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Monthly Archives: 七月 2025

RPG/non-RPG. What is this, your RPG??!

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Have you ever met people on the Internet who argued about what genre this or that game should belong to?? Or maybe you yourself have become a participant in such a discussion?? Well, you know, this eternal debate “The Witcher 3 is not an RPG – it’s an action adventure!", "Dark Souls is not an RPG – it’s a slasher!", "Zelda is not just an action adventure – it’s an RPG!" and so on. Every time a discussion like this happens, I think about Milla Jovovich..

Yes. There is a movie called "The Fifth Element". Watched? Or better yet, how could you not have seen it, considering HOW OFTEN it was shown on TV before?? This can be called folk cinema. Did you know that since the release of this film there has been a debate about the genre of this film?

You might be surprised now, but people have been arguing about this since it came out in theaters. There are two opinions on this matter. First opinion – yes, this is a cyberpunk film. See for yourself.

The world of the future with such high technology like genetic reconstruction, flying cars and robot servants. Strict government control. Every citizen has a file. Law enforcement vehicles equipped with facial recognition software. There are special yellow dots on the doors of residential apartments on which you need to place your hands when the authorities give orders (scene in Corben’s apartment). Put a tick.

Evil corporation The villain of the future is corporate tycoon Jean-Baptiste Emanuel Sorg, played by British actor Gary Oldman, who uses all his power to destroy the main characters. Put a tick.

Low standard of living. The main character Korben Dallas lives in a small apartment in a multi-story futuristic building, where from time to time he is attacked by criminals. He works for a taxi company that is owned by the movie’s villain’s corporation. The New York of the future stretches so high into the sky that we can only guess what is happening on the ground. At the end of the scene where Corben and Lilu escape from the police, we see that the lowest levels of the city are covered in thick fog and, apparently, this part of the city is either uninhabitable or intended for residents of the lowest wage level. And put a tick!

As you can see, elements of the “cyberpunk” genre are really present in the film. Can’t argue with that. Well, only if you’re stubborn, then I give in.

And the second opinion says the following. All of the above elements of the cyberpunk genre in this film, although present, are relegated to the background, while in the foreground a fairy tale story about love and the struggle between good and evil plays out. The Fifth Element is not cyberpunk. For that matter, The Fifth Element is a pop art space opera with cyberpunk elements.

“Doesn’t the presence of elements of one genre or another (and in such quantity and in all respects) mean that it can be classified as this genre??" – supporters of the first opinion will answer and will also be right.

This is, one might say, an unanswerable question among science fiction fans. By the way, write in the comments which of the two opinions you lean towards. Anyway, great movie. "Lilu Dallas multi-passport forever!»

This is true for movies; with video games, things are more complicated. You know it yourself. They contain more elements, some of which may contradict each other. Well, for example, the plot scenario may correspond to the structure of a role-playing game, while the gameplay will be strictly a corridor linear shooter. Yes, Mass Effect 3, I gave you a sideways glance. What criteria are used to determine belonging to the role-playing game genre?? What is most important in a role-playing game??

Your arguments are absurd, gentlemen! Can’t you see it?

Since I often witnessed similar debates in the comments among ordinary people, I remember a few particularly common opinions about which element of the RPG genre is the most important. I’ll start with my favorite argument:

I saw one such comment on the StopGame portal and, yes, answering a question you haven’t asked yet, those two words were written in caps. I just decided not to change anything. Everyone knows that if you write in caps, then you are definitely right, just kidding, then you are definitely CSV.

So, if you follow this thesis, then The Sims is the best RPG on planet Earth. Didn’t you know? In what other role-playing game can you play a maniacal mother who either accidentally or deliberately drowned her child in the pool, and then locked the father of the family in the bedroom, barricading the door with furniture, and he then died from poor hygiene in his own… well, you get the idea? There is no such role-playing in either Fallout or Skyrim, or in any of these games or similar ones, even combined! So how does this work out, guys?. The Sims is the unrivaled RPG of all time?!

The problem is that The Sims does not have a quest system, character leveling, and most importantly, adventures. Exploring the world there, searching for objects or something else. You know how some people write “The Witcher is more of an adventure game than a role-playing game”. The question arises. Um… can you name me an RPG that is not an adventure game?? In my opinion they are all adventure. The genre obliges it, as it were! If I’m wrong, correct me.

By the way! According to Google search "The Sims is an RPG". So we can safely put the games in this series on a par with the mastodons of the genre. Move over Fallout 2, take off your crown, there’s a new king in town. This is how you learn something new every day..

Role-playing games without role-playing are not role-playing games?

And if the game doesn’t have role-playing at all, but all the other elements of the genre are in place, then what is it then?? Well, for example, Final Fantasy 7 (or, probably, the whole series in general). A classic game, not a remake. I just haven’t played it yet. There, the choice of phrases in dialogues by the main character has absolutely no effect on anything. You as a player cannot change the course of events or the ending of the plot in any way. The main character of FF7 is named Cloud, but the player is free to call him Fedor. But again, this will not significantly affect anything.

However, this JRPG features a quest system, extensive character leveling, and world exploration. Also, in Final Fantasy 7, if I’m not confusing anything, there are two optional playable characters for your party. You can meet them if you go off the rails of the main story and start doing side quests. I completed the game without meeting them, simply because I didn’t know about their existence. So, probably, we can say that my experience and the experience of those players who got these heroes into their team are different. Can such a small difference in the gaming experience be called roleplaying?? It seems to me that it’s still not.

Role-playing and its varieties

Under one of the news on the StopGame portal there was the following comment:

Well, first of all, that’s not entirely true. On dates with characters, the game hero may accidentally offend his interlocutor by choosing the wrong words, then the player will have to “court” this character longer in order to secure his strong friendship in the future.

Secondly, another question – what do you understand by role-playing?? There are different types of roleplaying in RPG games. Examples.

In JRPG games of the Persona series roleplaying is time management. The game is designed in such a way that you will not be able to form strong friendships with all the characters in the game. You’ll have to choose.

Note. This can only be done in the “New Game +” mode, and even there you will still have to choose who to communicate with more and with whom less, creating the daily routine of your hero.

By communicating with a fan and establishing a strong friendship with him, our heroes will level up much faster. Well, you understand, because he is their fan and morally supports them.

And if you develop a strong friendship with your teacher (or romance ho-ho-ho), she will give you a massage after a hard day at work, and you will be able to get more things done in a day. Well, you understand, because she’s a milf… caring, that is!

There’s plenty to choose from. It’s impossible to list all the examples at once. Your choice will determine what abilities your hero will receive, all kinds of bonuses, items, additional scenes in the plot and much more. What is most important is that this, one way or another, affects your personal gaming experience. Well, so, isn’t this role-playing??

“No, roleplaying is when you choose a line from the dialogue, and the further course of the characters’ conversation changes, and with it the plot. No other type of roleplaying in games can exist. »

(this is also a real comment, yes)

Oh, yes, yes, yes, I’m stupid.

I once witnessed the following dialogue:

No, of course, I know that Dark Souls is officially listed as Action – RPG. I’m interested in something else. Are there enough RPG elements in Dark Souls to warrant calling it an RPG?? Again, returning to thinking about what counts as “role-playing”. Or rather, can a game be called a role-playing game if it doesn’t have a dialog box with a choice of a line with the hero’s words??

I’ll say this, probably a banal thing, but I believe that Dark Souls is a role-playing game. Because the player can personalize their gaming experience the way they want. Do you want to be a casual magician – please! Do you want to be hardcore and go out to fight enemies in just shorts with a club – please! Do you want to win with cunning?? Well, for example, throw a boss off the edge of a platform, like that big guy with a long ax in Dark Souls 2? Please!

And so, it would seem, we more or less figured it out, but that was not the case..

Difficulties in defining a genre

I decided to ask Google.

What-o-o-o?! That is, GTA V can be considered a role-playing game? No, well, in a sense. There are certain role-playing elements there, of course. Various characteristics of characters that can be upgraded. Change the appearance of heroes. Improve machines in auto repair shops. No, it’s some kind of nonsense. Google is not our help in this matter. Everyone knows that GTA is a fighting game… Stupid Google.

But seriously. You can answer the question:

What elements of an RPG make a game 100% accurate and unequivocally an RPG?? The Greek was driving across the river, he sees the Greek in the river – cancer! Sorry for repeating so often. You understand that it’s hard to do without this when discussing this topic.

Everything is known by comparison. Cyberpunk https://viciwincasino.co.uk/mobile-app/ 2077 this is a role playing game. At least on the game page on this site it says yes. Well, in general it is classified as this genre. GTA V is not an RPG. I’ve never heard anyone call her that. Except Google, of course! Otherwise, both games seem to me to be very similar. They have a lot in common. So here it is. Comparing both, what elements are missing in GTA V to be considered a role-playing game?? I counted two. This is an extensive leveling system and a dialog box with a choice of phrases. If Rockstar’s next GTA game adds these two elements, it will immediately become an RPG?

This is not a rhetorical question! I’m really interested to know if this works or not.

