Star Ocean 5 Streams

A bit lazy I know but these are my recent Star Ocean streams for those of you who aren’t subscribed to my Youtube channel. I’m considering removing timestamps from this posts because I don’t think it’s worth the effort but I didn’t want to leave anyone out so here they are:


Star Ocean 5 Stream – The Value Of Gaming Discussion, Games I’m Looking Forward To, E-Sports Are Trash

0:00 – 7:00 Updates and stuff

7:00 – 11:33 Talking about Star Ocean 5

11:33 – 19:00 My opinion on alcohol and the hypocrisy of people who don’t drink it for health reasons.

19:00 – 32:45 Why consumer criticism is undervalued

32:45 – 41:30 Why I want to grow an audience on Cynical Gaming Blog/Youtube

41:30 – 45:15 Talking about Star Ocean 5 some more

45:15 – 49:50 Being in minority groups, going against the masses

49:50 – 54:50 Measuring games in terms of popularity and value are completely different things.

54:50 – 1:00:00 The need for intellectual gaming discussion and why I need your input

1:00:00 – 1:09:46 Getting rid of Steam Greenlight was a bad idea. How the problem needs to be solved.

1:09:46 – 1:11:10 ReviewTechUSA stealing Silent Rob’s video

1:11:10 – 1:15:48 Explaining my principles

1:15:48 – 1:27:00 The importance of focused game design

1:27:00 – 1:32:27 Talking about Sidequests and how games need to focus on solving problems by improving pre-established features

1:32:27 – 1:39:50 How influencing the mass market is like playing the game design lottery and why it’s so important to do so

1:39:50 – 1:48:38 The truth about Tri-Ace and why Star Ocean 5 was poorly received.

1:48:38 – 1:54:45 Learning and setting skills

1:54:45 – 2:04:35 Looking For Sidequests and Private Actions

2:04:35 – 2:58:30 Games I’m looking forward to playing in 2018¬†+ Witcher 3 Rant

2:58:30 Р3:21:40 Experimenting with Synthesis and Item Creation

3:21:40 – 3:25:25 Continuing with main story

3:25:25 – 3:47:00 The problem with E-sports and why I think we’d be more better off without them

3:47:00 – 3:50:47 Stream ends








Theorycrafting: Maintaining Engagement – How Do Games Keep Us Engaged?

One of the biggest challenges game developers face is maintaining engagement. As such it’s important to understand what keeps us playing the videogames we like and what stops us from playing the games we can’t get into.

I should add that Psychological engagement involves elongating the player’s play time with padding, the rewarding element the is used as an incentive is usually delayed for as long as possible. The compulsive behavior is essentially the player working their way through the padding as games that are psychologically engaging tend to have players doing monotonous tasks which feel more like work and not fun.

Now methods of systematic engagement are often used as an incentive, as such it’s very easy to get the two confused The loot systems used in Diablo have been used as a “rewarding element”, more accurately growth. The problem is that the means of acquiring these rewards are walled off by monotonous filler… This is essentially the formula that is used in games such as World Of Warcraft, one of the biggest culprits of psychological engagement, hence why you hear many people calling the game “addictive” because it is… but it isn’t fun.

Another example of systematic engagement is the experience crystals in Valkyrie Profile as it encourages players to juggle enemies in the air for extra experience, thus it is a system designed to engage players as juggling enemies is an engaging activity. This is not used as an exploit to encourage players to keep slogging through monotonous sections, it actually makes the game better. This is the difference between systematic engagement and psychological engagement.