Sins of Gaming

Recommended Videos

Terminal Blue

Elite Member
Legacy
Feb 18, 2010
3,933
1,804
118
Country
United Kingdom
Phoenixmgs said:
-Skinner boxes
So, the problem is that operant conditioning is incredibly deeply woven with the fabric of what actually makes gameplay fun. Almost all games use a system of reward and punishment to manipulate the player's volition (to make them want to keep playing) even though the player isn't gaining any inherent reward for doing so. Most of what we do in games is not inherently "fun", it becomes fun because it is making progress towards something which is fun, like shooting an enemy in a cool way, or getting a piece of a game's story, or unlocking a new ability and getting to use it for the first time. The reward or "fun" of games is a form of psychological manipulation, just one that we willingly subject ourselves to in order to have fun and be entertained.

The fact that a game is grindy or takes a long time to get anywhere doesn't mean it's more of a "skinner box" than any other game. In fact, making this observation kind of implies the game is bad at conditioning you. You have not been given enough (or the right kind of) reinforcement to want to keep going. The actual problem, I think, is that people have different levels of susceptibility to different kinds of rewards. Some people get addicted to slot machines, others will never see the appeal no matter how many times they play, but might be obsessed with dungeon crawling RPGs which use a more consistent and less random reward set-up.

The danger of operant conditioning isn't that it leads to bad game design, it's an important part of good game design, it's that it can lead to compulsion and (as in the case with lootboxes) to the exploitation of compulsion. Sure, people get compulsively addicted to grindy MMOs, or to buying lootboxes, but people also get addicted to complex strategy games (just one more turn!)

Rather than operant conditioning itself, I would say the problem is the game industry moving towards a business model based on intentionally exploiting compulsion for monetary gain by targeting those who are vulnerable to quite simple forms of operant conditioning in the (misguided, I believe) belief that those people are all you need to sustain an audience.
 

Addendum_Forthcoming

Queen of the Edit
Feb 4, 2009
3,647
0
0
evilthecat said:
So, the problem is that operant conditioning is incredibly deeply woven with the fabric of what actually makes gameplay fun. Almost all games use a system of reward and punishment to manipulate the player's volition (to make them want to keep playing) even though the player isn't gaining any inherent reward for doing so. Most of what we do in games is not inherently "fun", it becomes fun because it is making progress towards something which is fun, like shooting an enemy in a cool way, or getting a piece of a game's story, or unlocking a new ability and getting to use it for the first time. The reward or "fun" of games is a form of psychological manipulation, just one that we willingly subject ourselves to in order to have fun and be entertained.

The fact that a game is grindy or takes a long time to get anywhere doesn't mean it's more of a "skinner box" than any other game. In fact, making this observation kind of implies the game is bad at conditioning you. You have not been given enough (or the right kind of) reinforcement to want to keep going. The actual problem, I think, is that people have different levels of susceptibility to different kinds of rewards. Some people get addicted to slot machines, others will never see the appeal no matter how many times they play, but might be obsessed with dungeon crawling RPGs which use a more consistent and less random reward set-up.
Ehhh, operant conditioning is specifically about strengthening a behaviour response. I love Resistance: Avalon as much as the next person, but the thing is that I won't have the same pleasure anywhere else of lying to my friend's faces, manipulating and deceiving them in turn. The thing about operant conditioning is the idea of voluntary behaviour being strengthened. But we don't play games for that reason. Most 'games' don't really fall into what can be considered truly operant conditioning becausea game is an open gamestate with multiple projected behavioural models of engagement, with unequal certainty and unequal reward on that basis that can neither totally affirm or deny another's behaviour.

So playing Resistance: Avalon does not make your more inclined to lie to your friends and be a manipulative arsehole.... because that is typically penalized outside of the game. And because doing so has no gamestate or unequal certainty of participation or reward (you win, you lose). One could make the argument that it might make you better at lying to your friends which might influence your desire to do so due to operant conditioning ... but it's the difference between training to kill someone and actually killing someone has no correlation beyond capacity... you need a separate binding force of reinforcement process.