Did you know that The Legend of Zelda games are Action-RPGs? Many reviewers in their articles twenty or ten years ago described the game as a role-playing. In general, it has always been considered an exemplary Action-RPG. Breath of the Wild too.

No, if The Witcher is an Action-RPG hybrid, then why isn’t Zelda? See for yourself. Inventory – yes. Potions system – yes. Different types of clothing, armor, weapons – yes. Link even has his own “Roach”! Role-playing in The Legend of Zelda: Breath of the Wild somewhat similar to Dark Souls. Just like there, you can use a different approach, come up with your own style of passing, and finally, the most important thing in an RPG is to personalize your experience. Well, it fits, doesn’t it??

But ordinary players (judging by the voting results, the majority of them) categorically disagree with this. I’ve read comments and opinions on this issue, and I’ve come up with the main reason why they feel this way. They mainly write that The Legend of Zelda games do not have two of the most important elements of RPGs – leveling up the main character and choosing a class. It seems to them that these are the things that play a big role in determining the genre and assigning this toy to it.

Well, since I’ve already gone all out, so to speak, it remains to find out what genre Call of Duty belongs to. At least one of them should definitely be an RPG!

According to the article by the author (his name is not indicated) on the time24 portal.news.com Black Ops Cold War it’s an RPG, but in the style of Call of Duty. An excerpt from his article goes like this:

"Players, calm down. Call of Duty didn’t become Final Fantasy. But when "Cold War" presents dialogue threads and the choice between killing or being captured in the first stage of the campaign, you know something has changed.

My suspicions were soon confirmed when I needed to create a "characteristic" of the main character in the plot, choosing his name, skin tone and gender, as if it were some kind of Fallout. This procedure even included choosing a "biography", as in the case of Shepard in Mass Effect.»

In fact, many reviewers noted the presence of RPG elements in the new Call of Duty. I think I just forgot, the video review from StopGame also talked about this. Moreover, what is most interesting is that the choice between branches in dialogues and the player’s actions really influence the gameplay and plot as the game progresses. And even there are several endings in Black Ops Cold War! If I’m not confusing anything, there are three of them? I guess so.

These elements were added not just for the sake of beauty. They are working! This is a central part of the game mechanics. Amazing isn’t it?

No, I don’t want to pose the question to you – can Call of Duty Black Ops Cold War be considered an RPG?? Of course not! This is Call of Duty. It’s more about shooting, explosions and pathos.

On the other hand, well, we have Mass Effect 3. It’s also more about shooting, explosions and pathos. There, the choice of a branch in dialogues or actions during the game seems to affect something, but in the end it does not affect anything at all. Black Ops Cold War in this sense, even more of a “role-playing game” than the finale of a BioWare space opera. Just try to call Mass Effect 3 just a shooter and someone will immediately offend you in the comments.

Okay, okay, I was just thinking out loud. I feel like I’ll get it from you in the comments for this. I understand that the comparison is very rough. But you must admit that in both cases, the action component of these games with cinematic scenes in the manner of an expensive action movie overshadows everything that they have from the RPG genre.

Conclusion

Somewhere on the Internet I watched a dispute between people about which games can be classified as role-playing games and which cannot, and one person wrote with a sad emoticon – I don’t even know what an RPG is anymore. I thought it was funny because that’s how I feel sometimes. Or maybe we are all a little like him?

So if you came here, find out if The Witcher 3: Wild Hunt is an RPG? First of all, thanks for stopping by. Secondly, I have to disappoint you. I’ll answer what you already know – it’s a hybrid of action-adventure and role-playing game. In my humble opinion, a very good combination of these two genres. There are hybrids and much worse.

What is the most important element in an RPG for me?? I think it’s about personalizing the gaming experience. This is more important to me than the dialog box and the leveling system. That is, when my passage differs from the passage of my friend or Vasily Galperov or Jubi or specifically yours. But even when this is not the case, say in JRPGs (but they are also different), for example in Final Fantasy VII, it is still a great memorable game and a fun gaming experience. I don’t care about the rest.

Best comments

The problem is that The Sims does not have a quest system, character leveling, and most importantly, adventures. Exploring the world there, searching for objects or something else

The funniest thing. That all this is there. Albeit in a rather primitive form. And if you take the “Stories” branch, then they also brought a written plot, into which real quests are woven, there is also research, and the rest goes on the list. )

A very entertaining topic, interesting and gives a lot of food for thought.

The main difficulty is precisely that with the development of the industry, there are no longer any pure genres left. Almost always (if not always) media works contain elements from a bunch of different genres, and this mixture of genres has so inflated and abstracted genre affiliation that sometimes you don’t really know which specific genre this or that work belongs to.

Personally, I always decide for myself this, which genre in a work is best expressed, such a passion is this work.

IMHO: What is an RPG?

RPG is really role-playing, but not in the sense that the commentators whom the author met on the Internet had in mind. Roleplaying is not a case where you are thrown into a game and you do whatever you want there, if only game mechanics would allow it, in the field of game development, such things are called sandboxes, which is what The Sims is.

Roleplaying is when the developers put you in a situation in which you need to make a certain decision that will resolve the situation in a certain way, and in addition to directly affecting the plot of the game, it will also affect the portrait of your character and the world around you and its relationship to your character.

In an RPG you create a character throughout the game. You play a certain role, create your character type? Who is your character?? Lightbringer Paladin? Trickster – intriguer? The evil barbarian is a berserker, always rude and straightforward? This is an important question in RPGs.

There are different types of RPGs. But for simplicity, I always divide them into three categories. Story RPGs, Action RPGs mentioned here, and MMO RPGs not mentioned here.

1) Story RPGs are when we build the story of our character and, following the path we pave for him, he acquires his own character, acquires friends, enemies, whose fate he himself influenced and they influenced him.
The Dragon Age series is a textbook example.
And a branched plot with several endings and dialogues is a necessary thing, in this case.

2) An action RPG is when we have many opportunities for constructing combat builds, and our passage will vary depending on our combat build, there is an action segment, a mage will go through it in one way, a warrior-paladin in another, a thief with two daggers in a third, for some some enemies will be easier than others, someone will be able to use the location in their own way, and other variability.
In such games there are options for maneuver, during action segments, and a very wide leveling tree and different types of enemies.
as an example: Cyberpan here.

3) Well, MMOs are games with a social component, where the character is the player’s avatar, the player finds roleplaying in social interaction, competition with other players, or vice versa in cooperation, joins alliances, clans, guilds, swears allegiance to one of the factions and so on, and breaks the faces of hostile alliances and guilds, trades, communicates – this is also a great role-playing game.
As an example: World of Warcraft

And we must not forget about the dominance of the genre. The game may contain role-playing elements, but at the same time it’s difficult to call it an RPG. Well, COD:BO CW, as for me, they are like that too, although I haven’t played, I’m judging purely from what I’ve seen, if I’m wrong, they will correct me. It’s more of a wide-ranging Action shooter with RPG elements.

Such things. Plus I put it on the article, it was very interesting to speculate.

P.S. I wouldn’t call The Fifth Element a space opera, because there’s not enough space for a space opera. But I didn’t call it a purebred cyberpunk either; cyberpunk there is more a matter of stylization and aesthetics. The same story could unfold in the world of the gangster twenties and in the fantasy Middle Ages.
The Fifth Element for me has always been a humorous action movie with a cyberpunk twist.

Here’s a slightly different case. The RPG genre is not so much what features a game has, but what heritage it carries. Initially, role-playing games were ordinary tabletop games on systems like D&D. When computer games appeared, they tried to transfer role-playing games there as well as possible. And over time, developers began to fantasize about the topic and come up with new interesting features to diversify the gameplay. The definition of the genre depends primarily on what the game was born from and what the bet was placed on in the first place. The Sims can’t be a role-playing game because the goal was to simulate society and people, not to roleplay. For the Sims to become a role-playing game, the lore of the world and NPCs with prescribed characters and behavior are necessary, so that the player finds himself in a situation where he can roleplay, in the opposite situation he is just a dummy in a city of dummy. It’s important to understand what roleplaying is; it’s impossible if the only character you’ve developed is you.
Situations where a game is called a role-playing game, where there is no roleplaying, like a jrpg, are normal, because, as I wrote in my blog about Japanese role-playing games, they are part of the heritage. It’s a long chain of evolution where D&D mechanics evolved into what they are today. By analogy, I can give an example: palaces used to be the residences of the aristocracy and kings, but now palaces are simply majestic public buildings in which important people could live in the past or in general they were built just recently.

A good topic, but the author clearly took the wrong direction and ended up with nothing but water. Analyzing any concept without giving it a definition is a dubious task. As well as the explanation for RPGs by analyzing modern hybrids, and not going back to the purebred roots of the genre.

So let’s say on one three-letter resource, someone in the comments perfectly explained cyberpunk (as a genre). So we can safely say that “The Fifth Element” is not cyberpunk – firstly, the problems are not the same (does not fit as a genre), and secondly, we have a president of the world with real power (does not fit as a setting).

