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What things turn a game into a world?
TL;DR I created a laundry list of high-level tenets that drive the game design of specific genre I coined the World game based on Brad's famous quote. These aim to be applicable to any game that would scratch my old school MMO itch. What tenets would you choose? Preamble The MMO community is, to some degree, divided by the different expectations and desires of its player base. Even an MMORPG can mean so many things to so many different people. I wanted to get to the root of what a good MMO is to me, and in the process, I found that the ambiguous label of MMO is likely getting in the way. Passionate players across the board seem to complain about the same issues. Ease of difficulty. Cash shops. Single-player focus. Theme park design. Players of these games either leave the genre, ultimately disenchanted with the thin veil over Skinner box design, or they continue to search for something better, because they know it is possible. Maybe this is intentional. Developers piggy back on the MMO genre to hook the player-base before extracting as much as they can from the whales in their glorified casino. So, here, I present the tenets of a specific game genre: the World genre. The focus on world over game is not a new idea. Brad McQuad famously said, “I want to make worlds, not games.” That focus can be seen right there in the name of Visionary Realms. And without the right language to describe what we are after, the community is continually bit by games that fit the abstract label but disappoint in the details. The goal with these tenets isn’t to create a template so much as it is to create rough guidelines. In fact, these guidelines probably wouldn’t do a game designer much good in creating a solid design. But they should help in evaluating different options and validating an existing design. Certainly, none of the tenets get as specific as the theme or even the existence of combat. They should apply equally well to a game set in feudal Japan, The Sims Online, or the next zombie apocalypse. Some tenets are broad, while others more specific. Some tenets are rigid, others more malleable. Some tenets are critical pillars of the genre, while others are less important. Tenets frequently conflict, creating tension. A note on intuition The tenets below are driven by the principle that they should be intuitive. The World genre is trying to capture something deeply human, buried in our brains because of the way we have interacted with ourselves, each other, society, and our planet over millennia of evolution. There is no right or wrong answer. When in doubt, we err on the side of realism. A note on ownership Establishing reasonably prescriptive tenets on the World and gameplay highlights the necessity of strong ownership and vision for this style of game. This is particularly true given that many of these tenets go explicitly against what makes a great game in general. For example, how many games would actually benefit from less player matchmaking? This also does not lend itself well to player-generated content, where those tenets can be easily violated. The tenets of immersion TENET 1 The player should be directly represented in the World The World genre requires the player to form a direct relationship with the World, not with the character. This is a key difference between Eastern of Western RPGs (both of which I love) and so this may be controversial. The player should be able to insert themselves into their avatar. On the flip-side, it precludes certain mechanics, such as squad-based designs. TENET 2 The World should be realistic in both form and function That is, the World should minimize the need for suspension of disbelief. It should pull the player in naturally. I have always felt conflicted by WoW’s appearance. I absolutely loved the cell-shaded look of Wind Waker, but instinctually disliked the cartoon-like nature of WoW. This goes back to immersion. That doesn't mean the visuals have to be photorealistic. They just have to pull you in. It may be possible to get around this through the setting. For example, if the setting is a digital afterlife, you may be able to get away with a more abstract appearance. TENET 3 The player and World should interface only through the player character The player should only be able to influence the World through their character. And the World should only be able to influence the player through the character. This means, respectively, no cash shops and a first-person camera. It also means no GPS — unless, of course, the setting supports it. Taken to an extreme, this precludes voice chat, at least without something like racial voice filters. TENET 4 The player should directly engage with the World around them The key here is “direct”. No minimaps, no waypoints, no fast travel. Of course, these are not absolute deal-breakers. The key is that the player is able to establish a connection with the World around them. The player should, over the course of the game, develop a strong mental model of the World and its relation to their character. The tenets of freedom TENET 5 The player should not be assigned a story The World itself can (and should!) have a story to tell. But the player character’s story should be their own. The player must have the freedom to make their own place within the World, eschewing the rails that a story provides. Side quests are lesser evils, but still evils. The more choice the better. TENET 6 The player should be able to pursue multiple forms of progression The choice should not just be in how to progress. It should be in which ways to progress. The most obvious example is crafting, but this can also include loot, skills, the economy, faction, or even — maybe most importantly — growing in strategy and skill. TENET 7 The World should be demanding, but not prescriptive This is an extension of the idea of a lack of story. If the game is too prescriptive, it becomes a job. A chore. To combat this phenomenon, the player needs significant choice at all times. This may, in fact, be the primary draw of the World genre: to provide an environment where players are purely driven by their own will. It is equally important to avoid visibly and overtly influencing the player’s decisions. The player’s incentives and motivating factors should be an organic part of the World. No daily XP boosts, for example. Alternate forms of progression can help here, because even once a player is motivated to progress, they have the choice of which dimension of progress to pursue. TENET 8 The World should encourage downtime The player should not feel compelled to move forward at all times. There should be joy simply in existing in the World, experience it moment to moment. Even better, progression itself can require downtime; this is related to the notion that players should be encouraged to play any game in the most fun way possible. This can be accomplished with world design, such as guard-protected cities or social taverns, or mechanics, such as fishing, firework shows, and waiting in queue for a boat. This is effectively the white space of gameplay. And it is all but lost in modern MMOs. TENET 9 The World should be dangerous Choice is meaningless without consequence. With real, negative consequence, comes danger. This not only gives weight to the player’s decisions, but also helps to establish the intricate give-and-take relationship between the World and the player. Looking at you, death penalty. If a World game is about finding your place within that world, then danger and risk makes this a meaningful pursuit. If that tension between risk and reward does not exist, even at the start of the journey, it undermines those goals. Note that this is different than challenge — and challenge itself is not enough. TENET 10 Players should be encouraged to explore the World This doesn't mean that players are constantly seeking some never-before-seen point of interest, but it does mean that players get out and move. In other words, the world provides resources across its footprint, and you must seek those out. Most forms of progression should require you to get out and explore. This also does not necessitate baubles scattered around the landscape to find. The tenets of impact TENET 11 The player’s actions should be worn like a badge You should be a product of your choices. Your reputation, gear, and skills should tell a story about where you have been and what you have accomplished. Your spoken languages can tell a story of what cities you have spent the most time in. As you spend time in different climates, you may develop a natural acclimation to those environments. Imagine you walk into town and one of the NPC gnomes recognizes the scent of the nearby crystal caverns you have been exploring. This is interesting because it relates to life; the player’s accomplishments should come with artifacts. This also means that auction houses should be limited, as they create an artificial divide between adventure and outcome. TENET 12 Players should have something unique to offer The ways that a player can help others in their progression should be relatively unique to that player. As much as possible, they should tell a story about adventures undertaken; e.g., a proc from an item dropped by a famous mob. Of course, classes and class-specific skills are one way to accomplish this, but the more ways the better. For example, if one form of progression is fishing, then fish should be useful to others in many ways. A cooking skill is obvious. More creatively, certain kinds of fish could be used as powerful but low-level weapons. A butcher could extract gills or eyes to, in turn, be used as reagents for spells. TENET 13 There should be no end game Even the name “end game” is problematic for several reasons. It suggests a hard limit to progression. It suggests a hard divide in the way the World is experienced once the player reaches this limit. It also suggests that the focus is no longer on the World, but on the game — which is to say, the core promise of the genre is lost. This doesn’t mean to eliminate raids or AA points. It just means that those things should be included in the game proper. This tenet also implies that progression should be relatively limitless. Skyrim is an interesting example of this. One way to accomplish this is to create exponential progress; for example, having each level take 10% more experience than the last. Granted, this is a much harder problem than the simple discussion here suggests. TENET 14 The player should leave a mark on the World itself Can a World be meaningful if there is no way to make an impact on it? Of course, their character is one such mark. It is easy to imagine statues erected in town, or NPCs chatting about the first character to hit max level. But there should be a means for all characters to leave some lasting impact. Given that players can already say whatever they want in chat, breaking immersion, a simple example is the ability to leave a journal. These could even be curated. Other possibilities include geocaching, naming items, plaques that can be erected in various places throughout the world. Player-owned housing is perhaps the most obvious. TENET 15 Power, fame, and fortune must be possible A world game should be able to provide all three of these drivers. As with reality, these should not be the only reason to play. Fame is largely supported by communication; fortune by economy and loot. Power can be found even outside the game, in the player’s mind, as they grow in skill and strategy. TENET 16 The player should have a home Can you have a world without a home? Some place in the world should feel like your own. Where even the NPCs tend to be supportive of you: merchants give discounts and trainers more assistance. This could simply be your birthplace, your hometown. The tenets of socialization TENET 17 There must be no explicit matchmaking Players must find each other. In fact, a World game should ideally employ the opposite of matchmaking: some players should have barriers preventing that connection. This makes it all the more meaningful when these seemingly unlikely relationships form. There are many ways to accomplish this, including separating players by distance or climate or language. Allowing certain players to engage in PvP is another. TENET 18 There should be risk in trusting others Trust can only exist when that trust can be violated. Otherwise there is no trust — just a cold, lack of consequence. By allowing negative consequences through socialization, we enable trust, and so enable more meaningful relationships. For example, a player might grief the group, log out at the wrong time, or simply lack the skill to effectively play their character. They might steal your loot. TENET 19 Players must be able to communicate with language The purpose of having a World is to allow the player to tell their own story within it. And what story is worth telling that doesn’t involve real connection with others? Connection with others requires communication. And not just any form of communication, but with language. This communication should extend throughout the game, as much as possible. That is, it should be limited to the tavern, but should naturally extend out to the dungeon as well. TENET 20 Players should be able to help each other organically Those that have the means to help should find themselves naturally in proximity to those that might need it. For example, have high-level dungeon entrances in low-level areas. Have new characters start out near big cities. TENET 21 Cooperation should generally benefit progression For example, a blacksmith could gather all of her own materials or rely on other players. In some cases, a blacksmith might actually require an enchanter to lend a hand in creating the best equipment. This is not a difficult tenet to design towards; it is more a warning against designing forms of progression that specifically do not lend themselves to cooperation. In many MMOs, solo combat is so fast-paced and rewarding that there is little incentive to try to find a group. The tenets of the World itself TENET 22 The World should be persistent Things can change, but not so frequently that it harms the connection the player has with the World. This is one reason why Minecraft may not work as a World game, and perhaps one reason why the focus on player-generated content in EverQuest Next did not lend itself well to a fun experience. TENET 23 The World should be shared There should be no instancing. If you need to come up with elaborate lore and mechanics to facilitate this, then so be it. For example, say all of the top tier raid bosses are spirits that can only be summoned by rare relics. And the spirits can only be hurt by those that share a clan sash with the one who summoned them. Obviously this is terribly contrived. But it demonstrates that it is possible to work backwards from the need of a shared world. TENET 24 The World should be big You should move slowly compared to the size of the world. It should always feel as though there is somewhere new to explore. TENET 25 The World should be open Big by itself is not enough. Theoretically, you could create a massive, linear world — imagine Ant Hill: The MMO. But that is not sufficient for a World game. Exploration is critical, and so the specific layout of the space is important. For another example, imagine Destiny but with hundreds of expansions. The game would be large by any standard, but it would not be a World. TENET 26 The World should be alive To some degree, the World should be the main character. Day and night cycles are a simple start. Other possibilities include transient events or even changes to the landscape over time. The World should be full of surprises, unpredictable. You should come across enemies not normally found in the local climate. You should discover loot normally reserved for much tougher mobs. Emergent gameplay can help here as well. The more mechanics and attributes that can be projected naturally to some underlying physics, the greater the chance for interesting and unique interactions. In the same breath, the World should have history. The best example of this is Hollow Knight, a game that tells the history of the World through visual storytelling, environments, enemy design, dialog, secrets, and journals. TENET 27 The World should be consistent The World should carry an underlying consistency through it. The World should feel congruent. Variety, also important, must be tempered. TENET 28 The World should be varied Different places within the World should have an identity of their own, through climate or culture or environment. Different environments should encourage different play styles and behavior, even downtime. TENET 29 The World should have landmarks The World should be defined by the interesting places within it. More than that, the World should have locations that pull players together. Breath of the Wild does an amazing job with this, whereas it is one of the weaknesses of The Witcher III. In EverQuest, the camps themselves often serve this role — think Treants — showing how landmarks can emerge from gameplay rather than, say, visual interest.
