• Re: The Hidden Rules of Video Games

    From Anssi Saari@anssi.saari@usenet.mail.kapsi.fi to comp.sys.ibm.pc.games.action on Sun Sep 7 00:10:04 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    Zaghadka <zaghadka@hotmail.com> writes:

    First thing that came to mind was the narrator/radio voice/etc yelling at
    you to "GET OUT OF THERE! *FAST*!!!" Or "Rescue the hostage before they execute them!"

    Which usually means take all the time you need to. There's no need to
    rush the mechanics and screw up 17 times getting there. And if you do,
    it's not going to matter.

    Yes. And then you play a game where it does matter. I've been playing
    Outer Worlds and, well, twice now some NPCs died because I didn't bother rushing to them. No real impact, maybe a bit more XP if you save
    them. I'll have to try and keep alert for this.

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  • From Mike S.@Mike_S@nowhere.com to comp.sys.ibm.pc.games.action on Sun Sep 7 08:55:12 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 05 Sep 2025 16:53:21 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    What other 'rules' in video games can you think of that are so common
    and regular that you don't even see them anymore? Do you think a games
    are, in general, better because of it? And what would a game be like
    if it broke that rule?

    Ok I think I have one. Maybe.

    I can imagine someone who has never played a video game before playing
    a popular game like World of Warcraft for the first time. At some
    point, real life is going to get in the way and this non-gamer person
    is going to ask himself... "How do I pause this?"
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Sun Sep 7 11:41:55 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Sun, 07 Sep 2025 08:55:12 -0400, Mike S. <Mike_S@nowhere.com>
    wrote:

    On Fri, 05 Sep 2025 16:53:21 -0400, Spalls Hurgenson ><spallshurgenson@gmail.com> wrote:

    What other 'rules' in video games can you think of that are so common
    and regular that you don't even see them anymore? Do you think a games
    are, in general, better because of it? And what would a game be like
    if it broke that rule?

    Ok I think I have one. Maybe.

    I can imagine someone who has never played a video game before playing
    a popular game like World of Warcraft for the first time. At some
    point, real life is going to get in the way and this non-gamer person
    is going to ask himself... "How do I pause this?"

    That's when you ask, in your best Samuel L Jackson imitation, "What do
    you think the 'real-time' in 'real-time strategy' means, mothafucka?"
    ;-)

    But it's a good example of an unspoken rule. Alternately, I can
    imagine a non-gamer might wonder in a turn-based game why things
    aren't progressing after they makes their move, not understanding that
    they need press the 'end turn' button. After all, in real life time
    just keeps moving on.


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  • From Anssi Saari@anssi.saari@usenet.mail.kapsi.fi to comp.sys.ibm.pc.games.action on Tue Sep 9 12:38:04 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <spallshurgenson@gmail.com> writes:

    ...which often left you baffled and helpless until you fiddled around for hours (and read-the-fucking-manual!) before you had a clear idea of
    what was going on.

    I remember trying the original Wasteland. Yup, didn't know how to play,
    before or after reading the manual. I mean, sure, the manual covered
    many things but not nearly all things, especially about the actual
    mundanes of game play. It's kinda like chess for me, I roughly know
    which moves are legal and which aren't but that doesn't mean I can play
    chess.

    What other 'rules' in video games can you think of that are so common
    and regular that you don't even see them anymore? Do you think a games
    are, in general, better because of it? And what would a game be like
    if it broke that rule?

    After some consideration I came up with a few:

    - Random loot drops. "Damn that guy with the sniper rifle was
    annoying. Next sniper gets a sniper bullet in his head for sure. Oops,
    no, he was only carrying a toaster".

    Sometimes there's even a gun on the ground but if the game decides you
    shouldn't pick it up you can't.

    - Explosions. Too weak, grenade launcher or whatever useless. Or too
    strong, grenade launcher more dangerous to the user than anyone else.

    And related, armor or let alone a personal shield generator doesn't
    protect you from explosions but does from any other kind of damage.

    And often it seems explosions hurt you more than your enemies. As in
    "wow, that rocket launcher is dangerous, I died 17 times already
    trying to kill that guy. The next guy is going to feel it." But when
    you finally get that launcher or whatever, it's not that effective.

