#your ux is shit
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i just realized tumblr cant even keep the reblog button active (for indefinite time) to sign that a post is already reblogged
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i have to say its a strange experience taking classes on branding and marketing while being vehemently anticapitalist and scorning the economic system
#i shit you not ill be in class and theyre talking abt how to make brands memorable and use words to describe their tone and feel#and at the same time i see starbucks endorsing genocide and greedflation and AI techbros scheming us into extinction#its extremely fucking dystopian. and its even worse when u have teachers telling u to use chatGPT and midjourney for#placeholder text and images. like damn. this is really the industry im going into huh#i feel complicit doing this because i want to pursue graphic design but its chilling to see ppl get really worked up abt branding#do u not feel used?? doesnt it feel like youre giving a faceless entity a mask to gloss over the ugly parts?? cuz i do#i get excited at the design and UX aspect of things like how people think and how design and user interfaces are planned around how#we think and act. but when the endgoal becomes marketing or doing it for companies it just feels like a waste#like i think this is what bill watterson meant when he didnt want calvin and hobbes to be commercialized#i dont want to do anything else unless it comes to that like i change my career path somewhere down the line. but fuck dude#im just gonna keep using unsplash and lorem ipsum as much as i can because i sure as hell dont wanna add to the problem if i cant solve it#yapping#vent
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maybe i do like the gay bl detroit become human x nucarnival lovechild game more than twst now
#is the ui/ux shit? yes#do i care? no#i just saw that poll abt how ppl wanna be isekaid to twst and like#JUST SAYING Id rather be in a futuristic japan with nice coworkers who support each other than nrc#go play velvet react btw#this is your sign#((only for my 18+ fans tho its still an adult game
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"work in tech the pay is good" I DONT WANT TO!!!!!!!!!!!!!!!!!!!!!!!
#tech shit for me is purely a hobby I'm not even into current stuff I care about stuff from the 70s-2000s these companies#dont want that. only thing i would care abt would be ux design but even then. i don't rlly care abt that#everbody so far has been telling me if the film stuff doenst work out what will you do? first of all the film stuff is going to work#out for me what the fuck is your problem. second of all stop telling me to go into tech i dont actually care for it
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Oh neat, I love when tumblr not only does jack shit to curb spam, but actively recommends it to me because the botters game the algorithm.
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BESTIE NOT YOU AND @helaelaemond BEING THE VICTIMS OF MY TUMBLR FUCKING SHIT UP AND ACCIDENTALLY UNFOLLOWING YOU! UGH
I hate myself truly and I shall put myself in the shame corner, alongside aemond coming back from 'storm's end', because I didn't notice it before (although not seeing your lovely post should have told me something).
sorry again, I truly don't know how it happened, I just think that tumblr is being an utter bitch ugh
My lovely, darling Angsti. 💜 Tumblr's UX updates have been a plague on us all, but know that my heart will always flutter seeing this notification:
No matter how many times it happens 😂
#ask arcie#i love my tumblr kindred spirits#but for real tumblr#fix your shit#between the unneeded ux updates and your tag glitches#please for the love of the gods#fix it!!
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To install software all you need to do is type a string of words you don't unstand to invoke super user privaledges to tell your package manager of choice that's named after a joke a programmer thought was funny (get it, it's pacman like the arcade game!). This will only have open source software that may or may not be up to date depending on how the repository is maintained. This repository does not contain any of the software that a child would want to run such as fortnite, minecraft, minecraft mods and modding tools, etc. It does contain a lot of programming and productivity software that today's computer adverse teens are all CHOMPING at the bit to use.*
This is easier then opening a web browser to Google the website of the software you want to run and clicking the big button that says download, then running the file that pops up in your browser's download feed, or simply clicking yes on the auto run diologue if your browser has that enabled.
*(Like do you realize that the sims modding tools and minecraft server jars and itch.io horror games and ai video upscalers and triple A games that people want to run aren't in those package managers? Like no shit it's gonna be more secure if it's just not capable of installing anything you want to run... Not that the operating system even has compatable binaries made for it in the first place.)

