What are some things that just get under your skin about games?

For me, it’s games that do not allow controller rebinding. I have neuropathy and my fingers don’t all work. If I can’t rebind buttons so that I have necessary moves (for example: parry) be on buttons I can reliably press the entire game becomes unplayable.

And on console, where I can’t refund a game after I downloaded it (fuck you Sony) then it really screws me over wasting what limited funds I have on games I just can’t play.

  • Pika@sh.itjust.works
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    3 months ago

    unpausable cutscenes. Nothing bugs me more than getting interrupted in the middle of a cutscene and not being able to press escape to pause the cutscene. You’re forced to try to split your attention between what interrupted you and the cutscene or restart and see the cutscene from the beginning again.

    Extra annoyance points if escape immediately skips the cutscene without any indication it’s going to.

    • BurgerBaron@piefed.social
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      3 months ago

      Extra annoyance points if escape immediately skips the cutscene without any indication it’s going to.

      Rage inducing absolutely.

    • SaraTonin@lemmy.world
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      3 months ago

      For me, it’s cutscenes in general. I know there are people who do care in general, but for me a game where I care about the plot is very rare. And the examples I can think of (Outer Wilds, or Ico, for two examples) either have no cutscenes or very few brief ones, and tell the story in a different, more immersive way.

      For me, a general rule is - if the game forces moments on me when I can put the controller down and wander into a different room, then that’s not what I’m interested in. I want to actually play the game.

    • Doc_Crankenstein@slrpnk.netOP
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      3 months ago

      All this. Everyone focuses on not being able to skip a cutscene but not being able to pause it is even worse for me, especially when trying to pause actually does skip the cutscene.

        • Pika@sh.itjust.works
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          3 months ago

          omg yes, I loved when games gave a replay stories or replay core concepts section of the menu, it’s not that hard to add but it lets you recap as well!

          • Doc_Crankenstein@slrpnk.netOP
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            3 months ago

            Feel like that used to be more common for games to have a “Movie/Cinematics” option in the “Extras” menus, treating cutscenes like unlockables, where you could go back and rewatch everything.

            Really disappointing that more games don’t do this. It’s not like it’s a hard thing to add to a game code wise. It’s just a menu to the mp4 files with a “yes/no” check against the save file for if the scene has been unlocked or not.

            • Björn@swg-empire.de
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              3 months ago

              It’s a sign of the times. When I was a kid the cutscenes were the reward for winning the game, or a portion of the game for those bigger games that could afford more than two cutscenes.

              But for my kids cutscenes are the boring things that keep you from playing.

    • Cethin@lemmy.zip
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      3 months ago

      I never pause cuscenes, not because I don’t want to ever but because I’m always afraid I’ll skip it instead.

    • Soggy@lemmy.world
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      3 months ago

      I do not want to have to sit through every cutscenes I already know by heart.

      Forget it, there’s no way you’re taking Kairi’s heart!

    • demonsword@lemmy.world
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      3 months ago

      Games that don’t allow you to pause and skip cutscenes.

      This is the main reason I cannot replay Valkyrie Profile

  • Widdershins@lemmy.world
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    3 months ago

    I want to GIT GUD but I’m not the kind of person who can dodge and parry while managing a stamina bar. ER and DS games look awesome but I really can’t do much sightseeing in them. I tried Demon’s Souls, Dark Souls 3, and Elden Ring and in all of them I hit a wall against the first miniboss who I should be learning to parry on. I’ve always leaned toward dodging taking priority before parrying and a stamina bar limits that.

    I recently played through Ghost of Tsushima and parried a thousand cuts. The game doesn’t have stamina though. I understand stamina as a game mechanic but find all it adds is tedium. There’s what I believe to be some good games hiding behind a stamina bar. I can enjoy the games until the stamina bar runs out and then I’ll be thinking about enjoying a different game.

    • JackbyDev@programming.dev
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      3 months ago

      The thing I hate about parrying games is that there’s rarely ever any consistency about what you can and cannot parry and also never any way for you to learn if you’re parrying too early or too soon or what.

