Watched the Starfield gameplay, when Todd Howard pulled out his space laser to mine iron ore it was like my soul left my body and i watched the rest of the trailer in a dissociative state.

I like Minecraft. It's a good time. I also really like Satisfactory. But every single other game that has resource mining would be better off without it. It's like hacking and lockpicking minigames, the only thing it can possibly offer to the player is a minute of annoyance - but with mining it's often hours of annoyance.

  • Esoteir [he/him]
    ·
    edit-2
    2 years ago

    100% agree tbh

    I remember seeing V Rising and going "oh dang this looks like a pretty cool vampire RPG thingy and i liked the dev's last game" then seeing that 90% of the game is slapping trees and rocks to get wood and stone and :picard-annoyed:

    also after the whole "1000 open world planets you can explore!" thing idk i'm just kinda not hyped at all. barren procedurally generated landscapes do literally nothing for me, it's what made elite dangerous pretty boring for me and why the "walk around on planets" DLC made me really confused

    just do an Outer Wilds and give me like six really well made handcrafted locations instead of hundreds of time consuming KM of literal nothingness with the occasional outpost

    • OutrageousHairdo [he/him]
      ·
      2 years ago

      Honestly games like Metroid Fusion have more world design in their left middle toe than these vapid No Man's Sky type things have in the whole game.

    • Nounverb [none/use name]
      ·
      2 years ago

      Yeah elite dangerous is just so awful I don't understand why people play it. They made the ships look like crap on purpose to sell skins, and beyond that everything looks terrible.

      The actual gameplay is so rough, and finicky, I end up just turning off my computer and going outside :possum-mama:

      • Catherine_Steward [she/her]
        ·
        2 years ago

        Elite: Dangerous is fun for the same reason Euro Truck Sim is fun. I can't imagine what players who actually do combat see in the game though.

    • UlyssesT [he/him]
      ·
      2 years ago

      Lockpicking happens in real time in Elder Scrolls Online. It does add some tension if you're looting an occupied building.

      • blobjim [he/him]
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        edit-2
        2 years ago

        It can be a time-based cost to make sure you can't just run into an occupied building with enemies shooting at you and loot the whole thing without fighting at all. It would be pretty lame to just make them a long animation in most cases.

  • TheBroodian [none/use name]
    ·
    2 years ago

    I think like a lot of people in the comments have already eluded, it depends largely on implementation and context.

    Personally I really hate grinding, it's thankless and it embeds the sensation of "My life is finite, and I'm losing seconds I'll never get back to this mindless shit." But sometimes, it's done well, and strangely, can be very exciting. Factorio and terraria are a few other games that have resource collection as central mechanics, yet don't feel like a total brainless slog.

    Anyway, fuck Todd Howard

  • Homestar440 [he/him]
    ·
    2 years ago

    It's like hacking or lockpicking minigames

    Somebody watched HBombs Deus Ex video

    • ssjmarx [he/him]
      hexagon
      ·
      2 years ago

      I mean, yes, but that's been my opinion on them for years at this point. The one mod I always, always, always use in Skyrim is the one that shows you the debug visual for lockpicking so you can get it every time.

  • UlyssesT [he/him]
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    edit-2
    2 years ago

    If thing is popular in game that thing must be in every game until something else popular comes around. It's why chest-high walls and "realistic" restrictions where you can only carry 2 guns at a time and you must fight in desolate ruins were a thing for so many years. :stonks-up:

    • OutrageousHairdo [he/him]
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      edit-2
      2 years ago

      The 2 gun system actually makes some sense imo. It's very simple for anyone playing on a controller, and introduces a decently natural sort of "balance", where a rocket launcher type weapon might have a lot of punch but be less practical for extended use than, say, a rifle. I definitely prefer having an arsenal of chaos, but I am a PC gamer.

      • NephewAlphaBravo [he/him]
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        edit-2
        2 years ago

        I respect it as a balance thing, nothing wrong with that. But if a dev's only reason is "controller hard :( " then they can fuck off lol. Turok 2 had like 25 weapons all the way back on the N64 and used a kickass quick-select wheel system for them.

      • UlyssesT [he/him]
        ·
        2 years ago

        A wheel-inventory option would work fine on a controller. The two weapon trope is limiting in a way that reduces fun for me.

      • UlyssesT [he/him]
        ·
        2 years ago

        Counterpoint: Doom Eternal makes a beautiful dance of a massive arsenal of weapons and I wouldn't want it any other way no matter how convenient it would be for a controller.

