#free open world rpg
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wanting to engage socially about the things you like but the community being so nasty and negative that you leave all your groups and threads and revert back to silent obsession
#this is about palia#for real you guys have GOT to chill#I love this free game and god so help me if I see one more person complain about the shop being too expensive#you aren’t obligated to buy anything……… just bc you have FOMO doesn’t mean that s6 is big evil corporation that hates the working class#it’s FREE#it’s IN DEVELOPMENT#the developers need MONEY or they get LAID OFF#which im 99% sure has already happened once with s6? I might be misremembering#anyways don’t come for me im just exasperated at my Reddit and FB alike being flooded with the same BS#at the end of the day. it is free game#free open world rpg#how often does that happen? literally never
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*plays a short game* well that was bs thats all the game there is? i want more game
*5-10hrs into a longer game* well this is boring i want it to be over
#finally got around to trying outer worlds after it was free on epic#i fear it might go into the ever growing pile of open world rpg's i just bounce right off of#i keep trying to like these games because everyone else does but maybe im just not built for skyrims and othersuches
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obsidian makes games that i consider kiiind of niche? poe is one of my favorite games ever and i'll recommend it to anyone who asks but i also recognize that your average gamer is not going to be into it.
with avowed being a first person actiony type game it's attracting attention from your average gamer and they're expecting god of war and reacting negatively because that's not what it is.
that said combat looks like it needs work in avowed, genuinely. obsidian's animation department has never been, like, top tier. but the showcase made combat look like a chore, which sucks. they've got a few months to tweak it though and i really hope they do.
#if modders can do it for free then you can do it#but it genuinely. it's not even skyrim combat it's oblivion combat.#and avowed feels like they're trying to make their own open world first person action adventure rpg (i.e. skyrim again)#but you can capture the feel of that while also having engaging combat. no one in the world would say that skyrim's combat system#is worth looking to for inspiration#also. dude i don't know. their example of a complex quest decision is 'do you believe this guy is telling the truth?'#i'm hoping it was just hard to present a moral quandary in thirty seconds bc. girl.#carly.txt
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Why I love Mass Effect 1's gameplay (spoiler-free review)
Very recently, I completed my first ever playthrough of Mass Effect 1 - a well renown, beloved game that has nevertheless received quite harsh criticisms for its gameplay. The somewhat rough-around the edges shooter gameplay, the confusing inventory system and frustrating Mako controls were the most common complaints, some of which BioWare addressed in the recent Legendary Edition remake of ME1.
Still, after some extensive research, I decided to buy the old trilogy version anyway (call me oldschool if you like, but I'm a bigger fan of some of the OG light effects) - and imagine my surprise when despite having signed up for a somewhat more tedious gameplay experience, I came to actually enjoy it. In fact, I think ME1 does a lot of things right that other RPGs do wrong - to this day, I might add. For analysis purposes, I will be using the game NieR: Automata (© SquareEnix/Platinum Games, 2017) as a comparison, mainly because I played these two games back to back.
The level system
One thing I absolutely loathe about modern RPGs is how you can essentially break the game by overleveling yourself - not by conscious grinding, but by simply knowing what you're doing. While the level of some enemies in Nier Automata - especially during Route A - may seem daunting at first, all of this can be completely bypassed with the help of one little trinket: the EXP+ chip. While the effect may not be immediate, you will eventually reach the point where you surpass everything the game throws at you in terms of strength - by nothing more than understanding and making use of the game's mechanics. Nier Automata tried to remedy that by introducing a level scaling system, and while this worked out fine in Route B, it appears the developers were too lazy to properly implement it during the endgame: In Route C, all of the enemies are stuck at level 50 (60 for some bosses), so they really were no match for me at level 95. At some point, I got tired of all enemies keeling over if I so much as blew in their general direction, which was one of the reasons why Route C just felt so lackluster to me.
Because of this, I decided to play Mass Effect 1 on Veteran difficulty from the start, just so I don't accidentally make the game too easy for me again (despite having never played a shooter before, lol). However, little did I know there was no need to worry, because somewhat miraculously, Mass Effect 1 manages to avoid any kind of level exploit entirely: The reason for that is that unlike in many other RPGs (including Nier Automata), leveling up doesn't give you an inherent boost to your attack/defense - instead, you have to allot points to specific skills to improve your base values. However, while a little bonus to your stats certainly helps, it's the combat skills that you should focus on: To gain the upper hand in battle, you have to make use of abilities such as temporary damage immunity, overloading the enemies' shields or making them more vulnerable to your attacks. Although this means that you will be spamming abilities pretty much non-stop, you don't have to worry about robbing yourself of any challenge, as the game will keep you on your toes from the first battle right until the final boss. Also, since the level cap is set at 50, you can't simply max out all of your skills, which acts as a nice counterbalance and compels you to distribute your points wisely. (Imagine if the level cap in Nier Automata would've been 50 - perhaps that would've made the endgame actually challenging.)