Unnecessary extra chores you did in JRPGs because it triggered your min-maxing tendecy
One easy example would be in FFVI. Basically the game was easy enough that you don't need to max every character stats to beat the game. But it is so hard to let go those sweet stats bonus you gain from Esper everytime you level up a character with it. Since not all Esper had the same bonus, and some are more beneficial than other, I ended up having to switch Esper often and always checking if anybody's about to level up so I would equip them the right one. It is so hard to ignore, because it is right there in front of you, those sweet permanent stat. All you had to do is a little switch but after you did it once, you probably ended up doing it more and more, It turned into a chore. I don't do it anymore to be honest.
Biggest update in months - Version 42 is now up on our Website, and Steam! Screenshot Steam: https://store.steampowered.com/app/1184820/Poker_Quest/ Web: https://playsaurus.com/PokerQuest.html Poker Quest v42 (Feb. 2, 2020): * NEW ANIMATED EFFECTS! In the Steam version, there are new animated combat effects for attacks, enflame, curse, etc. * NEW HERO: The Ninja! * NEW GUILD SKILL: "Alchemy". It allows you to re-fill an additional consumable item at campsites. * NEW ENHANCEMENT RELIGIONS: Faces, Reds, Blacks, Odds, and Evens. * IMPORTANT CHANGE: When starving, you no longer lose 20 life per step. You now lose 10 life, and 2 energy per step. * Blacksmiths are now cheaper to upgrade subsequent items (starting at 3 chips instead of 6) * Casual points are no longer limited to 10,000. You can spend as many points as you have XP for. Your points have been reset, so * Limited the XP bonus upgrade in casual mode to 50% instead of 100%, so that it doesn't compete with Hardcore mode. * You can now remove the "Counterattack" and "Stormskin" abilities during combat, in case they would get you killed. * You can now charm and hex your own items. * New keyboard button for "invert card selection" (default X). Selects the opposite cards from what you've already selected. * You can now select multiple cards to use items like Poison Brooch (which take one card and are re-usable). * You can now Charm and Hex your own items. * Charm no longer steals cards that go into frozen items, it only works when the items actually activate. * Hotkeys now return items from stashes. * Vampire can now acquire food. She still cannot eat it, though. * Reduced Vampire's max life from 110 to 80. * Reduced Vampire's lifesteal from 25% to 20%. * Reduced Queen of Spades' max life from 100 to 90. * Poison Brooch no longer upgrades to 4 uses per turn. Queen of Spades starts with two. * The Queen's Flower no longer has Confounded. * Toad's hop ability energy cost reduced from 10 to 8. * Tavern reveals no longer disappear after moving forward on the map * Hexing no-card items now works correctly * Doctor now costs 5 chips instead of 7. * Starving with Regeneration no longer kills you if you have more than 17 life. * Loot world daily runs (rare) will now spawn the same items for every player. * Casinos no longer take life away during practice runs with world modifiers like "Hearts". * Fixed Stone Skin, it is now reusable and gives items to the enemy correctly. * When Confounded, Cursed items that were used will no longer damage you if you refresh them.
[US Promotion] I would like to celebrate Thanksgiving by gifting you all books!
UPDATE: More books added by siffis and West1234567890 further down If are late coming across this post then do not worry you can still message me your email for a book. To celebrate my day off today and Thanksgiving tomorrow I would like to gift my audiobooks. In order to recieve a free audiobook gift just message me any title (below) along with your email address. If you have not recieved a gift before then you will get the audiobook for free. More details here and here. I am in the US market (but I hear from Canada and UK that it still works). Books crossed out are not available. TITLE - AUTHOR (Ordered by author)
21 Days of Meditation - Aaptiv
5K Training - Aaptiv
What Happens Next? Conversations from MARS - Adam Savage
You Ought to Know Adam Wade - Adam Wade
The Fall of Carthage: The Punic Wars 265-146BC - Adrian Goldsworthy
Children of Time - Adrian Tchaikovsky
Andrea Vernon and the Corporation for UltraHuman Protection - Alexander C. Kane
The Ten Thousand Doors of January - Alix E. Harrow
The Story of Dr. Seuss: Theodore, Ted, Geisel Who? The Story of How Dr. Seuss Grew. - Amba Brown
You Have Arrived at Your Destination: Forward - Amor Towles
A Massacre in Mexico: The True Story Behind the Missing 43 Students - Anabel Hernandez , John Washington - translator
How to Defeat a Demon King in Ten Easy Steps - Andrew Rowe
Randomize: Forward - Andy Weir
Medium Raw: A Bloody Valentine to the World of Food and the People Who Cook - Anthony Bourdain
Chaos Monkeys - Revised Edition: Obscene Fortune and Random Failure in Silicon Valley - Antonio Garcia Martinez
Goodnight Smartphone - Arianna Huffington
Sherlock Holmes - Arthur Conan Doyle , Stephen Fry - introductions
Viva Durant and the Secret of the Silver Buttons - Ashli St. Armant
The Home Front: Life in America During World War II - Dan Gediman , Martha C. Little
Cut and Run: A Light-Hearted Dark Comedy - Ben Acker , Ben Blacker
A Grown-Up Guide to Dinosaurs: An Audible Original - Ben Garrod
The Tao of Pooh - Benjamin Hoff
Finding Tess: A Mother’s Search for Answers in a Dopesick America - Beth Macy
Bill Bryson's Appliance of Science - Bill Bryson
The Lost Continent: Travels In Small Town America - Bill Bryson
Billy Kelly: This Is a Family Show! - Billy Kelly
The History of Ancient Egypt - Bob Brier]
Rage - Bob Woodward
Starsight - Brandon Sanderson
Skyward - Brandon Sanderson
Beezer - Brandon T. Snider
The Book on Rental Property Investing: How to Create Wealth and Passive Income Through Smart Buy & Hold Real Estate Investing - Brandon Turner
The Gifts of Imperfection: Let Go of Who You Think You're Supposed to Be and Embrace Who You Are - Brené Brown
Algorithms to Live The Computer Science of Human Decisions - Brian Christian , Tom Griffiths
That Hideous Strength: Ransom Trilogy, Book 3 - C.S. Lewis
Perelandra: Ransom Trilogy, Book 2 - C.S. Lewis
Cosmos: A Personal Voyage - Carl Sagan
The Demon-Haunted World: Science as a Candle in the Dark - Carl Sagan
Life Ever After - Carla Grauls
Everything is Not What It Seems: The Journey to Quantum Gravity - Carlo Rovelli , Simon Carnell - translator , Erica Segre - translator
How to Build Meaningful Relationships Through Conversation - Carol Ann Lloyd]
El Norte: The Epic and Forgotten Story of Hispanic North America - Carrie Gibson
The Flying Flamingo Sisters - Carrie Seim
Press Pause: A Young Person's Guide to Managing Life's Challenges - Catherine Singer
Cesar Millan's Guide to Bringing Home a Shelter Dog - Cesar Millan
Cesar Millan's Guide to Audiobooks for Dogs - Cesar Millan
The Good Nurse: A True Story of Medicine, Madness, and Murder - Charles Graeber
Second Skin: Audible Original Novella - Christian White
Eldest: The Inheritance Cycle, Book 2 - Christopher Paolini
The Space Race: An Audible Original - Colin Brake , Patrick Chapman , Richard Hollingham , Richard Kurti , Sue Nelson , Helen Quigley , Andrew Mark Sewell
Bluebird Memories: A Journey Through Lyrics & Life - Common , Awoye Timpo , NSangou Njikam
Cat Tale: The Wild, Weird Battle to Save the Florida Panther - Craig Pittman
The Dead Drink First - Dale Maharidge
House of Teeth - Dan Jolley
Dan Rather: Stories of a Lifetime - Dan Rather
How to Hide an Empire: A History of the Greater United States - Daniel Immerwahr
The Great Ideas of Philosophy, 2nd Edition - Daniel N. Robinson]
My Lost Family: An Audible Original - Danny Ben-Moshe , Dasha Lisitsina
Body of Proof: An Audible Original - Darrell Brown , Sophie Ellis
Sum: Tales from the Afterlives - David Eagleman
Exploring Metaphysics - David K. Johnson]
Alone with the Stars - David R. Gillham
The Pragmatic Programmer: 20th Anniversary Edition, 2nd Edition: Your Journey to Mastery - David Thomas , Andrew Hunt
The Girls of Atomic City: The Untold Story of the Women Who Helped Win World War II - Denise Kiernan
Heaven's River: Bobiverse, Book 4 - Dennis E. Taylor
All These Worlds: Bobiverse, Book 3 - Dennis E. Taylor
For We Are Many: Bobiverse, Book 2 - Dennis E. Taylor
We Are Legion (We Are Bob): Bobiverse, Book 1 - Dennis E. Taylor
Metro 2033 - Dmitry Glukhovsky
The Theory of Everything: The Quest to Explain All Reality - Don Lincoln]
Mostly Harmless - Douglas Adams
The Restaurant at the End of the Universe: The Hitchhiker's Guide to the Galaxy, Book 2 - Douglas Adams
So Long, and Thanks for All the Fish - Douglas Adams
Life, the Universe, and Everything: The Hitchhiker's Guide to the Galaxy, Book 3 - Douglas Adams
The Case of the Damaged Detective: 5-Minute Sherlock, Book 1 - Drew Hayes
Forging Hephaestus: Villains' Code Series, Book 1 - Drew Hayes
I Contain Multitudes: The Microbes Within Us and a Grander View of Life - Ed Yong
Mythology - Edith Hamilton
Musashi - Eiji Yoshikawa , Charles S. Terry - translator
Hunting LeRoux: The Inside Story of the DEA Takedown of a Criminal Genius and His Empire - Elaine Shannon
The Science of Sci-Fi: From Warp Speed to Interstellar Travel - Erin Macdonald]
Junkyard Cats: Shining Smith, Book 1 - Faith Hunter
The Golden Orchard - Flora Ahn
The 3-Day Effect - Florence Williams
Catch Me If You Can - Frank W. Abagnale , Stan Redding
The Panama Papers: How the World's Rich and Powerful Hide Their Money - Frederik Obermaier , Bastian Obermayer
The American Civil War - Gary W. Gallagher]
Failure Is Not an Option: Mission Control from Mercury to Apollo 13 and Beyond - Gene Kranz
The Creative Thinker's Toolkit - Gerard Puccio]
Gut: The Inside Story of Our Body's Most Underrated Organ - Giulia Enders
Burr: A Novel (Narratives of Empire, Book 1) - Gore Vidal
The Getaway - Greer Hendricks , Sarah Pekkanen
The Minuteman - Greg Donahue
Failure Is an Option: An Attempted Memoir - H. Jon Benjamin
The Beautiful Brain: An Audible Original - Hana Walker-Brown
A Beautifully Foolish Endeavor: A Novel - Hank Green
Bella Bella - Harvey Fierstein
The Year of Living Danishly: Uncovering the Secrets of the World's Happiest Country - Helen Russell
The Iliad: A New Translation by Caroline Alexander - Homer , Caroline Alexander - translator
H.P. Lovecraft: The Complete Omnibus Collection, Volume I: 1917-1926 - Howard Phillips Lovecraft , Finn J.D. John
Hell's Angels: A Strange and Terrible Saga - Hunter S. Thompson
Fear and Loathing in Las Vegas - Hunter S. Thompson
Casino Royale: James Bond, Book 1 - Ian Fleming
I, Robot - Isaac Asimov
Malcolm and Me - Ishmael Reed
Peter Pan: An Audible Original Drama - J. M. Barrie
Tell Me Lies - J. P. Pomare
The Return of the King: Book Three in the Lord of the Rings Trilogy - J. R. R. Tolkien
The Fellowship of the Ring: Book One in The Lord of the Rings Trilogy - J. R. R. Tolkien
The Hobbit - J. R. R. Tolkien
The Children of Hurin - J. R. R. Tolkien