Just thought I'd throw that in there. Definitely there are some games that tow that line and get into really skeevy shit that is rife in video games ... and it should be called out when people see it when it involves microtransactions, virtual currency, loot boxes, and so on. But it's hard to say games represent operant conditioning on their own ...

Playing games in general may be operant conditioning... but only in the loosest, and vaguest definition of it. The problem of the definition is that games alone do not reinforce voluntary behaviour beyond playing games in general. If there's no definitive action of reinforced behaviour, a sign that behaviour has been strengthened, then it's not really a skinner box.

Playing games can't be likened to a rat pressing a buzzer and getting food.

In fact the reason why Resistance and other hidden role games are so muich fun is because occasionally you will be by chance selected to try to break your common operant conditioning. By being a devious, conniving, two-faced manipulator of your friends. But hidden role games do not a conniving manipulator make. What makes the game fun is knowing full well you might be a person that has to play on other people's thoughts, lie to their face, manipulate them ... but most times you won't be.

And that's fun. Because it gives you a momentary licence to act like awful human beings. But it's a stretch to say that that actually sticks with you or reinforces those tendencies.

True skinner boxes represent games that addict people through a false sense of progression. Like if you play an MMORPG ... you're rewarded with all these character options, and classes, and races, and cheap gear ... then you go out into the world ... and the first mobs you find you can easily dispatch by yourself.

And you get rewarded some more ... you level up, you get the quest rewards of things youcan solo. But then the game gets progressively harder ... and you can't just level up that way anymore. You need a party of other players ... so you get invested in sitting around, waiting for an ideal group. And then you go hunting again ... and you get more xp, you level up faster, better drops, complete more quests ...

And that sense of completion drives you further, and for each and every level requires more investment than the last. More time waiting for the best group to party with, joining guilds, forming social connections of which becoming binding andreinforcing agents to yourcontinued activities, as both of you are invested in playing in this MMORPG ... You can't quit after all these months ... you've put so much time into it already and you've made some nice friends online, and you're having fun, so it can't be that bad, right?

That's operant conditioning...

Go into Steam or Good Old Games, and even with popular games you'll notice barely anyone actually completes. Like Pillars of Eternity. I actually have a lot of problems with that game and I don't like it ... but I still finished the main game ... unlike about 80% of people that own it. That's not to say things like videogame addiction doesn't exist for those 80% of people... but clearly the particular stimuli and repetitive behaviour demonstration is lacking. People didn't just sit down and keep playing it.

Unlike what we see in many MMORPGs...
 

NerfedFalcon

Level i Flare!
Mar 23, 2011
7,626
1,477
118
Gender
Male
cdfgku said:
Adding multiplayer to single player RPG type games.
I dunno, Pokemon did it pretty well, and has done since 1996. Sure, you can get a little unbalanced when your levels are all over the place compared to your friends, but six L100s a side makes things a fair and fun experience.

A lot of people see it as more of a multiplayer game than an RPG, though, so maybe this doesn't count?
 
Apr 17, 2009
1,751
0
0
Prepping for a sequel so much that you forget to make the first game good, thus ensuring it will be the only game despite all the setting up.

Which admittedly can apply to more than just games
 

Dalisclock

Making lemons combustible again
Legacy
Escapist +
Feb 9, 2008
11,286
7,086
118
A Barrel In the Marketplace
Country
Eagleland
Gender
Male
Unskippable and Unpausible cutscenes are both pretty shitty and easily avoided. In fact, there is literally no reason either of these should exist in any game ever.

Sure, you may be really proud of that cutscene, but placing a 5 minute cutscene before that one boss with no save point or way to skip the cutscene even on subsequent attempts is the fastest way to make me hate your cutscenes on principle.