    One more: any explosion is a good explosion. Frag grenades should work
    fairly poorly against heavy armor but does it?

    - Mines and traps. Plainly visible to you so you can maybe disarm or
    shoot them to trigger but enemies and your buddies blindly walk into
    them. Better and worse variant is mines that won't blow up if you try
    to shoot them, which is realistic considering modern explosives. But
    the sensor and detonator on those is indestructible so your own
    carelessly placed mine kills or maims you.

    Then again, I remember running into random mines in Fallout games and
    getting blown up. Wasn't that much fun either. At least those beep but
    I was invariably too slow to escape.

    - Invisible walls of course but also invisible walls that are rendered
    so that you should be able to get through, like a knee high railing.

    Let alone miles of impenetrable hedge in a post-apoc world where hardly
    anything grows.

    - RPGs where someone in your party has a skill you need but they can't
    help you because the game only considers the PC's skill.
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Tue Sep 9 11:19:43 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 09 Sep 2025 12:38:04 +0300, Anssi Saari <anssi.saari@usenet.mail.kapsi.fi> wrote:



    I remember trying the original Wasteland. Yup, didn't know how to play, >before or after reading the manual. I mean, sure, the manual covered
    many things but not nearly all things, especially about the actual
    mundanes of game play. It's kinda like chess for me, I roughly know
    which moves are legal and which aren't but that doesn't mean I can play >chess.

    Heh. If you don't read (or own) the manual in Wasteland, you can't
    finish the game. It was one of those games that had off-disk journal
    entries that were absolutely vital to getting through the quest. ;-)


    One more: any explosion is a good explosion. Frag grenades should work
    fairly poorly against heavy armor but does it?

    - Mines and traps. Plainly visible to you so you can maybe disarm or
    shoot them to trigger but enemies and your buddies blindly walk into
    them. Better and worse variant is mines that won't blow up if you try
    to shoot them, which is realistic considering modern explosives. But
    the sensor and detonator on those is indestructible so your own
    carelessly placed mine kills or maims you.

    On a related note: EXPLOSIVE BARRELS.

    We're all trained that those red barrels over there will explode in a
    most satisfying way if shot, that it's actually disappointing when
    games don't do that. But it's such an unrealistic and unexpected thing
    if you aren't familiar with the trope. Not just the improbablility of
    the explosion, but the fact that the barrels are just everywhere in
    games.

    It's a lesson even a person entirely unfamiliar with games learns
    pretty quickly though. It just takes one bullet and then you know. ;-)




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  • From Justisaur@justisaur@yahoo.com to comp.sys.ibm.pc.games.action on Wed Sep 10 08:35:05 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 9/9/2025 2:38 AM, Anssi Saari wrote:
    Spalls Hurgenson <spallshurgenson@gmail.com> writes:


    - Explosions. Too weak, grenade launcher or whatever useless. Or too
    strong, grenade launcher more dangerous to the user than anyone else.

    And related, armor or let alone a personal shield generator doesn't
    protect you from explosions but does from any other kind of damage.
    This reminds me of boss weapon/party npc issues.

    Giant guy with a giant sword that deletes you in one or two hits, you
    get it after but it hits like a wet noodle, and looks like a short-sword.

    You defeat insanely difficult NPC, who then joins you and he dies like a
    chump to the next mook.

    - Justisaur
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Wed Sep 10 12:03:25 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 10 Sep 2025 08:35:05 -0700, Justisaur <justisaur@yahoo.com>
    wrote:

    This reminds me of boss weapon/party npc issues.
    Giant guy with a giant sword that deletes you in one or two hits, you
    get it after but it hits like a wet noodle, and looks like a short-sword.
    You defeat insanely difficult NPC, who then joins you and he dies like a >chump to the next mook.

    And, related, the whole idea of scaling enemies to begin with. Why
    does it take three shots to kill a security guard at the start of the
    game, but they can absorb a whole magazine of bullets at the end?
    Especially since that gun you have at the end is reputed to be ten
    times more powerful than the pea-shooter you started with.