I swear to god computer people talking online about how easy computers/linux are are just that xkcd comic about experts in a field overestimating a layperson’s knowledge (“surely the average person must only know 2-3 feldspars”), over and over again. I felt this firsthand back when I was asking for advice when buying my desktop PC. When a casual computer user reads something like this, at least speaking from personal experience, it is nearly incomprehensible. It is wonderful to want to help the less technologically-fortunate, but you have to break things down more than this. You are speaking wingdings at people.
#I don't get why Linux users think that package managers are easy. Yes they're convinient if you know what you're doing and all the shit you#Want is already on them but if they were actually superior to the executable file paradigm then it would have been adopted by now#If anything package managers are closer to like the app store/ms store in that software has to be approved before it can be listed.#If that's the way you want to get software you can just do it in a graphical window with a search bar that doesn't expect you to already#Know the exact string associated with your desired program#Linux evangelist take a UX course challenge: impossible#You can't have user experience issues if you have no users right?#Sorry for ranting this just makes me so angry in a way I can't quantify#Because normally I'd actually champion Linux but like when I see someone defending something I like poorly and being an presumptuous asshole#About it at the same time it gets me more than someone being outwardly hostile y'know?
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"why not just make your own website?"
with the announcement of cohost's death and amidst all the other tumultuous shit currently going on with social media as a concept (i am AMAZED twitter has survived this long given the circumstances), one suggestion that i've been hearing a lot is "we should just go back to the good old days of personal websites. let's all just make neocities pages!!"
(this is gonna be a long one sorry)
and like. idk! it's certainly something i've considered, i think it would be a fun thing to have, but it also feels like the equivalent of "capitalism sucks so let's all just run off into the woods and live in a cabin outside of society" to me. like it would be nice, it would be fun, but it doesn't ultimately solve the actual problems that are present with the modern internet, it just evades them. more importantly in my case and many others, it does not really help people who rely on the modern internet and the connections they're able to make there for their income. sure i can make a website and host my art and blog posts there, but who's going to see it? i can't build a consistent audience and make a living off of random passersby who peek at my website once, say "huh, neat!" and MAYBE add it to an RSS feed or whatever if they really like it. there's minimal potential for meeting and impressing new people outside my existing circles if i don't ALSO still have some manner of social media platform to promote the website on.
a lot of the "solutions" i see people proposing for the slow, painful decline of social media as a user experience keep coming back to old-fashioned, more isolated/insular systems. we miss forums, we miss personal webpages, we miss newsletters, etc etc. but like... those things were ideal in the "old web" because the old web was more about sharing hobbies and interests with whoever happened to pass by and check them out, and even just USING the internet was a niche hobby in and of itself for a lot of people. if you wanna be kinda cynical about it (and not unjustifiably so), web 2.0 is much more blatantly business-oriented, and its algorithms and carefully crafted UX's are primarily meant to funnel you towards viewing ads and spending money on products. looking at it that way, it sure does suck and Everything Was Better Before! but the modern web is ALSO more powerful than anything before it for just like. connecting people. spreading information and news. showing your art/music/writing/thoughts/etc to strangers who never knew you existed an hour ago. putting the tools to reach out to someone and tell them you think they're cool right there on the same website where their art is hosted, just a comment or a message away.
if you're able to avoid patterns of engagement-bait and obsessing over follower counts as a measure of self-worth (a big "if", i realize, but i view it like installing an adblocker - it's just kind of a basic prerequisite for modern internet safety and survival), a lot of these systems can genuinely be really positive and life-changing in ways that were simply not possible 20 years ago! almost all of my current closest friends are people I met through sharing our art on platforms like Twitter who were complete strangers at the time. all of the art clients that regularly pay my bills and support my work came from places like that too! the "social" part of "social media" is really what makes it ultimately worth keeping around in any form, and makes the pursuit of a Good social media platform still valuable.
there's a lot to love about the old web - its aesthetics, simplicity and freedom for personal expression - but every time someone says "just delete your socials and make a personal website" i am forced to confront the fact that i could never do what i currently do or be the person i am on the old web. if i was stuck hanging out in my own little space and only ever interacting with people who openly and loudly share my interests, i couldn't support myself with art full-time, i probably would never have met the kind and quiet strangers who are now my best friends and have made me who i am, and i'd just generally get a lot less insight into the vast range of experiences and perspectives that exist outside of my own. my life would be on a fundamentally different trajectory in countless ways without the advent of web 2.0.