Another thing I really appreciate is that the equipment you find is always appropriate to your current level. This is because once you start a mission, land on a planet or enter a facility, the equipment you can loot is randomly generated on the spot (you can see this if you revisit a place you went to before but didn't loot: the items will always match the level you were at during your first visit). This not only prevents you from potentially finding an OP weapon early on which you can solo the whole game with, but also the awkward situation of stumbling into "low-level" sidequest when you can no longer use the items you get from them. Also, since the enemies' strength relies just as much on equipment as your own, you always fight on pretty even ground, which means you will neither run into an overpowered squad too strong for you nor an underleveled group which goes down faster than a cardboard wall. Now, that's a way to implement proper level scaling.
The game economy
Another problem that many games suffer from is that you get tons of money, but have next to no opportunity to actually spend it on anything. In the first half of Nier Automata, the "Half-wit Inventor" quest may give a motivation to invest your money into something, but once you accumulated the 180,000 G, pretty much all you need money for is buying and upgrading your weapons, and finding the materials to do the latter is generally more of an issue. The one really cost-intensive thing you need currency for is fusing chips, but since the max chip level is 6 and your capacity is limited anyway, you will arrive at the point where you neither can nor want to upgrade your chips any further. As one might guess, this resulted in me amassing huge amounts of money (in no small part due to my extensive fishing trips), but since there was nothing that I could spend it on, the numbers didn't do much besides looking good.
Mass Effect, on the other hand, possesses a very effective game economy which gives you ample opportunities to make use of the money you earned - if you're focused on optimization, that is. Even though you will find plenty of equipment lying around, it's worth checking the shops from time to time, since they sometimes offer items slightly above your current level. Of course, the prices are accordingly high, and I often had to use almost all the money I made by mining minerals, looting chests/safes, etc.
I will say though that ME1 lacks any unique weapons - ultimately, there are 1-3 "high-end" items for each equipment category (often with marginal differences in stats), while all the other inferior products can simply be disregarded. This means that you usually want to pick the best weapons and armor possible and pimp them with mods as much as you can, while the rest of the stuff is there just for selling. However, even though this may be a bit of a chore, it actually benefits the game economy as a whole: Right before the final mission, I bought a high-end armor for Wrex and two level 10 mods at the Emporium on the Citadel, almost exhausting my entire money reserves - something which wouldn't have been possible without the few extra credits I made by selling superfluous equipment to the outfitter on the ship. The only criticism I have is that there is no "sort by" filter for the selling screen (e.g. selecting that you want to sell shotguns, assault rifles, etc. instead of the standard arrangement by item level) - that would've made things less tedious and time-consuming.
Saving
This may sound silly, but one thing I honestly perceived as such a quality of life improvement when I started playing Mass Effect is that you can not only save literally everywhere, but you will also continue exactly where you left off upon loading. In Nier Automata - and quite a few other games for that matter - you can either only save at certain checkpoints, or the game will automatically place you next to the nearest checkpoint upon loading your save (which may be a fair walking distance away from where you actually left off). However, in Mass Effect, you won't find yourself in the general vicinity of where you last saved, but at the exact same spot - a true blessing that spares you a lot of backtracking and frustration. (I know some people like to call this "save-scumming", but believe me, when one of your squadmates can't join you in battle because they got stuck behind a closed door - which happened to me with Wrex on Noveria - you will thank every god in existence that you're able to load a recent save game.)
Exploration and sidequests
If there's one aspect where Nier Automata and Mass Effect are actually tied, I'd say it's the open world exploration. All criticisms aside, the environments of Nier Automata are a true highlight, and I spent hours walking around just enjoying the scenery, atmosphere, and music. Although Mass Effect is understandably more limited in the graphical department due to its release in 2007, the extraterrestrial landscapes nevertheless manage to look truly captivating, and I had fun taking screenshots of some of my favorite views. However, while you usually explore the world of Nier Automata on foot (or with a mount of your choice), you inevitably will have to use the Mako for Mass Effect's planet-bound missions. Admittedly, the Mako has absolutely earned its reputation as a bouncy vehicle with next to no roadholding, and the physics of that thing are occasionally quite insane. Still, from my experience, it's not completely uncontrollable, and as long as you don't drive like a madman and try to avoid steep terrain, you should be fine - unless you have no other choice than to vertically drive up a cliff (P.S. I hate you Eletania).
Nevertheless, my little excursions in both Nier Automata and Mass Effect ended up having a similar, very relaxing effect on me - which is something that actually surprised even myself, since I'm usually not the biggest fan of open world games. I guess that's because a lot of them tend to have huge, overwhelming maps, and while having the biggest open world is something like a "status symbol" among game developers these days, it doesn't really do anything except making me feel lost and confused. Meanwhile, the free-roaming areas of Nier Automata and Mass Effect are quite spacious, but not so large that you lose any kind of orientation. Also, another thing many open world games do (and that really annoys me) is that they simply put a bunch of symbols on your map for you to traipse around, which is really nothing more than an employment-creation measure for the player. In contrast, Nier Automata and Mass Effect deliberately avoid putting all points of interest on the map - instead, you have to find chests, minerals, and all kinds of other treasures by yourself. While this may be perceived as "userunfriendly" by some players, I think it actually encourages you to go out there and explore, and the feeling of being rewarded for your own curiosity is immensely satisfying - a thousand times better than having everything served on a silver platter.
