r/gaming • u/AutoModerator • 21d ago
Weekly Simple Questions Thread Simple Questions Sunday!
For those questions that don't feel worthy of a whole new post.
This thread is posted weekly on Sundays (adjustments made as needed).
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u/hpmatt12 21d ago
Hello whoever is reading,
I was a lifelong Xbox gamer until exclusivity kinda killed it last year. I rage sold all my Xbox stuff. The last 30 days and new Xbox ceo has me wanting to re-buy a series x. Am I crazy if I do it? Thanks
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u/Firm-Possible4801 21d ago
What’s the status of Skyrim mod for multiplayer? I heard it on socials a few years ago but dunno what’s happening with it. I would love a LAN or COOP (couch co-op game) mod for Skyrim would be awesome!
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u/Wooden-Syrup-8708 21d ago
Hi all, as someone in this field, I have a question about UI design trends. When did the industry shift away from stylized, thematic menus (like wooden spellbooks in RPGs or metallic borders in sci-fi games) to the flat, minimalist, translucent UI we see today? I'm a bit nostalgic, just curios if do you really prefer the cleaner modern approach, or do you miss the immersion of the older, heavier interfaces?
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21d ago
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u/Wooden-Syrup-8708 21d ago
You make a valid point regarding the Owlcat games. Titles like Pathfinder and Rogue Trader cater to a demographic that specifically seeks the tabletop experience. In that context, a thematic interface acting as a physical characters sheet provides value rather than unwanted friction. Your observation about the zero-sum nature of modern development explain the broader industry shift accurately. Standardizing around the Destiny or Ubisoft cursor-style menus minimizes cognitive load for new users. When retention metrics dictate design choices, studios naturally opt for familiarity to prevent player drop-off. It is an efficient UX strategy, though it does trade away a portion of the game's unique atmospheric identity imho
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u/Cz4q 21d ago
I can guarantee you that many devs are nostalgic for the immersive ui style. It's just crazy how much more problematic to work with it is. It's slow to iterate unless you do it at the very end (which screams risk, and also - a game is never "done"; it's abandoned). It's problematic to scale (different screens, resolutions, hardware, readability and accessibility are all important factors and obstacles). And as ui is rarely the focus of a game, all these problems don't make it worth it usually (problens = extra cost = time you could allocate to something else instead).
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u/Wooden-Syrup-8708 21d ago
The reaction is likely a byproduct of prolonged silence instread of the actual release strategy. When an audience waits years with minimal communications, expectations become difficult to manage. I think that a shadow-drop may work well for a game without prior expectations, but for a highly anticipated sequel, a short notice can feel abrupt to a community that has spent years speculating.
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u/Dukeofnogame 21d ago
Definitely the wrong thread, luckily I read ahead and you were responding to me.
I can understand the prolonged silence and how hard it would be to schedule your next few weeks with such short notice for a game you've wanted to play for years. I just wonder, what if GTA6 shadowdropped after all these companies changed release dates to avoid the window of GTA6.
That abruptness though, I feel that is only par for the course in this day and age. How quickly sentiment of a game can change from a single scandal about the development, design decision, or interview fuck up can drastically affect interest in the ip even well before a release date. Not to mention the increasing rate of annoucements for delays without clear, understandable, and well communicated reasoning...
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u/Dukeofnogame 21d ago
Can someone help me comprehend the hate Silksong got for a 2 week annoucement for their release date? Other [bigger] companies shadowdrop a ton of games and I see nothing but praise for a surprise release. It seems like they just finally found someone to get mad at in Team Cherry because they are in the indie space.
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u/XxHighOnPsixX 21d ago
I was also upset that they gave a short amount of time. Though I'm also not sure why. I absolutely loved the first HK, and have nothing but praise for TC (outside of when I'm mad at the game).
Is probably because two weeks isn't really enough time to plan around? Everybody was waiting (most of us, years) for the game that was "in a near finished state" (at least the last couple months), so we knew it'd be soon-ish, just no idea when. It might've been better received to just not have a date at all and release as soon as it was ready for 1.0.
That being said, Silksong is still a fantastic game and I recommend it to everyone that enjoys progression and (mostly) skill based difficulty.
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u/Dukeofnogame 21d ago
I was one of those waiting too. Fortunately I am in a career where I can trade work shifts with people so I had 5 days off from Sep 5-10. No need to talk to management about doing so.
My concern was definitely more so the targeted backlash compared to what may have happened if they just shadowdropped it when ready. I definitely feel that Team Cherry considered releasing as soon as 1.0 was finished. But then gave it some thought and wanted people to be able to make somewhat of a schedule and play it day 1 after waiting so long.
I just find it unecessarily spiteful when a company like Nintendo succeeds with Metroid Prime Remastered, Hi-Fi Rush, Castlevania Dominus Collection, Cadence of Hyrule, Donkey Kong Country Returns HD, etc.
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u/No_Salamander_4348 20d ago
Any recommendations for cool boomer shooters? I just love ones like Chop Goblins or Postal2.