The Sims is just a fancy Tamagotchi.
GTA did not start with San Andreas, which introduced “pumping”.
The first Zeldas are standard Action Adventure games, but one of the first computer RPGs is Rogue. And here you can understand that something went wrong, because there is not even a hint of any dialogues or roleplaying in bagels. This means we need to turn to tabletop games and figure out why certain conversational gatherings at the table began to be called role-playing games and what a “role-playing system” is. =)

I think the games listed should not be perceived as separate genres; personally, I never look at the genre and setting at all (personally, I do this). Thanks for the blog! I keep my fingers crossed for the mower!

Excellent article, the conclusion is that almost all games use a mixture of genres, and the genre boundaries are something quite vague and they are designated for more convenient search for similar projects, they just formed over time. With such success, I can prove, for example, that diskiples 2 is half jrpg, naturally someone will foam at the mouth to prove to me that no, that I am generally a blasphemer and carrying heresy.

I want to add only one thing, if you force me to choose one fundamental component for which I will immediately say – Yes, this is an RPG! This will obviously be progress in completing the game tied to the accumulation of stats, I’m sure this is called something correctly in game development, but I’ll call it stat-oriented. When you need 8 conventional units of agility to equip a sword with 600 units of damage, and when you gain a new level, your health will increase by 40 units, and if you buff yourself or the sword, you will increase the chance of crit by 10% and you will deal 900 units of damage to them… Well, you understand, and yes, this makes a cyberpunk RPG in my eyes, but GTA does not. As I understand it, this has moved into the genre from tabletop and text versions and, in fact, is its distinguishing factor, at least it’s difficult to remember an RPG without reference to the stats of something. This is in both Parasite Willows and Hallgate London, perhaps it has been transferred to other genres, but still it seems to me that if it is in the game, then no matter how much of a mixture of genres this game is, the main core is still an RPG component.

As a child, when I watched “The Fifth Element”, probably in the wake of such films as “Independence Day”, “Starship Troopers”, “Star Wars” and so on, for me they were all just an ordinary space odyssey. And it was “The Fifth Element” that stood out from the general picture of all space novels. There was something that you look at and think: Wow, how cool, robots, blasters, different races of aliens, everyone has different and strange clothes, costumes, these crap areas, garbage, etc.d. And now, having grown up, and having watched The Fifth Element again, I really thought that this is cyberpunk of the future, cosmo-cyberpunk. And to be honest, it’s cyberpunk that doesn’t fade into the background. But more shows how in the crap world of space-cyberpunk people are trying to survive: there is also a division of the social layer, richer people wear the best clothes, look better, have make-up on their faces, which ordinary hard workers cannot afford, while people who are not particularly rich, represented by the main character, are trying to survive somehow and working for the same CORPOV, who walk with their noses in the air, do not see a real problem that will affect their lives. But all problems, as always, are resolved by the “child of the streets” and then everyone lives happily and peacefully. So, in my opinion, “The Fifth Element” is quite a good cyberpunk, but it’s not something like “Blade Runner”, where everything is so perishable and neon.

Thanks for the article, I really liked it.

You can personalize the gaming experience in any game, declare yourself an ass maniac in the game and kill opponents only with shots in the ass, making your passage unique, but this will not work out as an RPG game.
there is also a big difference between the gaming experience in Zelda and dark souls, in the first all gameplay options are always available to you, and in the second everything is decided by leveling up, both the magician and the swordsman in shorts need to be leveled up.

as a result, there are two things that will turn the game into an RPG:
1. the ability to determine the character of your character (do not influence the development of the plot, not 15 endings, we are interested in our character).
2. leveling determines gameplay.

there must be at least one thing, the best representatives use two points at once.

as I wrote in my blog about Japanese role-playing games, they are part of the heritage. It’s a long chain of evolution where D&D mechanics evolved into what they are today.

Very interesting comment, I would read your blog.

Oh, 44 pieces. Was there a specific one, or is it better to read everything where there is a JRPG?

The main component of an RPG is the presence of restrictions. In dialogues, leveling up, quests, choosing a path – no matter where. The fewer restrictions, the less of an RPG the game is, and the more of a sandbox it is. Everything else follows from this.

Because when you can level up all or almost all your skills, as in Horizon Zero Dawn, Deus Ex Mankind Divided or Assassin’s Creed Odyssey/Valhalla, for example, you don’t play a role, don’t make a choice, and with each playthrough you get a character with the same degree of functionality. Unlike Cyberpunk, where only two branches can be developed to the maximum, and you have to choose whether to be a skilled hacker or an excellent shooter. It’s the same with dialogues: write down at least ten possible answers, but if different reactions don’t have different consequences, there will be no roleplaying in it.

But, in an amicable way, the concept of RPG or Action/RPG in the context of computer games is already an anachronism. If you try to cram such different games as The Witcher 3, Dark Souls, Diablo 3, Fallout 4 into one genre, then this classification makes no sense at all, and it is necessary to either abandon it or thoroughly supplement and expand it.

Also, when I saw the debate that Cyberpunk is an RPG/not an RPG, I wanted to figure out what a “real”, “crappy” role-playing computer game is, but I never found the final criteria that speak about the absoluteness and creepiness of a computer RPG. Unfortunately (or fortunately), it is impossible here, as in the scientific field, to assemble an international convention that would establish clear and unambiguous formulations and standards that the whole world would have to take into account.

I think that what is important is not the presence/absence of genre features (inventory, leveling, quests, dialogues, etc.), but how the totality of these features works and is perceived by the player, and even more important, how the player’s actions are perceived by the game world and whether he perceives them at all.
In the same Skyrim you can play many roles in gameplay.
But you can be as cool as you like the head of the most powerful guilds in the province, you can own real estate in all the cities of Skyrim, you can kill hundreds of dragons, you can wear a masterfully sharpened and enchanted Daedric set. As a player, you already begin to perceive your character as an invincible demi-deity inspiring fear and awe. But the game wanted to spit on your bloated ChSV with riches, high level and epic equipment. NPCs in cities will treat you the same way they treated you initially, only casually mentioning your exploits outside of dialogue, and random robbers will still try to take a “payment for passage”. I understand that I messed up and that such gaming conventions are a consequence of the scale of the game. But the situation turns out to be “I’m playing the Legendary Dovahkiin – the game doesn’t think so.» The game doesn’t feel like it has the proper impact. Kuritsin, after all, can also act out the Russian Schwartz as much as he wants, but what’s the point if no one reacts to him as to Schwartz??
A more intimate Fable, where children surrounded the good Kuroshup and ran away from the evil one, where the evil Kuroshup calmly walked through the bandit camp, while the good one immediately began to attack, where, while pumping up the Warrior, I saw how he turned into a mountain of muscles; in this regard, for me, it is superior to Skyrim. Simply because with the help of such small but significant touches, you create the (albeit deceptive) feeling that you are not playing the game, but that your character actually lives in the game world, influences it, and the game world reacts to it adequately.(Let me clarify in advance: I don’t hate Skyrim).

In general, the main thing is not to try to label games with the words “RPG”, “Shooter”, “Not a game, but a movie-soap” and so on. After all, the main thing is whether games and their game mechanics bring you pleasure, right??

I also remembered that Maxim Milyazev discussed the same topic in two videos “ANATOMY OF THE ROLE-GAME GENRE”. If you are interested in this topic, I advise you to read.

P.S. Thanks to the author. Oh, I hope there won’t be a holiwar here. This is a fertile topic. :)

Sorry for the typos, I was in a bit of a hurry because of my business. Yeah, I should have written in a calmer environment, but I was afraid of losing my thoughts and decided to write in a hurry, but it was exactly the amount of information I wanted.

in the first parts of dark souls the magic is imbued, almost none of the bosses know what to do with an enemy who himself is not suitable, and we deal kilotons of damage

and what are the key mechanics in The Witcher?

I went through the first half of the second Dark Souls as a magician, no one could fight back.
killed homeless people with a blade, difficult mobs and bosses with magic. this is incredibly boring.
By the way, the first part of all bosses is even speedrun by a magician

Please tell me how to become a casual mage in DS2?

Please. You pump up knowledge to 3-4 slots, fill them all with ordinary soul arrows, pump up intu and staff. If you don’t waste spells on very weak mobs, then you usually have plenty of arrows until the next fire. And for bosses too. And if you also summon phantoms, then you can generally stand to the side and press one button. Especially in the second souls, where almost every boss has its own summoned NPC, or even two.

p.s. I almost forgot about the hint with aiming through binoculars, which also allows you to shoot mobs from a safe distance.

The Stanley Parable is RPG

It was here, at the very bottom, where the results are summed up.

Hmm, I see. I thought there was something more detailed there.

But thanks, I’ll have to read your blogs sometime.

When I published the blog, I naively hoped that some super-smart person, an expert in the genre and all its various representatives, would look here and explain to me what it costs. Ivan Loev, for example, will come in and say something like this: “They say, look firefly 23412, now I’ll explain to you . »

So I specifically advised those hungry for specifics to familiarize themselves with the “Anatomy of the Role-Playing Game Genre” from Maxim Milyazev (Who, by the way, did a video review of CRUSADER KINGS III). As for me, he analyzed the topic quite expertly and “explained what’s what”. The main Ventrue of all Stopgame seems to come in and say this: “They say, look, firefly 23412, now I’ll explain to you. Nowadays it’s common to juggle game genres like colored balls at a party in a madhouse. »

Next, I will allow myself to relay his main points: (I still recommend watching both videos in full, but I will try to quote them verbatim, without adverb, if you are too lazy to watch the second part of the “anatomy” from 16:20 to 21:30).

