Binary morality system where you can only choose between being a normal person or a mass murdering psychopath. Then your decision has no consequences.
Or the tone of the actual responses doesn’t match the text for the selection of the responses.
“Do you accept the mission?”
- Yes
- No, thanks
- Maybe…
Option 3 actually declares war on quest giver.
Oh and one that just happened to me last night:
Your normal actions still work during dialog so if you press buttons to try to exit out of a dialog, you might accidentally attack the NPC you’re talking to. If you let them kill you, they are still hostile when you return. Need to start a new save to recover. At least they drop the unique key from their shop when you kill them (Dark Souls 1, hopefully it’s no big deal that I had to kill the blacksmith. At least I don’t have to listen to the pounding metal when I spawn above him anymore).
In BG3 Lae’zel asked to be with me and she said “if not now, then later” and I said something like “no thanks” and it permanently locked me out of romancing her.
Or even worse, there’s an entire gradient, but what they actually bothered to put in the middle is boring and pointless.
Or there’s a viable third option, but it got scrapped 10 minutes before launch and all the text is at complete odds to the dialogue
Dialogue system that gives you 3+ options which change literally nothing
Oh, Bethesda is in this?
No feedback when hitting enemies, besides generic blood splashing and maybe a stumble
Way more health than is necessary or interesting on enemies
Combat system is mindless and boring
Quests are full of “go to this cookie-cutter dungeon, clear it out and bring me the MacGuffin at the end” on loop.
The game has lots of bugs that were in the previous 2 games, and were patched in the fan-patches of both the previous 2 games.
And yet I still see people posting Skyrim screenshots and praising it… What a mediocre p.o.s.
2? More like:
The game has lots of bugs that were in the previous 7 games, and were patched in the fan-patches of all of the previous 7 games.
I encountered bugs playing Starfield that I also experienced in unmodified Morrowind, a game from 20 years and 7 games before SF
Its pathetic and embarrassing afaic, I’d be fired if my work had the same issues someone else fixed 7 iterations ago and i keep breaking it again
Out of curiosity what’s the morrowind bug?
I legit can’t remember now which specific one it was a year later. I think it had something to do with items and physics, I just remember being incredibly frustrated at seeing something I’d also seen in a semi-recent unmodded Morrowind playthrough (my first ever so the bugs were FRESH in my mind as I’d never seen them in a playthrough before)
Enemies leap directly at your camera while screeching like howler monkeys.
> Yes
> Sarcastic yes
> Reluctant yes
> No
No, but actually yes but not right now.
> No
Okay, well I’m gonna take that as a yes
Do you want to die?
A. No
B. No way
C. Definitely notAnd one randomly answers “yes” and you need to restart from a save.
All dialogue options have previews that are nothing like what you actually say (Looking at you Cyberpunk) so you try to apologise for someones loss but the actual dialogue is your character being an utter piece of shit without warning. Getting the true ending and several important pieces of gear require you to never be mean to multiple NPCs.
Reminds me at the start of witcher 3 my brother was playing and some thugs come annoy you, one option was something like ‘I disagree’ which sounds reasonable, so he picked it. That option has Gerald insulting them and jumping straight into a fight, shit escalated fucking quickly lol
NPC: My husband was killed!
1: Sorry for your loss…
2: It’s about time!1: pfft sorry for your loss 🙄 tell someone who cares 🥱
2: It’s about time we found the MF who did this! Let’s go hunt him down!
Or just all bad choices.
Fallout 3 lol
- DLCs out-the-ass Paradox-style.
- Escort quests/missions where the NPCs move at a speed between the player’s walk speed and run speed.
The entire game is a series of chained together escort quests through dangerous territories, at awkward speed.
With extremely frequent pauses so the NPCs can spend 40 seconds fawning over the exact same flower they saw two feet back.
I don’t really have much of an issue with how Paradox does things… Their games are more like game engines that they spend the next 15+ years developing for.