Last but not least, although Nier Automata is the one that always gets praised for its ambivalent, disturbing sidequests - and rightfully so (in fact, you could say I enjoyed the sidequests more than the main story) - Mass Effect is in no way inferior to it: Just like in Nier Automata, there are sidequests which really make you feel pensive and empty by the end. Personally, "Citadel: Signal Tracking" and "UNC: Geth Incursions" were the ones that unsettled me the most, but "UNC: Missing Survey Team", "UNC: Dead Scientists", and "UNC: Besieged Base" are also runners-up. In general, many of the quests ultimately leave you wondering "what did I actually do right now?" and whether your actions were justified - it truly feels like an insolvable aporia with no right or wrong solution, the only difference being your own moral perspective.
Furthermore, I think it's noteworthy how sidequests are utilized in both of these games from a storytelling perspective. If you take Witcher 3, for example, you will notice that the game tries to make its sidequests into their own independent storylines - a story in a story, so to speak. Meanwhile, the approach of Nier Automata and Mass Effect is completely different: Instead of treating its sidequests as separate entities, they act as little snippets presenting themes and topics that tie directly into the main narrative, enhancing the story as a whole. Together, all these pieces form an intricate, well-constructed web, making up the essence of the story when viewed in its entirety - a strategy which I personally find way more appealing.
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Conclusion
Despite feeling a bit dated, Mass Effect 1's gameplay still holds up surprisingly well - in fact, the game manages to avoid a lot of pitfalls that many RPGs struggle with even today. Thus, I think the first entry of BioWare's hit series truly sets the standard for what is a good RPG, being an example that all game developers should learn some valuable lessons from.
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I mean, that Bioware in a whole did not value good writing and engaging stories any longer was pretty obvious ever since ME: Andromeda, which was mid at best and already riddled with the marvel-eque "broad appeal" tone plaguing VG a hundredfold. ME:A pretty much foretold the steady decline of their games' quality in hindsight too and the less there is said about Anthem the better. But yeah, looking back on the past decade, Veilguard being written as ass as it is, kinda was to be expected as Bioware's priorities toward good, coherent storytelling got shortchanged for utter mediocrity and chasing after the coattail of the attention-span challenged mass-audience instead. Shallow, pretty appearance over substance and depth, that is the state of Bioware in 2025, and it will only get worse. Good on Gaider that he recognized it early enough to leave this sinking ship, tbh.
Now that Veilguard is out, this feels like he was trying to warn us.
#DA:I was really bioware's last good game#and even DA:I had its problems with chasing after skyrim's open world formula#but it was still a competently written game#with engaging characters conflicts and relationships#branching storylines and choices that matter#can't say the same for any of their games since#so yeah#gaider was indeed the load-bearing wall of DA#with him gone it lost all coherence and identity tbh#and became this utter joke and shell of itself that is VG#bioware is deader than dead#like i don't relish ppl losing their job#but atp it would be kinder to pull the plug#y'all better branch out to other games too#instead of hoping for a miracle lol#it is what i am doing atm bc there are so many other good rpgs#with choices that matter and where your agency is respected#like i will always love the DA trilogy#but bioware is beyond cooked#the sooner you recognize it the better#be free friend#play other good games lol#(pillars of eternity 1&2 pssst)#bioware critical#veilguard critical
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🚀✨ Hello, racers! The time has come to rev up your engines because The Crew Motorfest Season 5 Patch Notes have officially dropped! 🌴🌊
With the brand-new FREE map expansion of Maui, 7 new Chase Vehicles, and thrilling playlists like "Made in Japan Vol. 2," there's never been a better time to hit the streets! Check out all the exciting changes, bug fixes, and improvements waiting for you! 🏎️💨
Dive into the full details and get ready for your next adventure!
#The Crew Motorfest#Season 5#Patch Notes#Maui Expansion#Free Map#Year 2 Pass#Chase Squad#New Vehicles#Gameplay Enhancements#Vehicle Customizations#Racing Game#Adrenaline Rush#PC Gaming#PlayStation#Xbox#Game Updates#Game Modes#AI Improvements#Visual Upgrades#World Enhancements#Racing Experience#Multiplayer Gaming#Vehicle Performance#Game Development#Online Gaming#RPG Crafting#Racing Community#Open World Gaming#Gaming News#New Content
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Forbidden Lands - Strongholds
🛠️ Raise your banners in Forbidden Lands! 🏰 Our latest video showcases how to build the ultimate stronghold in this TTRPG. Become a legend! 🐉 Watch now! #ForbiddenLands #StrongholdBuilding
Forbidden Lands – Core GameA Simple Rescue – (Intro Adventure) Discover stronghold building in Forbidden Lands RPG. Watch our guide to fortify your legend now! Conquer the wilds of Forbidden Lands by crafting your very own stronghold, a vital sanctuary in this tabletop RPG by Free League Publishing. This video delves into the robust stronghold building system, where strategic planning meets…
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#adventure modules forbidden lands#character creation forbidden lands#fantasy rpg#Forbidden Lands#forbidden lands beginner guide#forbidden lands character builds#Forbidden Lands Classes#forbidden lands gameplay#forbidden lands lore#forbidden lands mechanics#forbidden lands review#forbidden lands rpg#Forbidden Lands Skills#forbidden lands talents#free league publishing#Free League RPG#hexcrawl rpg#legion of myth#open-world tabletop rpg#osr games#roleplaying games#roleplaying tips#rpg dice mechanics#tabletop RPG#TTRPG
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Icarus, and the Sunflower
A Desert Duo/Scarian AU about an avid player meeting his favorite, comfort character in a death loop video game.
