It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
dnovraD: [...]
The kind of pokemon game that would work for me would basically be a biologist simulator: A lot of observation at a keen distance, perhaps even a whole game about correcting errata in the Pokedex or making taxonomic decisions.
[...]
And that was kind of my point. What you want isn’t a Pokémon game, but an entirely different kind of game. The solution ito that s to find a game you actually want to play, not to hope that someone else, who also dislikes Pokémon but still plays it, creates a mod that magically turns it into the game you want.

I think the entire approach here, and the initial premise, is fundamentally flawed.
avatar
Memecchi: Those are not issues tho? just just want an entirely different approach, which is fine, but not something that needs to get fixed. And the competitive scene of Pokemon is perfectly healthy and interesting thanks to the terastallization which opened up a lot of combinations and picks, so objectively the combat system is in a great place right now.
avatar
dnovraD: If I say "I'm bored with the turn based battle system of the game and never was interested in the competitive aspects of the game", that is axiomaticly different than what the mainline games offer.

I don't want the Gym Leader challenge, I don't want to stop and save the world, I haven't interest in the battle system as is. Superficial improvements won't change that I've come to find it a slog.

The kind of pokemon game that would work for me would basically be a biologist simulator: A lot of observation at a keen distance, perhaps even a whole game about correcting errata in the Pokedex or making taxonomic decisions.

Edit: Thanks for the free double post.
Yeah, I dont think Pokemon is targeting you. The encounters are random by RNG so you cant see "habitats" and the main point of the game is collecting and battling (gotta catch em all and being the very best). The game you are seeking is fundamentally very different from Pokemon and sounds more like Pokemon Snap (observing from a distance) or more nature simulators like Afrika maybe.

Regarding mods, maybe this is a bad perception but it seems 90% are outfit/appearence changes, reshades, or features to make the game easier (remove weight limits, UI changes, put markers on key items, god mode, etc) with the other 10% being mods to make the games more difficult. I think mods that fundamentally change a game enters the realm of fan games and are far bigger endeavors than mods.
avatar
Memecchi: Those are not issues tho? just just want an entirely different approach, which is fine, but not something that needs to get fixed. And the competitive scene of Pokemon is perfectly healthy and interesting thanks to the terastallization which opened up a lot of combinations and picks, so objectively the combat system is in a great place right now.
avatar
dnovraD: If I say "I'm bored with the turn based battle system of the game and never was interested in the competitive aspects of the game", that is axiomaticly different than what the mainline games offer.

I don't want the Gym Leader challenge, I don't want to stop and save the world, I haven't interest in the battle system as is. Superficial improvements won't change that I've come to find it a slog.

The kind of pokemon game that would work for me would basically be a biologist simulator: A lot of observation at a keen distance, perhaps even a whole game about correcting errata in the Pokedex or making taxonomic decisions.

Edit: Thanks for the free double post.
Do you have a Wii or Nintendo Switch? Sounds like Endless Ocean might be the game you are looking for. I recommend looking up gameplay videos before purchasing.
Never. I am only buying games, that I actually want to play with or without mods. Not that modding is a big thing outside of a dozen or two IPs vs thousands of games that have none or barely any.
Try

Alba - https://www.gog.com/en/game/alba_a_wildlife_adventure
Alekon - https://www.gog.com/en/game/alekon
In Other Waters - https://www.gog.com/en/game/in_other_waters
Megaquarium - https://www.gog.com/en/game/megaquarium
Strange Horticulture - https://www.gog.com/en/game/strange_horticulture
Toem - https://www.gog.com/en/game/toem

Creatures Exodus - https://www.gog.com/en/game/creatures_exodus
Journey to the Savage Planet - https://www.gog.com/en/game/journey_to_the_savage_planet
No Man's Sky - https://www.gog.com/en/game/no_mans_sky
Citing the guy from Star Wars... "No, they won't.". As has been said, normally it isn't feasible to change the underlying game in a sufficient way through mods. I was very surprised what the devs had done to NWN2 in the SoZ campaign, adding not only a somewhat lightweight trade simulation but also a navigable overland map, but that was an addon by the original developer, so they probably expanded the engine. It might be feasible with sufficient inside knowledge to make a mod that turns a RTWP into turn based, but only maybe. I'd only buy a game based on mods if the mods actually are there, but normally I intend and much prefer to play vanilla, or vanilla with original addons. Mods are usually cosmetic or add extra campaigns of varying quality, or fixing technical issues that the devs can't be arsed to fix themselves (and therefore should not be rewarded for that laziness). It took 21 years and a a fan-made asset decompiler to make IW2:EoC playable on modern machines, while the issue plagued some contemporary machines at the time already. This was the only instance of my buying a game because of a mod, and that just isn't OK.
Post edited 3 days ago by Dawnsinger
avatar
J Lo: Do you have a Wii or Nintendo Switch? Sounds like Endless Ocean might be the game you are looking for. I recommend looking up gameplay videos before purchasing.
I already had Endless Ocean 2 and combed it thoroughly. It was great, save the part where all that was left was finding the hidden coins.

And more importantly, that's a gaiden discussion to using mods to fix games, which I will rerail to.
avatar
Dawnsinger: It might be feasible with sufficient inside knowledge to make a mod that turns a RTWP into turn based, but only maybe.
I believe that actually was done for Pathfinder: Kingmaker.