Harry Potter and the Chamber of Secrets, Book 2 - J.K. Rowling
Harry Potter and the Sorcerer's Stone, Book 1 - J.K. Rowling
The Tales of Beedle the Bard - J.K. Rowling
The Like Switch: An Ex-FBI Agent's Guide to Influencing, Attracting, and Winning People Over - Jack Schafer PhD , Ph.D. Marvin Karlins Ph.D.
Midnight Son - James Dommek Jr. , Josephine Holtzman , Isaac Kestenbaum
The Absolute Brightness of Leonard Pelkey - James Lecesne
Break Shot: My First 21 Years: James Taylor - James Taylor
Forget Nothing - Jason Anspach , Michelle C. Meyers
The Woman Who Smashed Codes: A True Story of Love, Spies, and the Unlikely Heroine who Outwitted America's Enemies - Jason Fagone
Road to Jonestown: Jim Jones and Peoples Temple - Jeff Guinn
1066: The Year That Changed Everything - Jennifer Paxton]
Flux - Jeremy Robinson
Space Force - Jeremy Robinson
Infinite - Jeremy Robinson
When You Finish Saving the World - Jesse Eisenberg
The Mystwick School of Musicraft - Jessica Khoury
Call Me God: The Untold Story of the DC Sniper Investigation - Jim Clemente , Tim Clemente , Peter McDonnell
The Wisdom of Wolves: Lessons from the Sawtooth Pack - Jim Dutcher , Jamie Dutcher , James Manfull - contributor , Marc Bekoff - foreword PhD
Escape from Virtual Island: An Audio Comedy - John Lutz
The Men Who Stare at Goats - Jon Ronson
So You've Been Publicly Shamed - Jon Ronson
Frank: The True Story that Inspired the Movie - Jon Ronson
438 Days: An Extraordinary True Story of Survival at Sea - Jonathan Franklin
Carmilla - Joseph Sheridan Le Fanu
Stuff You Should Know: An Incomplete Compendium of Mostly Interesting Things - Josh Clark , Chuck Bryant
Vroom Vroom - Josh Koenigsberg
King of Sting: The Story of Australian Conman Peter Foster: An Audible Original - Justin Armsden , Bronwen Reid , Hamish Macdonald
American Prometheus: The Triumph and Tragedy of J. Robert Oppenheimer - Kai Bird , Martin J. Sherwin
You Can Thank Me Later: A Novella - Kelly Harms
The Vikings - Kenneth W. Harl]
Building a Better Vocabulary - Kevin Flanigan]
More Bedtime Stories for Cynics - Kirsten Kearse , Gretchen Enders , Aparna Nancherla , Cirocco Dunlap , Dave Hill
The Math of Life and Death - Kit Yates
Oz. The Complete Collection - L. Frank Baum
A Murder of Manatees: The Further Adventures of Tom Stranger, Interdimensional Insurance Agent - Larry Correia
The Half-Life of Marie Curie - Lauren Gunderson
Interview with the Robot - Lee Bacon
The Messengers - Lindsay Joelle
African-American Athletes Who Made History - Louis Moore]
The Real Sherlock: An Audible Original - Lucinda Hawksley
The Devil's Highway: A True Story - Luis Alberto Urrea
It Burns: The Scandal-Plagued Race to Breed the World’s Hottest Chilli, An Audible Original - Marc Fennell
Wizard: The Life and Times of Nikola Tesla: Biography of a Genius - Marc J. Seifer
The Handmaid's Tale: Special Edition - Margaret Atwood , Valerie Martin - essay
Buried Deep - Margot Hunt
Black Hawk Down - Mark Bowden
How to Win at the Sport of Business: If I Can Do It, You Can Do It - Mark Cuban
Frankenstein - Mary Shelley
Tinaca Jones - Matt Boren
Phreaks - Matthew Derby
Pont Neuf - Max Byrd
Find Another Dream - Maysoon Zayid
One Minute to Midnight: Kennedy, Khrushchev, and Castro on the Brink of Nuclear War - Michael Dobbs
The Entrepreneur's Toolkit - Michael Goldsby]
The Fifth Risk - Michael Lewis
Dear Reader: The Unauthorized Autobiography of Kim Jong Il - Michael Malice
Caffeine: How Caffeine Created the Modern World - Michael Pollan
I'll Be Gone in the Dark: One Woman's Obsessive Search for the Golden State Killer - Michelle McNamara
Physics of the Future: How Science Will Shape Human Destiny and Our Daily Lives by the Year 2100 - Michio Kaku
The New One: Painfully True Stories from a Reluctant Dad - Mike Birbiglia , J. Hope Stein
Even Tree Nymphs Get the Blues - Molly Harper
Motivational Runs: 3 audio-guided run stories and 6 audio-guided Olympic Interval runs - MoveWith
Half Marathon Training Part 2: To the Finish Line: 6 week training plan with 22 audio-guided runs - MoveWith
Half Marathon Training Part 1: Build Up Your Pace + Endurance: 6 week training plan with 22 audio-guided runs - MoveWith
Emergency Skin: Forward - N. K. Jemisin
Silverswift - Natalie Lloyd
The Signal and the Noise: Why So Many Predictions Fail - but Some Don't - Nate Silver
Good Omens - Neil Gaiman , Terry Pratchett
Blueprint: The Evolutionary Origins of a Good Society - Nicholas A. Christakis
American Kingpin: The Epic Hunt for the Criminal Mastermind Behind the Silk Road - Nick Bilton
Superintelligence: Paths, Dangers, Strategies - Nick Bostrom
Based on a True Story: A Memoir - Norm Macdonald
Leven Thumps and the Eyes of the Want: Leven Thumps, #3 - Obert Skye
Leven Thumps and the Wrath of Ezra: Leven Thumps, #4 - Obert Skye
Leven Thumps and the Ruins of Alder: Leven Thumps, #5 - Obert Skye
Adulthood Rites: Xenogenesis, Book 2 - Octavia E. Butler
Dawn: Xenogenesis, Book 1 - Octavia E. Butler
Wild Seed - Octavia E. Butler
Kindred - Octavia E. Butler
The Life and Times of Prince Albert - Patrick Allitt]
The Name of the Wind: Kingkiller Chronicle, Book 1 - Patrick Rothfuss
Thinking about Cybersecurity: From Cyber Crime to Cyber Warfare - Paul Rosenzweig]
Into the Water: A Novel - Paula Hawkins
The Ends of the World: Volcanic Apocalypses, Lethal Oceans, and Our Quest to Understand Earth's Past Mass Extinctions - Peter Brannen
Terminus - Peter Clines
The Fold - Peter Clines
14 - Peter Clines
Other Minds: The Octopus, the Sea, and the Deep Origins of Consciousness - Peter Godfrey-Smith
Norco '80: The True Story of the Most Spectacular Bank Robbery in American History - Peter Houlahan
Harry Potter: A History of Magic: An Audio Documentary - Pottermore Publishing , Ben Davies
How the Stock Market Works - Ramon P. DeGennaro]
How To: Absurd Scientific Advice for Common Real-World Problems - Randall Munroe
The October Country - Ray Bradbury
The Selfish Gene - Richard Dawkins
The Making of the Atomic Bomb: 25th Anniversary Edition - Richard Rhodes
The Other Side of History: Daily Life in the Ancient World - Robert Garland]
Treasure Island: An Audible Original Drama - Robert Louis Stevenson , Marty Ross - adaptation
Swan Song - Robert R. McCammon
The Mueller Report: The Findings of the Special Counsel Investigation - Robert S. Mueller III , Special Counsel's Office U.S. Department of Justice
Catch and Kill: Lies, Spies, and a Conspiracy to Protect Predators - Ronan Farrow
Once More upon a Time: A Novella - Roshani Chokshi
Bind, Torture, Kill: The Inside Story of BTK, the Serial Killer Next Door - Roy Wenzl , Tim Potter , L. Kelly , Hurst Laviana
Elizabeth II: Life of a Monarch: An Audible Original - Ruth Cowen
The Disappearing Spoon: And Other True Tales of Madness, Love, and the History of the World from the Periodic Table of the Elements - Sam Kean
Bad Luck Charlie: The Dragon Mage, Book 1 - Scott Baron
Rivals! Frenemies Who Changed the World - Scott McCormick
Everybody Lies: Big Data, New Data, and What the Internet Can Tell Us About Who We Really Are - Seth Stephens-Davidowitz , Steven Pinker - foreword
Sea Wall / A Life - Simon Stephens , Nick Payne
Carnival Row: Tangle in the Dark - Stephanie K. Smith
D-Day: June 6, 1944: The Climactic Battle of WW II - Stephen E. Ambrose
The Stand - Stephen King
The Rise and Fall of the Dinosaurs: A New History of a Lost World - Steve Brusatte
Foreverywhere - Steve Burns , Steven Drozd , Gabe Soria
The Skeptics' Guide to the Universe: How to Know What's Really Real in a World Increasingly Full of Fake - Steven Novella , Bob Novella - contributor , Cara Santa Maria - contributor , Jay Novella - contributor , Evan Bernstein - contributor
Your Deceptive Mind: A Scientific Guide to Critical Thinking Skills - Steven Novella]
The Plant Paradox: The Hidden Dangers in "Healthy" Foods That Cause Disease and Weight Gain - Steven R. Gundry MD
My Dad the Spy - Stewart Copeland
The Age of Living Machines: How the Convergence of Biology and Engineering Will Build the Next Technology Revolution - Susan Hockfield
Guards! Guards! - Terry Pratchett
History's Great Military Blunders and the Lessons They Teach - The Great Courses , Gregory S. Aldrete
Great Mythologies of the World - The Great Courses , Grant L. Voth , Julius H. Bailey , Kathryn McClymond , Robert André LaFleur
This American Life - This American Life
Writing Creative Nonfiction - Tilar J J. Mazzeo]
The Man Who Knew the Way to the Moon - Todd Zwillich
The Hunt for Red October: A Jack Ryan Novel - Tom Clancy
The Chris Farley Show: A Biography in Three Acts - Tom Farley , Tanner Colby
A Crazy Inheritance: Ghostsitter 1 - Tommy Krappweis
Born a Crime: Stories from a South African Childhood - Trevor Noah
Thicker than Water - Tyler Shultz
The Year 1000: When Explorers Connected the World - and Globalization Began - Valerie Hansen
Helter Skelter: The True Story of the Manson Murders - Vincent Bugliosi , Curt Gentry
SmartLess - Will Arnett Jason Bateman Sean Hayes
Climbing with Mollie - William Finnegan
Alien III: An Audible Original Drama - William Gibson
Gump & Co. - Winston Groom
Life of Pi - Yann Martel
siffis has generously offered to include his collection. If you like any of the books below then message directly.
World War Z: The Complete Edition - Max Brooks
Ready Player One - Ernest Cline
Ready Player Two - Ernest Cline
Halo: Shadows of Reach - Troy Denning
The Sandman - Neil Gaiman
The Ickabog - J.K. Rowling
The Last Tribe - Brad Manuel
Halo Grassland - Karen Traviss
Halo Evolutions
Halo Fractures
Halo: Mortal Dictata - Karen Traviss
Halo: The Thursday War - Karen Traviss
Norse Mythology - Neil Gaiman
Firefly: Big Damn Hero - Jame Lovegrove
After it Happened - Devron C Ford
Stranger Things: Suspicious Minds - Gwenda Bond
Blade Runner - Phillip K Dick
Hell Divers 1
Hell Divers 2: Ghosts
God of War - J.M. Barlog
The Time of Contempt - Andrzej Sapkowski
Blood of Elves - Andrzej Sapkowski
Solar Storms - Nicholas Sansbury
Planetside - Michael Mammay
Season of Storms - Andrzej Sapkowski
Dark Operator - Doc Spears
How to Defeat a Demon King in Ten Easy Steps - Andrew Rowe
I never thought my work injury would cause me so many issues in PSO2 socially
