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Topics - yyler

Pages: [1]
Team Fortress 2 / koth_seismic: now b1!
« on: August 23, 2010, 10:27:15 PM »
Seismic is a KOTH map set below some Egyptian ruins. Beneath an ancient temple, RED and BLU struggle to gain control of a drill in order to mine out oil or treasure or something.

Gaming Discussion / Nintendo 3DS
« on: March 23, 2010, 01:01:22 AM »

High-Context Discourse / GRRRR KARMA
« on: March 21, 2010, 01:56:59 PM »
(I'd point out the irony of the guy who likes to spend six pages bitching about me in unrelated threads turning around and complaining about disorganized threads, but he might de-karma me.)
Thad, you make the assumption here that I wouldn't make use of a thread to complain about you

And I also dekarma you as a joke, not because I Super Hate you or anything; presumably you think otherwise because you like to bring up how I kind of dislike you.

Which is kinda what I don't like about karma, really: people use it as a measure of their posting and take it very seriously and assume that karma is the only way I can feel good about myself when I post on your forums.

Gaming Discussion / Why the hell are video games so damned long?
« on: March 04, 2010, 02:32:42 AM »
This is gonna be a bit of a read and I will probably wander a bit, sorry. But I would like opinions and ideas.

Last night my boyfriend and I were talking about why games are so long, especially when compared to other forms of entertainment. Or rather, he asked and I tried to think of/give a decent explanation (that was probably full of holes).

His problem was that as much as he likes video games, he is hesitant to play a good number of them simply because they are so fucking long. He loves Pokemon, but gets about a quarter through and stops. He started Mass Effect 2, but quit before the second story mission. He's played the Phoenix Wright series to completion, but admits he isn't sure why because after the first they don't hold the same luster.

And I think he is right to ask that: why are games so long now? The last games I've played were Kingdom Hearts 2, Mass Effect 2, Mega Man 10, Metroid Prime 2 and 3, Bayonetta, Halo: ODST, NSMB Wii, and Mario Kart Wii. Of those, I completed Metroid Prime 3 (though I beat 2 when it came out) and Mario Kart. NSMB Wii I got most the coins for and stopped short of unlocking all the levels in World 9. Mario Kart Wii I finished purely by chance, too (finished meaning unlock everything) because I just keep playing it. Like an arcade game.

Seems to me that games became long to distance themselves from arcade games, right?

I was trying to think of the first actual narrative game. I was thinking it was probably Adventure, but maybe Pitfall would be more apt? I don't consider them games so much as experiments, at least by today's standards (as all things seem eventually, I suppose). Ryan (my boyfriend) asked me about how long Super Mario Bros. is, and I guessed: 4 minutes average per level on 9 (?) levels per world for about 5 hours total, if you are decent at it. How long is The Legend of Zelda? I don't know. Definitely these NES titles are longer than the Atari ones, right?

My knowledge of the Atari is admittedly bad, but (I would say) serviceable. I think about it like this: my parents bought a couple Atari game collections for the PSX or whatever as I was growing up, and besides Pitfall and Adventure they always had Crackpot and a few other arcade style games. And when I got good enough to know what to do in Adventure or good enough to beat Pitfall, I found those games were short, and Pitfall itself was just a side scrolling arcade game, really: jump faster, jump better, aren't you glad you aren't spending quarters on this?

I am wandering, but this is my point is that in the early 80s there seem to be two kinds of games: the ones you go to an arcade and spend quarters on that don't last very long--beat-em-ups, Pac-Man, whatever--and then there was the Atari, which to my knowledge sold terribly (maybe just relative to the NES, though?), and it was basically the same thing except instead of popping down a few bucks after school or on the weekend you were saving up to spend $50 (or whatever it was back then) per game, after the cost of the Atari itself ($199). So you either spent a little for a little or a lot for a little anytime and for free. And the best selling games for the Atari were mostly arcade games with much worse graphics. Pac-Man's Atari port was possibly one of the reasons for the video game crash.

But the NES was different--not only was it a Family Computer system, an entertainment system, but the games had length. You were spending that money on things that lasted five hours (Mario), that looked good (eight bits!), and that gave the games value. Right?

So my hypothesis thus far boils down to the idea that to separate from the arcade market, console games had to be longer and look just as good, if not better. Does that follow? I think it does.

