I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

  • RobMyBot@lemmy.ml
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    1 year ago

    Escort quests! Especially when the person you’re escorting moves incredibly slow (except when running toward obvious danger).

    • whysofurious@beehaw.org
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      1 year ago

      I agree that is clearly broken and overused in many games but if we were able to actually control the walking speed on PC with a keyboard similar to what is possible with a controller, it would probably be more bearable tbh.

  • magnetosphere @beehaw.org
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    1 year ago

    Hate: disproportionately excessive penalties for falls (usually found in platformers).

    If you get shot in the face by an enemy, you lose your shield, lose a life, whatever. In a bad platformer, if you don’t time a difficult jump exactly right, you lose a life, lose everything in your inventory, get sent back to the very beginning of the level, get audited, and have to mow the developers lawn for an entire summer.

    Platformers are “guilty until proven innocent” - I won’t play one until I know it won’t destroy my will to live.

  • bermuda@beehaw.org
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    1 year ago

    I hate when games try to make you feel like you have player agency when it’s really just a cutscene and you’re pressing a button. Whether it’s a QTE or “Press F to Pay Respects.” Recently RDR2 was a huge offender of this, featuring probably half a dozen cutscenes where all you do is press W or up on the controller to walk forward or whatever you’re doing. Like there’s one where it’s probably 5 minutes of walking forward interspersed with dialogue. I understand why the developers made you walk that far. It adds to the tension and it adds to the feeling of despair that the character is currently going through. But I think it would’ve been fine if it was just a regular cutscene instead of “Press W to walk” and if you let go you stop walking, meaning you can’t even take a break.

    edit: also I dislike stealth games with unrealistic “alert” systems. In a good example like Metal gear solid v, you get a solid 5 to 10 seconds if a guard is outside hearing / sight range of other guards, so even if you’re spotted you’re still fine as long as you take them out quickly and silently. And even if you dont take him out quickly, he’ll still only be able to alert people nearby or he needs to take some time to alert on the radio. On the other hand, in cyberpunk 2077 if just one guard saw you for even a fraction of a second, the entire base would be alerted. I guess lore-wise it makes sense, but from a gameplay perspective it was the least fun I had in that game. Trying to stealth my way through an entire place only for the whole thing to come crashing down because somebody saw my shoulder from 15 meters away. It came to a point where I was just going in guns blazing because stealth just wasn’t worth it.

    Spider-man from 2018 was also like this. The enemy hideouts or whatever were based very heavily around the game’s stealth mechanics, but if just 1 guard became alerted, everybody would become alerted and it would start its stupid wave system. The game heavily encouraged you to take out guards silently so it didn’t send in wave after wave of them, but it was just so incredibly punishing to be silent in that game.

    • gus@kbin.social
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      1 year ago

      Ehh I disagree with using RDR2 as an example, but I think QTEs in general are probably my least favorite game mechanic. I actually quite like walking around in RDR2 during the missions. A huge aspect of the game is just immersing yourself in the map/world and listening to the NPCs. I can see it getting old during replays but for me it’s a hell of a lot better than watching a cutscene and being prompted to hit a button. I vividly remember fishing with Dutch and Josea for at least a half hour just listening to them chat with Arthur

      • Scrubbles@poptalk.scrubbles.tech
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        1 year ago

        Agree with you, I remember where the person is talking about, press x to walk on guarma, which did drag on, but they were shipwrecked and he didn’t know what was happening yet. Rdr gets exceptions to me because it’s so cinematic, to me the game is realistic, but so much that you aren’t playing a game, you’re watching a movie.

        • bermuda@beehaw.org
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          1 year ago

          My issue is less that it drags on and more that it’s basically barely even gameplay. You’re pressing a button for minutes on end, then letting go when they talk, then pressing again when they walk again. It’s boring. For a game as cinematic as RDR2 you’d think they wouldn’t be afraid to just make it a cutscene. If they wanted gameplay then at least let me walk around a bit.

          • Scrubbles@poptalk.scrubbles.tech
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            1 year ago

            Right but it’s a story, it doesn’t all have to be rootin tootin cowboy shooting, the storytelling is a major part of it. It helps the player really feel like theyre expercing Arthur. I get what you’re saying, but they definitely purposefully chose these devices from a storytelling perspective.

    • BruceTwarzen@kbin.social
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      1 year ago

      Yeah it makes me feel like a dumbass.
      I recently bought marvels midnight suns because it was on sale, i didn’t even onow it was a card game. I usually don’t really play card games. The game is fine, actually i kinda like it. But the things i don’t like are the things when you don’t play the card game. You just awkwardly walk around in 3rd person. After every fight it’s the same. You walk to a guy, go to bed, skip 3 cutscenes, walk to the forge, walk to the upgrade thing, walk to whoever you have to talk. Probably 1/3 of the game is walking the same path every ingame day.

      Make an option to skip all of that. Make it a drop down menu or something.

  • Gordon_Freeman@kbin.social
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    1 year ago

    Fishing minigames. I hate them with every single fiber of my body specially when they are mandatory for progress or to get 100% completition

    They are not relaxing, they are painfully boring

    I love hard games, but only when the challenge is fair, if the game consist solely on trial and error, that’s bad

    I genuinely enjoy the “git gud” journey, I find it very rewarding

    • Sonotsugipaa@lemmy.dbzer0.com
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      1 year ago

      I’m absolutely baffled as to why more than one game I’ve ever played had fishing in it.

