Aren’t sweets like really bad for dogs?
Edit: Don’t hate me, I was just asking a question. I know nothing about dogs.
They’ll mostly just get sick to their stomach and or fat. Dogs don’t process sugar very well, but it’s not that horrible for them usually. Worse for small dogs with bad constitution. Chocolate specifically is poisonous for dogs, but again… bigger dogs can often just tank the damage.
My dog would occasionally get into a bag of Hershey kisses, he lived to be 18 years old
This is the exact same instinct that drives us to run away from the obvious path first. “Clearly that’s where the final boss is. Let me just check what’s down this way first…”
“…oh no wait, there’s a point-of-no-return ledge here. Ok, so maybe that other way was actually where the secret was. I’ll go back…”
“…hmm, there’s another ledge on this side too. Let me just put in a save point and…ok, yeah, this one is the final boss. Let me reload and check the other path…”
“…ugh, it restarted me way back here? And respawned all the enemies when I reloaded? That’s frustrating…”
“…THEY BOTH. LED. TO THE SAME. EXACT. PLACE.”
This, plus looking at a tiny little toe-sized piece of unexplored minimap on the opposite side of the world and thinking, “but what if there’s something important there?!”
This, plus dragging every scrap of loot back to town to sell, no matter how bad the value/weight ratio is.
I play games this way too, but I feel like the bigger factor in my playtime way higher than necessary is that I don’t want to miss any dialogue so I talk to every NPC until they repeat themselves. Most of the time that’s the second time you talk to them so I definitely get a lot out of that.
In Breath of the Wild after the tutorial plateau, players are supposed to go between the two big mountains that are easy to see and easy to pass for a beginner. There they find a steed and this weird korok guy.
I on the other hand decided to go the direct route up a steep cliff where two guardians wait to tell you that this is not the way. After I snuck past them, which took me about 2 hours and like 20+ retries, I nearly stopped playing cause “the game was so hard”.
I have a bachelor in game design btw…
There’s an old adage that says “doctors make the worst patients.”
I wonder if the same is true for game devs making the worst players.
I still remember being really mad I missed the “added effect” materia in the original FF7. You can never ever go back to that cave, so if you don’t turn around to pick it up you never get it. Pain.
Modern games have gotten super “hand-holdy” to the point where it’s fucking annoying… but one QOL improvement that I will take every time is when games prevent you from moving forward in a story because you missed something and moving forward means you’ll miss it forever.
I get it, and when I was younger I was all about that shit… But I’m too old for that shit lol
That’s why I find idea that no gamer in Ready Player One tried running a car backward offensive.
Its like, people rub against every square inch of geometry in say, Destiny 2, just to get out of bounds. It’s insane that no one just…tried cause they’re bored even.
I always remember back in world of warcraft, before you had flying mounts, there were spots you could spam jump on to slowly climb the barrier mountains and get up to the flat area they never meant for you to see. Good times.
There’s a little explanation in that it costs to get in to the race. So naturally people wouldn’t want to waste the attempt, except there’s always someone that will pay the fee and try just about anything.
I mean, how did he have the foresight to know that almost everyone would go to school inside his videogame?
Developer: here’s a fun little thing people will be excited to find!
Player: I will never trust anyone again
I love it, when Devs anticipate that players might break their levels and reward them for it.
E.g. when I played Supraland, I had it happen several times, that I managed to get to places that were obviously not intended to be reachable - you know the drill: Low poly terrain, low res textures, holes in the terrain, invisible walls everywhere,… You keep exploring that wasteland, carefully managing to not fall of, go around a corner and… There’s a chest there waiting for you.
Or some of the coin stacks in Super Mario Odyssey, that you’ll never really see or collect, until you do some crazy trick jumps or so to get on top of $building.
Super Mario Odyssey is such an amazing game. If the sequel is anywhere near as good, I might get a Switch 2 just for that.
IIRC the team behind SMO is the team that made Donkey Kong Bananza. So… Either another team is responsible for a new 3D Mario, or it will take quite a while before we get another 3D Mario. So far, there’s no announcement for a new 3D Mario (yet).
But Donkey Kong Bananza looks dope. Also I like that Ceave Gaming video where he overanalyzes the Donkey Kong trailer and goes over all the bits that have been revealed so far https://youtu.be/xc_YjHqqTm0
Every single waterfall I find I must check behind it, forever.
I still get irrationally upset when there isn’t. But, if a game gives me a waterfall find (or 2, or 3 like Avowed) it will rocket to the top of my list.
Lived in a place that had a koi pond and waterfall fountain years ago. I placed a small adventurer and treasure chest behind it. Wonder if it’s still there.
I really love that you did that. I hope some kid (or an adult that’s a kid at heart) found it! Imagine how stoked they were!