The biggest problem I've ever had with MMO's? The other people. I started playing PSO2 back in May. Found a work around for getting the game here in the UK early, and what with being on furlough due to the current pandemic, I sank a lot of time into it. I'd played Phantasy Star 2 on the Megadrive and a little bit of PSU back in the 360 days, so was excited to give it a go. However, there was an issue... Last year I sustained an injury at work (an accident involving machinery...) resulting in my index finger and middle finger on my right hand being semi-paralyzed. Basically, I can very slightly move them sometimes, but I wouldn't rely in them to do anything. Occasionally my thumb seizes up too, so I can't exactly rely on that either. If I attempt to use any of those digits extensively, I get bad pains and cramps along the back of my hand. Isn't permanent nerve damage fun? I've had various physio sessions and am on a repeat prescription for painkillers, but I will never have full use of my right hand ever again, and yes, it was my dominant hand. It's an ongoing struggle to not let it rule everything I do, but obviously I've had to make a lot of lifestyle adjustments. The most relevant one here being how I game. I'm very much a console gamer. Turn based JRPG's are now my best friend. Classic Final Fantasy, Dragon Quest and Pokémon remain very much unchanged, just at a bit of a slower pace. Everything else... When I booted up a new game, usually the first thing I do (if the option is available) is to crank the game up to the highest difficulty. I just find games more fun if there's a fair challenge. Let me... try my best to describe how I use a controller now for the longest and easiest gameplay. I rest the whole controller on my thigh. So left hand, as you'd expect, left hand is fine. Right, I use the palm of my hand to control the right thumbstick (thankfully most games, just the camera). A thumbgrip on the stick makes this easier than you'd think. My ring and little finger do all the rest, so on an Xbox controller that's A,B, X, Y and the two R buttons. I'll use my left hand if I need to use the Menu button. It's really not easy, and whilst I'm learning to get used to it, it is still a struggle, and my days of hardest difficulty are long over. Now back to PSO2... There's many different ways to play and enjoy the game. Explorations and ARKS quests are no real issue for me, Casino sessions are a ridiculous amount of fun, I love the story, and fashion... DAMN, I love CASTs. Urgent Quests... For the most part, I'm actually OK with it. Mining Bases and Gone With the Wind and Rain were my first few UQs at max level (75 at the time). I play Braver. Initially this was because in games where you can choose a class like this one, I've always favoured bows and quick melee weapons. Braver appealed to me. I stuck to this class because Morning Mistreaver combined with the Katana Combat invincibility is very forgiving for my ailment. Dark Falz Elder I remember being the first one I died a lot in. I majorly ticked off my alliance at the time with how badly I was doing. I decided to explain my injury in the alliance Discord, hoping they'd just keep it in the back of their minds when they played with me. What happened next... My alliance basically split in two with me. Half I expected, the other half I didn't. So one half did exactly what I feared an shunned me. Wasn't allowed in any triggers, was never invited to the UQs, wasn't even allowed to come along for VHAQ and SHAQ's which I had no real issues with. I was sad but I can't expect serious end game players to bring along a player with a handicap. What bothered me was that people who I had banter with in the lobby now would no longer even talk to me. That hurt. The other half... I became a charity case, or maybe a challenge? People would take me, but encourage me to just be there. I was being prompted to be carried. UQs would come along, not even Elder, and alliance chat would have people telling me they don't need a 4th so I can 'tag along and watch'. Also, some people started talking to me in layman's terms, or over explaining things, talking to me as if I had a mental disability. No offence to people who do of course, but my disability is physical. I know how to augment and I research the market and drops to see what gear is best. I don't need someone telling me to 'imagine your weapon is a pet. You want your pet to grow big and strong, don't you? So you need all these vitamins to feed him to make him the best he can be! So get these other weapons with the vitamins you need, and you can get an even better weapon for yourself!'. I wish I was exaggerating... as I sat there with my Nemesis Cougar with 6 augments I did myself including ARKS Max and Apprentice Soul (which if you remember back then was a big deal). I left that alliance, switched the blocks I frequent and moved on. I joined a new alliance and told myself I wouldn't tell anyone else about my hand. I'd rather have people just think I was a bad player. I ended up just joining randoms for the boss UQs from now on. It stayed this way for a long time... until the Fellwyrm. Before the first time it popped up, I was already chilling with fellow alliance members in the lobby. My plan was to break off when the emergency announcement went up, but received a party invite from an alliance officer before I could. I decided what the hey and accepted, figuring I could play it off as a new UQ and that I'm not sure how it works if I died a lot. I made the mistake of saying as a joke 'Sorry if I die, new UQ, gotta learn it! XD', to have the officer say they're a JP vet, explaining the basic outline and giving a few tips. It was genuinely quite helpful, and I only died twice! Then I learned it was a 2 part quest... Yes, I had attempted Deus Esca with randoms before this one, and yes, I was responsible for 4 of the 5 deaths (2 of the people in the party blocked me afterwards). I told myself OK, not going to burden anyone with part two any more, that's unfair to others. I tried to back out of my party before the second half, saying I didn't want to do it, I'll make us reach the death limit, to be told there wasn't one. I left the party to be re-invited into it... So because (I thought) I got on well with the officer, I decided to go for it. We... ran out the timer. Granted, not just my fault (another member of the party wasn't fantastic either), but I got singled out by the officer for the blame on it as they noted I was pretty much just using one photon art (Morning Mistreaver. It does good damage and helps with aim and gap closing, genuinely so helpful) and rarely if ever used my bow. I met the ugly side of this officer and was asked to give a public apology and an explanation for my actions, as I had now 'deprived 3 members of the alliance a proper experience with the Urgent Quest'. There was even talk of me compensating them with Meseta. I tried to plead my case that I did say and try to leave (with one party member thankfully taking my side in that one), and even contemplated explaining my condition... but instead just logged off. I was pinged many times in Discord, but muted. When I logged into PSO2 the next day, I was no longer a member of the alliance, and had a Discord PM from the leader (who was offline during this UQ) saying they heard I had purposely gone out of my way to deprive my fellow members of a good experience, with logging out (to escape abuse) apparently solidified I did it out of spite. I decided to go at it as a solo player, and told myself I'd never do another UQ. I changed blocks again but... This time I found it hard to socialise with anyone. If people would chat to me, I would go quiet, bolt if asked to join anyone for stuff, and often pretend to be AFK and just lobby watch, forever torn between wanting to join the fun and not wanting to spoil it. I also made an Alt as Summoner class in hopes that maybe that class would work out better for me, and honestly it probably does but I find it such a dull class to play. Just a personal preference. I do log into this game everyday. That can be a full session, or can just be 15 mins or so to knock out the daily missions. One day whilst I was lobby watching in a popular block, I actually jumped on a conversation when people were talking about Phantasy Star 2 on the Megadrive. There's lots of players who have been playing Phantasy Star since the Dreamcast, but it's less common to find people from the old bit days. Turns out the people in the conversation were in an alliance together, one of which being the leader. They invited me to join. I hesitated at first, telling them I hadn't had much luck with the social side of things. They told me they were a chill alliance, and a bonus is the leader and a lot of members were UK based, so no problems with time zones matching up. I went for it... However I still had issues socialising. I often still lobby watched. I think subconsciously I didn't want to build up more social connections to have them severed again by my abilities. Honestly I'm not bothered about going to UQs, I'm more upset that the social aspect of the game is being hindered because of my ailment. We were in the second or third week of Halloween events when I joined this alliance, making Trick or Treat my first UQ since the dragon. It was a pretty easy one too, had a lot of fun with that one. This alliance liked to have characters of NPC players too, spurring me to make one and try out ranger class. As much as I love my braver, Ranger class actually works stupidly well for me too, and honestly I don't know why I didn't try it sooner. And yet despite this, I still couldn't find it in myself to properly be social again. I'd see events in Discord and say I was going to join in but then just didn't. I tried joining in with more NPC shenanigans but... It was like my mind was telling me to back off before I was shunned again. We had a lot of alliance drama completely unrelated to all that recently. It involved a rift in the officers and the leader leaving and taking most of the other members with them. To my dismay it was pretty much all the UK players that left, meaning I'd now often be logging out as all the alliance events were happening. I wasn't scouted for the new alliance. I guess I wasn't social enough, but to be honest I don't think I would've joined anyway due to my views on how the ordeal went down. I want a 15* fancy weapon, so I've been braving the Persona UQ. To be honest I think I'm definitely getting used to it all, I'm managing to get through it with no deaths on both my Braver and my Ranger. I even decided to run with the alliance again... which got me invited to a 4 man trigger. Yes, I died a lot, but I needed that void stuff. To be honest, the alliance reacted very well to it, not bothered at all that I was down a lot. I took myself out of the equation for future 4 man triggers, but was pleasantly surprised that there was no backlash. The only thing that's bothering me is I'm getting advice on skill trees and tactics that I can't pull off, but that's nothing major. Hope they're not expecting to see any improvements. This now small alliance is so different to the others I've been in. Maybe they'll react differently to my ailment, and I'm concerned that if I don't say anything that I may get pushed out. Should I tell them? I'm contemplating confiding in my alliance leader first and then seeing how they react, but then if they react negatively that could affect my position. I don't want to switch social blocks again, I'm enjoying the social atmosphere of the game again. Maybe I'm overthinking it, and these bad experiences I should just disregard as isolated incidents, but then I think of how well I got on with people in my previous groups before they found out about my ailment and/or how bad I was at the game. What do I do? I genuinely don't know any more. I guess what I'm trying to say is don't treat people badly for not being great at the game, and remember that the social aspect can be taken separately to the core game. You never know what your actions will do to people long term.
