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games suck bc none of them can simulate progression correctly

its either one weird trick that trivializes everything or Yo...
tats
  12/11/25
Valheim had a pretty good, if simple, Ultima inspired system...
cot on gin
  12/11/25
terraria lost that suspension of disbelief of being a pixels...
tats
  12/11/25
you mean thematic progression? not mechanical progression?
cot on gin
  12/11/25
im a gamer, i dont know what things mean. people say mechani...
tats
  12/11/25
Guitar Hero
Juan Eighty
  12/11/25
i think game designers have gotten a lot better at doing pro...
mouse utopia
  12/11/25


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Date: December 11th, 2025 3:23 PM
Author: tats

its either one weird trick that trivializes everything or Your Choices Don't Matter

(http://www.autoadmit.com/thread.php?thread_id=5809198&forum_id=2)#49502582)



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Date: December 11th, 2025 3:25 PM
Author: cot on gin

Valheim had a pretty good, if simple, Ultima inspired system iirc

stuff like terraria also does it pretty well imo

(http://www.autoadmit.com/thread.php?thread_id=5809198&forum_id=2)#49502589)



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Date: December 11th, 2025 3:43 PM
Author: tats

terraria lost that suspension of disbelief of being a pixelshit game by all those dumb biomes, horror for the sake of horror, and bosses that also ignore the pixelshit. everything up until the eye boss is fun since you use the tools you have at hand like macgyver

can argue the same for noita, first level is nice, everything after just transitions the game from something conceptual and fun to a toxic programming sim for 0 pay

(http://www.autoadmit.com/thread.php?thread_id=5809198&forum_id=2)#49502674)



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Date: December 11th, 2025 3:48 PM
Author: cot on gin

you mean thematic progression? not mechanical progression?

(http://www.autoadmit.com/thread.php?thread_id=5809198&forum_id=2)#49502696)



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Date: December 11th, 2025 3:55 PM
Author: tats

im a gamer, i dont know what things mean. people say mechanics even though its ambiguous and meaningless.

progression in single player games like having access to more abilities or items but in a measured way

for multiplayer games its just influence and dominion over other players

in response to thematics, when you have games that have some destroyable/buildable matrix, its important to make sure that this theme is relevant for the entirety of the game without being overwhelming

(http://www.autoadmit.com/thread.php?thread_id=5809198&forum_id=2)#49502730)



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Date: December 11th, 2025 3:46 PM
Author: Juan Eighty

Guitar Hero

(http://www.autoadmit.com/thread.php?thread_id=5809198&forum_id=2)#49502686)



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Date: December 11th, 2025 3:58 PM
Author: mouse utopia

i think game designers have gotten a lot better at doing progression, actually

it's authenticity that has become the Big Problem. it's something that can't really be Engineered or Designed except in truly brilliant cases. it's mostly a function of sentiment that organically occurs amongst a playerbase

and in the era of "streaming" and 24/7 matrix connection, Games can really only capture this Authenticity for a couple weeks, maybe a month, before the hivemind's attention moves to something else that enraptures it

(http://www.autoadmit.com/thread.php?thread_id=5809198&forum_id=2)#49502748)