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Joined 9 months ago
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Cake day: September 28th, 2023

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  • It might disappoint you to learn that among american english speakers, literacy isn’t a good indication of maturity by age. Barbara Bush made a literacy initiative that’s still around, the One Good Thing® left over from the bush regime. The site has a handy map to show you the 40-60% adult literacy rate counties spread all over the states. It definitely helped me come to terms with the fact that sometimes a kid who is trying is gonna be more eloquent than an adult repeating the same tired take they’ve been rebutted for a thousand times.

    It’s easier for me personally to gauge age as it scales up when anonymity is involved - referential humor, recognizance of the ancient runes (Duckroll, Bill Murray’s face with only the jaw moving), and informed chitchat about presidential behavior predating Bush SR are all dead giveaways that a user is older, but with younger users you have a lot of hobby/interest overlap going all the way up to people in their 40s. You can’t look someone in the eyes and see if the light of youth has gone out yet on forums and imageboards.




  • Lmao, enjoy missing out on the nier titles, the devil may cry series, every fable game, kingdom hearts, the whole god of war franchise, asura’s wrath, and the new final fantasies. Hell, even skyrim has more committal animations. You’re talking about a lenient and forgiving version of animation mechanics that are present in basically every action RPG.

    In the fighting game community at large, we have terms for people who blame the mechanics when they can’t come to grips with them, Scrub being the main one (as new players wildly hitting buttons at random on an arcade cabinet looks akin to “scrubbing them clean”). This is you. Your refusal to treat the game as it is, and expectation that it behave a way it doesn’t, is confounding to anyone who has put any effort into the title. The rules will not change just because you refuse to learn them. Stay furious though, I guess.




  • You sound like everyone who has ever seen me menu spells in a KH speedrun. You sound like someone who turns weapons off in ULTRAKILL. Neither of these are explicitly bad things, but the system in place (a scrollable selection menu in real-time) can be utilized at the same level of efficiency as a spell wheel; you just need to exercise your memory when you set up and when you use your belt items.

    There’s a lot of titles that allow you to pause and utilize your menu. Dragon’s Dogma 2, for instance, allows you to pause at 0 HP and still use healing items, so long as you haven’t finished your dying animation or been knocked flat.

    Dark Souls and similar games make a deliberate choice in keeping the game in real time when you menu, and there’s a lot of truly functional items you can keep on your belt to help those weapons: status items can help you finish applying a status when an enemy leaps back, the physick, stamina regeneration, many extremely powerful effects that they want a small execution and collection barrier on. Alone in the Dark (5) had a real-time menu like this too far before it was popular, and people complained bitterly about it, so I get where the complaint comes from.

    Without dramatically reducing your available options or developing a completely different system of menus, the controls can’t really be less “clunky”. If horizon’s wheel and DaS’s menu aren’t for you, you may just not like how action RPGs control. If it’s about needing time for the menu, these specific titles may not really be up your alley. There’s a TON of games that operate the way you’re expecting, and at this point the community and developer alike are committed to sustaining this experience that provides friction. Friction is basically how you talk, from a design standpoint, about the difficulty of the game and why it’s present and what it does functionally.

    If you don’t understand how friction and fun are related, the game was unironically not made for you, and misunderstanding that or not being eloquent enough to explain that has led to the “git gud” divide. The menus are meant to provide friction. The combat animations and the period you must wait before acting again provide friction. Being a relatively heavy RPG, you can overcome friction multiple ways, either through developed personal skill or overleveling or picking tools that the boss isn’t equipped to handle or statuses it’s weak to.

    TL;DR of course the menus are clunky dude they’re based on a decades-long tradition of interfaces that provide gameplay fun. The fun is there for a grand majority of people, if you’re not having fun with the ball-crusher, nobody is making you use it.




  • The good news is there’s a couple of decades where games in this style WERE real-time for the most part. A majority of players seem to like turn based a lot more, but neverwinter nights and the earlier baldurs gates have a pause-assign actions-unpause flow rather than turns.

    With pen and paper d&d, guidebooks explain that turns represent about six seconds of action. Some of the older titles took this seriously and it makes trying to use mages in small parties absolutely insufferable, especially at early levels with a low concentration skill total.

    Hilariously, this is one of the VERY FEW genre where I find I do prefer turn-based personally. I didn’t turn on ATB mode in ff15, I refused to use strategic view and pausing in dragon age, but for CRPG I’ve found solidly defined turns to really help drive my decisionmaking.