I think clear direction was all it had? It’s vision was cohesive and considered (is reductive) just wasn’t a fun game. Spent too long on the look, feel, environmental story telling and forgot to make a game
That's what hurt me the most. It's obvious all the elements were there, if we go by the artwork. But it seems as if they stopped worked on the game, released what they had, and called it a day.
It had different enemy types and immersive sim mechanics in the artbook, they just cut all that shit out.
It had much more, some of the later enemy types were meant to even be colorful to contrast the whole aesthetic.
They came up with a ton of stuff that basically never used and the end result ended up just being bland.
>and had microsoft publishing
That doesn't mean shit, if any Microsoft usually are not that benevolent with studios and are prone to cancel whole projects if they think those are money pits.
Top-down game design never ever works. Having an ideas guy larp as some screeching monkey and barking orders at a team of skilled workers always leads to clusterfrick games with no coherent justification for why literally anything is happening. Bottom-up is always a guaranteed way to make good games and was how everything was made up until the end of the PS2 era.
You've never threatened anyone in your entire life. And what is there to be threatened by? Unless you think the person you're talking to is a game dev?
ideas guys are middle managers. They always overscope their shit because they're unskilled workers. Notice how every game "director" makes undercooked slop, but every team makes 10/10 kino.
>Having an ideas guy larp as some screeching monkey and barking orders at a team of skilled workers always leads to clusterfrick games with no coherent justification
Wrong, Ice-Pick Lodge works exactly that game, and their games are top tier.
>bottom up game design
Ted: Ok I finished coding the FPS basics now we can start.
Greg: But I finished coding the 2d platformer mechanics.
Dave: Well you guys decide which it is in the meantime me and the art department finished all the card designs for this game. It’s a MTG clone right?
Lisa: And I finished all the dialogues for the interracial bear sex scenes. I don’t really care what game we’re making, it’s going in there regardless.
Pajeet: Ok sirs the crypto miner is ready for the backend.
Xi: I make new algorithm for dispray watel. Game need good watel.
Boy am I glad we don’t have some bossman with a whip guiding us!
Got lost in the sauce of le graphics. They should have stuck with the graphics they had in 2017 and focus all the extra money they got from microsoft to extending the length and fleshing things out.
Hell, I even would have taken the pre alpha visuals if it meant quadruple the length. I think the pre alpha had a really unique look and mysterious vibe.
Should have taken notes from Riven. Seriously, imagine Rivens design philosophy applied to Scorn. I started thinking about it during that ride to the white palace towards the end and I thought "this is sort of like Riven, when you travel from island to island."
Yeah. I found the gun stuff and the parasite to be really cool concepts, but in the end I would have just preferred an adventure game like the Myst games. I think that's what most people were expecting to begin with until they started showing off guns.
It's just an art style, that's all. The gameplay is almost non-existant, the shooting mechanics suck ass, the puzzles are not rewarding at all and feel monotonous. What's worse is that the setting is barely expanded upon and the "story" has a completely unearned, unimpactful ending. I'm 99% sure this game is a money laundering scheme or something.
That you're almost escaping but the parasite still fricks you up.
I have no idea why they didn't use the first encounter where you have the only choice in the entire game to impact the ending instead, where if you spared the guy in that encounter, he arrives at the end and fights off the parasite or takes your place and you get to escape.
Would feel a lot better for the players and they wouldn't complain as much about the ending they got.
Not enough gameplay and options and exploration.
Too many long work-vibe puzzles. Your game actually made people feel as though they were working at a job for free, instead of playing a game.
-
your game was beautiful though. If only it was playable too. It had potential, that's for sure, but much like me you squandered it with pointless tasks and meaninglessness.
Had one very neat idea that gained them a lot of interest, but they had nothing beyond that which resulted in a half-baked abomination that can't decide whether it wants to be an actual game or a walking simulator.
So much wasted potential, but at least it's moderately amusing to watch midwits defend it as if it was some misunderstood art piece.
Ah yes, Dark Souls, the game in which you need to read every single item to figure what's happening. Great "enviromental [sic] story telling [sic]", soulstard.
