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	<title>炎上まとめwiki - 利用者の投稿記録 [ja]</title>
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	<updated>2026-05-02T06:49:25Z</updated>
	<subtitle>利用者の投稿記録</subtitle>
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	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Vertical_Slice_Demos_Provide_A_Clear-Cut_Advantage&amp;diff=2483656</id>
		<title>Vertical Slice Demos Provide A Clear-Cut Advantage</title>
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		<updated>2026-03-16T07:42:21Z</updated>

		<summary type="html">&lt;p&gt;Bernie75U365586: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;Now [https://www.mcversehub.com/ Minecraft strategy] has no overarching objective, so it instantly challenges McGonigal’s claim that a goal is required in a game. But actually, Minecraft ’s main goal is composed of multiple smaller goals. It doesn’t have a &amp;quot;grand&amp;quot; objective, but it has smaller objectives, little bite-size incentives that replace each other over time and take the role of a larger objective. First you collect resources, then you build a house, then you survive the night, then you wake up and continue, but each with steadier and steadier increases in scope and scale. Even better, there’s no one direction to go. Being able to explore in multiple regions and build whatever you feel is satisfactory is open-ended. You are given tools and no direction, yet you are still creating. You’re making the direction. This is a massive undertaking, one that changes everything that anyone knew about videogames before, and it’s a bigger embodiment of the &amp;quot;sandbox&amp;quot; mentality than Grand Theft Auto has even been.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The age of system mascots and Triple A exclusives may be a fading memory, but it's really no matter, because the one we are about to enter where innovative new ideas and bold risks are rewarded, encouraged, and prized above all may just be the most exciting time ever to be a gamer. All the hype on which system you should buy may be focused on what a system costs, or what it can and can't do in its multimedia capabilities, but trust me when I say that in the end, you'll be keeping an eye on who's got what indie titles all to themselves when deciding which console is right for you.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Originally based on DayZ , the game has gone on to find its own identity and has become one of the most popular online survival games out there. It features crafting, base-building, hunting, and PvP as well as a wide range of customization options. The game has now sold more than nine million copies and maintains a strong and dedicated fanbase to this day. This means that finding people to play with remains simple even in spite of the game's advancing ye&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We’re all familiar with the standard demo format: you play a section of a game (almost always the tutorial up until just before the first boss), and then everything comes to an abrupt halt while a screen either asks you to unlock the full game to continue, or tells you when it’s coming out. If you’re very lucky (as in the case of most Devil May Cry demos) you’ll get to play through a level and fight a boss out of context. This might convince you to get the full game, or tide you over until a game you’ve been waiting for has been released, but either way, it’s almost always stuff you’ll have to redo once the game proper begins.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Certainly, this lends itself to some games better than others. It won't work with any sort of scripted, linear action game, but it's not much trouble to take a chunk of an RPG or Sandbox world, string together a bare-bones quest line, and set players loose. This allows for demos of the caliber you see with emergent games, where it's much easier to take a chunk of gameplay and give it away - Civ V's Demo let you play with a few civilizations on small maps, for instance, while Killer Instinct gives players one free character as a taste. I'm all for anything that allows single-player, structured games to be more competitive, especially when it provides a workable alternative to awful early-access crap.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Even better, indie games can afford to lose. They are often low cost, low maintenance, high concept works that don't rely on reaching a certain figure to be considered viable, and as such they can throw caution to the wind and take some big risks while still making a profit off of even the most modest sales. That means they can also afford to remain loyal to a system like an undertaker with a debt to the don, as while they might want the money that can come with being a multi-platform release, what they need is the backing and spiritual support of a major company like Sony, Microsoft, or Nintendo to get their games out there. A backing that is no longer lip service and is becoming very, very real.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you followed Gamescon this year, you'll have no doubt noticed that the word on the lips of every Microsoft,Sony, and Nintendo representative was &amp;quot;indie.