Not to mention having to go to the bathroom is a thing(and sometimes you don't get much warning), as is having to answer the phone, answer the door or attend to a child who woke up crying and needs to be attended to right now. Life is more important then your damn cutscene and if you can't be bothered to acknowledge that, you shouldn't be allowed to make them.
 

BrawlMan

Lover of beat'em ups.
Legacy
Mar 10, 2016
31,484
13,014
118
Detroit, Michigan
Country
United States of America
Gender
Male
* Day 1 DLC, Loot boxes, and "Games as Live Services"

* Holding a sequel or series hostaage based on nigh impossible sales expectations.

* Forced stealth sections that are one hit kills or force a game over. The ps1/ps2 days really suffered from this after MGS1 came out.

* Escort missions. We rarely see it nowadays, but it can still pop up every now and then.

* 3rd person Cover Shooters with not much to offer or COD clones. Gen 7's major problems.

* Unnecessary and in-name only reboots of franchises. Games aren't the only ones to suffer from this.

* Cutting characters from fighting games rosters just make an extra buck. Especially if that character has been in the franchise since the very beginning. Capcom, Namco, and Arc System Works, come on down! Also, fuck releasing characters in "seasons". Killer Instinct and Skullgirls are the only ones to get this right. And they're not full $60 titles, which makes the big publishers excuses even less justifiable.

* Ubisoft delaying Rayman Legends near the release of GTAV. Goddamn it! Thanks for making a game fail, because you were getting cold feet and were afraid the game wouldn't sell well on the Wii U. It's ironic, because the Wii U version still sold the most copies.

EA, Activision, and Ubisoft on principle alone.

Steam Greenlight.
 

Addendum_Forthcoming

Queen of the Edit
Feb 4, 2009
3,647
0
0
Dalisclock said:
Unskippable and Unpausible cutscenes are both pretty shitty and easily avoided. In fact, there is literally no reason either of these should exist in any game ever.

Sure, you may be really proud of that cutscene, but placing a 5 minute cutscene before that one boss with no save point or way to skip the cutscene even on subsequent attempts is the fastest way to make me hate your cutscenes on principle.

Not to mention having to go to the bathroom is a thing(and sometimes you don't get much warning), as is having to answer the phone, answer the door or attend to a child who woke up crying and needs to be attended to right now. Life is more important then your damn cutscene and if you can't be bothered to acknowledge that, you shouldn't be allowed to make them.
I would have gone mad if MGS4 didn't have skippable cutscenes. How can you spend half a day saying nothing at all?
 

Dalisclock

Making lemons combustible again
Legacy
Escapist +
Feb 9, 2008
11,286
7,086
118
A Barrel In the Marketplace
Country
Eagleland
Gender
Male
Addendum_Forthcoming said:
Dalisclock said:
Unskippable and Unpausible cutscenes are both pretty shitty and easily avoided. In fact, there is literally no reason either of these should exist in any game ever.

Sure, you may be really proud of that cutscene, but placing a 5 minute cutscene before that one boss with no save point or way to skip the cutscene even on subsequent attempts is the fastest way to make me hate your cutscenes on principle.

Not to mention having to go to the bathroom is a thing(and sometimes you don't get much warning), as is having to answer the phone, answer the door or attend to a child who woke up crying and needs to be attended to right now. Life is more important then your damn cutscene and if you can't be bothered to acknowledge that, you shouldn't be allowed to make them.
I would have gone mad if MGS4 didn't have skippable cutscenes. How can you spend half a day saying nothing at all?
I was tempted to bring this up but considering I already mention Metal Gear way more then I should on these forums I decided not to.

But yeah, The Metal Gear games may have a really high ratio of cutscenes to gameplay, but at least they have the decency to let you skip to the gameplay if you want. With MGS4, that's a fucking godsend. I ended up watching all the cutscenes when I played it for the first time, but if I ever end up replaying it, I imagine I'll probably just skip most of them, only watching the ones I know I liked(such as the one with Ocelot on the river, which is still one of my favorite moments in the entire series for how ridiculous it is).
 