“Traditionally, role-playing games have three elements by which we recognize them:
1.Game system – that is, the rules of the game. (more details in the first part of “anatomy” from 8:00 to 12:40)
2.Gameplay that allows for some variability when combining world exploration, interaction with characters and combat. (more details in the second part of “anatomy” from 1:00 to 7:05)
3.Role-playing – or the player’s creative approach to creating and developing a character."(more details in the second part of the "anatomy" from 7:05 to 16:20)

“Gameplay, aka gameplay, is the most inconsistent of them (of the elements). It differs from game to game, its individual elements can appear and disappear even within the same series.You don’t have to look far for examples. This is the amazing fate of dialogues in The Elder Scrolls, and optional elements of crafting and construction (Fallout 4), which came into fashion back in the 2000s, and much more.Therefore, it is impossible to classify a game as a role-playing genre based on gameplay alone. After all, it works exclusively in conjunction with other elements, and every aspect of it is also found in games of other genres.»

“The gaming system is a more interesting case. Often it concerns only the combat component of the game and is not related to roleplaying, as in The Witcher and Gothic, for example. Otherwise, it’s absent as such, reducing the game to a combination of gameplay and roleplaying. „
“A clear example of this approach is the Telltale and Quantic Dream games, which are also interactive movies, which are not traditionally classified as role-playing genres.”. After all, they lack a character – an avatar described through the game system, which the player creates and changes according to his taste and discretion.»
“Therefore, an interesting incident arises: the same Witcher and, say, The Wolf Among Us – games where there is roleplaying – the disclosure of an initially given character through the choices made and a plot that takes into account their consequences. Only in The Witcher we have a well-thought-out combat system, but in the Wolf everything is decided by a banal QTE.»
“Does this mean that what makes The Witcher a role-playing game is leveling up combat skills, an open world and side quests? " – "Not either, because in this case the genre would have to include Assassins Creed, Far Cry and GTA. What common sense already resists with all its might. But resolving this contradiction is not as difficult as it might seem. Why once again turn to the example.»
“You know what game includes all the elements of an RPG, but is never classified as a genre?- "The Sims"
“It has a system, a world, interaction with NPCs, leveling up and even battles. But every brick of this design does not work to develop the character and his story, but to involve the player in the everyday chores of sluggish charges.When describing the gaming experience we talk about built houses, funny incidents and unusual situations. The role-playing element drowns in everyday worries, like bored spouses in a swimming pool. The simulator comes first, which determines the genre.»
Therefore, The Witcher, which gives everyone the opportunity to tell the story of their own Geralt, is included in the role-playing genre without unnecessary delay. And The Wolf Among Us, armed with cinematic techniques, has, perhaps, role-playing elements."

“But often another genre does not overshadow the role-playing component, and one of the elements, however, is weakly expressed or completely absent. In order not to invent a new word from scratch, in such cases subgenres are usually distinguished. As briefly as possible:"
"1.If the outcome of the battle depends more on the player’s skills than on the character’s characteristics. The game belongs to the Action-RPG subgenre.
2.In the absence of roleplaying, all that remains is to clear locations from opponents? That is, the progenitor of the genre (Roguelike-RPG) – an adventure game, Diabloid or dungeon-crawler.
3. Leaving only battles, characters and eliminating choice, the result is a role-playing game of the Japanese school – JRPG.
4. In MMOs, roleplaying is not directed at the world as such, but at other players. Although, it almost never works and everyone stupidly farms gold alone.
5.You fight with scoundrels with a team of like-minded people and do nothing else except, perhaps, leveling up. Here’s a tactical role-playing game (Tactical RPG). (Read the next line with irony) True, there should be swords – without swords the game will simply be tactical, like the same Jagged Alliance"

“The length of the list of subgenres depends solely on the depravity of the one who identifies them, so the classification can be quite extensive. Whether to consider such games role-playing, but belonging to subgenres, or whether to classify them as distant relatives of RPGs, similar only in certain elements, is, by and large, a matter of taste. The debate about terms is the stupidest and most senseless in the universe, because their names do not affect the essence of things.»

“I (Maxim Milyazev) just want to draw your attention to the name of the genre – role-playing games. And it is the word role that is intended to distinguish them from other video entertainment. A role that is not possible without acting out and the disclosure of which, as we have seen, has changed throughout the years of the genre’s existence.”

Comparison of mobile Core i7-6700HQ and Core i7-6800k in the most modern games. Let’s not forget about Ryzen 1700x either.

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Hi all.Today we will postpone the construction of a quantum computer a little, because.To. dropsy for Broadwell is still on the way. But don’t despair, now we will compare our computer with the most expensive laptop in Moscow. First watch the video.

Yandex, Market section, there are computers, laptops, sort by price, expensive first: First on the list is Asus ROG – the 980th video card; this is old. The next MSI on Xeon is not for games. Getac – this one is for war. Next MSI on a 1080 video card, but low rating – 3.5. Everything below is either outdated or not for games.

Next Asus ROG – i7@2.7Ghz, 1080 video card, FullHD resolution, for 17 you don’t need more, but there are only 4 sellers. The price is most likely too high – more than a quarter of a million after all. Then again either outdated or not for games.

Asus ROG i7@2.6Ghz 1080 video, FullHD 238 thousand.17′ diagonal, 32 RAMs, 8 videos, SSD per terabyte, in fact, they put two 512 in raid 0, to double the performance and of course Samsung – they are the leaders in this area.USB 3.1, Thunderbolt 3, 3.8 kg, 35 mm thickness – this is a gift for a gaming laptop.From 239 thousand. Great – let’s take it.

120hz matrix, awesome keyboard with backlight, very high quality product, materials – everything is just brilliant.So let’s move on to the tests.And first, let’s squeeze all the juice out of it.Mafia 3. Maximum possible settings. A small turbo boost, 3100Mhz, immediately catches your eye, but watching the temperature you understand where this frequency comes from. 96 degrees is no joke, even milk boils after 5 minutes of playing. Joke.

And the FPS is 50 percent https://piratespinscasino.net/login/ less than on a stationary device, but still within the playable value of 40 frames per second. By the way, these 40-50 fps don’t remind you of anything? Look at the stationary Ryzen – one to one! How far is AMD from Intel?. When will there be a third company that will surpass Intel?. You can’t do anything in this life on your own, no one will do anything.OK.BattleField 1.

The same thing here, the difference in FPS is on average 30%. Ultra settings – resolution scale 100%, t.To. on a 17-inch monitor the pixels are so small that the graphics already seem photorealistic. And increasing the scale will only put an extra load on the video card, but will remove it from the processor, which in our case is useful, and if we set it to 150%, then we are guaranteed 70-80 fps, with rare drops to 60, which is basically enough for this game.Well, by and large the picture is already clear, it will be 30-50% weaker than our stationary one, but thanks to the 17′ monitor with very fine grain, for any games, in ultra settings, with one hundred percent scaling, it will be enough.Don’t believe me? Look!Andromeda.

Absolute Ultra – 100% zoom. 65 frames minimum, of course, if you turn up the scale the laptop will show 30 frames, but we don’t need it on the 17. And Mass Effect turned out to be very futuristic and instilling limitless perspectives.

And if anyone decides to take a look at the most advanced girl, Tomb Rider will help, and 60 fps at minimum on ultra, with two times the native resolution will be confirmation of this.And in this part, Larka is very good.Etc.To. the laptop loses to our computer in all disciplines, we don’t need it anymore, let it go to the grandmothers and eaglets with some small daredevil.

We continue to wait for our quantum computer. I remind you that you can watch the whole story of the fall of Ryzen on my blog.

Rise of the Tomb Raider

Mass Effect: Andromeda

Mafia III

Battlefield 1

Best comments

At this moment I wanted to get up, go to the bedroom and cry into my pillow for a day. (((

And regarding the review of the laptop: the rule is once again confirmed that “a laptop, no matter how sophisticated it is, is not a gaming machine”. Although, my wife had her eye on it for her use..

Just how long will this laptop last without recharging?? How much does it weigh? And thus we get a desktop laptop. Although it would seem that we kind of wanted mobility?

There is a difference between mobility and autonomy. Yes, it is unlikely to work autonomously under load for a long time, although 1.5-2 hours is quite normal time for laptops (And a stationary one from a UPS only works for a few minutes). But he is still much more mobile than a hospital patient. It is clear that the laptop has many shortcomings, but that’s why it has a different form factor, so that you replace some inconveniences at the expense of others.

What are you talking about?? The blog clearly shows what laptops can do, and how. Yes, much more expensive and hemorrhoids, but nevertheless. However, laptops have always been able to play games, but in light of the fact that now they have begun to install full-fledged analogues of desktop video devices, in general everything has become much more cheerful.