and that's not to say "well twitter and facebook and tumblr all suck but you kinda still have to hand it to them" cuz you don't, obviously. they're corporations, and their job is to take the personalities and thoughts and art of the people who use their products and try to scrunch it all into something uninform and marketable that generates profit and pleases their shareholders. but like, you CAN still make a good thing out of them! these websites are tools just as much as geocities or myspace or IRC used to be. and the one thing these newer tools are pretty much all REALLY good at is discoverability. if you're just a hobbyist at the things you wanna share on the internet, then you likely don't have a lot of use for those tools, and perhaps you WOULD genuinely be happier just keeping a personal blog site or hanging out in private groupchats or sticking to specialized federated Mastodon instances or whatever. it just isn't feasible for me, and there are a LOT of people in my same situation. my entire industry of online freelance artists barely existed 20 years ago, and the web culture of that era is largely incompatible with my continued survival in the mid-2020s. i would LOVE to run off and live in the woods in concept, but all my survival skills are adapted for city living and i would just eat the wrong berry and die out there. i want- i NEED people to try and improve the spaces we're in, and support better forms of social media (like what cohost was trying and largely succeeding to do!) instead of just complaining that it all sucks, everything was better when we were kids, and digging ourselves little holes to hide in. much like all the other problems and frustrations and systemic issues of the world we live in, the modern web isn't going to go away if you just ignore it, so we may as well try to make it better for everyone.
anyways tl;dr i probably WILL make a neocities at some point. it could be fun, even if it doesn't help my career stability or whatever. but i do also need ALL THE SOCIAL PLATFORMS I USE FOR MY JOB TO STOP EXPLODING PRETTY PLEASE, and failing that, some actual half-decent alternatives that aren't going to fizzle out in a month would also be great thanks ✌
#buny text#webbed site#long post#sorry this one got embarrassingly long and i probably repeated myself a lot#i've just essentially had this same conversation like 8 times in the past 24 hours and wanted to actually put my thoughts somewhere public#i hope it doesn't come off like i'm snapping at anyone either. i know this suggestion is always made out of a desire to be helpful#and i do appreciate it and have given it no shortage of thought#i just needed to explain why it isn't a viable solution for everyone and why actual good usable social platforms are still important
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getting increasingly concerned about tumblr's reliance on A/B testing.
the justification for any number of recent changes from staff has been "We ran the tests! Sure, people are complaining, but that happens all the time; we can clearly see the boost in engagement from [whatever bullshit they tested]"
and like yeah it's basically true that if you change anything about a website you will get people complaining that they hate it, even for changes that will more or less be universally agreed to be positive two months later, so the mere existence of those complaints is not evidence of anything.
and yet. i don't know exactly what tumblr measures when it runs its A/B tests, but I expect whatever it is it gets you a fundamentally incomplete picture of user experience. how much time i spend a day on tumblr (and how many posts i make and reblog and like and so on) is, let's be honest, a lot more driven by what's going on in my life, and by content other people post, than by the interface. I don't know how they measure my engagement, but i really don't think it depends much on UX.
and one answer to that is, well, I'm a captive audience. i've been here for nearly a decade, I met a lot of friends through it, I use the website every day; they don't have to do anything to retain me as a user. they need to get other people using the website more, not make the experience better for me; if i'm here all day and love it or here all day and hate it, they don't care. it's not a pleasant thought, of course, but it makes a sort of business sense
except of course i am not going to be here forever if i hate it! there is some amount of making the experience worse that will eventually convince me to give up and rebuild my social network elsewhere, and every time they pull this sort of shit they invisibly burn some amount of goodwill with long term users in return for slightly better engagement numbers with new ones, and at some point you burn more than you have and the site collapses
I don't expect this to sway tumblr; frankly, the subtext of every change tumblr does is that the site is unprofitable, they're running out of patience for it to become profitable, and the default outcome is it collapses. 'keep things going as usual so you don't alienate your existing userbase' is not an option when 'things as usual' means the website dies.
but it sure looks like on the way to dying the website will also steadily get worse and worse.