I can’t write a fic, nor have time to draw comics like i used to, so we are doing bullet points on a tumblr post
PART ONE: BEFORE THE ALPHA TEST
2.1k words below the cut
SOME BEGINNING NOTES: - This AU is only character shipping, and references a lot outside the life series events (evo, hermitcraft, empires, etc). This is not meant to ship the CC’s themselves and if anything alludes to it, it is purely unintentional. - This is not canon-compliant ermmmm i do what i want and i will put every idea i have into this - Tags for this part? Game dev AU, Grian is whipped for Scar, some characters are real and some are fictional, this is only the prologue, absolutely not beta'd i only have one impulsive braincell
A. Gria
Gria is a single man in his late 20s; he works at a game company called E.V.O. Games (Entertainment Virtual for Everyone). He was an architecture graduate who dabbled in game dev in his spare time during his undergraduate studies. Although he didn’t pursue that path, he utilized his skills in level design. He used to work in several indie game companies, one of which was a company founded with friends, before he was hired by E.V.O. Games. He was excellent at his job, and his ideas and inputs always improved whatever project he worked on. Because of this, after a few years, he was promoted to creative director.
His latest project was “The Evolutionists’ Portal,” a 3D pixel-style puzzle game in which the player has to navigate the world to find portals hidden in each level, and these portals progress the game. With each portal traveled into, the world becomes bigger and more complicated, making each portal harder to find. However, with multiplayer, this task is easier through working together (and doing fun shenanigans together).
It had a buggy release, especially for multiplayer, but it built a decent player fanbase; the story itself was short and simple, but it was replayable thanks to its multiplayer mode.
For visualization, it’s 3D with a top-down perspective like “Pokemon Diamond/Pear/Platinum” but has gameplay similar to “Stardew Valley”
Gria and his team get along well, and he is quite close to some of them:
Martyn: an audio engineer. This is the first game he’s worked on since he was first hired in the company.
“Big B”: a VFX artist. He and Gria joined the company around the same time and bonded over stressful deadlines and annoying seniors when they started out.
Jimmy: the project manager. Although Gria takes a lot of joy in teasing him, he is hardworking and great at keeping everyone in check with the calendar. Out of everyone, he is the one Gria is closest with. He also works on another game by the company called “Empires.”
Pearl: an environment artist. She joined the company a bit later in the development. It is her first time dealing with pixel graphics but she did it incredibly well. She also works on “Empires” with Jimmy.
“Empires” is a free-to-play fantasy open-world action gacha RPG. It is the biggest game of the company and their title game.
For visualization, it’s just “Genshin Impact” and “Honkai: Star Rail”.
Recently, there was a buzz around that their game, “Empires”, will have a collaboration event with another big name. Gria was too busy and overworked to take notice of this, though.
The fruits of his labor later came as game nominations for “Best Multiplayer” and “Best Audio Design.” Gria was happy their work was acknowledged by players worldwide, even if they didn’t win.
B. Hermitopia
After so long, Gria finally took a week off. It was foreign to have no obligations for even a day. He doesn’t use this time to travel; instead, he sits at home and lurks on the internet to keep up with gaming news and updates. He uses the username “Xelqua” with a red macaw as his profile picture.
He stumbled upon a “Redstone tutorial” post by the user ”Potatonutshell”. Curious and intrigued by how such a complicated contraption is possible in a game (and bored out of his mind), he asked this user what game it was for. Potatonutshell briefly, and over-excitedly, DM’d Gria with a huge wall of text about this game called “Hermitopia 6.”
In the beginning days of his break, Gria spent time messaging this Potatonutshell fella, named “Mumbo.” Mumbo named himself after a character named “Mumbo Jumbo”, who is one of the most skilled “redstoners” in the game. He related heavily with the character and took a lot of interest in the redstone circuitry game feature as he is a programmer in real life. Gria thought the game was interesting, but not enough to install a 36 GB game for $39.99. He changed his mind when Mumbo told him more about the game, especially its base-building mechanic.