      • jacksilver@lemmy.world
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        3 months ago

        Lies of P did a great job of color coding things (and generally being more leinent/realistic with timing). It can still be a hard game, but the most approachable parrying based game of that ilk.

        *for me at least

    • GrantUsEyes@lemmy.zip
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      3 months ago

      Parrying is not mandatory in any of those games, maybe try approaching them differently? Also, invest in endurance, problem solved!

    • Doc_Crankenstein@slrpnk.netOP
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      3 months ago

      Odd take. Resource management is key in a lot of games to the entire design of how they play.

      I play heavy tank builds in those games and block/dodge instead of parrying. It’s just a different mindset I guess to enjoy that level of resource managing to know when to commit and when to back off and get defensive, especially when my attacks take a chunk of stamina and are slow to wind up. It forces the player to be strategic so you don’t leave yourself winded mid string.

      I guess what I call strategic playing you call tedium. To each their own.

  • SaraTonin@lemmy.world
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    3 months ago

    I’ve got perhaps an unusual one - 99% of the time I play games with the music turned off. I just find it much more immersive and I enjoy, for example, not knowing that combat is about to start because the music’s just changed.

    There are plenty of games where you can’t turn the music off. I’m not a fan of that, but I get it. The devs want you to play their game in a certain way, and turning the music off isn’t part of that. No complaints.

    But then there are games which allow you to turn the music off, but all the rest of the sound has been made under the assumption that the music will be playing. The music often covers up a litany of jankiness like background sound effects not looping well. And sometimes the atmosphere sounds (say the drone of an engine in a spaceship) are also controlled by the music slider.

    So, if you’re going to give the option to turn the music off, make sure that the game still sounds good without the music.

    • Dvixen@lemmy.world
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      3 months ago

      I’m a muted game player as well. Music is the first thing I turn down to negligible, followed environmental sounds. If I can’t control those, buhbye all sounds.

      In the murder hobo games, I don’t really need to listen to that anyways.

    • Jarix@lemmy.world
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      3 months ago

      You should be useful in beta testing for sound simply because you prefer no music. That’s kind of neat

  • StayDoomed@lemmy.world
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    3 months ago

    Too many games are “survival” games now which really means they will make you do a bunch of chores to get to the sub par shooter or adventure game the chores gate you from. No, I don’t want to chop wood and get rope or whatever for the 50th game that never innovates on any of these mechanics to get to the “good part”

    Also lots of fun games seem to be ruined because they are battle royales.

    • bricklove@midwest.social
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      3 months ago

      Survival mechanics only work when the elements are the main antagonist like in Cataclysm: Dark Days Ahead (the zombies are just obstacles blocking my path to the fridge)

    • Doc_Crankenstein@slrpnk.netOP
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      3 months ago

      Then coming across a knee high wall or something you can easily just walk over blocking progression but, nope, can’t jump and the game isn’t treating it like stairs.

      It’s such a small thing but can completely take the wind out of your sails when playing.

  • Delta_V@lemmy.world
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    3 months ago

    Bad console ports on PC where mouse control code was recycled from gamepad control code. For example, in Just Cause 2, the maximum turn rate is capped and so is the minimum cursor acceleration, with the end result being when you move the mouse your character moves like you’ve mushed a gamepad control stick instead of the fast, smooth, PC cursor style movement of the reticle that every other PC FPS manages to pull off.

  • inb4_FoundTheVegan@lemmy.world
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    3 months ago

    Gawwdan preventing rebinding is so annoying! Or it’s monkey paw wish cousin, letting you rebinding but the on-screen prompts are hard coded to display the default key.

    In a simmiliar accessibility vein, I’m hard of hearing so when a game has no option for subtitles then at best I catch 1/3rd of the story.

  • Broadfern@lemmy.world
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    3 months ago

    Lack of accessibility options, not unlike you.

    Most games are better about this now, but subtitles, difficulty options, and the ability to turn off flashing lights are critical to the point I can’t play for long, sometimes at all without them.