&amp;quot; Whether it be Sony revealing that Minecraft, Rogue Legacy, and The Binding of Issac would be part of the PS4 family, Microsoft unveiling a pretty daring new system to encourage indie development, or Nintendo showing that indie developers are fully prepared to make use of the unique capabilities of the Wii U, it became clear that both companies have suddenly realized that indies are no longer a niche market ran by eccentrics and snatched by the gaming version of hipsters, but a viable and exciting source of incredible new ideas, and creative final products.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;See, Mario and Sonic weren't mascots because they fulfilled a certain percentage of demographic requirements or someone felt they could best be easily packed into a happy meal, but rather because they clearly represented exactly what you got with the product their faces were associated with. If you bought Sega, you got Sonic games. If you went Nintendo, Mario was your man.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bernie75U365586</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=5_Games_To_Bring_Us_Together_During_Social_Distancing&amp;diff=2089783</id>
		<title>5 Games To Bring Us Together During Social Distancing</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=5_Games_To_Bring_Us_Together_During_Social_Distancing&amp;diff=2089783"/>
		<updated>2025-12-11T01:49:08Z</updated>

		<summary type="html">&lt;p&gt;Bernie75U365586: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;Minecraft on the Wii U is not the answer to all of the system's problems. What it would be, though, is an almost guaranteed financial success that would serve as a loud and clear symbol that Nintendo is not only aware of the complaints against it, but are ready to start taking actions to remedy them. Instead, its continued absence serves as yet another cause for fans to invoke a phrase that's becoming all too common, and increasingly disheartening:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ellegard (for me) and Gabriel begin conversing in hopes that he would regain his memory and in doing so, mentions something about Lukas' jacket, saying that he has seen others wearing it inside of the Witherstorm. With this comes Jessie's first big decision, either allowing Lukas to leave in hopes of finding his friends or make him stay to help in your fight. This is only the first of many heartrending decisions that need to be made throughout the entirety of this episode. While most of these decisions are among the toughest in any of the episodes, they help dictate how the game will end and who will be standing next to Jessie when it does. This episode lets you customize your decisions a little bit more, allowing you to decide which weapon you want to create for the final battle, which armor you would like to wear, and even in what manner you will enter the Witherstorm. It isn't much, but that's far more customization than most Telltale games allow. While it is important to be careful with your decisions, it's more important to learn who your real allies are and dictate how you want your destiny to unfold in your fight towards saving this blocky humanity.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The lore also does not seem to be empty at all. In some games, you walk away feeling like you could have lived your whole life not needing to know anything about what just happened. This game, and specifically this episode, doesn't feel that way and makes sure to utilize all the time in the episode to prove that. Nothing goes unnoticed and everything is important whether it be information that pertains to this game specifically or the base game. Battles are not too long-winded and conversations don't make you want to skip them. Everything feels as though they are timed just right and you almost forget that you are sitting in front of your television for so long. You don't really think about what could have happened if you did or said something differently and only look forward to seeing what comes of the decision you've just made, which is odd for a game that is meant to be replayed in order to make different decisions. Besides, there are some things that you wouldn't want to see happen again and are better off just forgetting all of the decisions that you didn't make.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Once the player begins [https://www.mcversehub.com/articles/pokemon-pokopia-blends-building-and-community-in-a-spiritual-successor-to-dragon-quest-builders.html sandbox building game] up the town people arrive pretty quickly to populate the town. The primary role of NPCs is to give you quests, so the more you build, the more NPCs arrive, and the more quests you have available. Quests can cover a wide range of tasks, someone can simply request that you build them their room, while others may request you go see what is on top of a distant mountain or go kill a powerful enemy. You can put a sign in front of a structure to limit who can occupy the space. Or if there is an NPC you don't like, you can build a poor shack. You can also use this to force people to sleep next to each other. There is a lot of freedom in this game to do whatever you want.