What makes packs enjoyable? (~ pack types & play styles)
My long-ish 'rant' that is borderline full on psychoanalysis; Feel free to tl;dr and answer the title in comments. As usual I spent more time thinking about packs than making one. There are quite a few types of packs but for this discussion I will list a few; Obviously #1 is kitchen sink, though it's not really an abstract category because being all rounded it's a combination of playstyles. And obviously really any pack, even highly specific, will have a combination of aspects. Crafting is exemplified in things like skyblocks - nothing to explore, just craft. Basically it emphasises the Skinner Box aspect; make thing A to make more of resource A to make machine B to make resource B, automate, etc. And an obvious subset of this is questing like Sevtech - while it has the other elements, it's still centred around this loop. RL Craft (yes I know it's overrated) and Valhelsia are on the combat and building ends of 'Adventure'. And then you have dedicated 'Adventure' packs like Journey to the Core or Regrowth or Survival Islands, Crash Landing, Exoria, etc, etc. - what I will respectfully call gimmick packs, being the broadest category. They are all wildly different yet the common thread is some sort of intrinsic limitation that provides meaning. And really this area is pretty endless in that you could have the entire overworld covered in snow, ocean, spawn in the nether, Galacticraft with tweakers and custom gen, etc. And of course things like Hostile Worlds, Storms and Tornadoes, Tough As Nails, etc. These radically change what it means to exist in the world by undermining something (almost always safety) that is taken for granted. Though here is also TerraFirmaCraft - undermining the vanilla system almost entirely (and obviously stuff like Pixelmon, Craft to Exile). Perhaps the pack has this change in mind specifically, like "Safety Lost is a survival focused mod pack, focusing on challenging survival through mechanics rather than enemy difficulty or expensive recipes. Rather than just trying to make everything a slow and painful grind Safety Lost tries to make things tense by using mods like Hardcore Darkness and Tough As Nails to add new pressures and dangers rather than filling the world with monsters and increasing resource costs and tedious amounts of work. " And finally on the other end of the spectrum are townys, harvest moons, stuff like Peace of Mind, etc. and any sort of play that is centred around building. Are these types an exhaustive list? Probably not. I personally think that a combination of these leads way to a 'purposeful' pack - i.e. something that moves away from the degenerate fantasy escape / slot machine with extra steps. Though we can completely remove singled out elements like combat (e.g. Peace of Mind) or exploration (skyblocks), and that's perfectly fine. But if you were to remove most ~ all but 1 element it feels more and more like a fabricated game that just happens to use Minecraft as the game engine. It stops being a world / simulation and starts being a casino. Take Factorio as a simpler example. If you remove the threat of combat then it becomes a crafting loop and is edging closer and closer to being like a dressed up idle game or something. Similar can be said for SkyFactory, and if we are going to be cynical we could say that the major game loop is basically the same as an idle game, who's saving grace is complexity of automation and not merely just clicking upgrade. Personally I've struggled with the addiction that comes. Nothing can feel better than sitting down to start a new world a build a little cabin, when life is stressful and you don't feel like you're going anywhere. That's what I mean by enjoyment and purpose - like actual enjoyment and purpose. In a way it's actually hard to conceive of any instance of Minecraft that isn't ripe to be extremely addictive and psychologically regressive. After all it's designed to be a 'children's game' (despite the median consumer being well older). We can point the finger at Minecraft as a base or the mods themselves as a game that is inherently designed into addictive and often shallow loops; but I don't think that's completely true. And obviously it's entirely up to how someone chooses to spend their time in a healthy way. In saying that I think it's largely just how the potential of modded has developed. For instance the massive popularity of SkyFactory can be attributed simply to the fact that it's the most obvious direction to go with the modded feel, e.g. rf feels very modded as opposed to vanilla. SkyFactory is simply the top piece of a pyramid which at the bottom are mechanics like pipes, rf, etc. Likewise with RL Craft, and so on. One solution is to see Minecraft as a simulation as opposed to a game. What I mean is that all of the above analysis is analysis of Minecraft as a game. If we analyse it as a simulation, then primarily Minecraft is about spaces and form, and the primary factors are things like movement and block types. From this perspective we could say Minecraft is quite underdeveloped. You can walk, sprint, swim, and that's about it. Modded tends to opt for obtaining something close to creative flight. And block types are largely trivial (maybe Mojang had a similar idea with powder snow). When I think about the ways Minecraft was constructive or 'served its purpose' as opposed to being a drug, it's when I stepped back and learned the more broad principles about what I was doing - like how to build in a way that's open to future needs, 'functional aesthetics', or simply viscerally feeling that a 100x100x100 cube really is made up of a million blocks - something that while we know mathematically is hard to appreciate until you're placing them. Some of my memorable experiences in Minecraft: Building my first shelter, building a nice shelter, completing the crappy cobblestone stair case down to bedrock the first time, realising I could just jump into a water pool and get down in 3 seconds, building a tower near my base so I could find it because I didn't know about F3 coords, connecting a river to the ocean, creating a waterfall and ridding it down in the boat (we've all done this, right?), laying minecart track when I was still blissfully unaware how useless it is, nether highway, building a wall around a village and then having a zombie spawn inside and kill everyone anyway. Setting a modded fan to max vertical push and using it as my hand glider launch pad, etc. etc. Clearly I'm biased towards building but don't get me wrong I love melting my dopamine receptors on Omnifactory as much as the next guy. I said most memorable, not most enjoyable. If anything I love automation, resource amassment and power creep cause it's addictive af and appeals to what nerds are good at. We could say that Minecraft is doomed to be degenerate because there's no nuance in crafting or building. Plugging Lego pieces together. And on the other hand we would say: Why ruin Minecraft's simplicity. I mean you could literally make a pack where people have to learn to program Lua just to progress. (and I'm pretty sure something like that exists already). I think it's less about adding legitimate barriers to dopamine as it is removing the necessity of quick shallow dopamine loops to progress in the game. Paradoxically, making things easier and moving away from Avaritia would actually make the game harder. What all of these memories have in common is they gave the adult lego blocks an in-world purpose. OK, towny is the best? Clearly not. Obviously towny can be basically just as bad because it can be it's own power creep. It's not merely in-world mechanics over magic box. One continuation is heavier platforming; to have more block types and movement. Here we can give more movement abilities by default or easy to renew, like double jump, leap, side step mods (these already exist). Different move speed on different blocks is tempting but it could easily kill the fun. Or make all the blocks slippery like ice, speed up the mobs, hilarity ensues. It's not the platforming that's important. The general idea is to just 'be' in the world is more pleasing - to 'incentivize' building of projects that are fun to test, not fun to complete, caving because it's fun, not because you need ore W for magic box P, etc. In vanilla these might be the many carnival style games seen on SMPs and so on. My point isn't that this is what would make a 'better' pack - just one example of a pivoted philosophy. And to, immediately contradict myself, a big appeal of modded is obviously, exactly; Get ore W for magic box P. It appeals to the git r' dun mentality. Previously I would fuss over various 'psychopathic' aspects of the game - As many have pointed out, Survival should really be called Conquest. You are the pillager of the villages, not the hero. You're the one that desolates the environment for consumption. It's a power fantasy. So you have mods like pollution of the realms, Nature's aura, etc. Yet it's hard to see these as anything more than chores and minute hurdles to be automated over. And it's impossible to remove the Mine out of Minecraft even with mods like Harder Branchmining, Heat & Climate (makes you suffocate in underground airblocks). These will all simply be interpreted as chorelike things to be overcome with more power. Speaking of - that's the exact 'issue' with things like Tough as Nails and Hardcore Darkness. (I'm not saying they're not part of a solution, just that they aren't the secret sauce). I'm not sure exactly what this would look like. Prospecting and adventuring for biomes can be boring, on the other hand if it is varied enough it's a lower dopamine, higher engagement activity. I also had the thought that mods like Bountiful and Vending Machine more accurately resemble the reality we live in. The question becomes; On the one hand playing the game exists as an extremely accelerated version of tangible success (which we can learn from and/or get addicted to) on the other hand it exists as a realm for the things that we would never do in real life - an outlet or sharpening stone. And then there just the simple fact that the purpose of the game is be an extreme fulfilment of the natural drives. Tl;dr I don't think it's things that need to be added to the game, rather a minimalism that avoids certain dopamine high activities, such as grinding for ore tripling or unlocking heavily gated content. That way players can be in the moment as opposed to chasing some addictive completion curve.