    • Dvixen@lemmy.world
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      3 months ago

      In a similar vein, games that have sounds for everything. I have to play with sounds off in games I enjoy, and some sounds are used to foreshadow dangers that I end up unaware of because I can’t deal with the sound of crickets or bees or a random humming that are always present. (Shout out to Satisfactory for the incredibly granular sound control, overwhelming at first, but once it was set up it is great.)

      Remapping keys. I have function (and not always voluntary) but no feeling in part of my left hand, and an essential tremor that appears randomly. I need to disable some keys because I will find my character suddenly crouching/running/attacking or whatever at really inconvenient times, and with some games the controls are so touchy that I can’t aim or move in a straight line.

      Not colorblind, but some games have some very headache inducing colour choices, I have sympathy for those who can’t see colour A font on Colour B background.

    • Doc_Crankenstein@slrpnk.netOP
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      3 months ago

      Thank you for saying difficulty as an accessibility feature. So many people think difficulty is something inherent to a game’s design but completely miss the fact that difficulty is subjective.

      Every game should have difficulty options. No exceptions.

        • Doc_Crankenstein@slrpnk.netOP
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          3 months ago

          Good for her. I’m glad she is having an active sex life and enjoying herself. No shame in being sexually promiscuous.

          You have a point or just here to be prude?

      • paraplu@piefed.social
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        3 months ago

        Granular difficulty options also help. Things like being able to make the parry timings easier or harder than that rest of the difficulty.

        If your difficulty presets are turning a bunch of levers at once, letting folks make their own can be very helpful.

        There’s also things that aren’t often considered difficulty, but that can definitely make a game harder for some folks.

        With Witcher 3 the only way I was able to play it successfully was modding it to be able to ignore a bunch of mechanics I found tedious. Things like ignoring carry weight, turning off item durability, lengthening potion duration, having items scale to my level, and hoovering up loot. Inventory management is often exhausting for me.

        It’s not an easy fix this can break a game’s economy, and I think I had separate mods to reduce the impact of that.

      • bryndos@fedia.io
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        3 months ago

        Good games have a difficulty curve that scales, usually they just speed up level by level.

        “Life is just like tetris, it just gets harder, then you die.” - Mark Twain

        You can’t make an ‘easy’ mode for tetris, but you could effectively start at level minus 10 or something.

      • XM34@feddit.org
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        3 months ago

        I completely disagree. Difficulty is not an accessibility option. It’s a cheap way out of fixing more complex problems, but ultimately easier difficulty just means that you won’t have to interact with the game as much to get through it. No problem if the parrying lacks clear indications when you can just take the very weak hits from the enemies instead of learning the parry system.

        But for most games, it doesn’t really impact anyone if you add a difficulty slider, so game developers just do that instead of dealing with accessibility issues in their core systems.

        And then there’s the souls games. These games would become objectively worse by adding a difficulty option. When overcoming impossible odds is the core principle of the game, then adding a slider to make the odds mildly inconvenient instead of impossible will actively jeopardize that very principle!

        In fact there are countless stories of people with severe disabilities who found new hope in clawing through the souls games. They let go of their learned helplessness precisely because they realized that what their playing is hard and failing over and over again is an important part of the process.

        That being said, the souls games do deserve some criticism in some aspects regarding accessibility. There’s a lot in the UI and feedback department that could be done to improve accessibility without having a negative impact on the game itself.

        And as a last point, there are plenty of ways in which you can tweak several difficulty aspects of the souls games. Mavic is way easier than heavy strength builds which is way easier than dex builds. So, if you just want to go sight seeing, then why not use cheats and magic?

        • bryndos@fedia.io
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          3 months ago

          Yes agree. I cant get into elden ring because I’m not learning anything when i die. The odd time i get a dodge, or, parry or combo to work right, i can’t repeat; so i’m obviously not picking up the right cue or the timing. Maybe it’s steamdeck controller lag or something. Or maybe i’m just too old - i spend half an hour here or there. I just can’t do 5-15 hour long playing sessions anymore which might be what it takes to learn this stuff.