Also, with each DLC, they put out a (usually massive) free update for everyone who owns the base game. So even if you don’t get any DLC, you will end up getting some of the new features for free.
It is kind of ridiculous that they’re still putting out new DLC for EU4… I think it gets absurd after a certain number.
Driving mechanic where you steer where you look, making it impossible to drive straight while looking around or behind you.
Halo’s gameplay is really not that great (I’d even say pretty bad) without the nostalgia goggles.
I disagree. I’d rather have look-to-steer then the full-left-straight-full-right steering that’s in other fps games. Not being able to make slight changes to direction and speed in Half-Life 2 vehicles always made them frustrating.
Even the original Duke controller had two analog sticks and two analog triggers. Mapping two independent actions (camera movement and steering) to the same input was already bad in Halo CE, but it was downright criminal in Halo 2 and later games that started to include massive backdrop setpieces. You can either look at the Covenant spaceship glassing the city or steer your warthog, but not both. It’s asinine.
I’m not looking at the landscapes while in a firefight. That’s why the game designers give you moments of pause. Like when you exited the cave in Halo 4 or the very beginning of HL Episode 2.
I’ve never had any problems with Halo’s controls.
It can still be relevant in combat when you want to look around to see where your enemies are or find the exit or something.
The endless fan-boat segment is the worst part of the game, for me at least. Physics are fucked, puzzles to progress are forced as hell. I was so happy when it was over.
It’s not like those physics puzzles were hard. How many variations of the SeeSaw puzzle were there?
GabeN: In Episode 2, we’ll have the biggest puzzle in a Half Life game to data!
Episode 2: It’s just a huge seesaw puzzle.
KSP was annoying like this to. They at least had a way to make small adjustments on addition to big ones, but it was still very tricky to be precise.
I just got triggered
The last one is Starfield in a nutshell
Please stop trying to normalize the stupid QAnon frog.
Fuck that. Those losers don’t get Pepe!
Need an account to begin the game even though it’s single player.
After logging in the game updates and requires a restart. Even though you updated outside of the game.
The menu is a convoluted mess with lots of areas all having notification icons.
Lots of DLC with adverts for the DLC menu.
And of course you need to be always online with that account even though it is single player and all game data is already available locally.
Every single shelf, cupboard, sack, discolored patch of dirt, hollow tree, etc. Is lootable. 99.9% of the loot is useless. The remaining 0.1% is key to solving several quests and/or the best stuff in the game.
The inventory is tetris-style. Lots of items arent squares or rectangles. Items do stack, but you can get them only by selecting and choosing “Take one/Take half/Take X”. If you drop something it is GONE.
This did not bother me at all in Skyrim honestly.
Oh my wife would love this game, that’s basically all she likes to do in games. Someone needs to just make thief simulator for her.
Months after Red Dead Redemption came out for the PS3, my friend asked me why I didn’t beat it yet. He opened up my inventory and he saw more hunted meat he ever thought someone could accumulate.
All I did was hunt in the game. It was one of the best hunting games of all time.
Have you played RDR2? Those games have been suggested to me, but I have yet to get around to them. Are they worth playing still?
Bro fucking really?
RDR2 can be very tedious because Rcosktar hates giving players movement control over the character because muh immersion (highly recommend the first person mode), and it has a heavy dosage of cinematic shit, but god damn
It was one of the best games I’ve ever played. I just finished another playthrough recently.
I have only played the first one so all my opinions about the game are from reviews I read. I heard it’s better than the first one and one of the games you should play.
I’m just jealous you’ll get to play RDR2 for the first time. I’ll never have my first time with it again.
I had 2 weeks off work years ago (don’t worry, I’m not American, I get 4 weeks every year, this was just ONE instance of me taking PTO), but my plans for the vacation were canceled… And I had nothing to do. Lo’ and behold, an xbox with RDR2 on it, for me to use when bored.
