I've been playing a little more Tarkov recently. One way to power through a miserable and low energy episode.
On favourite level, Reserve. The old army base. With the UMP, one of the guns that's borderline free because you can trade junk items for it.
Someone called a plane. Time to get away while people tear each other apart for the contents.
I went inside to hide but it turns out I am the danger. Me and this guy surprised each other and exchanged fire through the railing of these stairs a bit further up from where I am. Very awkward angle both ways.
He probably felt pretty dangerous going into this thing. His gun is probably almost ten times as valuable as mine. His parts are optimised. I pull mine out of boxes I find.
Now I'm the boss. This gun's going on the display rack and I'm on my way out.
The exit I'm going for is at the end of a bunch of tunnels connected to an underground bunker system. Along the way I found several bodies, including one suspiciously close to the final door. I suppose this got my guard up because I reacted very successfully when a guy tried to surprise me at the exit. Quite likely the plate carrier I took from the guy (in addition to his gun) stopped or at least took the sting out of a bullet or two here.
Kind of feel bad for the first guy getting unlucky in our spray-off, but this guy had this coming. He's ambushing people on their way out.
Great detail in this game. Players drop dogtags when they die. You can see who they were, who fired the shot that killed them, and you can collect these things. This guy called himself "rat", which is what people who play this game like assholes are called. He knew what he was doing. Now his MDR is mine.
I carried six guns out of this. This might be enough of a win for me to consider the game done again for a while.
I don't know if I've shared too many thoughts on this game here. Have I talked before about how much I like Nikita Buyanov (Lord BUYanov)?
I think this game is a great example of oriental tendencies in video games put into practice at a very high level of production, and also what an artfag leading what can incidentally be called a
shooter looks like. This relates strongly to what I said about 'The Citadel'. Buyanov is a lot more like Doekamuri than the Southeast Asian airsoft enthusiasts and white guys with moustaches who like to mod STALKER.
This game is very object fetishist. This game has very elaborate and meticulously realised
lore. In the mind of Buyanov Tarkov is not a stand alone game. It's a part of a greater multimedia project called 'Russia 2028'. There are also books, very elaborate movies that look like that movie about Wagner (I think Russians can probably make good war movies for much the same reasons they can do games), music (which Buyanov produces himself), it's all more tools to realise the idea and scenario.
That is both why so much of Tarkov is so nice, and why so much of it will remain infuriatingly distant to what
gamers want it to be (but I am of course very happy with it). Tarkov was able to be so strikingly different because of its different goals. Buyanov wasn't play mad libs with random adjectives to come up with a new kind of "FPS". His novel ends required novel approaches. The details which fascinate him demand attention to details others ignore. To gamers much of the game is maddeningly wrong or unfair or uneven, but that's because to Buyanov it's not really a game.
A lot of people who play the game hate this man, but everything they say makes me like him more. As I said above, Buyanov isn't into Tarkov as a gamer.
He doesn't even play it. People raise this like a mark against him, but it seems perfectly natural to me. The work is bigger than the experience of playing it. He likes to observe the thing
being played. Our game is playing Tarkov. His game is running Tarkov. We're playing an fps. He's playing some kind of weird top down management game. Directing the future and creating weird novel scenarios to see how we react. He put snow in the game recently for about a month or two, for example.
Also, on the business end, I find it funny to call him BUYanov, but nothing about him strikes me as remotely greedy.
This reddit thread by a Russian is supposed to be the big drop on how much of a bastard he is, but it's basically a talk about the practical realities of making money while running a game. Like the Palworld developers he made a smaller, cheaper, very cynically constructed game to secure income and get experience for himself and his team before moving onto what they were more passionate about. 'Contract Wars'. A cheap, free to play shooter with a more conventional round and deathmatch structure.
This game was free to play, with call of duty style weapon progression unlocks and the ability to pay your way up the tree. Also serious problems with cheaters. Buyanov is frank about all of this. There's nothing really shocking to any part of this story if you read the whole post. The strongest language comes out towards Tarkov at the end, despite being in my opinion such a brutally one sided deal in favour of its playerbase that I think it's slowly breaking Buyanov's back honouring it.