    Or just that the boss monster is always super-powerful? I mean, look
    at King Charles III; how many hit points do you think that geezer
    has?*


















    * Six. King Charles III canonically has six hit-points. I checked the
    Earth rule-book (v3.0) and that's what it said. Trust me; would I make
    up something like that?. ;-)







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  • From Anssi Saari@anssi.saari@usenet.mail.kapsi.fi to comp.sys.ibm.pc.games.action on Thu Sep 11 12:16:48 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    Justisaur <justisaur@yahoo.com> writes:

    This reminds me of boss weapon/party npc issues.

    Giant guy with a giant sword that deletes you in one or two hits, you
    get it after but it hits like a wet noodle, and looks like a
    short-sword.

    I've suspected that sometimes even with ordinary enemy loot drops. I
    wonder if it's common to just nerf them? You get the weapon/thing they
    dropped, except...

    You defeat insanely difficult NPC, who then joins you and he dies like
    a chump to the next mook.

    Or the same thing, you recruit someone who's presented as a badass who
    just turned a battalion of mooks inside out to your party. But suddenly
    he's level 1 with no XP.
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  • From candycanearter07@candycanearter07@candycanearter07.nomail.afraid to comp.sys.ibm.pc.games.action on Mon Sep 15 19:40:05 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    Anssi Saari <anssi.saari@usenet.mail.kapsi.fi> wrote at 21:10 this Saturday (GMT):
    Zaghadka <zaghadka@hotmail.com> writes:

    First thing that came to mind was the narrator/radio voice/etc yelling at
    you to "GET OUT OF THERE! *FAST*!!!" Or "Rescue the hostage before they
    execute them!"

    Which usually means take all the time you need to. There's no need to
    rush the mechanics and screw up 17 times getting there. And if you do,
    it's not going to matter.

    Yes. And then you play a game where it does matter. I've been playing
    Outer Worlds and, well, twice now some NPCs died because I didn't bother rushing to them. No real impact, maybe a bit more XP if you save
    them. I'll have to try and keep alert for this.


    Or the vast majority of games that do the whole "evil villan is on the brink of destroying the world" but still let you go off and do a million side quests instead of facing the issue :D
    --
    user <candycane> is generated from /dev/urandom
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  • From Zaghadka@zaghadka@hotmail.com to comp.sys.ibm.pc.games.action on Tue Sep 16 11:58:07 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 05 Sep 2025 16:53:21 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    What other 'rules' in video games can you think of that are so common
    and regular that you don't even see them anymore? Do you think a games
    are, in general, better because of it? And what would a game be like
    if it broke that rule?

    Walking into people's houses. When I pick up a game, I assume it is okay
    to walk into someone's house and start tossing the place until the game establishes there are rules against this. Some games, in fact, expect it.

    This extends to pot smashing/lawn mowing in Zelda. I'm sure there are
    videos showing what that would actually look like IRL. I always got a
    kick out of imagining it.
    --
    Zag

    Give me the liberty to know, to think, to believe,
    and to utter freely according to conscience, above
    all other liberties. ~John Milton
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  • From Dimensional Traveler@dtravel@sonic.net to comp.sys.ibm.pc.games.action on Tue Sep 16 11:19:06 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 9/16/2025 9:58 AM, Zaghadka wrote:
    On Fri, 05 Sep 2025 16:53:21 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    What other 'rules' in video games can you think of that are so common
    and regular that you don't even see them anymore? Do you think a games
    are, in general, better because of it? And what would a game be like
    if it broke that rule?

    Walking into people's houses. When I pick up a game, I assume it is okay
    to walk into someone's house and start tossing the place until the game establishes there are rules against this. Some games, in fact, expect it.

    This extends to pot smashing/lawn mowing in Zelda. I'm sure there are
    videos showing what that would actually look like IRL. I always got a
    kick out of imagining it.

    If its just pot smashing/lawn mowing usually IRL it ends up with an
    arrest, a psych eval and either charges or a treatment program (mental
    health and/or drug).
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Wed Sep 17 09:58:27 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 16 Sep 2025 11:58:07 -0500, Zaghadka <zaghadka@hotmail.com>
    wrote:

    This extends to pot smashing/lawn mowing in Zelda. I'm sure there are
    videos showing what that would actually look like IRL. I always got a
    kick out of imagining it.

    Oh, come on. We all know that Link is working with Big Pottery; not
    only does he get any contents of the pots he smashes, he gets a cut
    from the sale of the replacements the owners need to buy to repair
    Link's vandalism.