I love this game so much. I have been paying for this game for 5-7 years and my opinion has never changed. Everything is just so good. I am not going to put a section about side quests because I cover a few side quests in a few sections. I will briefly cover the main parts of the base game. ( maybe I will make a post covering the amazing DLC) SPOILERS AHEAD. I apologize in advance for tangents, grammatical and spelling issues. TLDR at the bottom START/TUTORIAL The way NV starts is a pretty good. It teaches you about the aspects of the game in the small town of Goodsprings. In "Ghost Town Gunfight", the game teaches you about skill checks. To convince Chet to help you pass a barter check, to convince Easy Pete, you pass an explosive check, Trudy requires a speech check, and Doc Mitchell requires a medicine check if you choose to do "Run Goodsprings Run". It also teaches you about the reputation with the two quests I just mentioned. If you help the Powder Gangers, they will like you, at the cost of wiping out Goodsprings, and if you choose to help the town, the Powder Gang hates you, but Goodsprings likes you. MORALITY Morality is not black and white in NV for the most part. For example, in the quest "The White Wash", you are asked to investigate the case of NCR Corporal White, a soldier who went missing. You face a dilemma at the end when you find out that a Follower Of The Apocalypse is taking water from the NCR to give to the people of Westside who really need it. He tells you that he killed White to hide the secret about the water, and he feels bad about it. So you have to choose what you think is the best option, do you (A) tell the NCR that their water is being stolen so they can use it, or (B) do you keep the secret at the cost of some NCR working peoples livelihoods? There is no clear good or clear bad, it's all grey. Of course there are some obviously evil people in NV like the Fiends, especially Cook-Cook. But there is a lot, and I mean a LOT of grey. MINOR FACTIONS The minor factions are really great in NV. You obviously have the Brotherhood of Steel, the tech hoarders themselves. But there are also other small factions, like the Followers of The Apocalypse. They are a group of scientists and doctors whose purpose is to help people (I believe they debuted in the original Fallout. Can't remember if it was the first or second one.) You also have the Great Khans, a group of nomads who are modeled after the Mongolians. They raid, take chems, sell chems, and kill anyone who gets in their way. But as I said earlier, the morality is not black and white. The Khans hate the NCR because of the Bitter Springs Massacre, an incident in which the NCR slaughtered Khan women, elders, and children. There is also the Boomers. The Boomers are a group of former vault dwellers who stay at Nellis Airforce base and shoot at any outsiders. This is because they do not trust them, but you can help them to prove that outsiders are not as bad as they think. The last minor factions I will cover are the Families of the Strip. The Omertas are an old school mafia inspired group that run the Gomorrah casino. They have shady business that ranges from abusing the prostitutes to killing everyone in the Strip for Caesar's Legion. The White Gloves are a society of people who see themselves as above everyone else in class. They run the Ultra Luxe casino. But there are a handful in the society who want to bring back their old tribal tradition of cannibalism. The Chairmen run the Tops casino and they are the "coolest" family. They use old school slang and are the most laid back family. Companions The companions are great. Although I want to cover every single detail about every companion, I will limit myself to brief explanations on my 2 favorite companions (I love the other but do not have the time to cover them) and why I like them. I will cover Arcade Gannon first. I love Arcade so much as a character. He is a Follower of The Apocolypse and he has an interesting origin and great writing. He has an intense hatred for Caesar's Legion. You trigger his personal quest by siding with anyone but the Legion (and maybe House. I have never tried siding with House while Arcade was in my company). He pulls you aside at certain places and, depending on how you reply, makes him like, or dislike you more. When you reach max affinity, he pulls you aside and reveals his story. He was born in the Enclave and he wants you to reunite the remnants that he knows to fight against the Legion at Hoover Dam. You can tell Arcade to stay in Freeside as a doctor to help people in the aftermath of the battle or you can tell him to fight with the remnants. If you tell him to stay in Freeside, he will give you his fathers Enclave tesla armor. If you tell him to fight, he will wear the armor at the battle for the dam. You will be rewarded with power armor training and remnants power armor. This will affect (effect?) his fate in the ending slides. The other companion I will cover is Boone. He is former NCR First Recon sniper who participated in the Bitter Springs Massacre that I mentioned earlier. You meet him in Novac and he asks you to find the person who sold his wife into slavery. You can either find who did it or you can make him kill a random person of your choice. By doing things he like and asking him about his past, Boone will open up about the Massacre and you can take him to Bitter Springs. After killing Many Legion bois, you can tell Boone to let go of the past and he will finally move on, or you can tell him to become vengeful and more aggressive. This will affect(effect?) his fate in the ending slides. MAIN QUEST LINE SUMMARY To keep this very short, the main plot is to decide who should win the second battle for the Hoover Dam. Your choices are the NCR, Caesar's Legion, Mr. House, an independent Vegas with the help of Yes Man. THE NCR The New California Republic is a, well, a republic whose goal is to recreate the government of the old world, like the U.S government. It is a bureaucracy and has the positives and negatives of one. The characters in the NCR are diverse and very well written. Like how Colonel Hsu is a sensible and calm man who can resolve violent situations, as seen in the "Kings Gambit" quest where if you go to Hsu, he offers Freeside extra food and water to stop the violence. But in the same quest, you can tell Colonel Moore about the Freeside situation. Moore is a no nonsense lady who will not hesitate to fight violence with violence, which is what happens if you tell her about the Freeside situation. She sends a squad of soldiers and you to the Kings school to give the King an ultimatum. In conclusion, the NCR is an army that wishes to use the governing methods of old world America. But they also have the flaws of that system, like corruption. CAESAR'S LEGION Caesar's Legion is more than a faux Roman Empire. Caesar is a man who is educated on the old world, on old world government and was even an NCR citizen and Follower of The Apocolypse. Caesar thinks that the best way to lead is through dictator control. He tells you this when you ask him about President Aaron Kimball. He says that democracy slows down progress. He actually has an amount of respect for Kimball. The Legion is made up of 86 tribes that Caesar has conquered. These tribals are stripped of their identity and are indoctrinated into essentially worshipping Caesar as a living deity, as Arcade Gannon said. The legion does not believe in modern medicine. They only use "natural" sources of healing like powder. Which is not great when (plot twist) you find out about Caesar's brain tumor. Lets talk about how women are used in the Legion. Woman are used as slaves and mates for the men. When tribes are conquered, the women are forced into slavery, while the boys and young men are made into Legion soldiers. The Legion see's women as less than men. The men are trained to fear their leaders rather than their enemies, because if they fail, they are killed, like what Caesar attempted to do to Joshua Graham when the Legion lost the First Battle for Hoover Dam. The Legate Lanius, who probably has the best voice in the game, is a figure of fear. He kills anyone that gets in his way and has been a full member of the Legion since he was a child. Caesar says that Lanius has no care for the men of the legion. In conclusion, the Legion is a slaver group that is led by an educated warlord who has interesting philosophies. MR. HOUSE Robert Edwin House is the founder of RobCo, the company responsible for many of creations in Fallout including the Pip Boy. He predicted the Great War and prepared to survive it, through weird means. The platinum Chip was running late for delivery while the Great War started, so House did not get it. House is very interesting. He is very smart, yet makes very risky gambles, like trusting you (a stranger) in not destroying his secret army of robots. He single handedly saved Vegas from the war and built it up again. He wants you to help him fulfill his wishes for the future. He thinks he deserves the Dam because of what he can do for Vegas. His plan is to remove the Legion and lower the influence of the NCR in the Mojave so that he can bring back the glory of pre war Las Vegas. As another redditor said on the fallout subreddit, House seems to be the only one with long term plans for the future, whether they are good or bad is your opinion. In conclusion, Mr. House is an ambitious man with ambitious plans for Vegas and the Mojave. He is very confident in himself and his ability to predict the outcome of situations. YES MAN/ INDEPENDANCE This is going to be the shortest description. Benny had help reprogramming a securitron to help with anything, most notably taking over Vegas. You choose what factions you like and which ones you do not like and you kick both the Legion and the NCR out of the Mojave wasteland to establish independence. FREEDOM AND DETAIL This game is a game where you have complete freedom. You don't like Caesar, go ahead and kill him. There's no quest to do it, but you can still do it. You can kill anyone you want and you can make many decisions that impact the world. If you allow the NCR train to blow up, or if you do it yourself with the Legion, people will talk about it. I made a post showing Legate Lanius's reaction to you confronting him while wearing Legion faction armor. Obsidian has done such an amazing job putting so much detail in this game. Another example of detail is wiping out Camp Forlorn Hope. The NCR will talk about that if you do it then talk to the troopers. There are more examples of this that you will see during your own gameplay. THE WORLD The games world is so good. The world is great, especially from a 2010 game. The locations are great. The unmarked spots like the Sarsaparilla sign where the Lonesome Drifter is are pretty cool. The spot where you find a dead person with remnants power armor is a pleasant surprise if you just find while exploring. I also feel very immersed in the world when I'm just walking around and see a legion patrolling or NCR patrolling. SOURCES https://www.reddit.com/Fallout/comments/3izps8/lets_talk_about_why_mr_house_is_the_best_option/ https://fallout.fandom.com/wiki/Caesar https://www.reddit.com/falloutnewvegas/comments/klc6ff/in_my_near_57_years_of_playing_this_game_this_is/ A few Oxhorn videos TLDR: I love Fallout: New Vegas.