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What's your favorite UX terminology? Mine is meatball menu
god there's a lot of ui/ux nomenclature that i love because it's just so human & cute (these are interfaces for humans after all!) and i can't pick a favorite but here are some that jump to mind
breadcrumbs (the hierarchy of links that show the path to the location you are in)
nudging (subtly drawing the user in to perform an action)
full-bleed (no margins)
throbber (i shit you not that's what a loading circle is called)
flingable (there are a lot of physics based interface elements these days)
floater (persistent button floating over the main view)
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Hey ms healed, are you aware of the game "shadows of forbidden gods"? It's a game where you play as some evil, almost forgotten deity and try to start the apocalypse. You do this by moving your agents through an actual simulated world and try to corrupt people and spread your influence. It's a bit rough UX-wise but I think it touches a lot of things you like.
i've had a couple playthroughs of it. i like it, there's a lot of potential there, but i think the bad UI is really really damaging in that what should be the central appeal of the game -- the characters and their quite complicated system of preferences nad motivations and reactions to things -- is really obscured and hard to see. shit like having a hated and feared minion kill a hero's brother so the hero chases them to the other side of the world while you corrupt their hometown is awesome, but the UI really prevents you from seeing that's happening or feeling emotionally connected to the characters in the situation in the way something like e.g. crusader kings does
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character ask game...you had said Larxene was one of your fav KH characters so im picking her :o)
2. Favorite canon thing about this character?
20. Which other character is the ideal best friend for this character, the amount of screentime they share doesn't matter?
23. Favorite picture of this character? [could be fanart or could be a screenshot/official art of them or one of each or anything you want forever]
(meme)
Favorite canon thing about this character?
Really basic answer but I like that she's mean and not sorry about it, its really fun and gives her character a really good entertaining presence IMO. AND her voice actress kills the performance, too, knows the assignment etc etc yaay yippieee. Overall she's fun to watch and I like her.
Logically I know that if she appears again that (I assume) not being on hostile terms with the main cast anymore - and having a heart again - will probably tone this down a little bit but I hope she keeps some bite at least.
^^^ I hope she's like this, basically. I know it to be true in my heart, if not.
Which other character is the ideal best friend for this character, the amount of screentime they share doesn't matter?
Hmmm... idk if they'dve been friends like at all (depending on how it'd go it could just be a full on disaster) but it could've at least been really funny to see her interact with, like, Vanitas or Youngnort in 3, maybe. Hater to Hater Communication. Hater to Hater Conversation.
Actually Friends, though? Hm...my boring/"probably canon or at least compliant all things considered" answer of Marluxia is like I said kind of boring/predictable so I'll ignore him for a minute and instead consider maybe Megara? They could have fun shooting the shit together, I think. This isn't very thought out tho (and neither is the first block for this tbh LOL) but I'm considering...
IDK she doesn't strike me as someone who has many friends (seemingly also true of her original self too, if Elrena's chirithy is to be believed? and also if I'm even remembering that right? I havent gotten back around to UX yet 😭) so this was hard to think of. Any she does/would have are probably ride or die besties though? Much to think about...
Favorite picture of this character?
This fanart is really good, the outfits and expressions/posing are excellent. Good work all around!
Canon images uhhh.... cheating on this one and just linking this "All Cutscenes" video, partly bcs I'm lazy and don't want to pick an instance or individual image but like i said, character presence/actress performance really good generally.
#i shouldve figured out the image before typing everything else bcs it was a pain to insert it in the middle of text blocks 💀#if it displaces while in the post processing vortex i'm going to be a little annoyed about it#answered memes tag#asked and answered#kh
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i Did Not intend to write this much but Ms. Gabriella Pentin went off her shits while i was writing this so i gotta put it under a readmore. yammering about design and the compendium and all that under the cut
now that i'm done with coding the compendium... *rubs my grubby little hands together* it's physical media time >:3 i will jump at ANY excuse to use indesign again i miss it so bad after moving to web ;w; it's a wild beast and i've figured out how to tame it over the years so i kinda have an exasperated fondness for it.