          I’m not sure they should change it to make cues more obvious though - there are just some games I’m going to be shite at.

          I don’t want it to be Moonstone on the amiga, turned into dull as shit within a few hours.

      • Goodeye8@piefed.social
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        I disagree with the idea that every game should have a difficulty option. If the difficulty is there just for the sake of challenge, then difficulty options should be there because in that case it’s not all that different than setting self-imposed rules for additional difficulty. But when difficulty serves a bigger purpose I can absolutely understand keeping a standardized experience.

        For example in ARC raiders the ARC are so dangerous that they’ve pushed people underground and going topside is this risky endeavor. But if the ARC were pushovers you get this narrative dissonance where the enemy is supposed to be so dangerous that humans can’t thrive but when you fight them they die instantly so why can’t humans thrive? ARC also pose as a balancing act to the game because if the ARC weren’t dangerous the game would just be PVP with looting. You have to take ARC seriously even if you know how to deal with them because of how easily the script can be flipped on you. ARC raiders obviously doesn’t really have difficulty options because of its multiplayer nature but it does show that difficulty can have a narrative impact and difficulty can impact how you approach the game. If the game was easier it would arguably end up as a worse experience.

        And difficulty can also be used to make you feel a certain way. This is why I’ve argued against Dark Souls needing difficulty options (and to be clear, I’m talking about ONLY Dark Souls 1). There’s a reason some people call Dark Souls a cathartic experience, because that’s what the game is going for. Lordran is a world in despair. The end of an era is coming and the world has been plunged into decay. The denizens of Lordran have fallen into despair, given up and hollowed. And Dark Souls wants you to feel that. Dark Souls wants you to feel the despair and find the will to continue despite that despair, lest you become one of the hollowed people of Lordran. The game is challenging specifically to make you feel like you’re being treated unfairly, like you’re against impossible odds, like you’re supposed to fail, like there’s no point playing and just give up and never play again. Because when you eventually overcome that unfair and impossible scenario you’ve failed a dozen times all the emotional tension gets released and you achieve catharsis. If you don’t feel the failure you can’t feel the catharsis thus by making the game easier the game loses a part of what it is.

        Dark Souls is not just a game, Dark Souls is a piece of art. We give other art the respect to be their own thing. People accept Kafka novels are hard to read. People accept The Downward Spiral is hard to listen. People accept Requiem for a dream is hard to watch. But when Dark Souls is hard to play we complain? I say let art be art. If we want to treat games as art then every game can’t have difficulty options. Some games can, will and do use difficulty in a way that elevates their artistic vision. In my eyes denying games the tool of difficulty is to deny that games can be art.

        • BryceBassitt@lemmy.blahaj.zone
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          3 months ago

          Whats difficult for you is impossible for others. Difficulty options are accessibility features and nothing will ever convince me otherwise

          • Goodeye8@piefed.social
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            3 months ago

            And not everything is for everyone. Do you think (former) drug addicts would be comfortable watching Requiem for a dream? Would you argue the movie needs a cut that is suitable for addicts?

              • Goodeye8@piefed.social
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                3 months ago

                How is that a strawman? It’s literally my point translated to the movie medium. If it’s okay to demand easier options for games that deliberately use difficulty for artistic purposes why wouldn’t it be okay to make similar demands in other mediums?

                • Æther@lemmy.world
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                  3 months ago

                  Its a straw man because no drug addicts are actually calling for this

            • paraplu@piefed.social
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              3 months ago

              If you have a specific trigger you may want to research the movie ahead of time for content. Resources like does the dog die help. Depending on your exact needs you may be able to use other tactics like watching with a friend.

              With games this is different in a couple big ways.

              • Difficulty is tuneable after the fact. The developer had to make choices about the numbers and implementing them in a way they can be scaled isn’t necessarily more work. Lazy scale the number difficulties are still more accessible than single difficulty.
              • Games are often too long to reasonably ask a friend to help you re-edit it by dealing with a specific mechanic every time. It’s also likely that a friend may not enjoy waiting around for their time to shine.