I essentially worked a full time job playing RDR2 that vacation and regretted none of it. Would’ve been happier to experience it the first time on my PC instead of a base Xbox One, but it’s what I had available to me at that time. This was before the PC release, I’m normally a PC gamer and don’t own any consoles myself.
I had something like this with Final Fantasy IX. Like two-thirds of the way through the game, there’s a minigame that crops up where you have to use a chocobo to walk around these tiny scenes and peck to try to echolocate hidden treasures within a time limit. And I don’t know why, but I got totally addicted to that stupid little minigame, to the point that I kind of broke my brain and had to stop playing the entire game. I did later see some dorm mates in college getting frustrated with that task and get to just zip right through it for them, though, which made it feel slightly less like a savage waste of my lifespan.
That’s just an Elder Scrolls game, and I love it, for some reason.
Oblivion’s leveling system lol. Make it both possible to level yourself too much AND not enough! Then make every enemy in the game scale. Make a skill level up as you move and another level up as you jump!
As someone who hates souls games, make sure there are undodgeable attacks by enemies. Example, you’re walking past a wall and something attacks and kills you from behind. Also, make sure there are huge bosses with ambiguous hit boxes and indeterminable strike locations so dodging is weird and dumb.
Mind you, Monster Hunter World forces every player of a hunting squad to view an unskippable story mission cutscene in their own hosted instance before being able to join another player’s session of the same mission.
Lots of watching the cutscene in a solo hunt, abandoning the mission, then joining on a friend.
MHW was a game desperately in need of a paper manual.
Flashing up pages full of text during the tutorial is flat out obnoxious.
As someone who started MH with the first PSP game, MH:W was incredibly approachable and easy to learn hahaha
I played my first PSP MH game and quit after a couple hours, I only really got into it after my best friend brought it up and sherpa’d me into it. It was insanely unapproachable.
“boost me up”?
Probably from The Last of Us where you have to help a companion character reach a higher ledge which slows down gameplay.
But… That is a disguised loading screen. The ones everyone complained about as well. The game has to load the data at some point. So either it’s completely being removed from the game via a screen or something like “boost me up” or crawling through the caves like in the new God of War.
It’s funny to me that loading times are still the Achilles heel after all these years. Don’t get me wrong–it makes sense. Games getting more graphically intense, larger worlds, online play etc, it all adds up. I always just thought that we’d finally see loading times become at least significantly shorter by now–and in scale with the size of the games, they likely have. I guess some things are simply as optimized as they’re gonna get, can’t just expect magic to happen and make that much computation instantly doable.
Solid state disc drives have definitely made load times much faster. Anyone who has played a PS4 game on PS5 can tell you this.
The loading times did get better! I think a lot of people who complain either forgot or never player old games on original hardware. I remember minutes long loading screens. What we have now is so much better than the past. Imaging playing a Dark Souls game and waiting 1 minute each time you got defeated. That was my experience with one segment in Dark Messiah of Might and Magic
Exactly. I remember getting up to get a drink/pee during loading screens, and now I just get dehydrated.
Wasn’t TLoU made by Naughty Dog who also made Jak and Daxter, a game which famously had no loading screens?
Okay but if you play the game in 2040 with a super solid state drive formatted with FTLS, 512 GB RAM, and a 32 core CPU, does the loading screen still take just as long?
Gameplay heavily based on dodging and careful movement, but you can only dodge by double tapping movement keys or the stick
Wow, my controller just broke on it’s own. It was right there on my desk, and then I read your comment, and it snapped itself in half.
At least it was a quick death.
a worthy one at that compared to the alternative
What was that game? I know I played it, but I can’t recall what it was!
With tap-to-move mechanics, I’ve seen many, but I only recall Terraria having it hardcoded in.
In that game you can get certain items that allow you to dodge by double-tapping A or D; it just happens that for some reason you may want to slowly move towards a boss, and with a keyboard you can only do so by mashing A or D.
If you mash too slowly, you’re too slow, if you mash too quickly, you ram the boss.Also, cliffs range from annoying (in the late game) to deadly (in the early game).