Functions of color in games. Red and Blue. Why them?

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Healthy people! Today I have prepared a very interesting topic for you to think about, have you ever wondered why red and blue colors are used to indicate teams, individual players or territory in competitive games?? I asked myself this question, so let’s look at it.

In this blog we will talk about the important function of color in games, namely the differentiation of opposing sides. Today we will find out why red and blue are used in games, how they affect the player and whether there is any difference between them.

If you want to absorb all this information in a simple and relaxing way, you can follow the link to the video!

Red and blue, why exactly are they? Why did level designers choose these colors?? After all, there are, for example, black and white, like in chess, why not take them? But everything is quite simple and clear, let’s start small, of course.

Functions of color in games

Color in games performs several key functions in the visual component of a project. Most of these features have crossed over into the video game industry from fine art, design, and film. The main one is that color serves to recognize game elements. Here are some striking examples:

Mirror’s Edge where we see that the game, thanks to color, leads us along the desired path and shows where we can jump, what we can catch on, or where we can go.

Another great example is the game Super Hot, it’s even more clear here take everything that’s black, kill everyone who’s red.

Classic examples of the designation of game elements include, such as tinting a place where you can climb in yellow, or barrels that can explode and cause damage in red.

Thanks to color, the player can distinguish the desired object in the scene, for example, the same ledges that you can climb onto, or pay attention to the vital scale in the game interface, for example, your amount of mana or health.

Another important function of color is its ability to evoke emotions in the viewer. For example, a differently colored game scene can evoke completely opposite emotions in the player. These are the first emotions these footage from games evoke in you? Fury? Disgust? Or Calm?

Through color there is also a change of day and night, a change in air temperature and a change in the seasons of the year in the game, you can easily see the difference in the game Stardew Valley

Color also demonstrates various physical phenomena or even how the world is perceived by the hero of the game at the current moment in time, for example, we can notice that in some games, when you have little health, the screen begins to turn red.

Psychology of red and blue

The color red tells us about danger, excitement, passion, strength and aggression. It also causes not only an emotional but also a physiological reaction. The color red causes shock, it completely captures attention and requires effort to perceive. Focusing on the color red increases heart rate and blood pressure. Red color is more noticeable than others. Thanks to its powerful effects on your peripheral nervous system, red can also make you feel more alert and get you moving and taking action. Do you think why red and its similar shades are often found in the game DOOM?. Yes, so that, coupled with the dynamics of the game, your emotions coincide.

Blue and blue, in turn, reflect harmony, perseverance, seriousness and rigor. They are also calming for our nervous system; if you persistently look at blue or dark blue, this leads to a decrease in heart rate and breathing and for some time reduces blood pressure, which is the exact opposite of red. In many national cultures, blue is associated with ideas of protection, and red, on the contrary, is associated with war, which once again tells us about their opposition to each other.

The function of red and blue as a delimiter between opposing sides.

It all started back in the distant bearded years, when these colors were used in sports and in our lives in general, well, we won’t talk about that, the blog is still about games. We can trace the beginning of the use of these colors in video games with the advent of the first game with RGB, you might say Galaxian (1978), but I will answer you Color Gotcha (1973).

Well, the first game where we can see the red and blue teams as rivals was Wimbledon 1974, Well, further development of graphics is no longer in this video. And now let’s continue our thread of the story, why these colors are used in games.

Nowadays, color in games is one of the most important tools in game design. In turn, red and blue separately can be partially equated to identifier colors.

Color identifiers (or symbols) group and separate groups of game elements, such as players on different teams, game characters, and game areas.

Color symbols should be as prominent and contrasting with each other as possible so that they can be easily distinguished, and also have nothing in common with other identifiers and neutral colors in the scene. They should also have the ability to be deposited in the gamer’s brain, so that he would play and know, yeah, red is my enemy, or oh, the yellow ledge, you can definitely climb there.

Of course depending on your ruleset or mechanics you may have two or more color IDs. We are talking about two, since many classic competitive games are based on the battle of exactly two factions. Two-player play sessions or team battles benefit greatly from the use of two mutually exclusive faction color IDs.

Examples of https://slottiocasinouk.com/mobile-app/ more color identifiers.

Examples of more color identifiers.

Examples of more color identifiers.

The same goes for naming an environment for two or more commands. For example, as we can see in these slides below. Since competitive games must be balanced, the game locations of 2 teams are often identical to each other, so we have to color not only the players, but also their territory, so that we, as the user, understand where to go to fight.

Of course, there are many other uses for color differentiation. Some even with additional symbolic or emotional meaning. Such as moral systems of good and evil, various powers and resources and much more. However, the distinction in games between teams A and B requires clear color communication, and designers prefer to make the two preferred color identifiers as opposite to each other as possible.

They do this by creating a striking contrast of warm and cold. Blue and red are often preferred colors to contrast with cool or warm primary or secondary counterparts. This gives us the contrast between red and blue, red and green, or blue and orange. We can see all this on the color wheel below.

Also, that’s not all, as a level designer you can’t just designate certain characters with colors, when planning how your characters, environments and props should be colored, you need to pay a lot of attention to materials, mood, symbolism and emotional impact.

Notice how the colors red and blue are used in a mutually exclusive way, and how the neutral background colors allow the red and blue objects to stand out:

But the gameplay also has its own requirements. You should definitely consider using spacers and neutral shades to play with. These devices are very effective for marking objects, not only because of how readable they are, but also because of how often these colors are used and how trained the player is to detect them, roughly speaking, blue and red are used throughout life as an identification of something and the player intuitively understands what it means.

And from all of the above, we can conclude that red and blue are suitable for such tasks like no other, starting with the fact that they have been used in sports and in other areas for many years, ending with the fact that they are complete opposites, both from the point of view of color characteristics in general, and from psychological and physiological ones, and they also meet all the criteria of color identifiers in games.

We can even break it all down point by point:

It’s already in our heads. These are the colors that come to your mind first when determining two opponents, let me guess blue and red or black and white.

I think we answered the question why red and blue, now let’s move on.

After all this you can say, what difference does it make whether it’s red or blue, it still doesn’t affect anything. But in fact there is a difference, but partly it’s not big.

Difference between red and blue

To make this clear, let’s take a quick trip out of gaming and into real life, to 2005, where a study by Russell Hill and Robert Barton called the Hill and Barton Theory, respectively, was conducted on how the color red enhances human performance. One experiment examined Olympic athletes competing one-on-one in "combat sports" such as boxing, Greco-Roman wrestling, and freestyle wrestling.

The rules of the Olympics stipulate that one participant will be randomly assigned a blue suit and the other a red one. Thus, this was the perfect opportunity for a natural experiment on the effect of uniform color on performance.

Researchers found that those who wore red uniforms won a statistically significantly larger proportion of their matches.

Which shows us how the color of a uniform can affect performance in a competitive sport.

This is because the color red throughout nature is associated with increased aggressiveness and dominance. Using the color red makes participants think more about being, as stated, more aggressive and dominant. And this is important in sports like boxing or some kind of wrestling, where aggression makes you more competitive. In turn, the participant in blue can aggravate the effect by considering his red opponent more intimidating. It can even be on a subconscious level.

We can see the same thing in video games. At least sometimes. One 2008 study published in the journal Cyberpsychology & Behavior extracted data from 1,347 matches in Unreal Tournament 2004.

They found that red teams won about 5% more matches than blue teams, which is much more than would be expected based on simple chance.

And by the way, the results of the study were recognized by Epic Games Vice President Mark Rein, but said that in the near future they still will not change the classic colors since they are an integral part of the Unreal Tournament multiplayer game series.

There is a caveat to this, however: the red effect is small and will not be a deciding factor in anything other than a very competitive fight. That is, a strong player or athlete will never lose to a weak one just because he is in a red uniform.

But you are interested in a fact about the confrontation between red and blue. Based on the game Halo filmed a series "Red vs Blue" is an American machinima web series created in 2003.

Machinima is a way of displaying short story sketches and videos shot using three-dimensional graphics based on computer games.

The plot of the series is centered around the confrontation between two factions – Red and Blue in a civil war in the center of a desert canyon (Bloody Gorge). "Red vs Blue" appeared from voice-over commentary of the gameplay of the game Halo: Combat Evolved on drunkgamers.com, where, in particular, the discussion related to the Vepr car was restored in the second episode of the first season. Seeing the potential for a full-fledged plot, a trailer was created, which was released on September 5, 2002 on the same website. After which the journey of this series began.

Well, in the games themselves, our colors have overcome a giant path to embed themselves into our thinking, giving us a clear association of what they are used for.

Team Forteress, TABS, Chivalry, For Honor, the halo series and much, much more from casual games on mobile to AAA projects, you can’t count them all. Almost everywhere, the identifier colors that separate teams into friends and foes are red and blue. Yes, what can we say, they are found everywhere even in gaming devices. The first thing that comes to mind is Nintendo Switch.