    • Dingdangdog [he/him,comrade/them]
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      edit-2
      2 years ago

      I mean they did show that once you have a base up and running you can hire employees and robots and shit to do everything for you.

      So, yes is the answer

  • keepcarrot [she/her]
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    2 years ago

    Hate personally doing in a lot of the time, but setting up a system of automating it like in factorio or resource management being a fairly core part of strategic management, like every rts or 4x is fine.

    I think I resent resource collection as part of the grind. Did a bunch in Elite Dangerous. Eh.

    • ssjmarx [he/him]
      hexagon
      ·
      edit-2
      2 years ago

      I didn't mind asteroid mining in Elite Dangerous so much because there was more to it than "point and click". Cracking rocks open and picking out the low pressure diamonds has a satisfying flow to it.

      But the grind for mats to upgrade your ship components is a fuck.

  • Tripbin [none/use name]
    ·
    2 years ago

    Youre telling me you dont like doing tedious chores that only exist to pad game time?

  • OutrageousHairdo [he/him]
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    2 years ago

    YES. Too many games trying to be Rust/Minecraft/DayZ. If I smell that the game is trying to be "other popular gameplay thing that made lots of money" I judge it way harsher. Same goes for things that are roguelike - since people often use that as a cop out for not designing levels or writing a story, anything involving deck building, and anything simulator, as a lot of these lack both intrigue and depth.

    • blobjim [he/him]
      ·
      2 years ago

      Most of the "rouglite" games these days are just small games from indie developers who want to bite off something they can chew. A lot easier to make a game if you don't have to implement persistent state saving and loading and complex levels and player progression and a story. The artists can just focus on making art.

      • OutrageousHairdo [he/him]
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        edit-2
        2 years ago

        Yes, but procedural generation is a challenging thing to implement in itself! Great deals of time and effort must be put into such things to get a semblance of functionality. Comparatively, short linear games are the easier option. I would know. Take a look at the outputs from many game jams and you'll get what I mean.

  • WoofWoof91 [comrade/them]
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    edit-2
    2 years ago

    i'm a freak that actually likes it

    i used to spend hours in x4, empyrion, and avorion just mining rocks

    • FunkyStuff [he/him]
      ·
      2 years ago

      Avorion mining is a vibe, though. That's like Minecraft. The game has enough atmosphere and stuff for you to think about that you don't mind doing something very simple while you daydream about how you'll spend the resources.

  • Awoo [she/her]
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    2 years ago

    It’s like hacking and lockpicking minigames

    These games only makes sense to me if they add tension. They should be designed with no time freeze, so that the player is performing the action while the world around them continues to move. If you take too long picking that lock someone might notice.

    As a minigame all by themselves they feel like they shouldn't exist, once you know how to do them you never fail and the only real question they add is how long it takes you to complete them. So making them a tension game makes much more sense.

      • Awoo [she/her]
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        edit-2
        2 years ago

        ?

        Did I say something unintentionally funny? I wasn't making a joke. I also don't get it. :blob-no-thoughts:

          • Awoo [she/her]
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            edit-2
            2 years ago

            Ohhhhh I get it now. Heh :bloomer:

          • OutrageousHairdo [he/him]
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            edit-2
            2 years ago

            Feels simultaneously too niche and too... attention attracting. Maybe something more euphemistic like "physical security" would be a better choice. We're not trying to break into any buildings, just evaluating products.

            • HumanBehaviorByBjork [any, undecided]
              ·
              2 years ago

              if this were more like a forum (god i wish it were more like a forum) i'd just make a general on /c/technology, but what's the point when it'll die within a day and can't be bumped?

              anyway as cool as crime is, there's a huge legal, recreational lockpicking community.

  • Evilsandwichman [none/use name]
    ·
    2 years ago

    I'm going to be honest, I hate games like minecraft and satisfactory; if I know a game has crafting elements that heavy I just won't buy it.

    Now if the mining is solely for selling as a means of making cash, that I can live with. I really can't be bothered to go searching for, and then collecting like 30 of one ore, then 15 of another resource, and then 20 of something else just to make something, and then go searching again for 40 of one resource, 20 of another and 5 of one more to build something else, especially as sometimes you're not even building the items so much as you are building components to then build the item.

    Rust for example is absolutely not for me. I don't have the patience for it.

    • ssjmarx [he/him]
      hexagon
      ·
      2 years ago

      The reason i give Satisfactory a pass is that, once you get through the first couple steps and get your automated miners going (which takes about an hour the first time, then fifteen minutes once you know what you're doing), you never actually have to mine ever again. It just becomes about building a factory to get parts, then building an extension to that factory to get more advanced parts, and so on, and so on...