Addendum_Forthcoming

Queen of the Edit
Feb 4, 2009
3,647
0
0
Dalisclock said:
I was tempted to bring this up but considering I already mention Metal Gear way more then I should on these forums I decided not to.

But yeah, The Metal Gear games may have a really high ratio of cutscenes to gameplay, but at least they have the decency to let you skip to the gameplay if you want. With MGS4, that's a fucking godsend. I ended up watching all the cutscenes when I played it for the first time, but if I ever end up replaying it, I imagine I'll probably just skip most of them, only watching the ones I know I liked(such as the one with Ocelot on the river, which is still one of my favorite moments in the entire series for how ridiculous it is).
MGS3 is legitimately the only storyline I paid attention to. I didn't watch any of MGS4's cutscenes ... Well that's not true, I watched the first two ... and then I never made that mistake again. Honestly I have a feeling that if you just make up the story in your head it will make more sense.
 

Chimpzy_v1legacy

Warning! Contains bananas!
Jun 21, 2009
4,789
1
0
Dalisclock said:
I was tempted to bring this up but considering I already mention Metal Gear way more then I should on these forums I decided not to.

But yeah, The Metal Gear games may have a really high ratio of cutscenes to gameplay, but at least they have the decency to let you skip to the gameplay if you want. With MGS4, that's a fucking godsend. I ended up watching all the cutscenes when I played it for the first time, but if I ever end up replaying it, I imagine I'll probably just skip most of them, only watching the ones I know I liked(such as the one with Ocelot on the river, which is still one of my favorite moments in the entire series for how ridiculous it is).
If I remember things correctly, MGS4 cutscene runtime also counts towards the completion time for that playthrough (among other things). Not that huge of a deal, but I don't think the game ever tells you this and like you, I liked watching certain cutscenes, thinking they wouldn't matter. Made getting that Big Boss rank emblem a bit of a pickle.
 

cdfgku

New member
Jan 2, 2015
24
0
0
Chimpzy said:
Dalisclock said:
I was tempted to bring this up but considering I already mention Metal Gear way more then I should on these forums I decided not to.

But yeah, The Metal Gear games may have a really high ratio of cutscenes to gameplay, but at least they have the decency to let you skip to the gameplay if you want. With MGS4, that's a fucking godsend. I ended up watching all the cutscenes when I played it for the first time, but if I ever end up replaying it, I imagine I'll probably just skip most of them, only watching the ones I know I liked(such as the one with Ocelot on the river, which is still one of my favorite moments in the entire series for how ridiculous it is).
If I remember things correctly, MGS4 cutscene runtime also counts towards the completion time for that playthrough (among other things). Not that huge of a deal, but I don't think the game ever tells you this and like you, I liked watching certain cutscenes, thinking they wouldn't matter. Made getting that Big Boss rank emblem a bit of a pickle.
With the length of the cutscenes, you?d be able to unmistakably tell by the end of each Act when it gives your playtime. As in, ?Wtf, I was only playing for about an hour; why is my total almost three hours?!?

The toughest parts of the game for me were the on rails shooting sequences; especially Act 3 on the bike, which I believe I just said fuck it and used the Solar gun on for my Big Boss run. Luckily I didn?t run out of charge like I ran out of ammo for my Mk2. I might?ve had a couple stun grenades too IIRC. Come to think of it it?s been like, ten years almost exactly when I did that run. What I didn?t realize at the time was apparently you can save between sections of the bike chase, which would have helped greatly had I known then.