Where there is a blue and red joycon, which means that you will play competitive games with your friends and find out who is the coolest of you. This applies to joeys from Playstation and X-Box. It seems that red and blue have become irreplaceable in our games.

Let’s sum it up

Red and blue, blue and red – these colors have been and will remain irreplaceable in the gaming sphere, neither in a year, nor in the distant future. These colors, like no other, are suitable for performing the function of differentiation due to their properties, designers are already masterfully integrating them into any genre of games, and you and I don’t even notice it, since we are used to it and it has become on a subconscious level. I think we have answered all the questions raised earlier and now we know a little more. All we can do is pay more attention to these colors in games, to be surprised at how many there are, and to choose which side you are on.

Best comments

Clear and concise) Gracias!

Thanks to everyone for the criticism) Well, as they say, it’s crazy, so we’ll change the approach next time.

I’ll take into account all the above points, let it be a kick for me to do better =D

Yes, I didn’t even say that I was the first)

And your comment on DTF also made me happy :)

This is what I understand as a blog, I hope the mower will collect

Blue for luck, and red goes fasta. What’s there to disassemble??

I agree that overall it is very long. The message is clear, an article on a simple topic that no one usually seems to think about, and usually the trick of such materials is that a seemingly simple topic turns out to have some kind of feint conclusion at the end, which opens the topic for a person from a different angle, you don’t have such a feint.

In general, try, check the facts, study the materiel)

Hi all! Today I would like to talk about white and black colors in games.

I think many of you have noticed that lately games have become very oversaturated with these colors. When I started playing games, I thought it was normal because everyone was playing the same thing and no one was going to say, “Oh my god, these colors suck.”! Why couldn’t they make it gray?». It was fine until I became a gamer myself. Nowadays, many game designers, when they start working on a game, are required to make it in white or black. But why? Why did they decide to completely get rid of other colors except white and black?? Let’s figure it out.

So, what is white color?? This is the best quality color. In psychology, it is considered a neutral color, since it has the same effect on everyone. White color is the color of purity and absence of impurities. Black is the opposite of white. It is considered a color filled with deep meaning. But what happened to the games?? Why did designers decide to add these colors and why is it now so fashionable to play games that are all white or all black??

Let’s look at everything in order. Let’s start with the fact that games are now oversaturated with white color. In most games we can see the color white, and if it is not used, it can still be found. We can come across games where the color white is used to highlight something from the background. What else is white used for?? To highlight details, such as icons. White color is also used to highlight inscriptions and buttons. In order to highlight text and icons, games use white color.

Now let’s look at the color black. Black is considered the color of elegance, mystery and luxury. It is associated with night, darkness and darkness. But at the same time, black is a color that means restraint, severity, elegance and wealth. Nowadays this color is used extremely rarely. And this fact is very sad. After all, in the old days black was quite popular. Remember how women used to dress: black or dark blue clothes. Some parts of the body, such as teeth or lips, were also painted black. They also used it to highlight an object and make it stand out more. As in the case of white, now black is used very rarely. If you want to make something brighter, then feel free to use black.

In conclusion, I would like to say that you should not be afraid to experiment with color. Each color carries something of its own, special and unlike others. The main thing is to find your favorite color and do everything only in it.

I corrected you. Nobody says “damn lumpy”, they say “first damn lumpy”, which will not suit you, t.To. There are already 5 blogs. So you chose a shitty metaphor.

Il suono del clacson: tra fisica, cultura e rispetto stradale in California

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Introduzione: il clacson come momento sonoro e sociale

Il clacson non è solo un rumore: è il primo segnale di interazione tra veicolo e pedone, un linguaggio universale nelle strade californiane. A differenza dell’Italia, dove il clacson del semaforo è spesso riservato a richiami precisi, in California diventa un atto sociale e legale, un promemoria costante per chi cammina o aspetta di attraversare. A Los Angeles o San Francisco, il suono taglia l’aria come un campanello urbano, ma con una finalità ben precisa: **assicurare sicurezza**. “Premere il clacson non è solo una pratica, è un dovere**”, afferma un esperto di traffico di Oakland, sottolineando come il suono sia parte integrante della cultura stradale locale.

Tra guidare negli USA e in Italia, la differenza è chiara: in Italia, il clacson è spesso associato al traffico cittadino intenso, dove segnala fretta o frustrazione; in California, invece, è un segnale programmato, una routine rispettata da tutti. Il clacson è una sorta di accordo tacito tra conducente e pedone: “*Se suoni, so che è sicuro procedere*”, come insegnano i corsi di code agricoli della California.

La fisica del clacson: onde sonore e propagazione

La vibrazione della campana del clacson genera onde sonore che si propagano nell’aria a velocità dipendente dal medium: circa 343 m/s nell’aria a 20°C. La campana, spesso in ottone o lega metallica, vibra in modi naturali (modalità fondamentale e armoniche), trasmettendo energia sotto forma di pressione che il nostro udito percepisce come un suono acuto e penetrante.

In California, la propagazione è favorita da strade aperte e aria relativamente calma, con pochi ostacoli acustici. Un clacson può viaggiare oltre i 250 metri senza perdita significativa di intensità, grazie anche alla scarsa urbanizzazione rumorosa rispetto a zone italiane come il centro di Roma o Milano. Per fare un paragone: il suono del clacson in California è simile a quello di una campanella di bicicletta in una piazza di una città italiana, ma con un’efficacia maggiore per la trasmissione in ambiente poco riflettente.

Questo principio è alla base anche di giochi educativi digitali, dove i suoni sono progettati per essere immediati e riconoscibili. Come nel caso di Chicken Road 2, dove ogni effetto sonoro è calibrato per creare una risposta istantanea, anche il clacson californiano è un feedback acustico essenziale per la sicurezza.

Giaywalking: dimensione legale e sociale

In California, attraversare fuori dal marciapiede – il “jaywalking” – è una violazione della legge, punibile con multe fino a 250 dollari e rischi di incidente. Ma più che una sanzione, è una questione di rispetto: il pedone deve attendere il segnale, o segnalare la propria intenzione. La cultura californiana insegna che la strada è condivisa, non solo un flusso per veicoli.

A differenza di alcune aree italiane, dove i percorsi pedonali sono spesso poco contrassegnati, negli USA e in California il rispetto della segnaletica è radicato nella pratica quotidiana. Un sondaggio del 2023 della Autorità dei Trasporti della California mostra che oltre l’80% degli pedoni rispetta i semafori pedonali, grazie anche a campagne di sensibilizzazione visive e sonore.

Il clacson, in questo contesto, non è solo un suono, ma un invito: “*Aspetta, io sono qui*”. Tradizione e tecnologia si incontrano qui: il suono diventa strumento di comunicazione immediata, simile ai campanelli dei mercati italiani, dove il segnale indica presenza e attenzione.

Differenze tra cultura stradale: USA e Italia

Mentre in Italia il clacson è spesso un gesto rapido e talvolta impulsivo, in California è parte di una ritualità sociale ben definita. I conducenti californiani si aspettano un “click” prima di procedere, i pedoni rispondono con uno stesso suono per comunicare sicurezza. In città come San Francisco, dove il traffico è misto e pedonale, il clacson funziona come un “permesso sonoro” – un accordo silenzioso tra chi si muove.

Un’importante ricerca dell’Università di Berkeley ha evidenziato che i giovani americani associano il clacson a una “fase di attenzione reciproca”, un’abitudine che si forma fin dalla scuola elementare. In Italia, invece, questa pratica è meno codificata e spesso sottovalutata, soprattutto nelle grandi città. Il clacson, quindi, non è solo fisico, ma un simbolo culturale: in California, un segnale; in Italia, una pratica da riscoprire.

Il clacson nel gioco: Chicken Road 2 come esempio educativo

Giochi come Chicken Road 2 trasformano il concetto del clacson in un momento di apprendimento interattivo. Il gioco simula la tensione tra pedone e veicolo, dove premere il clacson innesca un feedback sonoro immediato: il pedone attraversa con sicurezza, il veicolo frena, e il suono conferma l’azione corretta.

“*Il clacson non è solo un effetto, è un feedback che insegna a osservare e reagire*”, spiega un docente italiano di educazione stradale che utilizza il gioco in classe. Questo loop sonoro è un esempio visivo e uditivo di cause ed effetti, fondamentale per capire la dinamica reale della strada.

Similmente, app italiane di navigazione come Moovit o Citymapper usano suoni digitali per orientare i giovani, rendendo il clacson un modello di comunicazione efficace – non solo un rumore, ma un messaggio chiaro, accessibile e riconoscibile.

Cultura stradale: tra tecnologia e tradizione

Nell’era digitale, il clacson si evolve: le app di navigazione integrano suoni realistici per simulare incroci, mentre i giochi educativi come Chicken Road 2 ne fanno un’esperienza ludica. Anche la API Canvas, usata nei browser moderni, permette di creare interazioni sonore dinamiche, paragonabili alle app di navigazione italiane che guidano con indicazioni audio e visive.

I suoni digitali non solo migliorano l’esperienza utente, ma rafforzano la consapevolezza stradale tra i giovani. In Italia, dove l’attenzione visiva domina, questa integrazione tra audio e design UX rappresenta una via innovativa per insegnare sicurezza.