“Hermitopia 6: Hermit Civil War” is an open-world fantasy action RPG known for its base-building core mechanic. It is the sixth game in the franchise, and each game starts in a brand-new world. The player and the lovable NPCs are called hermits, a band of humans, fae, hybrids, and other species who live together on an island and work together to live a sustainable life amidst the hostile creatures that roam the world.
For visualization, it’s like “Skyrim” with “Baldur’s Gate 3” graphics and dialogue UI.
Gria planned to try it for a few hours, only humoring his new internet friend, until he met this beautiful NPC named “Scar Goodtimes” — a human-vex hybrid with scars all over his “handsome face and carved body”, as Gria would personally describe him. He was also a builder who lived near Gria’s very odd underwater base. Throughout the remaining days of his break, and his weekends after that, Gria played Hermitopia 6 religiously.
Scar calls him “GRIAN”, which was a typo error — Gria pressed enter early in the name selection screen and he didn’t realize it until Scar first mentioned his name 3 hours into the game. He can’t be bothered to fix it, though (and he's grown fond of it.)
Gria continued to play the game in his free time, slowly falling in love with the game as he kept on playing. He also kept talking to Mumbo, who he fanboyed about the game with. He found out that Mumbo lived close by too, so they hung out frequently and bonded over the game.
Gria: I genuinely thought you had a big mustache, y’know, like Mumbo Jumbo. Mumbo: I do too! It’s... it's there! [he shows his very faint mustache] It's there! Gria: sure.
Xelqua started off as a lurker, to an active Hermitopia fan account. He was interested in the base-building aspect of the game and shared his designs online.
Hermitopia is not a dating simulator. There is no romance mechanic in the game. Anyway, Gria installed (and tweaked) a romance mod because no one can stop him from flirting with his fictional vex boyfriend.
Mumbo: Grian, if I hadn't met you personally, I would've pictured you as a crazy Scar fanatic. Gria: Wha— How— I’m not crazy. Mumbo: You downloaded a romance mod just to flirt with Scar and commissioned an artist to draw a scene from it, and now you have it framed on your bedroom wall. So, Grian, I think that’s crazy behavior. Gria: … I do what I want, Mumbo!
Gria's love for the game and Scar grew more as another hermitopia game was released (Hermitopia 7). Then, he, as Xelqua, became a notorious name because of a supposedly harmless poll about the sexiest character in the game. He was known as the insane Scar fan.
He's got every Scar merch, though there isn't much Hermitopia merch released in general. However, if someone posts about a new Scar fan merch, a certain username might appear in their notifications, like a hound trailing a scent. Haters and trolls are also dragged to hell and back because, if they aren't regretful after being berated by this insane man, they will not be able to surf through the web in peace as long as Xelqua holds a grudge.
As insane as this Xelqua person is, Scar had become a popular character within the fandom, compared to his old status as an underrated sweetheart without much attention or fanfare thanks to Xelqua constantly (for years without missing a day) talking about him. Xelqua also organized or helped some Scar fan events and constantly supported merch creators with hermitopia merch (especially if it involved Scar.)
User Xelqua, about Scar: He is my little sunshine, my precious sunflower. He might’ve killed some men, but he was hot while doing it.
C. The Collaboration Event
Back to Game dev stuff, Gria isn’t open about his current obsession with his coworkers. When the collaboration event with the “Empires” games was finally announced, two representatives from the other company came to visit. “Skizzleman” has been a writer for Hermitopia since the 3rd game. A character from Empires, Gemini, will become a new character in the next Hermitopia game, and there will be a DLC that will add a new small map with many biomes and new materials. In Empires, Hermitopia characters will be featured in a limited-run gacha banner and a limited-time story event.
Now a Hermitopia fan, Gria tried to interview Skizzleman about the game (while making it not obvious how obsessed he is with it). Skizzleman was the one who wrote the lore for “Impulse” as well as most of his dialogue throughout the games.
Another representative for Hermitopia, the lead designer Joel, came to visit for the collab event. He is a fanatic of Empires and a diehard “Shadow Lady” fan, which is why he is so excited to work with E.V.O. Games for the collab.
Accompaniment art for this here: link
Gria was never into gacha games, but with a mix of Pearl and Jimmy convincing him to try the game they worked on (not to mention the fact that it is free-to-play), and showing him an initial sketch of what some hermitopia characters will look like in the game (this isn’t allowed, but Jimmy and Pearl found the thought of their serious coworker playing a gacha game amusing), he finally caved. Little did they know, showing a topless concept art of Scar is more than enough to reel him in.
When the collab update was finally released, Gria grinded Empires just to get Scar. He practically paid his own salary back to his company just to get Scar to max level and his additional skins. (He loved his new “HotGuy” skin the most)
With the release of “Hermitopia 8: Moon Collision” and the introduction of co-op multiplayer mode, Gria invited Pearl to play with him with the excuse that they're only going to see how Gemini looks in the game. Gria successfully got Pearl hooked on the game.
