should always be to respond to a specific need, to fill a void. Not in a whim.
This is a show where a middle school boy has a true crime podcast, gigantic vintage detective pulp posters on his bedroom walls, and also his mom is a murder detective
For the 12 Days of Christmas I am going to post some of my favorite Fallen London things from 2021 that I am proud of – either my own work, or something from the team that I really admire.
January: Moulin Station shipped, which was the first large piece of content I worked on. A lovely thing about FL was the ability to start experimenting mechanically off the bat. Some things about Moulin filtered down into future things we did later in the year.
February. I make no apologies and have no regrets.
game design tip: if you say “delta” instead of “difference” you instantly add +1 validity to your argument
further tips:
remember, you “uptune” and “downtune” things. buffs and nerfs are for amateurs.
instead of talking about storylets, branches, stitches, choice points, etc, experiment with calling literally everything a ‘node’
literally anything about your game can and should be an “economy”. try these phrases out: resource economy; action economy; time economy; motion economy; momentum economy; NPC behavior economy; social economy; and of course the ultimate one, “monetization economy”