    Follow the rupees, sheeple! ;-)




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  • From Anssi Saari@anssi.saari@usenet.mail.kapsi.fi to comp.sys.ibm.pc.games.action on Thu Sep 18 14:52:51 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    candycanearter07 <candycanearter07@candycanearter07.nomail.afraid>
    writes:

    Or the vast majority of games that do the whole "evil villan is on the brink of
    destroying the world" but still let you go off and do a million side quests instead of facing the issue :D

    This brought to mind the variant where the civvies or whoever need
    saving are all "please Obi-Wan, you're our only hope." And then, "Oh
    BTW, a small healing potion costs 10 gold pieces. We're NOT having an
    end of the world sale here. Why don't you go kill a few rats or
    something?"
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  • From Zaghadka@zaghadka@hotmail.com to comp.sys.ibm.pc.games.action on Thu Sep 18 08:54:55 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 17 Sep 2025 09:58:27 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    On Tue, 16 Sep 2025 11:58:07 -0500, Zaghadka <zaghadka@hotmail.com>
    wrote:

    This extends to pot smashing/lawn mowing in Zelda. I'm sure there are >>videos showing what that would actually look like IRL. I always got a
    kick out of imagining it.

    Oh, come on. We all know that Link is working with Big Pottery; not
    only does he get any contents of the pots he smashes, he gets a cut
    from the sale of the replacements the owners need to buy to repair
    Link's vandalism.

    Follow the rupees, sheeple! ;-)

    Well, I did find this, and I think you're forgetting about the Frobozz
    Magic Pot Conjuring company (for which this is a commercial. It's a free service). So it all sorts itself in the end.

    https://www.youtube.com/watch?v=dXmMQJMFL_I
    --
    Zag

    Give me the liberty to know, to think, to believe,
    and to utter freely according to conscience, above
    all other liberties. ~John Milton
    --- Synchronet 3.21a-Linux NewsLink 1.2
  • From candycanearter07@candycanearter07@candycanearter07.nomail.afraid to comp.sys.ibm.pc.games.action on Thu Sep 18 18:40:03 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 13:58 this Wednesday (GMT):
    On Tue, 16 Sep 2025 11:58:07 -0500, Zaghadka <zaghadka@hotmail.com>
    wrote:

    This extends to pot smashing/lawn mowing in Zelda. I'm sure there are >>videos showing what that would actually look like IRL. I always got a
    kick out of imagining it.

    Oh, come on. We all know that Link is working with Big Pottery; not
    only does he get any contents of the pots he smashes, he gets a cut
    from the sale of the replacements the owners need to buy to repair
    Link's vandalism.

    Follow the rupees, sheeple! ;-)


    Man, a game where the MC is working with a bad guy secretly would be
    awesome




    deltaru-
    --
    user <candycane> is generated from /dev/urandom
    --- Synchronet 3.21a-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Fri Sep 19 10:37:45 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Thu, 18 Sep 2025 18:40:03 -0000 (UTC), candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> wrote:


    Man, a game where the MC is working with a bad guy secretly would be
    awesome

    It's not quite working with the bad guy, but "Prototype" (2009) was
    sort of like that. The game presented itself as a sort of
    macho-superhero power-fantasy where you had weird comic-book 'viral'
    powers that let you grow blades for arms, or climb up walls, or change
    shape into another person. You were dumped in a zombie-infested
    Manhattan that was simultaneously being invaded by a brutal mercenary
    army that was connected to the company that released the virus that
    created the zombies (and gave you your superpowers). You ran around
    doing superhero'y things throughout most of the game... but in the end
    you learn

    <ROT13 for spoilers>
    gung va snpg lbh jrer gur crefba jub eryrnfrq gur ivehf naq gur nezl
    naq gur pbecbengvba jnf gelvat gb pbagnva gur fcernq bs gur qvfrnfr
    (yvgrenyyl rzobqvrq va lbhef gehyl) sebz rathysvat gur erfg bs gur
    jbeyq.
    <ROT13>

    In the sequel, you take on the role of another person, and the
    character from the first game becomes your nemesis, having taken a
    distinct and overt turn towards the darkness.


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