D. The Watchers Studio
Before Gria properly applied to a game company, he developed small-scale games with his high school friends. They called themselves “The Watchers.” He met them in a small art club and they bonded over their favorite games. Gria’s favorite game growing up was an old zombie game with a title he can no longer remember.
One of their unfinished games was “The Life Game.” It was a battle-royal death game where the players had to gather resources and have limited lives.
Two of their old friend group recently reached out to Gria to catch up. They said they wanted to work on “The Life Game” again and wanted to ask Gria if he wanted to join again. Of course, Gria already had a job himself, so he declined. However, he hung out with the two and checked in with their progress, nostalgia hitting him as they relived their old game ideas.
The two invited Gria to do an alpha test and asked him to invite any friends who might find it fun. Gria invited Jimmy, Pearl, Martyn, and Big B, as well as Skizzleman and Joel who he’s been acquainted with. He also sent an invite to Mumbo, who was unfortunately busy with his job at the moment.
To Gria’s surprise, the two had turned their game into a VR game. All seven of them played in a medium-sized studio, and although the game was fun, it was nausea-inducing, especially for Joel. They all lost to the Computer-AI characters, which concluded their Alpha Test.
After the meetup, the two lent them their CD copy of the game with the VR Headset they used (which was suspiciously generous of them).
Skizzleman liked the game a lot and asked if they could do it again sometime, which Gria relayed to his two old friends. Pearl shared the same sentiment but is too caught up with work which makes her unable to join their next session.
The gang kept discussing the game they played and its potential to become a hit with a little more polish. This made Gria feel proud of his old team and his past self, reminding him of the time he was passionate about making games despite his lack of experience.
With limited coding knowledge and a little help from Mumbo, he made a server to host “The Life Game” online instead of LAN. He sent copies to Mumbo and Pearl in case they’d join later. According to the two, the game had more improvements to it since the last time they played it, which was months ago.
Gria had a small voice in his head telling him this was a bad idea— well, he did get a bit sick in the last session, but everyone had fun. So, he ignored the warning bells and hit “Join World.”
This marks the End of PART ONE: BEFORE THE ALPHA TEST Next Chapter > PART TWO: UNFIXABLE ERROR
ENDING NOTES: I've been brainrotting and hyperfixating on the idea for a while now, and I don't know how to let it all out so I'm going to try out this format. Hopefully I could add more to this! Thank you if you've read this far into the post. :) Made a spotify playlist too in case anyone is interested (I'm still working on this though)
#desertduo#scarian#trafficshipping#hermitshipping#grian#goodtimeswithscar#life series#mcyt#AU - Scarian Death Game#<< i have yet to change this#my art#my writing#<< ?? if you could even call it that
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#i loved the og nikki growing up and have always wanted to return to it..... but im invested in time princess now and could not afford
as a former time princess whale (I was seduced by my special interest in American Revolution heroes and Gilbert du Motier) i can guarantee you that Infinity Nikki has a better gameplay loop and is way cheaper
HOWEVER if you are a primarily mobile gamer, stick with Time Princess bc IN sucks on mobile
ifinity nikki: the only game brave enough to ask, "what if bibble from fairytopia killed god?"
#I would rather grind 1000 hours for free diamonds on IN#then have to ever look at a fucking TP chapter map again#that's the beauty of IN: no chapter maps at all#it's set up like an open world RPG instead
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Fallout: New Vegas (Ultimate Edition) (2010/Windows/MATURE)
Composer(s): Inon Zur
FREE via Epic Games until 1st June, 2023
[FREE D/L]: https://store.epicgames.com/en-US/p/fallout-new-vegas--ultimate-edition
#Fallout#Fallout: New Vegas#Ultimate Edition#Bethesda#Inon Zur#2010inGaming#2012inGaming#open world#FPS#RPG#free game#free games#free game download#free stuff#free#gaming#War Never Changes
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Best Free Mobile Games in 2023
आज में आपकें लिए लेकर आया हूँ “Best Free Mobile Games in 2023” की लिस्ट जिसमें हम Top Best Free Mobile Games के बारें में जानेगें और उनका रिव्यु भी करेंगें। अब हम जानतें हैं की यह होते क्या हैं। Mobile Games यानी मोबाइल खेल, स्मार्टफोन या टैबलेट जैसी मोबाइल डिवाइस पर खेले जाने वाले वीडियो गेम होते हैं। इन गेमों को आप अपने मोबाइल डिवाइस के ऐप स्टोर से डाउनलोड कर सकते हैं। ये गेम विभिन्न विषयों…
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#android multiplayer games#best action games for android#best android rpg games#best free android games#best free mobile games#Best Free Mobile Games in 2023#best multiplayer games android#best offline games for android#best online games for android#best open world games for android#best pvp games for android#free android games download#free games to play on phone#free offline games for android
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Hallu. Prospective game dev, here.
Was wondering if you could give some advice.
What game engine would you suggest for an open world-ish Multiplayer game.