>dark souls >environmental storytelling
I've put hundreds of hours into Souls games altogether, and you're full of shit. Dark Souls' whole "claim to fame" with lorelets is its flavour text. The environments are low-fidelity and lacklustre due to console hardware. >b-b-b-b-but item placements
Oh yes, a random sword in this random place on this random rehashed corpse model that I've seen dozens of times before sure tells a compelling story.
When your awesome ideas and visuals cannot salvage your game being pointless shite that left most non pretentious players wanting, you should just take your head out of your ass.
Have atleast some narrative and engagement beyond everything is bad and weird
Too short and was just a glorified art game that's a tribute to H.R. Giger.
As an interactive art tribute to him it works but it's not worth buying unless you're really into his works.
everything
Picture it through the lenses of truth and justice as though it would’ve been worthy
Reading the artbook it was clear it was doomed from the beginning. It had no clear direction.
That said, it was one of the more memorable games to come out. It had a chance to become a classic if it had more game elements than walking sim ones.
I think clear direction was all it had? It’s vision was cohesive and considered (is reductive) just wasn’t a fun game. Spent too long on the look, feel, environmental story telling and forgot to make a game
5 hours
no replayability
nothing to talk about
We can talk about him getting into milk machine for hours if your gay
Awesome concept arts and setting, but nothing to tie it together and troubled development making it even worse.
That's what hurt me the most. It's obvious all the elements were there, if we go by the artwork. But it seems as if they stopped worked on the game, released what they had, and called it a day.
SCORN
It should have been a walking simulator
They only had an aesthetic and that gets old after a couple pics or a minute of gameplay. Truly the steampunk of aesthetics.
>b-but arcanum
Literally the exception to the rule.
It had different enemy types and immersive sim mechanics in the artbook, they just cut all that shit out.
It had much more, some of the later enemy types were meant to even be colorful to contrast the whole aesthetic.
They came up with a ton of stuff that basically never used and the end result ended up just being bland.
Nobody wants to work on Steampunk stuff for some reason
Serbs
They ran out of money.
Fin
it was in development for like 7 years and had microsoft publishing
>and had microsoft publishing
That doesn't mean shit, if any Microsoft usually are not that benevolent with studios and are prone to cancel whole projects if they think those are money pits.
I feel like most of the flesh machinery was strictly designed to gross you out, rather than having some specific purpose in mind.
Top-down game design never ever works. Having an ideas guy larp as some screeching monkey and barking orders at a team of skilled workers always leads to clusterfrick games with no coherent justification for why literally anything is happening. Bottom-up is always a guaranteed way to make good games and was how everything was made up until the end of the PS2 era.
You're trying to sound smart, but you end up sounding like an idiot..
>trying to sound smart
You sound threatened. Tell me which words you didn't understand and I will google them for you.
You've never threatened anyone in your entire life. And what is there to be threatened by? Unless you think the person you're talking to is a game dev?
Your unprovoked fuming suggests otherwise. Are you saying you just randomly barge into conversations with an axe to grind?
>what is there to be threatened by?
moron strength. If he's unsupervised and gets violent he can slap your shit and even bite you.
>Bottom-up fantasies
ideas guys are middle managers. They always overscope their shit because they're unskilled workers. Notice how every game "director" makes undercooked slop, but every team makes 10/10 kino.
>populist arguments
>no argument
>Having an ideas guy larp as some screeching monkey and barking orders at a team of skilled workers always leads to clusterfrick games with no coherent justification
Wrong, Ice-Pick Lodge works exactly that game, and their games are top tier.
>bottom up game design
Ted: Ok I finished coding the FPS basics now we can start.
Greg: But I finished coding the 2d platformer mechanics.
Dave: Well you guys decide which it is in the meantime me and the art department finished all the card designs for this game. It’s a MTG clone right?
Lisa: And I finished all the dialogues for the interracial bear sex scenes. I don’t really care what game we’re making, it’s going in there regardless.
Pajeet: Ok sirs the crypto miner is ready for the backend.
Xi: I make new algorithm for dispray watel. Game need good watel.
Boy am I glad we don’t have some bossman with a whip guiding us!