Johnny Novgorod said:
hanselthecaretaker said:
Johnny Novgorod said:
Pet peeve of mine - I don't like it when largely single-player games add multiplayer or online-dependent trophies/achievements. This basically puts expiration dates on trophies/achievements. Good luck Platting Demon's Souls now.
Demon?s Souls is objectively easier to Plat offline. Sure it?ll take longer, but it?s still completely possible.
I know, being online apparently borks (well, borked) world tendencies and foil(ed) any attempt to manipulate them. But if it weren't for online trading I doubt most people would've gotten that freaking Pure Bladestone. And I Platted the game without any kind of duping (mostly because I wasn't aware of it until after I got the trophy).
Being a touch insane, I got the PBstone the masochistic way. I almost cried when it dropped, and left my chair a bit in jubilation. Part of the reason why I don?t really care about nabbing redundant trophies in the Souls series is going through that trial. At least the requirements seemed to lighten up for Dark and Bloodborne. I could probably make that 4-2 skeleton run in my sleep to this day. It was great for leveling higher than I have in any of the successors, but not much else.
 
Sep 24, 2008
2,461
0
0
Addendum_Forthcoming said:
Random chance reliance that often defaults to a simple d100 without any real means of directly engaging with consistency beyond bumping a number up or down.

X-COM is the bigger offender of this. A beeter assumption is you always hit barring one instance result, but damage itself is keyed a modified based on result. Once again, Gloomhaven is an infinitely better tactical system that allows actual tactics without having to roll dice.

All too often do you get burned by doing yhings the long way... setting up crossfire opportunjties, and the perfect killzones, all yo be burned on an entire round because apparently the 'world's best soldiers' can still miss something 25% of the time at 4 spaces away.

By just assuming you always hit barring one instance, and using damage rewards/penalties instead, it means ambushing an exposed enemy after moving is effective and won't just murder you if you miss... and makes protracted firefights a thing to avoid.
Thank you. I love any reasons to put these up. I hate Xcom. I hate any games where luck is more important than skill.


 

Dalisclock

Making lemons combustible again
Legacy
Escapist +
Feb 9, 2008
11,286
7,086
118
A Barrel In the Marketplace
Country
Eagleland
Gender
Male
Addendum_Forthcoming said:
Dalisclock said:
I was tempted to bring this up but considering I already mention Metal Gear way more then I should on these forums I decided not to.

But yeah, The Metal Gear games may have a really high ratio of cutscenes to gameplay, but at least they have the decency to let you skip to the gameplay if you want. With MGS4, that's a fucking godsend. I ended up watching all the cutscenes when I played it for the first time, but if I ever end up replaying it, I imagine I'll probably just skip most of them, only watching the ones I know I liked(such as the one with Ocelot on the river, which is still one of my favorite moments in the entire series for how ridiculous it is).
MGS3 is legitimately the only storyline I paid attention to. I didn't watch any of MGS4's cutscenes ... Well that's not true, I watched the first two ... and then I never made that mistake again. Honestly I have a feeling that if you just make up the story in your head it will make more sense.
Well, considering mgs4 can be summed up in 4 minutes, mostly with Nanomachines.


If you're playing MGSV, substitute "Magical Bullshit Parasites" and every so often say "Phantom Pain" for some variety.
 

Phoenixmgs_v1legacy

Muse of Fate
Sep 1, 2010
4,691
0
0
Seth Carter said:
I'm not sure what you'd put Arkham under if not a primarily combat game. Sure, its got stealth, but its barely above AC levels of it.