Super TL;DR'd synopsis:
Asymmetric Multiplayer (1-4 vs Comp/1-2)
RPG elements with customizable characters
Large procedurally generated maps
Wide variety of "Enemy" player characters
Sort of a super sized, super cereal game of Hide-and-Seek
I'd like for it to be playable on as many systems as possible in terms of hardware requirements. If it can be comfortably played on a laptop, that'd be perfect.
Would love to hear your thoughts.
as much as it pains me to say this, my advice is 'do not make this game as your first project'
open world online multiplayer rpg game is one of the most difficult games to make, entire studios struggle to make games like this.
my advice is to start small. make a game with 1/5th of the scope here. make mistakes, fix those mistakes, learn and grow. your next game will be 2/5ths of the scope. work ur way up until you are a seasoned developer multiple games into your career. then and only then would i suggest you attempt to tackle one of the most complicated games that could be made.
i've had this conversation with a lot of people over the years, and one of the most common responses is 'well i dont care if this'll take a decade, i'll stake it out and get it released no matter how long it takes'. my response to this is that it isnt a question of time, but skill. if you try to build an entire house as your first workshop project it doesnt matter how long it takes if the foundations (the thing you build first when you are at your least skilled) are rickety and falling apart. it will fail no matter what.
i know this is probably the last thing you want to hear, and you are free to do whatever you wish with this advice, but as a person who attempted to make an entire zelda ripoff on my own as one of my first projects and only released a 1 hour long game with no free exploration after 4 long years, it is what i urge you to do
#lilith answers#for context im like 4 games into my career and i still havent made my huge childhood dream game
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Mouthwashing!
*I am immediately pulled into the abyss*
I'm out of video games to play, anyone got any suggestions?
#typo rambles#i also recommend uhhh Deltarune chapter 1 and 2 theyre free#in terms of open world the only other games i think you'd like are on ps4#like Horizon#oooh Ark is a good open world one but not exactly RPG or like skyrim#hmmmmm....
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The 141 after retirement (Soap lives AU)
Price realized 37 years in that he's been all over the world, but he hasn't actually seen much of it. He wants to travel the world. Go hiking in the mountains just to enjoy the view without being shot at. Go to a cafe and savor his coffee without scouting out a target. Look out during a flight just to enjoy the sight of the clouds below him without thinking about RPGs. He wants to curl up in bed with Nikolai and just enjoy his company without a transaction. He decides to take his big Russian husband to travel the world with him. Price starts a travel blog to keep his boys updated on their trips.
Ghost is struggling to adapt to retirement. He's not used to having free time, always going on missions or training recruits. Something. Anyways, he gets really into sculpting. He already has experience with mask making, and this isn't much different. He'll use any kind of material. Wood? Widdling is basically sculpture. Clay? A bit frail, but he can work with this. Stone? They now have a massive statue in the front lawn. Ghost can also fuck it up with paper mache. He is on pinata duty for forever, and he'll make them of anything. One of Gaz's kids is really into sea bears? He can work with that.
Gaz has three kids, a wife, and a chunky cat that he takes on trips with a backpack. He hosts monthly dinners for the team to catch up. One of his kids called Ghost "Uncle Goose", and now all of the Garrick kids call Ghost "Goose". Farah gets to be the cool aunt that teaches the kids things that she shouldn't be teaching them. Price definitely takes the role of the dad that sits in the armchair and takes loud open mouthed naps during their gatherings. Gaz wonders why he keeps hosting these dinners.
Soap and Ghost got married shortly after Ghost retired. Johnny was not expecting to come home to a house full of new sculptures, but he completely accepted the change. He helped Ghost renovate the guest room into an art studio with his drawing stuff on one side and Ghost's sculpting stuff on another. A few of their pieces even made it into galleries.
Nikolai, obviously, retired the second Price did. He travels with Price regularly, but likes to teach a mechanics class at the local community college in his free time. Of course he shows off his black hawk to the students, but they can only tinker with the cheaper aircrafts (as if any of them cost less than a million). His classes fill up fast and he has the reputation for the cool teacher.
#kyle gaz garrick#john soap mactavish#ghoap#simon ghost riley#modern warfare#captian john price#cod nikolai#nikprice
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A Fascinating Book I'm Reading
One of the best non-fiction reads I've read in a while, it's not a military history book, but details specifically the Confederate government, culture, society, the legal system, and economy.
What I find most fascinating about the book was just how fucked up the Confederacy became even from the early outset. Especially in terms of law and order. Due to the incredible manpower demands most men of military age either enlisted or were later conscripted into the army. This resulted in severe manpower shortages at home. When this happened, the system of slavery the Confederates were fighting for became a grave liability as there was no one left to control the millions of slaves that populated the south. As a result, whole plantations of slaves would run away and form free communities in the wilderness, surviving by pillaging plantations and farms, or robbing travelers on highways. In Louisiana there was a slave town hidden deep in the swamps that housed 2,000 people! At the same time thousands of Confederate soldiers were deserting as the war started going bad. Many soldiers found that their homestead and family was falling apart in their absence, so they deserted. These deserters were declared outlaws, and as a result many banded together, formed groups, and made a living as bandits and marauders.