              With movies, there are still accessibility things that people do rightly complain about, like the sound mixing. Whispery actors mixed purely for movie theaters is an accessibility problem, even if it’s not typically framed that way.

              • Goodeye8@piefed.social
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                3 months ago

                If you have a specific trigger you may want to research the movie ahead of time for content. Resources like does the dog die help. Depending on your exact needs you may be able to use other tactics like watching with a friend.

                And if people don’t want a challenging game they can research beforehand and decide not to play it. Or they can get a friend to help or they can find mods for the game or they can watch a playthrough. But with games instead of working around the vision (like you’ve suggested with movies) we decide that developers should compromise their vision.

                Difficulty is tuneable after the fact. The developer had to make choices about the numbers and implementing them in a way they can be scaled isn’t necessarily more work. Lazy scale the number difficulties are still more accessible than single difficulty.

                I think you’re mixing up difficulty for the sake of difficulty with difficulty for the purpose of something else. You can tune difficulty for the sake of difficulty and I don’t an issue there. I don’t think you can tune difficulty that’s designed to evoke a specific feeling or guide the player in a specific way. Take the Asylum demon from Dark Souls. It’s supposed to be near-impossible to beat the first time you see it because the game is telling you to do something different. If you turn the difficulty down and it becomes beatable then you’re actually skipping the rest of the tutorial the game designed for you. And of course environmental difficulties are even harder to tune. You can make Sens Fortress deal less damage but if you can’t avoid the traps you’re still going to end up knocked off and have to start again.

                • paraplu@piefed.social
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                  3 months ago

                  Difficulty is much harder to research. It’s relatively easy to find if there’s depictions of drug use in a movie.

                  It’s much harder to tell how hard or easy a game is. I’m reasonably experienced with games, and every time I start one I still waffle over difficulty.

                  Dark souls often has both its difficulty and the importance of its difficulty to the experience overblown. You can still have encounters like Asylum Demon and Sen’s Fortress alongside difficulty settings.

        • GrantUsEyes@lemmy.zip
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          3 months ago

          You are failing to see that people with some sort of disability are already against impossible odds, not only in the game but in life. They already know that feeling you talk about, why not let them partake in this piece of art? It will still be a challenge.

          If your worry is that normies would exploit this and not “earn” their victory, it also does not affect your experience of the game at all. Just like nobody is going to force you to do a SL1 run - that’s a choice-, why not have that the other way arround? :)

          • Goodeye8@piefed.social
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            3 months ago

            You are failing to see that people with some sort of disability are already against impossible odds, not only in the game but in life. They already know that feeling you talk about, why not let them partake in this piece of art? It will still be a challenge.

            That is just opening up a whole other can of worms. Would you argue sim racing games should cater to people with disabilities? Should puzzle games cater to people who don’t have the capacity to solve puzzles?

            If your worry is that normies would exploit this and not “earn” their victory, it also does not affect your experience of the game at all. Just like nobody is going to force you to do a SL1 run - that’s a choice-, why not have that the other way arround? :)

            I love how you instantly assume the kind of person I am. Yeah, it would be my choice to do a SL1 run, the game isn’t designed around doing SL1 runs. The game is designed around evoking a specific emotion that requires people to be challenged enough to feel like they’re overcoming a challenge. How do you feel like you’ve overcome a challenge when you just turn off the challenge when it gets too tough?

            • GrantUsEyes@lemmy.zip
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              3 months ago

              Not everything is for everyone, of course. But I argue that everything, any game genre should be accesible for anyone who wants to try, and like with anything else, people will filter themselves out if it’s not for them.

              I love soulslikes, I love the struggle. but I also happen to be intimately familiar with disability, and I know that disabilities and people with disabilities are all different. A blanket accesibility solution like difficulty opions would just level the barrier of entry for some people with a disability. That’s what I’m arguing should exist. So more people get to experience this piece of art. ¯\_ (ツ)_/¯ that’s just my take.