Quote:Nikita seem to be a huge fan of aggressive monetization techniques. Their previous project was straight up P2W bullshit, with paid services like clan system tackled on top. Tarkov has a retail price tag, with EOD premium version that for all intends and purposes is a soft P2W. (And again, before you reply with "GiT GuD! iTs nOt P2w!", fuck right off and educate yourself on definition of P2W in games. Economic advantage is still an advantage, it has direct gameplay implications in EFT, and it's purchasable with cash) Premium version of EFT are designed to create a visible discomfort for non-paying user leaving enough room for premium users to keep repeating "but it won't win you the firefight". It's merely a middle ground between providing a direct advantage in a firefight for money, and just selling cosmetics or fluff features. In this case I find degree of the issue absolutely irrelevant. The game is ether free of P2W elements, or its P2W;
What is Reddit Man saying here?
If you haven't played Tarkov, 'EOD' is 'Edge of Darkness' edition. Which used to be purchasable as a kind of premium buy in for something like twice the game's already fairly substantial base cost. What this got you was a bigger 'Stash' (more space right away to keep stuff, don't need to fuss about item management between playing so much, base game players have to earn this bigger stash by collecting stuff and levelling up), more starting gear (you get a much bigger pile of nicer stuff when you start the game (every time, the game resets everyone's status now and then) meaning you can hit the ground running and work your way up to having a stronger and richer character faster), and a bigger 'container' (magic box where items aren't lost even if you die).
You may already have seen me say that I'm generally pro microtransactions in
real games, and not even averse to 'pay to win'. This guy clearly feels very strongly about all of this, "fuck right off and educate yourself", but even if it is P2W, why should I care?
For one, I think that paying to "win" a game which is both a complete aesthetic experience which can be appreciated no matter how
well you're doing and is limited in given stuff to do (the game's
Tasks which are its storyline and primary source of goals have an ending already), what exactly are you paying for? I'm struck over and over again in threads about this game by the impression that I'm the only one enjoying myself, and that everyone else is stuck in a psychological trap in which they have to invest in the game, to win and become stronger in the game, so that they can invest further into the game... and this process ends when they finish the final big task and are set free. This is Nikita Buyanov's Time Casino.
The game accidentally became that, and if you're into it, Nikita will feed your problem. And by means that are rather restrained compared to most video games which are capable of trapping people in compulsive loops for an indefinite period of time. He will massively boost your convenience and power for as long as the game exists for a one off payment of a decent sum, about the price of another video game.
Look at how much money phone and tablet games bring in by mindraping people into buying points and gem boosters or a 1/1000 chance of rolling Venti. Yes I am saying you should consider what other people are doing. "whataboutism", naming a phenomena does not explain or refute it, soyjak.
In my own experience of this game, pretty much everything people are paying to skip or get an edge over is a part of the game. Maybe my experience is unique because I mostly try to avoid other players. I see them like the ghosts in Death Stranding. Weird extreme environmental phenomena to be navigated around and avoided. Things like having poor guns, not a lot of money, a small stash, what other people call 'the grind' I consider 'the game'. I enjoy this part. It looks much more fun than the stuff you're doing in the
lategame, which nobody else seems to be enjoying either. I don't even get that far.
This is a game that seems set to run indefinitely, and be worked on indefinitely, and you pay in once and you're just
in. That's kind of insane. 'EOD' is gone now, but its benefits are coming back in smaller purchasable parcels, which will again be one off buys for indefinite benefit. I don't see how one makes a case for this being a greedy production. This seems like a uniquely excellent deal in video games. It's an online game made and sold to the logic of an older single player one, because I think in most essential ways that's what Buyanov feels like he's making. He's simultaneously very business savvy and capable of cynical analysis, but also seems compelled to run an artfaggy production. He's very, very interesting to me like that.
I see him and this whole situation kind of like Bungie after Halo. They've got this big artfag project running, and loads of momentum and money built on people who don't really appreciate what they're doing. Now they run this bizarre clown show for the plebs in which the real work is embedded as a kind of subtext for those who know. Perhaps we could say that both are cases of one work offering two radically different experiences based on the
media literacy of the audience.
Inside of you there are two gamers. One is fascinated with the brilliance of Russian virtual object fetishism. Another is looking up patch notes for the penetration values of 7.62 rounds and quest guides.