At the same time many officers in the Confederate army who were garrisoned in specific places became de facto military dictators and warlords over the territory they controlled. They often disobeyed the law and refused to carry out orders issued by the Confederate government, but due to manpower shortages and the disorganization of the government there was little that could be done to reign them in. Often, these warlord Confederates acted as bandits, pillaging the territory they controlled not just for food and necessary supplies but for valuables as well. In many cases, whole towns and even counties rebelled against Confederate military authorities as they were sick of being pillaged by warlord Confederates. A good example was Jones County, Mississippi which actually seceded from the Confederacy as a result. Often, these rebel towns and counties survived by banditry and became marauders themselves just to make a get by.
According to the author, by 1863 much of the rural south was in a state of lawlessness and anarchy with the countryside controlled by bandits, marauders, independent towns or counties, pro-Union enclaves, and military warlords. Like bruh, this would be a good setting for an open world RPG game, perhaps something set in the Red Dead Redemption Universe.
Anyway if you are a Civil War buff I highly recommend this book.
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Announcing a Eureka: Investigative Urban Fantasy Game Jam!
We're hosting a game jam over on itch.io! Submissions open in March, 2025 and will remain open until April, 2025!
Eureka: Investigative Urban Fantasy is a groundbreaking TTRPG that revolutionizes mystery investigation of all kinds! The rulebook is available at this link for free! This community event gives long-time fans and newcomers alike a chance to flex their mystery-writing muscles.
Leave behind the days of "We walk into the room and roll Investigate." Eureka: Investigative Urban Fantasy is a TTRPG all about investigation, and its purpose-driven mechanics let players take initiative, use their characters' unique strengths to find clues, and deduce conclusions themselves. This game jam will bring the community together to write more mysteries for their characters to solve, put together in adventure module form. You can find a helpful guide to writing Eureka mystery modules in Chapter 7 of the Eureka: Investigative Urban Fantasy rulebook linked above.
This game jam is non-competitive, but the developers' favorites will be linked on the Eureka: Investigative Urban Fantasy store page so everyone can play through your creation! You can work alone or in a team, as long as you follow these basic rules.
While you're working, and especially if you have questions, join us on the A.N.I.M. TTRPG Book Club Discord Server. It's a club for discussing and playing all kinds of RPGs, not just Eureka, run by the creators of Eureka. You can also join our "Top Secret" Patreon Discord server and further support the A.N.I.M. team by subscribing for any amount to our patreon. We'll be happy to answer your questions about this game jam or Eureka: Investigative Urban Fantasy either way.
(Full submission rules below the Read More)
Rules
Submissions Must Be Adventure Modules and Be Compatible with Eureka: This game jam is for mystery adventure modules to be run with Eureka: Investigative Urban Fantasy. If you're unfamiliar, an adventure module is a guide for game masters to running a specific scenario for their gaming group. You can find an example of one made for Eureka alongside the rulebook linked above.
Follow the Theme: The theme/prompt picked out by our patreon subscribers is "The Call." By design, this prompt is flexible and leaves room for interpretation - are the characters beset by mysterious phone calls? answering a mysterious call for help in the forest? or something far stranger? (Just remember not to make it about mind-control - Eureka doesn't have that.) Your submission can be about any sort of mystery, as long as it is obviously inspired by this prompt in some way, however you interpret it. Just also make sure to follow the rest of the rules below.
Third-person Verbiage: Avoid saying "you" when referring to player-characters.
Separation of Player and Character: Ensure that your module says "investigators" when it is referring to the player-characters, and "players" when it is referring to the real people sitting around the table, and don't get them mixed up.
Characters Can Be Bigoted, but We'd Rather You Weren't: NPCs in your module may express hateful attitudes, but we do not approve of hateful attitudes from submitters themselves.
Stay Grounded in Eureka's Lore: Please keep your module roughly within the bounds of what the world of Eureka offers. You can read more about this within the first half of Chapter 8 in the rulebook linked above. (And remember, your submission doesn't have to be a paranormal mystery!)
Submissions Must be 5,000 Words Minimum: There is no upper limit, so be careful not to overdo it, as long as your submission has at least 5,000 words. This is the bare minimum size. Most good Eureka: Investigative Urban Fantasy adventure modules are about 50-100 pages, as Eureka really stresses providing detailed information to the GM and players alike.
No Generative AI: Do not submit anything that has been created in whole or in part through the use of generative "AI."
We Don't Own Your Submission: Your submission is still your property. You can even sell it after the game jam is concluded if you want. Though if you do, we recommend you keep working on it a bit to polish it up, since one month is plenty of time to get a first draft out, but even the best submissions will benefit from some critique and further refinement and editing!
#eureka: investigative urban fantasy#eureka#eureka ttrpg#game jam#ttrpg tumblr#ttrpg community#indie ttrpg#ttrpg#rpg#indie ttrpgs#ttrpgs#tabletop rpg#itchio#itch.io#indie dev#indie game#ttrpg design#mystery#paranormal#urban fantasy
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