fun fact i actually used indesign back in high school for yearbook, and i didn't make the connection until after i graduated college that 1) i was using indesign, and 2) i was doing editorial design. i'd always gravitated toward design before i even realized that's what i wanted to do for a career lmao. i should've known i was destined to be a designer when i wrote my little story with my bestie back in middle school and i spent more time choosing fonts and messing with the layout than actually writing or editing.
hi sorry my fucking gabapentin is off her shits again tonight so i'm chatty as all fuck but oh my god i genuinely, wholeheartedly LOVE taking a shitty, horrible word document and turning it into something presentable. i love formatting documentation and writing out tutorials, or honestly just thoughtfully typesetting a document. i know i say this a lot but that truly is the BIGGEST enrichment activity for me. give me your ugly PDFs i won't make them win design contests but i WILL make them legible and easy to read. i don't like the flashy work i like making things presentable. good design is invisible and all that.
which is why this printed compendium project is going to be so fun and cathartic because my job is making things pretty and presentable ffs i'm the manager of UX development my whole schtick is efficiency and ease of use. and yes i did some organizing and grouping for the compendium but it's largely just stream-of-consciousness writing. no thoughts head empty. or...empty my head of all my thoughts onto the paper don't think too hard about it. oh you wrote a few paragraphs about X? give it an h2 and keep it moving. who caaaares if there's inconsistencies and contradictions, the whole point of this compendium is that it's a light commentary on the inaccessibility of navigating medical spaces. how you have to do so much studying and practically learn a new language in order to communicate with your medical team effectively so they take you seriously. and even then it's not guaranteed. hennyway if you're frustrated reading the compendium then good it worked ghfdsjk
but yes i want to do two separate print projects, one that's really pretty typesetting and thoughtful layouts and the other's a lopsided PDF some boomer professor made scans of in a drunken stupor. they're both enrichment projects for meeee i love my compendium it's my baby ;w;
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“This post could not be found”
“That isn’t anyone”
“We could not complete your request at this time”
A cold anxiety races from my feet up my legs. Not again! But then I see the 🛜 in the corner.
Tell me, why does getting terminated look exactly like my wifi eating shit? Terrible UX!
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game dev/design tips you didn't ask for, at random:
don't start by designing your game around the engine; come up with/refine/design/test your core mechanics INDEPENDENT of an engine and then FIND AN ENGINE that suits your game's purpose! (aka the Reverse Dragon Age Inquisition)
Fun Fact: The devs of Mass Effect said that, roughly, even though there's an equal amount of Paragon/Renegade (aka "good"/"evil") content in ME, 90% of players just chose all the Paragon options every time. Take this shit to heart!! Design choices that go beyond "good" or "bad". Design choices that are interesting and would make an "all good" or "all bad" etc player actually HAVE to choose between more than one option that's VIABLE for the character they're roleplaying! Like, in BG3 terms, no "tiefling village vs goblin camp" choices. I wanna make you choose between keeping Lae'zel and Shadowheart in your party permanently. Don't be afraid to cut off content that players can't all access in one playthrough, but DO hint that the other content is ABLE TO BE ACCESSED if you make different choices!
Don't forget about sound design, especially UI/UX feedback. That shit makes or breaks an environment. Never QA test with your sound off, I can feel my old boss breathing down my neck RIGHT NOW
Organize your production pipeline, no matter how small of a project! I use Trello for producer shit and Jira for my bug list. Familiarizing yourself with how to properly log your own bugs by component and priority is key, especially with more than one team member! (I might actually make a QA megapost sometime ahdjks)
When you do something in the game that you wanna reward your player for (e.g.: selecting a dialogue choice that an NPC approves of! succeeding a skill check! new DM from your crush! you just looted 1 goblin bong! etc), remember to include JUICY FEEDBACK! This is a very unfortunate industry term wherein the JUICY refers to the actual crunchiness of the feedback: A textural response from the player that Feels Good. Like, Candy Crush has the juiciest feedback. Remember: Feedback should include UI/UX/a visual element, sound, be a clear result of a player action, and give a sense of WHAT you just accomplished at the correct SCALE (bigger bang feedback for, like, killing a world boss vs opening a lockpick chest). (You can Pavlov's Dog players into getting hype at repeated sounds by ensuring your feedback retains notes of the same sound or foley, or even just using the same sound fx across different progression points. Like layering in the same chimes with a level-up noise AND when you do something that gets you closer to leveling up, like earning XP)
When designing elements, remember: What does like LOOK like? What does this SOUND like? What does this DO to the world state of the game? What else does this AFFECT? Be cognizant of how stuff can chain affect the tone of the rest of your game!! QA often!!