              Also, I’m not assuming you to be any kind of person, it’s just the most used argument against difficulty options I’ve seen.

              • Goodeye8@piefed.social
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                3 months ago

                Not everything is for everyone, of course. But I argue that everything, any game genre should be accesible for anyone who wants to try, and like with anything else, people will filter themselves out if it’s not for them.

                I don’t think difficulty is on the same level of accessibility as say being able to turn off epilepsy inducing lights. Difficulty is more of a soft accessibility option because people can learn to overcome difficulty. It’s very rare to have difficulty that is simply impossible not to overcome. I get the people with disabilities angle but I also think they should be treated like people and as people I’d like them to experience art as it is. When it comes to something like Dark Souls, where the difficulty and hardship is so intertwined with the story, world and the metaphors about life itself, I think the piece of art would become less if the difficulty was reduced. I want people to experience Dark Souls like I did because it literally changed my life. I let the difficulty beat me so down that I changed as a person and I know that if I had had the option to turn on easy mode I would’ve 100% turned it on and rob myself from the chance to grow as a person. This is why I’m so adamant that difficulty options are not for every game because sometimes you can find something profound only after you’ve been pushed out of your comfort zone.

                • GrantUsEyes@lemmy.zip
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                  3 months ago

                  Message is not comming through to you sug, so no point in continuing this back and forth any further, have a nice day.

        • Doc_Crankenstein@slrpnk.netOP
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          3 months ago

          Games can be art even with adjustable difficulty.

          Again, difficulty is subjective. The art of gaming is in its storytelling, not it’s arbitrary mechanics that gate access to that story experience

          • Goodeye8@piefed.social
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            3 months ago

            The art of gaming is in its storytelling, not it’s arbitrary mechanics that gate access to that story experience

            What kind of storytelling? Because if we’re talking about just the story it might as well be a movie or a book. It needs to have interactivity and that interactivity needs to support the story. So if the story is about hardship how can the player feel that when nothing is hard? To come back to the ARC example. How would it make sense that ARC have pushed humans underground when you as the player don’t fear ARC?

            • Doc_Crankenstein@slrpnk.netOP
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              3 months ago

              It doesn’t have to make sense. Gameplay mechanics and the in game world and story are two different things.

              Again, difficulty is subjective. What is “hard” for one is easy for another. So let the player decide how hard they want their experience of the story to be.

              • Goodeye8@piefed.social
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                3 months ago

                It doesn’t have to make sense. Gameplay mechanics and the in game world and story are two different things.

                Why are you even playing games if it doesn’t have to make sense? Clearly you care about the story but don’t care whether the gameplay supports the story? So if the gameplay adds nothing to the story why not just watch a youtube playthrough instead of playing it yourself?

                Again, difficulty is subjective. What is “hard” for one is easy for another. So let the player decide how hard they want their experience of the story to be.

                Difficulty is subjective but it has to be consistent if you’re trying to use difficulty to evoke an emotion. Imagine there’s a game that wants you to feel like you’ve overcome a serious challenge. How can the game do that when on the first sight of challenge you turn it into easy mode and skip the process of making you feel that way?

                • Doc_Crankenstein@slrpnk.netOP
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                  3 months ago

                  Because I enjoy playing games and experiencing the story they have to tell? How is that hard to understand?

                  You can enjoy playing the game AND enjoy the story they have to tell, I also enjoy games that don’t have a story but have fun gameplay, but the two do not have to be tied at the hip and they shouldn’t.

                  You seem to fail at understanding what “difficulty is subjective” means. Who are you to determine what is a “serious challenge” for the player? Everyone is different. What is a serious challenge to overcome for one is a cakewalk for another, unless the player has the ability to adjust the difficulty to their liking and capabilities.

                  Who fucking cares if someone puts it down to easy? If that is the challenge they are comfortable with then let them have that option. Fuck off with that elitist bullshit.

  • Valmond@lemmy.world
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    3 months ago

    Putting too many game mechanics into a game, like fighting system, bonus crystals, combinations of stuff to upgrade other stuff, plus pets, minigames, repetable quests, party combinations, crosswords, and more, in a single player game especially.

