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Search - "starting fights"
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Today was different at work. It felt as if something was missing. The circle of fun at work that was developed over last two months among few of us was gone overnight..
Two months ago, we ( 7, including our PM ) were shifted from our cabin space to this special room by boss in hopes to keep our ass under fire and increase our productivity. Everyone in the office saw this room like a concentration camp as it was next to boss 's office. Nobody liked the idea of working in that room. We were seen as prisoners as we walked into our work cage.
In the cage, there is a fixed table. We had to adjust our workspace around that table. Everyone was just an arm length away from each other. It didn't take that long to form a bond among us. Some of us would bring snacks and we all shared it and ate it there. We had fights and discussions. The girl in my team and other team would have silly fights about their legspace boundary. The guy who is on a quest to find his life partner would seek for our opinions about his matrimony findings. That time the girls roasted guy about his patriarchal attitude. Instant discussions on current events. Movie reviews and sharing about various life experiences. Lots of such memories were formed and shared over last two months while we worked in there.
For me, it felt like living "The Office" in real life. It was amazing. I was starting to forget my dreams of self employment and plans to resign career because this human connection was addictive. We all learned a little more about each other which otherwise would not have been happened outside the cage.
We didn't realize the bubble and dynamics we had formed in that room until it was gone today when we were shifted back to our cabin space.
It was obvious we were little sad inside having to say bye to our bubble.
😅4 -
On being a woman in tech...
You lads probably have (and my fellow ladies certainly have) heard of "impostor syndrome" and, if you don't experience it, you possibly wonder what living with it is like.
Here's an example from this weekend.
Be me, about 5 years into my career, graduated from a top college, feeling decent but still unsure of skill.
Company gets a 4 week trial of an online learning website. It includes optional assessments, so that you know where in the video lessons to start. Rankings are novice, proficient, expert.
Hear from our QA that he got ranked "proficient." Which is a pretty broad category, but I become super afraid that I'll also be assessed as "proficient" and it will look like I have the same dev skills as a fucking QA (our management overlords can see our scores).
Boyfriend has me do some deep breathing before starting the test, because it's obvious how stressed I am.
Finally take it and get ranked "expert", in the 97th percentile, even though some technical difficulties made me miss four questions in a row. I decide to use my do over, and get ranked "expert" again, this time in the 99th percentile.
You'd think I'd be like, "Lawl, I can't believe I'd get the same score as our QA!" And there is some of that. But there's also the thoughts of, "that test could have been more thorough," "that score wasn't real because I resaw a question and got the right answer the second time," and "99th percentile isn't that great on a platform where new developers are over represented."
And this is all despite the fact that, if you were to ask someone how confident I am, the answer would probably "confident as hell."
Not saying this to start any fights. Figured it could be some interesting insight into a world that some people don't experience! (not that males aren't allowed to have impostor syndrome!)16 -
Does anyone else have this? I always try to adjust the way I say things to non-hostile/aggressive (talking about things I have very specific opinions on) because I'm somehow afraid of starting a heated argument. On here, at work, everywhere.
Going to try to just speak my mind, even if that would get me into more fights etc 😅11 -
Headsup: if you're making a game, or want to, a good starting point is to ask a single question.
How do I want this game to feel?
A lot of people who make games get into it because they play and they say I wish this or that feature were different. Or they imagine new mechanics, or new story, or new aesthetics. These are all interesting approaches to explore.
If you're familiar with a lot of games, and why and how their designs work, starting with game
feel is great. It gives you a palette of ideas to riff on, without knowing exactly why it works, using your gut as you go. In fact a lot of designers who made great games used this approach, creating the basic form, and basically flew-blind, using the testing process to 'find the fun'.
But what if, instead of focusing on what emotions a game or mechanic evokes, we ask:
How does this system or mechanic alter the
*players behaviors*? What behaviors
*invoke* a given emotion?
And from there you can start to see the thread that connects emotion, and behavior.
In *Alien: Isolation*, the alien 'hunts' for the player, and is invulnerable. Besides its menacing look, and the dense atmosphere, its invincibility
has a powerful effect on the player. The player is prone to fear and running.
By looking at behavior first, w/ just this one game, and listing the emotions and behaviors
in pairs "Fear: Running", for example, you can start to work backwards to the systems and *conditions* that created that emotion.
In fact, by breaking designs down in this manner, it becomes easy to find parallels, and create
these emotions in games that are typically outside the given genre.
For example, if you wanted to make a game about vietnam (hold the overuse of 'fortunate son') how might we approach this?
One description might be: Play as a soldier or an insurgent during the harsh jungle warfare of vietnam. Set ambushes, scout through dense and snake infested underbrush. Identify enemy armaments to outfit your raids, and take the fight to them.
Mechanics might include
1. crawl through underbrush paths, with events to stab poisonous snacks, brush away spiders or centipedes, like the spiders in metro, hold your breathe as armed enemy units march by, etc.
2. learn to use enfilade and time your attacks.
3. run and gun chases. An ambush happens catching you off guard, you are immediately tossed behind cover, and an NPC says "we can stay and fight but we're out numbered, we should run." and the system plots out how the NPCs hem you in to direct you toward a series of
retreats and nearest cover (because its not supposed to be a battle, but a chase, so we want the player to run). Maybe it uses these NPC ambushes to occasionally push the player to interesting map objectives/locations, who knows.
4. The scouting system from State of Decay. you get a certain amount of time before you risk being 'spotted', and have to climb to the top of say, a building, or a tower, and prioritize which objects in the enemy camp to identity: trucks, anti-air, heavy guns, rockets, troop formations, carriers, comms stations, etc. And that determines what is available to 'call in' as support on the mission.
And all of this, b/c you're focusing on the player behaviors that you want, leads to the *emotions* or feelings you want the player to experience.
Point is, when you focus on the activities you want the player to *do* its a more reliable way of determining what the player will *feel*, the 'role' they'll take on, which is exactly what any good designer should want.
If we return back to Alien: Isolation, even though its a survival horror game, can we find parallels outside that genre? Well The Last of Us for one.
How so? Well TLOU is a survival third-person shooter, not a horror game, and it shows. Theres
not the omnipresent feeling of being overpowered. The player does use stealth, but mostly it's because it serves the player's main role: a hardened survivor whos a capable killer, struggling through a crapsack world. The similarity though comes in with the boss battles against the infected.
The enemy in these fights is almost unstoppable, they're a tank, and the devs have the player running from them just to survive. Many players cant help but feel a little panic as they run for their lives, especially with the superbly designed custom death scenes for joel. The point is, mechanics are more of a means to an end, and if games are paintings, and mechanics are the brushes, player behavior is the individual strokes and player emotion is the color. And by examining TLOU in this way, it becomes obvious that while its a third person survival shooter, the boss fights are *overtones* of Alien: Isolation.
And we can draw that comparison because like bach, who was deaf, and focused on the keys and not the sound, we're focused on player behavior and not strictly emotions.1