Il clacson, quindi, non è solo un suono fisico, ma un **ponte tra fisica, cultura e tecnologia**, un segnale che risuona in ogni strada, ovunque.

Conclusione: ascoltare per vivere la strada

Il clacson è molto più di un semplice rumore: è un atto legale, un segnale sociale e un messaggio acustico che unisce fisica e comportamento. In California, diventa un simbolo di rispetto, un invito tacito a fermarsi, guardare, ascoltare. Per gli italiani, che spesso vivono la strada con maggiore dinamismo ma meno formalità, il clacson offre una lezione preziosa: **il suono è linguaggio universale della sicurezza**.

Osservare il proprio comportamento e quello altrui, ascoltare prima di agire, è un valore condiviso, non solo tecnico. Il prossimo clacson, in ogni città del mondo, è un richiamo: **attenzione, è il primo passo per vivere la strada in sicurezza**.

“Ascoltare il clacson non è solo ascoltare un suono: è rispettare un contratto invisibile tra chi si muove.”

Come in ogni viaggio, la strada si comprende non solo con gli occhi, ma con l’orecchio anche.

Scopri il gioco Chicken Road 2 e impara a vivere la strada con consapevolezza

The Science of Reward: From Nature to Gaming

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1. Introduction: The Universal Drive for Reward in Nature and Human Activity

At the heart of every living organism, from the tiniest insect to the most complex human, beats a primal engine: the drive for reward. This innate mechanism, shaped by millions of years of evolution, is not merely a biological quirk—it is the bedrock of engagement, learning, and motivation. Reward systems regulate behavior by reinforcing actions that enhance survival, and in humans, they manifest in digital realms as the dopamine spikes triggered by winning a game, unlocking a level, or connecting with others. The science of reward, therefore, bridges the wild and the virtual, revealing how nature’s ancient blueprints guide modern game design. As explored in The Science of Reward: From Nature to Gaming, the parallels between animal play, natural exploration, and digital feedback loops are strikingly consistent—and deeply instructive.

From a biological standpoint, reward is not just pleasure; it is prediction and possibility. When a bird learns to open a shell or a child solves a puzzle through trial and error, the brain encodes these experiences as valuable, motivating repetition and refinement. This principle—learning through reward—forms the foundation of adaptive gameplay. Just as nature rewards curiosity and persistence, games designed around natural reward cycles sustain engagement by mirroring these evolutionary incentives. Players don’t just play to win—they play because they are wired to seek patterns, rewards, and growth, much like wild animals navigating dynamic environments.

The Evolutionary Roots of Play Behaviors

Comparative studies of play across species reveal compelling patterns that directly inform game mechanics. Young mammals engage in play-fighting, mock hunts, and object manipulation—not merely for practice, but as intrinsic motivators that build motor skills, social bonds, and cognitive flexibility. These behaviors echo core game loops: exploration, challenge, reward, and iteration. For example, a lion cub’s pouncing game reinforces stalking, timing, and spatial awareness—mirroring a player’s progression from tutorial to mastery in a game. Similarly, human children’s fascination with digging, stacking, and experimenting reflects the same exploratory drive that fuels open-world games, where discovery fuels motivation.

  • Exploration drives learning: Animals and players both seek novel stimuli to expand their environmental knowledge.
  • Mastery through repetition: Trial and error, reinforced by reward, builds competence in both wild species and game players.
  • Social play as a reward: Cooperative behaviors observed in wolves, primates, and humans strengthen group cohesion and shared success.

The role of exploration as an innate reward system is especially evident in how animals respond to unknown stimuli. Environmental uncertainty triggers curiosity, a cognitive state rich in dopamine, which primes the brain for learning. This mirrors how games use randomized rewards, hidden collectibles, and procedural generation to sustain attention. The unpredictability of natural rewards—like finding water in a dry forest or a new food source—parallels the thrill of a rare loot drop or a surprise challenge, keeping players emotionally invested.

Why Survival-Driven Exploration Translates into Compelling Progression Loops

In nature, survival depends on strategic exploration—balancing risk and reward to access resources. This ancient decision-making framework translates directly into game progression systems. Players, like wild animals, weigh effort against potential gain: Do I climb a steep tree for fruit or forage on the ground with less reward but lower risk? Games emulate this through risk-reward design—choices that demand strategy, timing, and reward anticipation. Games such as *The Legend of Zelda* or *Subnautica* exemplify this, offering open exploration where every decision shapes the player’s journey, much like a predator choosing its hunting ground.

“Reward systems evolved not to encourage mindless repetition, but to reinforce behaviors essential for survival—exploration, learning, and adaptation.”

The psychology of risk and reward draws deeply from animal foraging patterns. Behavioral ecologists have found that species like squirrels and birds optimize their search patterns based on energy cost and expected benefit—principles mirrored in game mechanics like loot scarcity, level difficulty scaling, and achievement thresholds. Intermittent reinforcement, where rewards come unpredictably, exploits the brain’s reward circuitry more powerfully than predictable ones, sustaining long-term engagement. This is why randomized loot boxes, surprise events, and dynamic world changes keep players coming back—just as nature’s variable rewards keep animals exploratory and adaptive.

Emergent Complexity: Nature-Inspired Systems Beyond Linear Progression

Traditional game design often relies on linear progression—levels, ranks, and milestones—yet nature thrives on complexity, interdependence, and self-organization. Ecosystems evolve not through rigid scripts, but through dynamic interactions among countless variables: predator-prey cycles, symbiotic relationships, and resource sharing. These adaptive networks inspire game worlds that respond organically to player actions, where ecosystems shift, economies fluctuate, and narratives unfold from collective behavior.

  1. Self-organizing systems: Just as ant colonies or coral reefs develop structure without central control, games can use AI-driven agents to create evolving environments.
  2. Non-linear reward networks: Rewards emerge from interconnected actions, not isolated events—mirroring ecological webs where one choice affects many.
  3. Emergent narratives: Player decisions ripple through a system, generating unique stories akin to how small environmental changes shape entire habitats.

Designing games with such complexity rewards players not just with points, but with immersive, responsive worlds that feel alive. These systems reflect nature’s resilience—adaptive, interconnected, and perpetually evolving.

From Biophilia to Design: Crafting Environments That Resonate Biologically

The biophilic design principle—humans’ innate affinity for nature—plays a pivotal role in crafting emotionally resonant game environments. Research shows that natural elements reduce stress, enhance focus, and elevate mood, directly influencing player well-being and engagement. Integrating natural rhythm and pacing into game tempo aligns gameplay with circadian and emotional cycles, creating experiences that feel intuitive and restorative.

Games like *Journey* and *Abzû* exemplify this, using natural soundscapes, organic visuals, and slow, reflective pacing to evoke calm and wonder—mirroring the psychological benefits of time spent in nature. Environmental cues such as light, weather, and landscape transitions not only guide navigation but also shape emotional tone, reinforcing immersion through sensory coherence.

Enhancing Player Well-Being Through Nature-Aligned Feedback

Sensory rewards in games gain power when they echo natural feedback loops. Natural environments provide immediate, multisensory input: the rustle of leaves, the warmth of sunlight, the weight of a smooth stone. Translating these into digital form—through dynamic audio, haptic pulses, and visual texture—deepens emotional connection and presence.

  • Visual rhythms: Subtle changes in light and shadow mimic daylight cycles, supporting player alertness and relaxation.
  • Auditory cues: Natural sounds like flowing water or bird calls reinforce spatial awareness and calm, reducing cognitive load.
  • Haptic feedback: Vibrations and touch sensations simulate contact with environment, grounding players in tactile realism.

Table of Contents

Section Key Idea
1. Introduction The universal drive for reward, rooted in evolution, shapes player engagement across cultures and games.
2. Evolutionary Roots of Play Exploration, mastery, and social interaction mirror animal behaviors and fuel adaptive progression loops.
3. Natural Sensory Rewards Environmental stimuli trigger dopamine; digital feedback mimics natural sensory richness.
4. Risk and Reward Psychology Uncertainty and intermittent reinforcement sustain motivation, inspired by foraging behavior.
5. Emergent Complexity Self-organizing systems and non-linear networks create dynamic, responsive game worlds.
6. Biophilic Design Nature-aligned environments enhance immersion, well-being, and emotional resonance.
7. Conclusion Nature’s reward architecture offers a timeless blueprint for meaningful, enduring game design.

Return to root: The Science of Reward: From Nature to Gaming

Coffee Elephant. Four months in the madhouse.

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Four months. A third of the term. One hundred twenty days. There’s just a little more to go..
My opinion about the army has changed only the slightest bit. Do I regret joining the army?? No. But only because I’m not used to regretting anything..