Shadow of Mordor struck me as, much like No Mans Sky, a developer too focused on getting their one concept to work that they didn't entirely have a concept of what to do with it. Like I'd guess they came up with the Nemesis idea on its own, then WB just kind of threw the LotR license on it randomly. Which is a shame, the general ideas used could've been awesome in an Outworld focused Mortal Kombat game. Which segues nicely into my main problem with Shadow of Mordors combat. Whatever recent come-lately superpowers Talion happened to have, he's a burly human dude using a broadsword with conventional training. Where the hell is all the random flippy ninja stuff coming from. Everything about Shadow of Mordor just felt like it was jammed onto the wrong characters nad game, more or less. Even WB stablemate Mad Max had the sense to redo the Arkham esque combat to be more grounded and impactful because Mad Max is not Batman (though in their case they were terribly underinvested in the car combat for the damned "Road Warrior" game, and spent a bunch of effort tacking in survival mechanics that became obsolete in less then an hour)
I very much feel the Arkham games (at least Asylum and City) are pretty well split-up in terms of gameplay as you play through them. You go from said Arkham melee combat to stealth sections to Metroidvania-lite exploration to story/character beats with usually really good pacing. I feel that the Arkham combat really only made up at most a 3rd of your playtime and was always split-up well enough to where you were actually looking forward to the next fight. Whereas Middle-earth was literally just fighting orcs everywhere, the 2nd half's combat encounters gets more interesting with the ability to mind-control orcs (or whatever that was called) but by that time I was sorta already rushing to get to the ending because of being burnt out on combat. It doesn't help that it is literally just reskinned Arkham combat with the same exact moves like there's the beatdown mechanic and that one special that kills all downed orcs that's the best just like in Batman. I remember looking at the skill tree in Middle-earth and knowing exactly what every skill already was and what to bee-line to.

I definitely liked the Nemesis system better as a concept than in execution. I think early on it was interesting but later on got very limiting to where you could only do one thing to the leader orcs. Then, it was really annoying to just get into a little orc skirmish to have like 3 nemeses show up interrupting combat each time with their intro little cutscenes/dialog. I don't really have a great idea on how to make it work because I would definitely what the primary focus of the game to be said nemesis system vs fighting mobs where just about everything you do is to kill leadership or influence the hierarchy in your favor.

evilthecat said:
Phoenixmgs said:
-Skinner boxes
So, the problem is that operant conditioning is incredibly deeply woven with the fabric of what actually makes gameplay fun...
Much of what Addendum_Forthcoming said. With your take, then everything we find fun or enjoyable is just operant conditioning which is really nihilistic take on pretty much everything.

Dalisclock said:
I imagine I'll probably just skip most of them, only watching the ones I know I liked(such as the one with Ocelot on the river, which is still one of my favorite moments in the entire series for how ridiculous it is).
Ocelots VA just hams it up so much that I love it.
 

Saulkar

Regular Member
Legacy
Aug 25, 2010
3,142
2
13
Country
Canuckistan
Since everyone covered most things I will throw rubber-banding into the mix. If I could I would rip it out off all racing games and force developers to advance the a.i. of racing opponents without relying on cheap tricks that are painfully obvious.
 

Phoenixmgs_v1legacy

Muse of Fate
Sep 1, 2010
4,691
0
0
Saulkar said:
Since everyone covered most things I will throw rubber-banding into the mix. If I could I would rip it out off all racing games and force developers to advance the a.i. of racing opponents without relying on cheap tricks that are painfully obvious.
I enjoyed that Need for Speed Hot Pursuit from last-gen but the rubberbanding is so obvious that it really comes close to ruining all the fun. I recall the 1st 2 Midnight Clubs having no rubberbanding or at least really well hidden. I recall it seemed like AI racers were set to finish races in a set time for the most part but would make mistakes when on screen and you can make them crash and whatnot. It basically felt like racing against a clock that you could influence occasionally.
 

Johnny Novgorod

Bebop Man
Legacy
Feb 9, 2012
19,347
4,013
118
hanselthecaretaker said:
Johnny Novgorod said:
hanselthecaretaker said:
Johnny Novgorod said:
Pet peeve of mine - I don't like it when largely single-player games add multiplayer or online-dependent trophies/achievements. This basically puts expiration dates on trophies/achievements. Good luck Platting Demon's Souls now.
Demon?s Souls is objectively easier to Plat offline. Sure it?ll take longer, but it?s still completely possible.
I know, being online apparently borks (well, borked) world tendencies and foil(ed) any attempt to manipulate them. But if it weren't for online trading I doubt most people would've gotten that freaking Pure Bladestone. And I Platted the game without any kind of duping (mostly because I wasn't aware of it until after I got the trophy).
Being a touch insane, I got the PBstone the masochistic way.
You have my sympathies.
Since I got that in a trade the worst part for me was replaying the game something like 3 or 4 times so I could allot some Boss Souls the requisite amount of times to unlock all spells/miracles. This was before I realized you could just dupe them over and over.
I guess the only thing truly gone forever now that game's offline is the Old Monk fight where you duel a random player.
 