Achieving a balance between HIDING all the numbers/systems/guts of your game vs having the player be aware of the systems and how they work can be a tightrope to walk! I personally err on the side of Hiding Too Much, but checking in with your testers or players to see if they can "feel" how the game works, or if it makes them get too minmaxy, can be super helpful! Remember to keep your design choices in line with your "x statement" (aka one-sentence directive about what you want YOUR game to be/feel like).
Save a fucking backup zip file of your dev environment RIGHT NOW and put in a separate place from your main PC. Like right the fuck now
#source: i have been doing this since 2008. someone put me in a Hole.#game dev#indie games#oh man this was fun. i am. supposed to be on vacation. take that vacation#I COULD TALK ABOUT THIS ALL DAY. hm. maybe i'll start a game dev blog??#would it annoy you if I talked about this stuff on here??#slasher u
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Monster Hunter Wilds (PC {Ryzen 5800X, Nvidia RTX 3070, 64GB DDR4 3200 MHz RAM, Windows 10})
It was the best of Monster Hunters, it was the worst of Monster Hunters.
This feels like it had two teams working on it. One, whose goal was to improve the core combat and its mechanics from World without using Rise's wirebug mechanics, was successful, very much so, and the game is great for it.
The other's goal was to surround the core combat and all of the other non-combat mechanics and systems of World and Rise with Western AAA Ideas and Concepts, and they were, to the regret of everyone and to the damnation of the world, also very much successful.
On the one hand, Wilds is a significant improvement on World; ranged weapons (the bowguns and bow) have had their movesets and even controls revamped in ways that make them much better and more comfortable to use without sacrificing what makes them work, the basic movesets of most weapons have integrated some ideas from Rise (dual blades perfect dodge mechanic!), and the awkward and un-fun tenderising system of World: Iceborne has been redone as the Wound system, where just beating on specific parts of a monster (what you do already) will cause a wound to rupture open, boosting your damage for a bit or letting you "cash in" with a Focus Attack to instantly destroy the wound and stop/stagger/knock over the monster with an immediate damage burst. Dual Blades benefit a lot from this, and as my main weapon that pleases me greatly.
On the other hand the first 10-15 hours of Wilds are a fucking miserable slog with occasional spurts of joy (the battles) and even after that you are constantly, constantly, constantly besieged by Capcom's belief that you are a fucking unbelievable idiot, you have zero ability to remember things, and that you need to be prodded and jabbed constantly with vocal reminders pitched to be as annoying as possible to pick things up or build camps or use environmental objects. Control and tutorial pop-ups will flash at you, obscure monster animations and hide things you want to see to tell you how to use the fucking capture net or will override the Focus button to seize camera control to make you look at a campsite that you don't want anyway and it never fucking stops not even 70 hours in.
"Turn them off!" I did, you stupid asshole. There are two options for tutorials: one to merely reduce them, and one to stop repeats. If this is the reduced amount the normal amount must be so psychotic you can't even see the game or play it and the option for stopping repeats explicitly tells you there will still be repeats. Because Capcom wants the Sony First Party AAA audience and the 20 million people who already came in with World can fuck off and die, I guess.
Because Horizon: Zero Dawn was clearly the chief inspiration, as the characters never stop fucking whispering "hints" and "advice" and plain directives to do things you don't need to do or don't want to do but the developers have decided you have to and the "UX" team will start cutting themselves if you don't. Your Palico now constantly tells you to look at this or to do that, the handler barks at you to carve small monsters or pick up slinger ammo or on and on, and now your own hunter now speaks just to whisper at you to do shit you already do or don't need to, on top of combat barks and other shit they added in Rise.
At least Rise let you turn off the combat barks specifically: Wilds does not, not for any of this. You cannot stop the tutorialising and the hints and the suggestions that you're a fucking idiot who can't do anything without being told, and again, it's almost always pitched to be as annoying as possible. The hunter's own hints are always that aggravating, insanely infuriating whisper tone used in Horizon (I cannot believe anyone actually plays those games like that, I genuinely cannot understand it, I think something has to be fundamentally wrong with you as a person to tolerate it).