    And dark patterns of course.

    • mic_check_one_two@lemmy.dbzer0.com
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      3 months ago

      Yeah, I particularly hate when crafting mechanics get shoehorned into a game, simply because market studies told the publisher that games with crafting sell better. Especially when the crafting system is clearly an afterthought, and the game is entirely unbalanced as a result of it.

      For example, the game had crafting added after the inventory system was designed. And crafting doesn’t really become viable until near the end of the game, because it requires a wide variety of materials and you only have access to half of them for the first half of the game. So now you’re drowning in crafting materials that are taking up inventory space/weight for the entire first half of the game.

      Another example, devs had an end game build in mind, but decided to lock it behind 35 hours of crafting material grinding. Crafting isn’t really used for anything else in the game, but the end game builds all require a ton of extra grind, with obscure materials hidden behind rare or secret enemy drops. The only purpose is to artificially inflate the playtime, so the publisher can claim the game has “over 100 hours of gameplay” in the ads.

      Another example, devs were told to add crafting after the game’s equipment was balanced. In order to encourage players to actually use the crafting system, it is full of super overpowered gear that completely wipes the floor with anything else in the game. Or inversely, the devs didn’t want you to be able to grind materials for gear before you were “supposed” to have it, so all of the crafting gear is subpar at best.

      That shit has ruined so many single player games that were otherwise fine.

  • AstroLightz@lemmy.world
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    3 months ago

    Currently, I’m replaying The Witcher 3, and the main annoyance I’m having right now is not being able to pause during timed choices (and timed choice are a whole other problem in games too).

    You can pause during non-time-sensitive dialog choices, but not during timed ones. I don’t know why they specifically deny pausing for those. Maybe to prevent people from pausing and thinking it out? But, some of these times sensitive choices greatly effect the story. I want to be able to think about these choices when they effect the story.

    • Doc_Crankenstein@slrpnk.netOP
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      3 months ago

      Timed choices have their place in games as a valid storytelling mechanism but please not in my open-world, RPG, fantasy hack-n-slasher.

      Like if I’m playing a role I need to think about my choice and make sure it fits the character I’m trying to play. I’m not playing myself so my knee-jerk choice might not be the same as what I’m trying to experience.

  • pasdechance@jlai.lu
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    3 months ago
    • No quick restart options for arcade-style games like shmups
    • Games that end up being too easy once you unlock of figure out one mechanic or technique like dash-dodge or iframe rolling and now the entire game is just the same loop
    • Unskippable or long intros or cutscenes (I sold Guilty Gear Strive because of that eagle thing…)
    • The spam garbage ripoffs on the Nintendo eShop that shouldn’t be there
    • Code in a box
    • When DLC characters are visible on character select even if you didn’t buy them (looking at those 10 greyed-out characters on SF6 are so annoying)
  • Lembot_0005@lemy.lol
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    3 months ago

    Showing a long plot-explaining intro right after start, before I have a chance to get to “options” and set the resolution, subtitles, etc. I also “love” unskippable short logo videos at start. And a few screens with only “press any button to continue”.

  • ClassifiedPancake@discuss.tchncs.de
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    3 months ago

    3D level design where you can get stuck on elements when you just want to move past them. Especially frustrating in racing games or sections where you have to move fast. Controls are just not precise enough to deal with this under stress.

    Visible polygons and interactable polygons are not the same thing. Play Banjo Kazooie and Yookah Laylee (including the remake) to see the difference. The latter has you constantly bump into things because the environment is not smoothed out.

    On the other hand some studios take it to the other extreme and make you walk almost on rails, childproofing every corner. A good middle ground is needed.

  • Macaroni_ninja@lemmy.world
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    3 months ago
    1. When rebinding the keys, the game wont let me save the changes unless everything has something assigned.

    2. During character creation the lightning on the model is completely different what you will see in game and I end up with an ugly character (Dragon’s Dogma, Saints Row 3 remaster, etc.)