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Minecraft has been around so long that it's easy to take it for granted. The decade of its existence has seen it explode from an indie project to financial juggernaut, but at the heart of all the licensing has been a game that's never stopped growing its list of features. One of the biggest parts of Minecraft's longevity has been its multiplayer options with endless servers available almost since the beginning. The reason for this is simple -- it's fun to build things with friends. Whether or not that means everyone works together on a massive project or people go off and do their own thing in a communal area doesn't matter, so long as there's something new to see. Working with a group where everyone's online, working alone or just tooling around the world sightseeing, it's all better when doing it in a shared world. The thing about Minecraft, though, is that it's become so generic it's easy to forget how entertaining it is. Over the years I've obsessed over Minecraft, walked away for extended periods of time, come back, then left again. I've explored single-player worlds and gotten involved in multiplayer servers, and the one constant is that each time I play there's something new to do. There are endless worlds stretching on forever made of giant blocks that, despite their size, are still enough to suggest the shape of almost anything you want to create, and the nice thing about Minecraft's ubiquitous nature is just about everyone is already familiar with it. Now may be the best time to dig out an old log-in and see what huge, inspiring, strange, ridiculous, epic creations you and a group of friends can come up with.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bernie75U365586</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Minecraft:_The_Best_Example_Of_Games_As_Art&amp;diff=2089100</id>
		<title>Minecraft: The Best Example Of Games As Art</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=Minecraft:_The_Best_Example_Of_Games_As_Art&amp;diff=2089100"/>
		<updated>2025-12-10T21:52:36Z</updated>

		<summary type="html">&lt;p&gt;Bernie75U365586: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;When there's a lot of stress or anxiety in the world, it's nice to take a step back and relax. Animal Crossing is a game that does this well while alone or even better when hanging out with friends. It's hard to find a title where doing next to nothing can feel rewarding, but in Animal Crossing just running around with friends feels like a fun time. There's a sense of companionship when sharing items or fruit and rivalry when catching bugs or fish. The core of Animal Crossing's entire identity is community, sharing interests and differences. New Horizons has players starting from nearly nothing and building their own world along the way. Eventually players can show off their hard work with a fully decorated house or a fantastic visit to the museum. Even just sitting down to take a picture together with silly expressions gives that relief that it's alright to take a break without thinking too hard now and then. Not even a wasp sting can hurt long when a friend is there to give some medicine or at least laugh over how ridiculous it was.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While fairly simplistic and crude mechanically, this romp does just enough to get players hooked. The core game is somewhat short at five or six hours, but Minecraft Dungeons keeps players coming back with a cool magic system, rewarding progression, and vast dungeons crawling with foes. It doesn't hurt that the sprawling DLC packs and tough Apocalypse mode add even more to the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The problem is that VR is such an incredibly tempting target that it's nearly impossible to not experiment with applying it to the FPS experience. (For the sake of argument, lets call any first-person game you move around in an FPS experience, even if no shooting is involved.) The incredible presence is still wonderful even after repeated exposure, and who wouldn't want to feel the full sense of scale of the world they're gaming inside? VR Minecraft? After the hundreds of hours I've put into that game it sounds like the best idea ever, except for the small issue outlined in the previous paragraph. On the plus side, Microsoft and Mojang haven't ignored the problem, and while one viewing mode is self-defeating and another a guaranteed ticket to quick nausea, the recommended VR controls actually work. It's awkward and jerky, but actually allows the game to be played with no discomfort.