Ryan brought up some concepts like Final Fantasy--who thought the grinding was fun?--and Playstation era JRPGs. The latter is easily explainable, I think--you had these long SNES JRPGs and then the PSX came out and there was a ton of disc space. Look at fucking FF7. The first time you play that game it should take between 70 and 80 hours. And there was a time where when you bought a game length was a determining factor. I knew tons of people who bragged that they bought Star Ocean or Grandia or whatever purely for the length. (People still do this, too! Games are getting shorter and people actually complain.) The thing is that even if you can explain why PSX era JRPGs are so fucking long, that doesn't help you with the SNES ones. He mentioned that when you read a fantasy novel, it may say that a road between two towns has orcs, but you don't read about every fight. And in Zelda, the mayor of a town may say there are octoroks on the way to the next town, but the fights take a second. Who decided to implement incredibly slow versions of D&D into games?

And then the next question is after people accepted this form of gaming--console gaming--why did they continue to support it as is and demand longer and longer games, and why did developers keep obliging? Our conclusion is that it was probably a combination of manufacturing, development and distribution costs. Why send out a game that doesn't take up most of the disc? Why spend so long making an engine to build two levels in it?

The reason we concluded that is because of what we see today, with Steam and PSN/WiiWare/XBLA. Short games, simple engines, no distribution or manufacturing. It's easier to make indie games and it is easier to make games episodic. Making Super Mario Bros. episodic would have been stupid as shit, even if the NES took GameBoy size cartridges, but something like that could fare better today--maybe.

This is about where we bored ourselves to sleep, so it's not much more fleshed out. I am pretty curious to know why you think that, in a world where movies are rarely more than two hours long and books should take less than a week of nightly reading (if you are slow and stupid ha ha), video games are so fucking long. Like I said, I haven't finished a game in a long, long time, and usually don't even bother playing them anymore--the trailer tells me what I need to know.



Forum Games / Wolf CC: GAME OVER
« on: January 16, 2010, 02:22:15 PM »
It's mid-afternoon when the van squeals to a stop in front of City Hall. It's big and white, with dents all around the sides. But the van isn't important--the door slides open and from the shadowy, smoky interior something is thrown. Before it hits the ground the door is closed and the van is around the corner, speeding off before most people even know it's been there.

The object lies on the steps of City Hall, small and red and pink. It's someone's right hand, and it's been torn off. There's a string around the thumb, and a note on the string. "I've got Kazz, more or less in one piece. Soon you'll all be joining him--in my great wolfy belly! Tomorrow the onslaught begins!"

You lock your doors and go to bed. Too bad about Kazz. Tomorrow, you have to find and lynch the wolf.

Eight Players Are Alive:

Role PMs have been sent and it is now Night Zero. After the Seer turns in their scry, we will begin proper. Anyone without a PM is an innocent.

Forum Games / Wolf CC Interest
« on: January 14, 2010, 08:18:01 PM »
This is an eight man game. One wolf who can turn, one seer with a night zero scry, one baner. The CC in the thread title is the twist. It'll make itself apparent almost immediately, but I'd like to keep it a surprise. No anonymous accounts--no need, really.

If I am cutting in line in a queue or something, just beat me up irl.


Assorted Creations / So you made a Knytt Story
« on: December 14, 2009, 06:16:11 AM »
To familiarize myself with the level editor I made a short little world with a gay name and story. You can download it right here. It'll probably take most people here about 30 minutes to do, as none of it is very hard, and there aren't very many enemies at all.

If you play it, feedback would be nice! I made my boyfriend play through it, and he did most of it just fine having never played Knytt Stories at all. The end stuff he had some problems with, though.

« on: September 23, 2009, 05:14:29 PM »
Welcome to the best LP ever.




« on: September 21, 2009, 07:10:07 PM »

okay this is my first ever and maybe it isnt very good.

also I swear/call people faggots so DONT GET FIRED ON MY ACCOUNT thanks in advance

i probably will not finish this game.

Worst Olympic Stadium Ever / Magic Draft Interest/Discussion
« on: July 31, 2009, 01:16:20 PM »
There is a tutorial for making everything work here

This is a post about the tournament structure that explains the current poll

We will be drafting the Time Spiral block. (TS/Planar Chaos/Future Sight)

thanks doom!

So I was thinking:

Doesn't make a lot of sense to draft packs from different sets. Most of the modern blocks since about Invasion-ish have relied on internal block mechanics to work, and honestly, I can't see cards from sets 10 years apart playing nice very well in a draft environment. If you have ideas of sets that'd work well together, I'd like to hear it anyway.

The poll reflects my favorite sets to draft--they've all got different mechanics that make it pretty interesting and make drafting more fun than it usually is--I think. So if there is a particular block you want added to the poll, by all means. With these, I also tried to go far back enough that people who quit playing would have some idea of what is going on. I considered Mirrodin, but that's the one with Morph, right? Everyone I know thought that was annoying. Ditto Affinity, but if you want it, it's yours.