1250 MF hork barb build and first 150 pit runs results
Hello everyone, Today I would like to share a little project I took up recently - making a pure MF character. I ended up creating barbarian who at lvl 86 has 1258 Magic Find (https://imgshare.io/images/2020/12/08/mf-barb.png). Below I'll briefly describe the build and answer the question - Is it worth it?? TL;DR: I made 1250 MF barb to run pits only. After 150 runs I've found Mang Song's Lesson and some other nice items but I am still not sure if this is worth it. So the general idea was to create highest possible MF character and check how he does in terms of finding items compared to other characters with medicore MF. I choose barb because of his hork ability which adds unique value to every run. Also, warcries and the huge HP pool allows you to completely ignore the resistances (I haven't even done any Anya quests). Warcries also buff your merc, who does all the job adding some MF to the party.
Skill tree build
You max your Battle Orders, Battle Comands and put enough points into hork so that it has 50+ chance. It should be around lvl 20-something with +skills included. Investing more skills into hork is not efficent because it has 52% of success on lvl 21 and 60% success on lvl 60. I also put enough points to have Battle Cry at lvl 20 (with +skills) which has -25% phys resistance. This helps a bit with clear speed and travincal immunities. Other than that you put some points in Natural Resistances and Increase Speed. Honestly it is totally up to you how you distribute those points. Having natural resistances lvl 10 (with +skills) gives me +56 reistances and results in around -8 fr, cr, lr. It is not much but makes you tanky enough to tp in those packs and not die instantly. I prefered to put the rest in Increased speed as you run around very much.
Item build
40% mf IK helm socketed with 2 topazes
32 mf, 17 all resist amulet
2x ali baba with 2x ists each
Perfect skullder's with ptopaz
32 chance guards
39 goldwrap
48 wartravs
perfect (both ar and mf) nagel
35 mf nagel
Spellsteel on switch
Torch, 2 self found warcries skillers and a lot of 7xmf SCs
Merc: Full IK set with 6x ISTed maul, ptopaz armor and 2x ptopaz helm As you can see there is some room for improvement and all in all you should be able to reach as much as ~1500 MF. But as you can see on this chart (https://diablo2.diablowiki.net/images/9/97/Magic-find-diminishing-returns.jpg) there is very little difference between 1000, 1250 and 1500 MF regarding Unique drops.
Gameplay
So you merc is a killer and you are his bit**. Use spellsteel's blink to get to tamoe highland and walk to pits. Blink into elite and champion packs, change to ali babas and let your merc swing his sword 3 times. Then hork, gather loot and move on. I focused only on elite and champion packs since they can drop highest level items. Please note that your merc does the finishing blows so his MF is added to yours. Between the pit runs I ocasionally did some travincal runs but I must say this build is not optimal for this. While in pits most monsters have cold immune, the travincal ones very often explode due to IK's cold damage. The clear is pretty fast - around 1:30 with horks but I think its not worth it due to not all bodies being possible to hork.
150 pit runs results
So with this setup your runs (from the moment you enter the game, to the moment you close the game) take from 2:30 up to 4:00 minutes depending on the map. Avarage speed is 3 minutes - this includes repairing your Spellsteel at charsi (once very run), clearing, horking, opening the chest in lvl 2. Below you can find my drops. In the list I included runes above pul and items notified by Kryszard's loot filter. Other than that I've found couple of trangs/gris armors, IK/tal rasha set pieces, whole mavina's set, a bunch of useless uniques, WSS shards and a lots of gold.
Run 5 - Medusa Gaze 2 cold skill 39 FCR Run 20 - !!!!!! ETH Cranium basher 265 ED !!!!!! Run 26 - Rainbow facet 4/4 poison run 40 - mal rune run 53 - pul rune run 63 - pul rune run 67 - halaberd's reign run 75 - unique ring - nagel run 81 - occulus run 83 - !!!!!! mang song's !!!!!! run 85 - medusa gaze 1 skill run 90 - !!!!!! 39 life shape shift skiller !!!!!! run 95 - another trangs armor... this time gave it a try and rolled 3 soc with corrupt! run 124 - gerke's sanctuary 30 res run 126 - pul rune run 128 - kira's guardian 9/10/9 run 147 - stormshield run 148 - string of ears
As you can see, the results are pretty good but not astonishing. I found my first Mang song's, a huge value of ETH Cranium Basher and a GG shape shift skiller. Other than that there were a lot of empty runs. The thing is we should compare the 150 runs of this build vs 150 runs of another build. I believe this would, on avarage, have better results. But on the other hand, well equipped singer or sorc can do the runs in half of this time probably. But then again, they wont have so much MF. So I guess time/loot wise it all evens at the end of the day. Well equiped sorc does lets say 300 runs in that time and I believe with 200-300 mf she can find just as good items. What I am salty about is the lack of HRs. Of course, MF does not affect the runes drop but this is the most unlucky season in terms of HR drops for me ever. I have a 91 lvl sorc and this 86 lvl barb, done houndrets of Chaos, pits, AT, baal, you name it. And my only HR (I consider runes vex and above as HRs) drop was a Cham rune. Just sick sick RNG.
Conclusion
Is it worth to make 1200+ mf barb? - Well... Not sure. This could be also called the casino barb since every monster pack and every hork gives you that rush since with this much MF the possibility of a GG drop is relatively high. And this is fun part. Other than that the build is a bit dull to play. I created this more for fun and a reasearch itself than making a tons of HRs on it.