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The are two reasons getting this right is important, and both reasons are the same but viewed from different perspectives- Minecraft is still the biggest game in the world. The official VR mode is exclusive to the Rift, so you can bet that Microsoft/Mojang and Oculus worked together to make sure the experience is as inviting as possible. Getting this right is a major deal for both companies. This ties in to the other perspective, which is consumer-side. For a lot of people Minecraft will be a premier game for VR, and how accessible it is will become the baseline expectation of the experience. Make it nice and maybe it becomes the VR gateway drug, and at the moment the experience is acceptable. The default starting view may be the same [https://Mcversehub.com/articles/the-parkour-apocalypse-how-minecraft-s-25w02a-snapshot-is-killing-my-favorite-playstyle.html Minecraft Parkour] as always on an in-game screen, and Classic Control has high nausea potential, but the jerky VR Control is the kind of thing you learn to tolerate simply because it's effective.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Someone needs to have a nice sitdown with the gaming industry about VR and what it can and can't do. The ability to transport the viewer inside a scene is incredible, and if that scene happens to be in the cockpit of some kind of ship, then it opens up a whole range of movement options that would otherwise be a bad idea. Putting the player behind the eyes of a protagonist who walks around freely in the standard FPS viewpoint, on the other hand, is something that has only sounded awesome. It's hasn't been. Really, seriously, it's kind of sucked, and while wanting it to be different won't change that, clever viewing systems just might. So now Minecraft has official VR support, and it's taken an interesting approach to the presentation that's a little awkward but usable.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Minecraft is the brainchild of Markus &amp;quot;Notch&amp;quot; Persson, an independent game developer from Sweden. Persson’s interest in the building elements of games like Infiniminer led him to expand upon the construction pitch of the game and add in expansive exploratory and dungeon-crawling features as well. In 2009, Persson released an alpha version of Minecraft , with an overwhelmingly avid public flocking to see the game. Persson continued to develop the game into beta, with users being frequently updated with new modes, mods and abilities as it developed. Before the game even went gold in March 2012, Minecraft earned over 4 million purchases. It is currently the sixth bets selling PC game of all time with over 33 million copies sold across all platforms (over 12 million of those being on PC alone).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Death's Door follows a young crow on its quest to cull the land of a series of &amp;quot;enemies&amp;quot; that plan on living forever. It's a charming game filled with entertaining characters and a story revolving around a mysterious door that a wise old Crow wants to see opened. Those who enjoy fantastical settings should love to visuals for this rele&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bernie75U365586</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Best_Multiplayer_Games_Like_Don_t_Starve_Together&amp;diff=2088690</id>
		<title>Best Multiplayer Games Like Don t Starve Together</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=Best_Multiplayer_Games_Like_Don_t_Starve_Together&amp;diff=2088690"/>
		<updated>2025-12-10T18:28:22Z</updated>

		<summary type="html">&lt;p&gt;Bernie75U365586: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;But there are still those who &amp;quot;cannot get into video games.&amp;quot; Maybe the person is intimidated by a controller with 25 buttons and three joysticks. Maybe the subject matter of a 2D platformer just appears juvenile or an FPS appears too violent. These failures to get involved push some people away from gaming, but as stated earlier, gaming is no longer a single formula. We’re seeing so many ways to approach game design, narrative and control in this day and age; I’m of the mind that, with such a buffet of choice, anyone can find at least one game that can hook them into gaming. Maybe it’s not in the &amp;quot;hardcore&amp;quot; form where they’ll stand outside at a midnight launch, but in a way that they can have a favorite game that they can revisit over the years, while still enjoying it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The are two reasons getting this right is important, and both reasons are the same but viewed from different perspectives- Minecraft is still the biggest game in the world. The official VR mode is exclusive to the Rift, so you can bet that Microsoft/Mojang and Oculus worked together to make sure the experience is as inviting as possible. Getting this right is a major deal for both companies. This ties in to the other perspective, which is consumer-side. For a lot of people Minecraft will be a premier game for VR, and how accessible it is will become the baseline expectation of the experience. Make it nice and maybe it becomes the VR gateway drug, and at the moment the experience is acceptable. The default starting view may be the same Minecraft as always on an in-game screen, and Classic Control has high nausea potential, but the jerky VR Control is the kind of thing you learn to tolerate simply because it's effective.