
54 posts
I Haven't Paid Attention To Anything Anime/manga Related In Years. Time To Break That When This Drops!
I haven't paid attention to anything anime/manga related in years. Time to break that when this drops! Holy fuck.. Studio-Trigger keeping it one-hundo! The art/animation *chef's kiss* ntm hitting the Ghibli-style food porn.
There's something to this type of fantasy portrayal that nails it (I'd say Morrowind has it e.g.) Where there's enough oddity/wonderment but also a tinge of familiar cosmopolitan ease.. or that's as close as I can put it to words.
dungeon meshi (2024)
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More Posts from Neutral-divinity
We have produced a world of contented bodies and discontented minds.
-Adam Clayton Powell
HOI4 pulls it off in a sense? It’s functional and lends a bit of immersion, but espionage overall still feels lacking in it’s impact as more than a novelty bolt-on.The inter-op between branches is logical with intel really being carried by the air-force in support of land and naval forces (small picket/patrol tasking fleets for the navies own intra-op intel) environment factor granularity incl. Game-play wise though it comes down to dropping/maintaining (as best as you can produce) scout planes (or ships) into active regions. So a bit of risk for shoe-string powers or downturns, problem is carrying that out is just to grant modifiers and increase task efficiencies so more lacking output in the sense your asking for, but it works?
Only tab that really gives kinda what you’re asking for is the intel ledger. It’s a tack-on to the state panel and has tabs for overall info on resource input/outputs, tech, state modifiers/laws/ministers and each branches respective info. Where it meets your standard is by either not presenting any info or a range that increases in accuracy based on agency progress/tech and having agents running networks and infiltration's. In MP it shines since it does allow for guesstimating an opponents strategic intent/mindset off of their tactical/strategic considerations. Spanner in that is meta-templates/designs, makes revealing or guessing any of that kinda moot (or at least unrewarding) when it’s just an iteration off a spread sheet. Think the ideal system hinges on having an active and pragmatic participant as well or even allowing them to add or even control that distortion?
argument: strategy games like civ and eu4 and stellaris really need to not only not give players perfect information about their opponents, but should in fact actually lie to players. there should be ways of reducing the magnitude of those lies, sometimes (e.g. through espionage and scouting), but never to the degree that you can confidently get into risk-free competition with your enemy
it’s especially noticeable in historical strategy games when the AI plays, not like an AI player of a historical nation, but like a reasonably cautious human player of a video game. in eu4 for instance, this leads to a lot of the AI avoiding fights it knows it can’t win, and blobbing when it can. in stellaris, the way combat works in that game lends itself even more to a game map that tends to become pretty static around the midgame, and only occasionally gets shaken up by prescripted events like the khan or the crises
computer strategy games are oriented toward giving you maximum information by default; occasionally, as in stellaris, they will hide some of that information behind espionage mechanics, but this feels quite pro forma by the time the board state is mature. you definitely have the resources to scout out your opponents in almost all circumstances, which means that while you have to lay a bit of groundwork, there’s no actual strategic risk, unless you deliberately create it by playing badly on purpose. and making combat contingent on dice rolls or randomness can only help so much–this usually only functions to introduce ambiguity when forces are at near parity, not to create sudden dramatic reversals to simulate major tactical failures (which players would hate)
so i think strategy games–and i do mean strategy here, not RTSes, which involve a lot more tactical gameplay–should lie to the player more, to simulate the fact that not only is perfect information impossible under the normal fog of war, but that intelligence failures are a real risk when trying to engage in strategic competition. how they should lie depends on the nature of the game and the way information is presented, but information should be costly, and good information doubly so!
A fool's brain digests philosophy into folly, science into superstition, and art into pedantry. Hence University education.
George Bernard Shaw
“You look through people.”
My heart skips
Amber daylight
What compass steered to this?
Cross-hex
Transplant
as the compliment suggests
being in my place
How?
If that’s true
then what’s in a gaze?
What renders still
and seizes the frame
Drinks it’s fill
refusing the shame
Steely glass
or
Pooling mercury
Am I to blame?
What angel whispered
that emerald eyes
would
cast such stultifying rays
Puzzling ways.
(From A Page)
At the corner of the cage
debilitated stage
Motley does the fool
grace our reverential haze
Quicken up the pace
Fallow is the gaze
When all one need but ask
“How do I navigate this maze?”
hesitate
ameliorate
destitute age
ponder on the question
“What constitutes a blank page?”