A later update added that feature officially to the base game, and the sequel launched with that feature, as well.
Well, the most famous example of mods fixing a game that was released in a broken state was Vampire The Masquerade: Bloodlines. Such a mess on release with the dev going out of business. But such a great game with the community patches and mods!
avatar
Lifthrasil: Well, the most famous example of mods fixing a game that was released in a broken state was Vampire The Masquerade: Bloodlines. Such a mess on release with the dev going out of business. But such a great game with the community patches and mods!
Huh, what? I got that game on DVD back in the day and never modded it and it was perfectly fine? Didn't get it straight on launch though, so if later editions were released and fixed things, that might have been the case. Maybe I still have the DVD somewhere even.
Post edited 3 days ago by Dawnsinger
avatar
Lifthrasil: Well, the most famous example of mods fixing a game that was released in a broken state was Vampire The Masquerade: Bloodlines. Such a mess on release with the dev going out of business. But such a great game with the community patches and mods!
avatar
Dawnsinger: Huh, what? I got that game on DVD back in the day and never modded it and it was perfectly fine? Didn't get it straight on launch though, so if later editions were released and fixed things, that might have been the case. Maybe I still have the DVD somewhere even.
Beside that you were unable to buy various armors for certain clans, even with the last official patch and several other bugs...


Just as a little thought.

Reading the title of the thread my first though was.
That must be Bethesdas mantra.
My experiences with "Mods will fix this" is more connected to fixing issues than with modifying play, though I often enjoy gameplay mods as well.

I couldn't begin to count how many games I play that were left with fundamentally flawed/broken aspects after the final official patches for them. Luckily, some of them have or had active modding communities that have been able to either outright fix these issues or build workarounds that render them neutral. A great example is Elder Scrolls IV: Oblivion. There are hundreds of bugfixes in the community patches for it and its expansion that fix bugs, glitches, and broken things that the developers bever got around to. You can use the community patches without any other mods if you so choose, leaving you with a more functional but otherwise unchanged experience. Of course, the Elder Scrolls series on the whole has hundreds of very well-made gameplay mods that are quite fin as well.

Another example for me is SimCity 4. The largest mod for the game is probably the Network Addon mod that drastically expands your transportation options, but the mod also includes some fixes for fundamentally flawed or completely broken pathfinding in the game's simulation. Those fixes alone are worth installing the mod, even without all the new gameplay stuff it lets you add.

When I acquire a new (to me) game, one of the first things I do is check to see if it has a modding community, and if it does, I look to see if there are bugfixes for it. I usually browse the gameplay mods as well just to get a sense of what's available, but those bugfixes are my first priority.
Being bored with a game series aimed at children is an odd thing to be upset about. Adults tend to move on to things, more mentally stimulating. That is normal.
avatar
toroca: My experiences with "Mods will fix this" is more connected to fixing issues than with modifying play, though I often enjoy gameplay mods as well.

I couldn't begin to count how many games I play that were left with fundamentally flawed/broken aspects after the final official patches for them. Luckily, some of them have or had active modding communities that have been able to either outright fix these issues or build workarounds that render them neutral. A great example is Elder Scrolls IV: Oblivion. There are hundreds of bugfixes in the community patches for it and its expansion that fix bugs, glitches, and broken things that the developers bever got around to. You can use the community patches without any other mods if you so choose, leaving you with a more functional but otherwise unchanged experience. Of course, the Elder Scrolls series on the whole has hundreds of very well-made gameplay mods that are quite fin as well.

Another example for me is SimCity 4. The largest mod for the game is probably the Network Addon mod that drastically expands your transportation options, but the mod also includes some fixes for fundamentally flawed or completely broken pathfinding in the game's simulation. Those fixes alone are worth installing the mod, even without all the new gameplay stuff it lets you add.

When I acquire a new (to me) game, one of the first things I do is check to see if it has a modding community, and if it does, I look to see if there are bugfixes for it. I usually browse the gameplay mods as well just to get a sense of what's available, but those bugfixes are my first priority.
How do you feel about source ports and things of that nature; where an entire game might be reconditioned into a better codebase though the efforts of one or more people?
avatar
Shmacky-McNuts: Being bored with a game series aimed at children is an odd thing to be upset about. Adults tend to move on to things, more mentally stimulating. That is normal.
Perhaps, but then again that same franchise has a GDP bigger than several countries, so you'd think they'd make less a slop of it.
Post edited 2 days ago by dnovraD
avatar
toroca: When I acquire a new (to me) game, one of the first things I do is check to see if it has a modding community, and if it does, I look to see if there are bugfixes for it. I usually browse the gameplay mods as well just to get a sense of what's available, but those bugfixes are my first priority.
One thing I've encountered, when it comes to bugfix mods, is that:
* Sometimes, they make changes that I consider undesirable. (Some arguably are bugfixes, but sometimes I don't want certain bugs to be fixed, while others make changes that don't really belong in a bufix mod.)
* At the same time, the mod isn't modular, so you can't pick and choose which fixes to apply.

Examples of bad cases are:
* I believe Baldur's Gate 2's fixpack may make changes like not allowing certain effects to stack with themselves, when they do stack in (Classic Edition) vanilla. To me, this is too much of a gameplay change for a bugfix mod that I might not want when just wanting gameplay fixes.
* Skyrim's unofficial patch does a lot of controversial changes. Examples include things like adding an extra room to a building (just so that a certain NPC has a place to sleep) or changing the materials found in a couple mines.

On the other hand:
* The Morrowind Code Patch is nice in that it's not affected by that second point; you can change some things bug not others. For example, I could enable more critical things, or perhaps something like Fortify Health affecting max health (not having it affect max health is an interesting mechanic that happens, perhaps unintentionally, to model drug withdrawal, but the in-game sources of the effect aren't balanced for that), while not enabling the blind fix (I find that this sort of bug, where blindness increases accuracy instead of lowering it, can give the game an interesting character).