Equipment can be upgraded, but only through an enormous amount of tedious grind for tiny incremental improvements.
By halfway through the upgrade tree, all the equipment is overpowered and will make any boss fight trivial, including the final boss of the game. All additional upgrades are meaningless.
You don’t get to see the real ending unless you fully upgrade all the equipment.
There are also four normal endings and a true ending. You can only see the true ending after getting all four normal endings. There are multiple branch points in the story leading to the different endings so you have to start almost from the beginning to find a new one. The true ending is on a wholly separate route that is 99% identical to the one leading to Ending A. There is no new game plus, so you have to start from scratch each time. The true ending boss, unlike the other ending bosses, is absurdly over tuned and the only enemy in the game that requires you use or even know about several obscure mechanics, and even then requires you to have all upgrades maxed out and be near the level cap to even stand a chance.
Upgrading the equipment has a chance to fail and waste all your resources. The chance to fail increases with every level.
Bonus points: Failing destroys the equipment and you need to start over from scratch.
Ahhh the Ragnarok Online upgrade system! Safe up to… oh god it’s been a while… +7, then the upgrades get much more strong for the next three levels, but with a 50% chance for your weapon to break.
For armor, it was +4 I believe. I bought an insanely expensive card to make me immune to an element and ended up setting with a +7 coat to put it in after breaking tons of coats.
Wait but I actually like this (without the bonus points part)
(I do have a system somewhat like that in a game I’m working on in my free time lol)
You’re a villain. Sorry, the evidence is incontrovertible.
nooooo ;-;
I guess to elaborate, the way I designed it, it doesn’t take very many resources to upgrade, and there’s something akin to checkpoints every 3 levels.
(i’m assuming that, as usual, managing your upgrades is a secondary part of the gameplay, and that we’re talking about a random chance based danger of failure )
why are random setbacks better than just getting out of the player’s way, and getting back to the main action of the game as soon as possible?
if upgrades are rewards for playing well enough to gather resources, why waste the player’s time and effort when they aren’t doing anything wrong?
“wasting” resources can be fine, if you learn something from it, even by process of elimination, like experimenting with different ingredients to find a recipe.
but it sounds here like your game would just slap the player in the face sometimes, to try to make them feel better about when they don’t get slapped.
To give some more details, this isn’t something that happens rarely, the chance of getting to the next checkpoint is actually quite low towards the highest upgrades. To get a weapon to max level (+15), it takes on average around 230 attempts (would be 280, but there’s a sort of pity system that very slightly increases the chance of success for every failure on that weapon). Though it’s also important to mention that this is something only really feasible in the mid to late game, and there’s a mechanic to do multiple attempts at once. Technically, I could also make it so that there is no chance of failure, and instead drastically increase the amount of resources required for the upgrades. But I’m designing the resources needed around the average amount of upgrade attempts it takes.
The reason I’m doing it this way is a similar reason to why I enjoy farming bosses or special enemies in games like Borderlands, it’s fun to get that rare drop (my game also has loot with rarities etc). So it’s not that you’re upgrading and rarely get unlucky and get a failure, but instead you’re farming enemies to get the resources and try to get to the next level checkpoint on your weapon. In looter shooter games (or any loot-based RPGs), you kill bosses again and again to get a special drop, and all the attempts where you don’t get it are technically a “waste”. I think that, because failure is the expected outcome, it’s not something the player gets surprised and annoyed by. Rather, it’s the hunt for getting that success that’s the focus.
I also remember playing older MMOs etc that had weapon breaking mechanics upon failure, but premium items that protected your weapon from breaking. Usually you could get some of those for free, but they were very limited, so those games always were quite P2W. But I did enjoy those systems, just hated the real money aspect.
ah, i was looking forward to saying “you’re not a villain” with more context, but… it seems like you’re making a gacha game. this sounds just like, for example, Genshin Impact wishes. the diagnosis stands :(