To do the drafting itself, we'll be using this site: It requires you sign up, but that takes less than a minute. There is no email confirmation and there is no spam. There is also a sealed deck generator!

To play, we'll be using Magic Workstation, which is free, simple, and supports card images (an optional download). I'll write up a tutorial for lazy folks once this gets enough support. The decks you build with the draft generator can be exported with a single click, and imported to MWS as simply as opening the file you just downloaded.

Potential problems with this:
  • the drafting tool has a maximum 8 slots. There are only 4 confirmed interested parties, so this likely won't be an actual problem.
  • If all 4 of us (or however many) aren't online at once, we have to build decks with different packs, using bots. We could just do a 2 man draft with bots before each match, though, and have different decks each time. Thoughts?

Should we do teams? Two headed giant? Emperor?

Should it be single elimination? Round robin?

Don't know if I am missing anything.

Uhhh.... right! For cards that are banned/restricted/whatever, I was thinking we play with modern erratas and ignore the rest. If someone gets 4 Yawgmoth's Will or some shit, so be it.

Forum Games / (Somewhat) Experimental Mafia: TOWN WINS
« on: July 09, 2009, 08:51:23 PM »

Yoji (lynched, an innocent)
Verde (Mafia killing, the serial killer)
Frocto (lynched, Mafioso)
Zuild (Mafia killing, the whore)
Slim (stung to death by bees, Kingpin)
Kayma (Mafia, vigilante'd

For rules and potential roles see this thread.

Also if you didn't get a PM please tell me asap! Even townies should have a role PM saying they are a townie.

Also I hope this will work right.

9 are alive, so 5 to lynch. Good luck, the faction I am rooting for.

Forum Games / (Somewhat) Experimental Mafia
« on: July 07, 2009, 10:41:26 AM »

This is a game for as many people that want to play; I want at least 25 because that is what I am used to running. Don't worry, it goes quick. Last time I ran this game it took ~15 (real life) days and half the killing roles were immediately lost to chance; if that hadn't happened it would have been even faster.

Alt accounts are fine, but PM me from your main account and tell me who you are joining as to prevent cheating or whatever.

Mafia is pretty much the same as Wolf. The difference is basically in the names of the roles. I am going to outline some of the basic ones; note that depending on how many people play I might not use them all in favor of using the roles I actually want to test with this game.
  • SERIAL KILLER - Once per night can attempt to kill any player. Wins if he is the last standing.

  • DOCTOR - Can keep one person alive once per night, including himself. Cannot protect himself twice in a row. Wins if the innocents win.
  • COP - Can stake out any person's house to see what they do at night. This reveals said player's role, if any. Wins if the innocents win.
  • WHORE - Can seduce anyone at night, rendering their night action null. This also reveals said player's role, if any. Wins if the innocents win.
  • THE VIGILANTE - Once per game can instantly kill any other player during the day, before a lynch vote succeeds. It reveals his own role and the role of the other player. This will reset the vote count. Wins if the innocents win.

  • MAFIA - Depending on turnout, there may be more or less of the Mob. They all know who each other are. They want to control the city, and get rid of the serial killer. They win if they are the only ones left.
  • MAFIA KINGPIN - Depending on turnout, there may be a Mob Boss. Once per game he can order someone to be assassinated at night. This doesn't publicly reveal him, but it does leave a clue. Wins if the Mob are the only ones left.
There are more that won't be explained in public. This is pretty basic seer/baner/etc. stuff here so it shouldn't be too hard.

Game specific rules
  • I don't care if you talk at night.
  • Don't talk about this game in other threads.
  • Don't ever share your role PM.
I think that's it; otherwise the rules are just, you know, normal.

« on: May 04, 2009, 09:16:33 PM »
Round Three is underway. VOTE IN THE POLL.

The match ups are as follows:
  • TUPAC vs NEWTON (that's now!)
Arguments and deets on the poll ending are here.

Two years and one month ago the New Yorker published an image.

I've been thinking about this for two years. No word of a lie. And I want closure.

Starting with the next post after this, each person will resolve one conflict. Try to post a reason, even if it is one line. We'll work our way from the upper left down to the lower left and then from the upper right down to the lower right. After we finish the outer layer I'll make a new list and we can continue with the next level in. Once we get to the last 8 I'll start a poll for each pairing so that they can be discussed and argued. We'll continue doing this until only one remains.

  • Start at the TOP LEFT and GO DOWN. Once the left side is done, start at the TOP RIGHT and DO THE SAME THING.
  • No third choices. Each dichotomy must be dealt with as it's presented.
  • If two people accidentally take the same pairing whoever chose first wins. No exceptions. Never ever.

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