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Hi, noobie here. Me and a few friends recently got into Elona+ (first 1.99, then 2.01 when we realised that came out. I battled between elona+C 1.9 and elona+2.01, because elona+C custom AI looks fucking awesome, and its really sad its not in 2.01 yet. But 2.01 has the full story, but ANYWAY unrelated.) and we're all seeing who can "finish the game" first. I have a few questions though, about how stuff works around in the game that I either haven't found on the wiki or im just been stupidly unsure about. 1*- How does skill potential work? And even more confusing to me, Attribute Potential? My current understanding is that skill potential is learning rate, that resets (to %100 maybe idk?) when ever your character levels that skill. If that's how it works, is it worth spending pp to get a skill to %400 if its going to reset anyway? This is when taking like a skill of 10 to 15 or something like that. Secondly, Attribute potential? I have 0 idea about how this works. When I start a new game, they're all superb or good. After a while of playing they slowly degrade, but there's no like trainer that will set them back up. How do you get those to go back up? 2*- Surviving mages in dungeons | How to grind resistances? Me and my friends are playing on Loss. Currently we go dwarf (I like golem, we found out fairy mage ISNT noob friendly) warrior and we always find ourselves dying to magic/mages in level 1 dungeons when we're at like level 8-10. How do you build up magic resistance? Do you just hope you get good RNG gear when looting dungeons? There's no player enchanting in the game I've noticed so idk how to get things like that. :( And for us, if dungeons are too dangerous how do we grind out good gear? Currently we spam harvest quests in yowyn for PP and GP, which we turn into learning skills and buying equipment or saving for a farm deed to plant the herb crops. 3*- Ranged weapons in hand slot? My friend was wondering about this, and i am too. We noticed you can put ranged weapons like grenades pistols bows etc, in hand slots. Does this allow you to duel wield range weapons? Say i had a dagger in one hand, pistol in the other and pistol in shoot, would that work like that or no? 4*- How to grind main attributes? How do you grind thing's like con, strength, charisma, etc? I'm currently assuming that these are based on the skills each represent. Like, if i grow my mining skill, my const will slowly go up based on that skill. So if i wanted the max const, i would have to get every skill under const to the highest it can go? 5*- How do you guys organize your houses/do storage | Wtf is a dungeon deed? To my understanding, there's no containers/chests to put thing's in. But nothing at your house despawns? So currently i just drop things in piles like "Ok, scrolls in this pile, books in this pile, weapons in this pile, etcetcetc" Is that how its normally done? I'm so used to putting thing's in chests, having ways to organize loot, etc. Are thing's like storage houses worth it? Why not just store it in the starter house. Also, what is a dungeon deed? You can store more in it then a storage house, and it costs no rent. Surely this is the best house? What's the downside to it? 6*- Elona's pet progression How's the AI work. I don't understand gene engineering yet because I haven't really got up to that, so when I do ill read up on the wiki. But i mean in like combat, Elona+C has this awesome custom AI feature, where you can teach spells, set up AI patterns, etcetc. Is that ALL elona+C? Is there no way i can say, stat my slave towards been a paladin, or teach my mage healing spells, etc? 7*- How important is joining a guild? We always go some form of warrioclaymore, so how important is joining the fighters guild? Are the thing's like cheaper item identification global? Are the guild quests hard/worth? I know the item you get for reaching the top guild rank or whatever is really cool. 8*- Is crafting viable early game? Can you become a blacksmith? I know you can start shops and stuff, and i had the cute idea of setting up a blacksmith one day. But crafting somewhat confuses me. You can only get materials by going to dungeons/spots on world map, and materials are completely RNG to my understanding. So is thing's like no longer relying on potion stores and crafting them yourself viable? Am i just not grinding enough materials? And regarding the blacksmith, i didn't really see anyway to craft weapons, or heavy armor. When i used the tailor bench or w/e i could only craft robes and such. 9*- Misc questions that are too small for a main question. What does the training machine in the shelter actually train? Skill books VS actually grinding (like a book of tactics vs actually training it) Casino worth? Elochat broken? Best crops for early game farm? Do building locations mattebest building locations? (like deeds) Do town NPC's respawn? (slave master in derhpy got voted out for been a werewolf and i can't buy slaves now) Bandit/criminal playthrough possible? Claymore is a 2 handed weapon, yet i can use a shield with it, How's that work? Drinking, is there no like water option or something, cause shop keeps only have like 3 cups of tea or w/e? Oh, and 2k fullscreen possible? I edited the config file but it seems like the height was hardlocked at 868 or something, and wouldn't cover the entire screen. And lastly, are there any active elona+ discord communities, or any other active elona+ groups other then this, the wiki and /jp/? Jw!
[H] A Ton of Bundle Games (IndieGala, Humble, and Fanatical) [W] Nov. Humble Monthly Games (Not Darksiders III or Yakuza Kiwami)
I already own Darksiders III and Yakuza Kiwami 2, so I figured I'd just skip this month and trade for the other games on here. I haven't updated my list in a long time, so there may be one or two games that I don't have anymore, but I still own most of them. So far, the games I'm looking for are: Imperator: Rome Deluxe Edition Crying Suns Darksburg Little Misfortune Smile for Me Darkwood Tsioque Rover Mechanic Simulator Youropa Townsmen - A Kingdom Rebuilt The ones that I have for trade are: Humble Gift Link - The Uncertain: Last Quiet Day Knights of Pen and Paper 1+2 Collection Road Redemption This War of Mine Throne of Lies The Online Game of Deceit Torchlight Torchlight II The First Tree One Deck Dungeon Skybolt Zack Golf With Your Friends - OST Codex of Victory Conglomerate 451 Deep Sky Derelicts Gift of Parthax Haimrik Quantum Replica Re-Legion Shiny Through the Woods The Inner World Pixel Heroes Byte & Magic Safety First! SEUM: Speedrunners from Hell The Textorcist: The Story of Ray Bibbia + Soundtrack Vambrace: Cold Soul Soundtrack Vampyr AER Memories of Old Ken Follett's The Pillars of the Earth State of Mind Warhammer 40,000: Dawn of War II Warhammer 40,000: Dawn of War III Warhammer 40,000: Sanctus Reach Warhammer: End Times - Vermintide Batman - The Telltale Series Batman: The Enemy Within - The Telltale Series Oxenfree The Walking Dead The Walking Dead - 400 Days The Walking Dead: Michonne - A Telltale Miniseries The Walking Dead: Season Two Astebreed Definitive Edition LiEat Mitsurugi Kamui Hikae Momodora: Reverie Under The Moonlight GET EVEN Carcassonne - Tiles & Tactics Mysterium: A Psychic Clue Game Small World 2 Splendor Twilight Struggle Gabriel Knight: Sins of the Father Black The Fall Children of Zodiarcs Deadbeat Heroes Forgotton Anne Goetia Tokyo Dark The Turing Test Train Valley 2 A Good Snowman is Hard to Build A Mortician's Tale Alien Spidy Broken Age Brothers: A Tale of Two Sons Brutal Legend Darksiders II Deathinitive Edition Darksiders Warmastered Edition DUCATI - 90th Anniversary Europa Universalis IV Fahrenheit: Indigo Prophecy Remastered GNOG Hacknet HIVESWAP: Act 1 Hollow Knight LEGO Batman 3: Beyond Gotham Lostwinds Magicka Music Maker EDM Edition PAC-MAN CHAMPIONSHIP EDITION 2 Party Hard Pikuniku Psychonauts Rebuild 3: Gangs of Deadsville Sniper Elite 3 Speed Brawl Stealth 2: A Game of Clones Stick Fight: The Game Super Hexagon SUPERHOT This is the Police Tilt Brush Tropico 4 Undertale VVVVVV World of Goo Worms Revolution Zombotron Dead Rising 4 Devil May Cry 4: Special Edition RESIDENT EVIL 2 - All In-game Rewards Unlock STRIDER Reigns Reigns: Her Majesty Equilinox MagiCat Samorost 3 1 Screen Platformer A Glider's Journey Adventure Boy Cheapskate DX Animal Super Squad Anomaly 2 Anomaly Defenders Anomaly Korea Anomaly: Warzone Earth Anomaly Warzone Earth Mobile Campaign Artemis: God-Queen of the Hunt Balancelot Bastion Cathedral Chivalry: Medieval Warfare Clatter Dead by Daylight - Of Flesh and Mud Dead by Daylight - Spark of Madness Deadlight: Director's Cut Dino Run DX Downtown Drift Draw Your Game Drink More Glurp Jingle Jam Challenge Invisible Inc. Kalaban Kingdom: New Lands Motorsport Manager Must Dash Amigos Nemo Dungeon Neverwinter: Vestments of the Wind Pack Ninja Senki DX PAC-MAN CHAMPIONSHIP EDITION 2 Potatoman Seeks the Troof Pumped BMX + Rapture Rejects Rebound Dodgeball Evolved Red Horizon Rogue Rocks Scanner Sombre Songs of Skydale Stories: The Path of Destinies Super Chicken Catchers THE TEAR YORG.io Chasm Fluffy Horde Regular Human Basketball Fairy Fencer F: Advent Dark Force Complete Deluxe Set Megatagmension Blanc + Neptune VS Zombies (Neptunia) Moero Chronicle Neptunia Shooter Superdimension Neptune VS Sega Hard Girls Trillion: God of Destruction Beckett Everything Rusty Lake Hotel The Stanley Parable Thomas Was Alone Yume Nikki YUMENIKKI -DREAM DIARY- Game Character Hub PE: DS Generator Parts Game Character Hub PE: Second Story Game Character Hub: Portfolio Edition RPG Maker MV RPG Maker MV - GENE RPG Maker MV - MADO RPG Maker MV - SAKAN RPG Maker VX RPG Maker VX Ace RPG Maker XP Visual Novel Maker + Live 2D Evergarden Shenmue I & II SYNTHETIK: Legion Rising Bridge Constructor Portal Portal Knights SEUM: Speedrunners from Hell Staxel Tricky Towers When Ski Lifts Go Wrong Planet Alpha Puss! The Spiral Scouts Cat Quest HIVESWAP: Act 1 Immortal Planet Pillars of Eternity Tyranny - Standard Edition Carrier Command: Gaea Mission Pound of Ground Take On Helicopters Take on Mars Ylands Distance God's Trigger Guacamelee! 2 MOTHERGUNSHIP DISTRAINT 2 Rusty Lake Paradise Unexplored The Adventure Pals Almost There: The Platformer Yoku's Island Express 60 Parsecs! Love is Dead Road Redemption Clustertruck Diaries of a Spaceport Janitor Party Hard Punch Club SpeedRunners Duskers Paratopic Pool Panic Red Faction Guerilla Re-Mars-tered Black The Fall Octahedron The Turing Test I'm not a Monster Wandersong 11-11 Memories Retold Impact Winter Little Nightmares PAC-MAN™ Championship Edition DX+ Project CARS Genital Jousting Highway Blossoms Just Deserts Purrfect Date Sunrider Academy Sunrider: Liberation Day - Captain's Edition Among the Sleep - Enhanced Edition Tooth and Tail Dandara MINIT Steel Rats 12 is Better Than 6 BLACKHOLE Cook, Serve, Delicious! 2!! Kingsway kuso Soft Body Way of the Passive Fist Slipstream Dear Esther: Landmark Edition GoNNER Headlander Ken Follett's The Pillars of the Earth Shadow Tactics: Blades of the Shogun Bleed 2 Rapture Rejects Rock of Ages 2: Bigger and Boulder Sniper Elite 3 Interplanetary: Enhanced Edition Worms Clan Wars Animal Super Squad Anomaly 2 Anomaly Defenders Anomaly: Warzone Earth Blade & Bones Board Battlefield Clicker bAdventure Cloudborn Convoy Cube Link Deep Dungeons of Doom Detective Case and Clown Bot in: Murder in the Hotel Lisbon Don't Stand Out Dungeon Escape Fahrenheit: Indigo Prophecy Remastered Flux8 Freaky Awesome Guns of Icarus Alliance Collector's Edition Hackyzack The Haunting of Billy Hello Pollution! Hyperdrive Massacre Indecision. 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