sXeth

Elite Member
Legacy
Nov 15, 2012
3,301
676
118
Phoenixmgs said:
I very much feel the Arkham games (at least Asylum and City) are pretty well split-up in terms of gameplay as you play through them. You go from said Arkham melee combat to stealth sections to Metroidvania-lite exploration to story/character beats with usually really good pacing. I feel that the Arkham combat really only made up at most a 3rd of your playtime and was always split-up well enough to where you were actually looking forward to the next fight.
I found the stealth part of Asylum always kind of felt really limiting and highly contrived, (the (lampshaded by the game itself, but still omnipresent despite the acknowledgement of it being nonsense) gargoyles being the poster boy of that). City had (generally) more open-ended approaches to maneuvers (both by being outdoors and I guess having the budget to make larger indoors as well), but felt like everything was being stretched to the max to accommodate the Batman variety show of endless cameos (I don't even remember what the Penguins whole section was about). And the general base mobility of the game kind of reduced the Metroidvania gadgets to being glorified key cards (or Mr Freezes gun of terribly awkward forced platforming segments).

I definitely liked the Nemesis system better as a concept than in execution. I think early on it was interesting but later on got very limiting to where you could only do one thing to the leader orcs. Then, it was really annoying to just get into a little orc skirmish to have like 3 nemeses show up interrupting combat each time with their intro little cutscenes/dialog. I don't really have a great idea on how to make it work because I would definitely what the primary focus of the game to be said nemesis system vs fighting mobs where just about everything you do is to kill leadership or influence the hierarchy in your favor.
Yes, the idea of an enemy learning your tactics and countering them is solid on paper. The implementation where you can do the tactic, but they're magically immune to it because reasons was a little wonky. Like rather then "Immune to stealth kills", maybe they could've just spawned in with some very aggresively searching sentries or the like. And yeah, the teleporting to a battle you're in rather then existing as constant map elements with appropriate travel time to reach an alert was kind of annoying.
 

Addendum_Forthcoming

Queen of the Edit
Feb 4, 2009
3,647
0
0
Dalisclock said:
Well, considering mgs4 can be summed up in 4 minutes, mostly with Nanomachines.


If you're playing MGSV, substitute "Magical Bullshit Parasites" and every so often say "Phantom Pain" for some variety.
Oh my god... it makes so much sense now!

TBF, I played roughly a whole of 2 hours past the god awful hospital scene and just stopped playing of MGS5.
 

Dalisclock

Making lemons combustible again
Legacy
Escapist +
Feb 9, 2008
11,286
7,086
118
A Barrel In the Marketplace
Country
Eagleland
Gender
Male
Addendum_Forthcoming said:
Dalisclock said:
Well, considering mgs4 can be summed up in 4 minutes, mostly with Nanomachines.


If you're playing MGSV, substitute "Magical Bullshit Parasites" and every so often say "Phantom Pain" for some variety.
Oh my god... it makes so much sense now!

TBF, I played roughly a whole of 2 hours past the god awful hospital scene and just stopped playing of MGS5.
Oh, if you want the "real" ending, you get to replay the entire hospital scene again, with pretty much no changes at all except a few bits where you see what Venom was really seeing the whole time(because he has a big piece of shrapnel in his brain). Tutorial prompts and all. And after playing the entire game with all the goodies, having to replay a carbon copy of the first mission without being able to skip the slow bits just feels painful.

But hey, you get to find out that Big Boss was actually off having cool adventures without you the entire time and Venom is really just some random mook with a head injury who Ocelot was gaslighting the entire game(Sadly, the only time Ocelot actually acts like himself and not some dude with a taco stuck to his face).