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The hand-drawn art style employed by Deli Interactive's We Need To Go Deeper is incredibly reminiscent of the one used in Don't Starve Together , making this a great option for those who liked the look and feel of Klei Entertainment's smash hit. That's not the only thing that's similar though, with many of the survival elements found throughout the title feeling incredibly familiar as w&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Even people who passed on gaming in their youth are able to experience that same magic in their adulthood with more mainstream successes like Wii Sports . In fact, this demographic, a group who likely passed on the gaming world as kids, are now realizing a fresh new perspective. They get to see different elements of game design that they might have ignored back then, making the evolution of the medium and the broadening of the market a much more appealing prospect. Specifically, that big moment where a &amp;quot;virgin&amp;quot; gamer (regardless of age) is finally able to have fun when playing a game is a sense of purity and epiphany. It’s all about having fun. As we get more involved in the medium, we begin to take sides. We begin to favor consoles or developers. We begin to look at games with the minds of cynical and judgmental critics. Even as kids, we’d argue at the lunch table as to whether Sega or Nintendo is better, but if you rewind just a few years before that, you didn’t even care who made the console. Perhaps it was the catchy level themes that you remember the most or maybe it’s some iconic environmental hazard that sticks in your mind. Maybe it was similar to my case where it was just the character’s expressive personality that encouraged me to pick up a controller and actually control the character. The moments of realization and involvement vary for everyone, but as fresh faces in the gaming community, we’re never forced to pick a side. We are clean slates for series to enthrall and characters to enlist, and our focus was precisely on the game itself and those subtle moments of appeal.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;On the plus side, once you're in the Minecraft world the sense of scale is truly fantastic. Everything seems bigger somehow, more immediate and  [https://www.mcversehub.com/articles/pokemon-pokopia-blends-building-and-community-in-a-spiritual-successor-to-dragon-quest-builders.html PokéMon Pokopia] solid. A pit in a cave that would be little more than a hazard to plop a staircase onto is all of a sudden an ominous presence waiting to see you fall into its depths. Hills are more imposing, cliffs shoot dangerously into the sky and canyons are massive rifts in the earth, and the oceans go down forever. Even the standard block has a sense of mass, with its one meter cube transformed into a substantial chunk of scenery. Another side effect of the new sense of scale is that combat has become a little easier because the strike distance is so obvious. The move to VR has done a great job of freshening up an experience I've been done with for several years now, which is an impressive feat. While I'm still not completely sold on the viewing solution, it's something that works for now until a better idea is implemented.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The episode in itself offers a lot of promise for the rest of the announced episode, but it also cuts them short. The next slew of episodes will be adding new story arcs to the new Order of the Stone as they go on new adventures to build up their legacy. That being said, in the two hours it took to finish the episode to its completion, it made the entire premise feel very unimportant. SO much had happened and so much story and character development was involved that Telltale could have made the entire plot itself into a single season if they wanted to. The entirety of Sky City itself has so much more that could have been explored and so many more characters could have been introduced, but the story was limited to a couple of hours of gameplay. It creates a new kind of gameplay that forces you to pay attention and actually play the game rather than just putting your controller down and making a decision every once in a while.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bernie75U365586</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Bernie75U365586&amp;diff=2088687</id>
		<title>利用者:Bernie75U365586</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Bernie75U365586&amp;diff=2088687"/>
		<updated>2025-12-10T18:27:08Z</updated>

		<summary type="html">&lt;p&gt;Bernie75U365586: ページの作成:「Hello! &amp;lt;br&amp;gt;I'm Russian male :). &amp;lt;br&amp;gt;I really like Modern Family!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Here is my website ... [https://www.mcversehub.com/articles/pokemon-pokopia-blends-building-and-co…」&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! &amp;lt;br&amp;gt;I'm Russian male :). &amp;lt;br&amp;gt;I really like Modern Family!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Here is my website ... [https://www.mcversehub.com/articles/pokemon-pokopia-blends-building-and-community-in-a-spiritual-successor-to-dragon-quest-builders.html PokéMon Pokopia]&lt;/div&gt;</summary>
		<author><name>Bernie75U365586</name></author>
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