Got lost in the sauce of le graphics. They should have stuck with the graphics they had in 2017 and focus all the extra money they got from microsoft to extending the length and fleshing things out.
Hell, I even would have taken the pre alpha visuals if it meant quadruple the length. I think the pre alpha had a really unique look and mysterious vibe.
>fleshing things out
Heheheheh.
What's worse, getting stroggified or scornified?
They're both pretty fricked but scorn ends up mutated into a tree stuck staring at his autodoc mommy for eternity
Should have taken notes from Riven. Seriously, imagine Rivens design philosophy applied to Scorn. I started thinking about it during that ride to the white palace towards the end and I thought "this is sort of like Riven, when you travel from island to island."
Yeah. I found the gun stuff and the parasite to be really cool concepts, but in the end I would have just preferred an adventure game like the Myst games. I think that's what most people were expecting to begin with until they started showing off guns.
The first major puzzle filtered most players
It's just an art style, that's all. The gameplay is almost non-existant, the shooting mechanics suck ass, the puzzles are not rewarding at all and feel monotonous. What's worse is that the setting is barely expanded upon and the "story" has a completely unearned, unimpactful ending. I'm 99% sure this game is a money laundering scheme or something.
What even was the ending? That the parasite catches up to you, mutates you into a tree and nothing happens?
That you're almost escaping but the parasite still fricks you up.
I have no idea why they didn't use the first encounter where you have the only choice in the entire game to impact the ending instead, where if you spared the guy in that encounter, he arrives at the end and fights off the parasite or takes your place and you get to escape.
Would feel a lot better for the players and they wouldn't complain as much about the ending they got.
DUDE
PORTAL
BUT wait for it
guys
hear me out
PORTAL
but GIGER
>that's great, we don't have to make an actual game!
That's Prey you fricking idiot.
Prey is an actual game though
And Scorn isn't similar to Portal at all.
Not enough gameplay and options and exploration.
Too many long work-vibe puzzles. Your game actually made people feel as though they were working at a job for free, instead of playing a game.
-
your game was beautiful though. If only it was playable too. It had potential, that's for sure, but much like me you squandered it with pointless tasks and meaninglessness.
>made people feel as though they were working at a job for free, instead of playing a game.
This is a very successful practice.
Had one very neat idea that gained them a lot of interest, but they had nothing beyond that which resulted in a half-baked abomination that can't decide whether it wants to be an actual game or a walking simulator.
So much wasted potential, but at least it's moderately amusing to watch midwits defend it as if it was some misunderstood art piece.
>people love dark souls enviromental story telling
>lets make a game with no story and the gameplay is kinda shitty fps hallway sim
no idea
Ah yes, Dark Souls, the game in which you need to read every single item to figure what's happening. Great "enviromental [sic] story telling [sic]", soulstard.
why do people on Ganker love to shitpost about games they have never played?
>dark souls
>environmental storytelling
I've put hundreds of hours into Souls games altogether, and you're full of shit. Dark Souls' whole "claim to fame" with lorelets is its flavour text. The environments are low-fidelity and lacklustre due to console hardware.
>b-b-b-b-but item placements
Oh yes, a random sword in this random place on this random rehashed corpse model that I've seen dozens of times before sure tells a compelling story.
it wasn't a VR game
This, Scorn is the only game I wouldn't mind if it becomes a VR experience.
When your awesome ideas and visuals cannot salvage your game being pointless shite that left most non pretentious players wanting, you should just take your head out of your ass.
Have atleast some narrative and engagement beyond everything is bad and weird
Too much "show don't tell" and too weird for normalgays.
It's a walking sim that wasn't advertised as such.
Too short and was just a glorified art game that's a tribute to H.R. Giger.
As an interactive art tribute to him it works but it's not worth buying unless you're really into his works.
The alien look of the world was great, imagine if it was used for the last levels of a shooter or something.
>game ends in a giger hellscape
Such a specific but kino trope. Alone in the Dark the New Nightmare did that.
丂匚ㄖ尺几
匚ㄖ尺几
not long enough
not enough surreal beksinski environments
should not have had any combat whatsoever
should be in VR