Faster Than Light | 25 Scrap can save your life |
- 25 Scrap can save your life
- FTL and the Elevation of Table-top philosophy
- LIST
- One hit point. One GOT DANG hit point.
- They aren't trying to fix the O2...
- Do you like to use music while gaming? If so, check my playlist out! Also, share what you listen to (other than the original ST).
- What are your ideas for new ship layouts?
- Okay, mods are fun but they make a lot of the ships impossible
- Well, my ship got destroyed but I killed the last crewmember on the Rebel Flagship at the same time...
- Has anyone ever encounter this ship before?
- Hard Run Questions (shop + systems) from a normal player
- So close, and yet so far away ...
- Thought to drop mine while it's going on.
- I am making a FTL like game...but, it will use Steam Remote Playtogather, up to 4 players.
- Here's a proper weapon tier list.
Posted: 20 May 2020 07:33 AM PDT
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FTL and the Elevation of Table-top philosophy Posted: 20 May 2020 06:16 PM PDT This is going to be hard to describe but I will do my best. To start off I really enjoy this game, and the focus it has on creating systems that not only work well together, but complement each other, and provide a great sensation (read: are enjoyable), create a sensation almost akin to that of tactility when playing. Yet, for a while I was unable to describe this concept further. It wasn't until I was watching some developer commentary on both this game and ITTB, that I realized a better way to communicate this sensation, liking it to that of a board/tabletop game. Now obviously, FTL isn't an electronic board game, nor is it a translation of a board game electronically, but something about the focus on the integration of game systems and communicable information gives me this sensation. Unlike modern video games which can rely on graphics, narrative, and other noise to engage the player (I'm by no means saying this approach is wrong), a lot of board games (sans ones built around player constructed narratives) need to rely mainly on engaging systems to entertain the player. I believe FTL takes these same philosophies and expertly translates it to the electronic format. While such a game like FTL is impossible to be fully non-electronic, due to the complexity of the interactions, and their real time nature, I'd argue that FTL and ITTB follow the philosophies of board games, while utilizing computer software to elevate the game beyond the limitations of the physical media. In some ways this can be as simple as the addition of dynamic music, and in other ways it can be as complex as having multiple conflicting systems running in real time. To go into this a bit further, I believe this is heavily a product of how they where developed (The GDC presentations are a great insight into Subset's dev process, and I highly recommend you guys watch it). The biggest similarity is the reliance on consistent interacting systems, as board games really are just a collection of finely tuned systems. There are rules to the game, there are objectives, and there are actions players can take. Where FTL differs from most video games, is that the developers choice to focus and improve upon select systems which directly interact with on another, creating a synergy of systems most modern games lack. The second most important quality to this sensation would be the way in which gameplay/systems, and ui interact. Another defining aspect of Subset games is the philosophy of communicating/telegraphing as much information to players without the need of multiple screens. This self made constraint of limiting the amount of communicable real-estate available, creates an immersive feeling that many other modern games lack, even if their presentation and perspective should arguably more engaging. Yet again, this makes FTL's DNA closer to that of Board games, which while their are exceptions, commonly prioritize on optimization of information communication with the systems they represent. Upon this discovery, I have been trying, and failing to find other games that fit within this niche (many of which would be old arcade games). While I believe some of the rogue-like qualities aid in the creation of this sensation, I do not believe this sensation is exclusive to rogue-likes, nor do roque-like characteristics guarantee this feeling. In-fact, as crazy as it seems, the game that most closely replicates this feeling for me is Hotline Miami (the first one not the sequel). The game's focus on a few highly entertaining systems, and optimization of informational communication, while allowing other aspects of the game like the story to take the back seat. I am not certain if my lack of finding similar games is because they are much rarer, or because I just haven't known where to look. But what are you're thoughts? What other games give you a similar sensation? Do you believe there a fine distinction between electronic board game and video game? Maybe you think I'm a lunatic who thinks to hard about things, but not enough where he actually knows what he's talking about? Regardless, I'd like to hear your thoughts! [link] [comments] | ||
Posted: 20 May 2020 02:48 PM PDT
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One hit point. One GOT DANG hit point. Posted: 20 May 2020 09:24 PM PDT | ||
They aren't trying to fix the O2... Posted: 21 May 2020 12:08 AM PDT
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Posted: 20 May 2020 11:26 PM PDT
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What are your ideas for new ship layouts? Posted: 20 May 2020 01:42 PM PDT Without going too far from the current lore and making it too OP, what would you like to see in D/C layouts for each ship in the game? My ideas for some of them:
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Okay, mods are fun but they make a lot of the ships impossible Posted: 20 May 2020 09:52 PM PDT The most recent one is that the Zolton ship starts without the pike beam. Several of the ships have virtually no way to win early battles. I'm not sure why CE did this, but it's really hurt my initial excitement for the game. I give it a day or two with the mantis ship (one of the few that stay decent) before I put the game back into "storage". [link] [comments] | ||
Posted: 20 May 2020 01:26 PM PDT
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Has anyone ever encounter this ship before? Posted: 20 May 2020 08:14 AM PDT
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Hard Run Questions (shop + systems) from a normal player Posted: 20 May 2020 01:45 PM PDT
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So close, and yet so far away ... Posted: 20 May 2020 12:51 PM PDT
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Thought to drop mine while it's going on. Posted: 20 May 2020 06:23 PM PDT
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I am making a FTL like game...but, it will use Steam Remote Playtogather, up to 4 players. Posted: 20 May 2020 08:25 AM PDT here is how it iwll work Player 1 will fly the ship player 2 will control the weapons (F and H to slide a target marker, and T to fire) Player 3 ? Player 4 ? I have a healthsystem in place, along with shields and AI ship combat. once i have that flushed out and the other two roles done, i will add system to system moveing, with it randomly picking one of hundreads diffrent possable outcomes! [link] [comments] | ||
Here's a proper weapon tier list. Posted: 20 May 2020 01:26 PM PDT
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