It got so fucking bad I turned off voices entirely. I set voice volume to 0 early in. This also applies to cutscenes but subtitles are forced on (which would be good except in this hellish circumstance) so I still could read the plot at least.
Palicos now default to human voice-acting instead of cat meows because they want you to hear more fucking "tips" - there's also no Monster Hunter Language dub, because that isn't Cinematic or Prestige and Sony would fire people who would suggest such things, so Capcom can't do it either. That's another thing with Wilds - in this AAA-ifying, Sony First-Party design-fronting process, the soul of Monster Hunter is clearly beginning to sheer off and the outer bits are starting to vanish here.
Tied to all of this is the first 15 or so hours being the Low Rank quests and the extremely forced story mode. You are tied to the railroad and attempts to wander off it are met with slaps: you will sit through walk-and-talk sequences where you must zoom in and look at things to proc dialogue and attempting to make your own way to a place will see you stopped, turned around and walked back because There Is Only One Ordained Road and the dev team is very upset that you will not take it. Just sit there and be spoken at by these cardboard cutouts babbling through chaff dialogue for this completely barebones story that nonetheless takes forever to go through and is committed to so hard that the game will do things like force you into back-to-back hunts with no warning or just remove the blacksmith for a while so you can't see or use the gear from monsters you just hunted for a while.
Incidentally, this has a bizarre knock-on effect, too: far and away one of the biggest criticisms of World, if not the single biggest, was that you could progress in multiplayer without doing really awkward shit. The devs set it up such that you had to see a cutscene with your hunter in it discovering each monster, and flagged it such that you were banned from letting anyone in til you saw the cutscene, whereupon multiplayer was opened. In other words, to do a quest with a new monster in multiplayer, you had to go in, see the cutscene, then quit the quest and gather up. The extremely baffling part is the obvious solution - just show everyone the cutscene with their own hunter - existed in the game for the big Zorah Magdaros setpiece quest but just wasn't applied to anything else.
Rise fixed this by just showing everyone the cutscene. Wilds is back to World's system of denying all entry until you've seen the cutscene, and the story railroading between Low Rank quests also makes that even stupider and fussier, and things like the back-to-back hunts also prevent it. They just made one of World's most touted problems worse, which means I do not feel good about their ability to understand player feedback or desires. I actually really dread what Wilds' sequel is going to be like, but we aren't going to see it until the 2030s anyway.
You are railroaded through a bad, braindead story with paper-thin characters for a dozen or more hours, the tutorials don't ever stop and actively hinder the experience, the characters never shut the fuck up because AAA games have this disease where silence is to be religiously feared and someone must be talking every 3 seconds, the game treats you like you can't do anything by yourself without being told, and the fun special elements of the series are slowly vanishing. The game launched with numerous issues, too, like a weird glitch where a floor triangle somewhere would flip out and start rapidly blasting all over the screen in a way that seemed like a genuine epilepsy risk, though that has been fixed, and its performance is fussy on all but the beefier hardware - not as bad as feared, but still too much for how the game actually looks.
Even with the core combat being great, and the experience when being freed from the rails is great (I'm going back after this to concoct a new armour, I'm Hunter Rank 102 and 70 hours in), it is a struggle to recommend Wilds at this point for anyone unless you've already devoured World and Rise to their fullest extent and are fiending for a new one, like me. Those two still being available and more cheaply for both PC and current consoles will always make a brand new MonHun a harder call for all but the dedicated, but Wilds' problems make it a hard call even for those.
It didn't have to be this way, but alas. At least Capcom will be updating and tweaking this for like four or five years, like with World and Rise, so we may well see the more odious elements walked back and fixed, but we'll see. My dearest hope now is just as Wilds is basically a "World 2", that the Switch 2 gets a "Rise 2" from whatever the second or other team config is in Capcom for MonHun games. Rise, certainly, is to be far more treasured now having seen what Wilds has done.
Now to make my new armour, and then set this on the backburner for the post-release monsters.
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