KMB in the past. The fields have passed. My comrades and I were brought to the unit. Goodbye field kitchen, carelessness, daytime naps and unsanitary conditions! Hello soldiers’ dormitories, eternal formations, bad food and a clerk’s position… Yeah, I’m a clerk. With my handwriting, although not medical, but still clumsy! However, the inscription “Higher” in the Education column says that I am ideally suited for the role of Master Ballpoint Pen. At first I was upset, because sitting and filling out logs for days, which should be filled out by management, is somehow dumb. But now I know that that angel’s incontinence continues. I sit in the warmth, drink coffee hidden from demobilization, periodically fill out all sorts of pieces of paper in block letters, run to my neighbors to sit at the computer or sleep. And when they tell me “Go to work” or “Run to formation”, I answer: “I need to write”. That’s life.
You’ll say, "Dude! How can you judge? You don’t see the army in your office!"And you’ll be right. My Brothers in Arms spend 24 hours cleaning the car park and repairing and refueling cars. While I’m writing. This is not an army, but some kind of guest worker town named after. Ravshan Dzhamshutovich! The funny thing is that every week I draw up class schedules that say that I do hand-to-hand combat, study the history of Russia, learn driving and Kalash shooting… These schedules are seen by all checks! And my comrades and I see only a fleet of vehicles and pieces of paper.
Showing off in the army is everywhere! Starting from the Yudashkin uniform, which the Chinese sew, to combat exercises, where everyone receives excellent marks, although they do not know how to hold a weapon in their hands. By the way, during the last exercises, our unit sank three tanks in the river – Roissya is dragging.
An inspection from Moscow visited our unit for two weeks. All this time I was just a spectator in the theater of Farce and Replay… Explain. No one is being laid off because of the inspection. But by law we are required to be laid off. It comes out to show that in some parts everything is fine, some are breaking the law?

It was only in the army that I realized that I truly love sweets. Here you always want sweets, cookies or condensed milk. ALL THE TIME. So send something sweet to Alexey Pavlovich Myakinin in the Nizhny Novgorod region, the city of Dzerzhinsk, military unit 54046, 606000. I’ll eat everything, okay?!

By the way, yes. Now I’m an elephant. They hit me with a belt on my ass and then! And in a month I will become a grandfather. This is the evolution!).

I follow SG in https://kingdomcasino-uk.com/login/ a different way, because there’s a part of me here and it’s not so shitty. Many things that I miss are somehow related to the site… It’s not always possible to write and chat, but a couple of times a week is quite.

I don’t know how to fit all the thoughts and information into the text and not get bored… Therefore, I’ll leave such an incoherent text with a general thought – I’M WITH YOU. :)

Best comments

“Every day, dreaming of returning home, I understand that I have nowhere to go back. " – just a thought. :)

Necessarily! This is somewhere high on my list of important things to do. :) In general, I’ll have to save some money and take a ride around Raska. There are so many people to visit… :)

ABOUT! You can’t imagine how hard it is here without mental work. And there is almost no time for creativity. They save books on your phone and movies on it. I’m still waiting to get home for at least a day so I can stir up something interesting, fortunately there are a lot of ideas. :)
And even though he was joking about the parcel, you can start a good flash mob. I promise to send something to the return address! 😀

And yes, what’s the point of the current army except to get off their parents’ heads and make their life easier, although not by much:\

Your souls! I rummaged through various things related to Igromir, looked at how the blogger party was having fun… A sad smile came out. :( Jealous!

And where are you?? I wasn’t, or, as always, I was hiding from the cameras? :)

In general, your army is shit, yes. :(
I will never tire of admiring reality and what should be in it and already written on paper. So funny and sad at the same time.

And there, in the army, the prison principle does not work? Like, you behave well, and you get released half a term earlier? :3

Best Baccarat Games at Bitcoin Casino

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Why Best Baccarat Games at Bitcoin Casino Matters

Baccarat has long been a favorite in the world of gambling, and its popularity has only grown with the advent of Bitcoin casinos. The allure of playing with cryptocurrency enhances the experience, offering benefits like anonymity, lower transaction fees, and faster withdrawals. Selecting the best baccarat games at a Bitcoin casino can significantly influence your gaming experience, affecting everything from your odds of winning to the enjoyment of the gameplay itself.

The Math Behind Baccarat: RTP and House Edge

Understanding the Return to Player (RTP) and house edge is crucial for any serious player. In baccarat, the RTP typically stands at around **98.94%** for banker bets, **98.76%** for player bets, and **85.64%** for tie bets. The house edge reflects the casino’s advantage:

Bet Type RTP (%) House Edge (%)
Banker 98.94 1.06
Player 98.76 1.24
Tie 85.64 14.36

Choosing a game with a higher RTP can drastically improve your overall returns. Thus, the banker bet is statistically the most favorable, despite the 5% commission on winnings.

Top Variants of Baccarat to Explore

Bitcoin casinos offer various baccarat variants that cater to diverse player preferences. Here are some top choices:

  • Punto Banco – The classic variant where players bet on the banker or player; simplicity is its hallmark.
  • Chemin de Fer – A more interactive version allowing players to take on the role of the banker, enhancing strategic play.
  • Baccarat Banque – Similar to Chemin de Fer but allows multiple players to compete against one banker.

Each variant has unique rules and strategies, and understanding these can maximize your chances of success.

Strategies for Winning at Bitcoin Baccarat

Winning in baccarat isn’t just luck; it involves strategic betting. Here are some effective strategies:

  • Martingale System – Double your bet after a loss, aiming to recover previous losses with a single win. Caution is advised due to potential table limits.
  • Flat Betting – Bet the same amount consistently, which minimizes losses and allows for longer gameplay.
  • Paroli System – Increase your bet after a win, capitalizing on winning streaks while keeping losses manageable.

Each strategy has pros and cons, so choose one that suits your risk tolerance.

Wagering Requirements: What to Expect

When playing baccarat at Bitcoin casinos, be aware of the wagering requirements associated with bonuses. Commonly, these requirements can reach up to **35x** the bonus amount. For example, if you receive a **$100** bonus, you’ll need to wager **$3,500** before cashing out. Always read the terms carefully, as not all baccarat games contribute equally to fulfilling these conditions.

Hidden Risks of Playing Baccarat Online

While online baccarat is thrilling, it’s crucial to understand the hidden risks. Players should be aware of the following:

  • Game Integrity – Ensure the casino uses a reputable Random Number Generator (RNG) to guarantee fair play.
  • Withdrawal Limits – Bitcoin casinos may impose limits on how much you can withdraw in a single transaction, affecting cash flow.
  • Market Volatility – Cryptocurrency values can fluctuate dramatically, impacting the value of your bankroll.

Being informed can help you navigate these potential pitfalls effectively.

The Future of Baccarat in Bitcoin Casinos

As Bitcoin casinos continue to evolve, the future of baccarat looks promising. Innovations like live dealer options and enhanced graphics are on the horizon, promising an even more immersive experience. With the combination of advanced technology and the unique advantages of cryptocurrency, players can expect new ways to enjoy this classic game.

Final Thoughts on Choosing Baccarat Games

Choosing the best baccarat games at a Bitcoin casino involves a comprehensive understanding of game mechanics, strategic play, and risk management. By prioritizing games with favorable RTPs, employing effective strategies, and being aware of the associated risks, you can enhance your gaming journey. For further insights on playing baccarat, check out resources like Bitcoin Casino Online.

Schreyer: The new Deus Ex is at a very early development stage

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Eidos-Montréal now works on three games, one of which is new Deus Ex. The project is at a very early stage of production, said Bloomberg journalist Jason Schreyer (Jason Schreier).

The development of the new IP has recently been restarted, and the game about "Children on Bicycles" in the spirit of the series "Very strange things»Abstracted. The company also helps Xbox In the creation Fable.

In addition, the staff of the studio https://trillonariocasino.co.uk/withdrawal/ will expand: part of the ex-employees will join it Onoma. Mobile market Square Enix Montréal Three weeks ago I rebranded and changed its name, and today the new owners from Embracer Group Closed the company. The reason was called a shift in focus to PC and console.

Eidos Montreal, Which Remains Intact, Canceled the Stranger Things-Anspired "Kids on Bikes" Game that was Rumored Recently. They’re now working on:
1) a new IP (Recently Rescped)
2) a new deus ex (Very Very Early)
3) Co-Dev Partnerships with Xbox Including Fable

– Jason Schreier (@jasonSchreier) november 1, 2022

The post control department of the publisher also fell under the reduction CDE Entertainment, which belongs to the holding Embracer Group, – Only about 200 people. In a statement for Gameindustry.BIZ The organization said that he would concentrate “production capacities on its flagship studios Crystal Dynamics And Eidos-Montréal"And will transfer part of the staff there:

We see opportunities for growth associated with our leading franchises and AAA games. Closing the quality control department of the publishing house and our studio Onoma – This is a difficult decision that we made with great care and attentiveness. We are very grateful to all these members of the team for their contribution for many years and we hope to find a suitable place of work for as many people as possible.

Director of CDE Phil Rogers (Phil Rogers)

Back in August, there were rumors that Eidos-Montréal wants to wipe your nose Cyberpunk 2077, Having made a new one Deus Ex. New owners of the studio from Embracer Group received the rights to series and other former franchises Square Enix In September.

Embracer bought several more studios and received the rights to the Lord of the Rings, and Kotor changed the team