      I love the X series (despite the unfortunate name), but the literal real-time days you spend waiting for money to appear in your account are still more engaging than any fishing minigame ever.

    • EremesZorn@beehaw.org
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      1 year ago

      Hahaha. If I didn’t know better I would think you just got done doing that fishing competition in Trails In The Sky 3rd.

    • Mot@beehaw.org
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      1 year ago

      I don’t mind the fishing mini game in Breath of Fire 3. You can see all the fish and it’s just a matter of skill not patience. That said, it’s optional (the only fish you need, I believe you can buy) and trying to 100% it is a chore I’d rather not do again.

        • r1veRRR@feddit.de
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          1 year ago

          Hey! The first half was actually really good. The second half didn’t happen.

          Seriously, I remember replaying Fahrenheit like 2 or 3 times and always stopping at the halfway mark. That very first level in the diner promised soooo much, and the game never delivered.

          • NaoPb@beehaw.org
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            1 year ago

            I agree. The game starts off really good. Too bad they made it like this.

            I will take your example and just pretend the second part didn’t happen.

    • I_Has_A_Hat@lemmy.ml
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      1 year ago

      Ah a cutscene. Let me put my controller down, grab my drink an-

      “PUSH ‘A’, MOTHERFUCKER! DO IT NOW! DO IT! Aww, you fucked it up. Way to go idiot! Why did you think you could relax for even a moment?”

    • that_one_guy@beehaw.org
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      1 year ago

      The early God of War games were so unbelievably brutal for these. On harder difficulties, I would often master a boss only to have to retry it again a few more times because the quick time events to actually finish them off would be kicking my ass.

  • tonyn@lemmy.ml
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    1 year ago

    I am a collector, and inventory management is always the thing that makes or breaks an RPG for me. Unlimited inventory is just completely unrealistic, but on the other hand, making an RPG inventory completely realistic is just no fun. Of course I want to be able to lug all that sweet loot home, including battle axes, broadswords, several full armor sets, myriad other weapons, potions, etc. Having an encumbrance such as Skyrim has makes total sense to me. I love the idea of being able to sort and filter my inventory, and store items in whatever container I own. I also like to be able to compare the stats of new items with ones I own so I know if something is a trade up.

    I hate storage block inventories, where items physically take up one, or a few “squares”. I don’t want to play a tile puzzle with my items.

    • gus@kbin.social
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      1 year ago

      RDR2 has one of, if not my favorite, inventory systems. Your own ‘backpack’ that had a weight limit and could only carry smaller things. Big things you’d have to lug onto the back of your horse or find a cart. All of your equipped weapons are displayed on your person. If you want to swap weapons you have to run back to your horse and exchange weapons at your saddle bags

    • r1veRRR@feddit.de
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      1 year ago

      I often find mechanics that only exist to waste time incredibly annoying. In the case of loot, a limited inventory is kind of that. You could absolutely just portal/teleport to town, sell your stuff, and then get back to playing. There’s no challenge involved, EXCEPT that it wastes your real-world time.

      I liked the pets in Torchlight for this reason. You could send them off to sell loot, while you kept playing the part of the game that’s actually fun.

      One exception is something like Resident Evil, where the choice is relevant to the gameplay directly. But even then, I would’ve preferred limits on individual elements (Only X weapons, only X healing items, etc.) and having extras automatically stored.

  • Addfwyn@lemmy.ml
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    1 year ago

    Hate:

    -Real Time Timers: Think FF13 Lightning Returns. It doesn’t matter how many mechanics there are to alleviate the pressure, they make me so stressed out that I don’t enjoy playing the actual game.

    -Unrepairable Durability Mechanics: I mean things like Breath of the Wild where you can use a weapon X times before it breaks with no way to repair it. I end up never wanting to use “my good weapon” and tryto beat entire games with a 2x4. If I can go to a vendor and repair my gear, I don’t mind as much.

    -Superhard Games without difficulty options. Looking at you Soulsborne games; I appreciate that some people like a challenge, but I really think that whole genre would only benefit from giving the player options. I have noticed that seems to be getting more common though.

    Love:

    -Meaningful Choices: Not two dialogue options with the same end result, but things that shape either story or gameplay. This could be a major branching story choice OR something like a talent tree.

    -Base Building: I like build base. It doesn’t have to be a city builder or strategy game (Though I absolutely love those), but I am a sucker for games including any degree of base building. It’s my favourite part of the XCom games as an example. Bonus if I have to make choices about my base, see previous point.

    • bermuda@beehaw.org
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      1 year ago

      Superhard Games without difficulty options. Looking at you Soulsborne games; I appreciate that some people like a challenge, but I really think that whole genre would only benefit from giving the player options. I have noticed that seems to be getting more common though.

      careful, you might alert the horde with a take like that. (i do agree tho)

      • Addfwyn@lemmy.ml
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        1 year ago

        I am kind of used to sometimes poking the bear on this one in particular. It’s what I personally dislike though, I don’t necessarily think they are badly designed. I totally get some people absolutely love that kind of thing in games, and I am glad they have games that scratch that itch. It’s just an instant turn-off for me though.

        That said, I have never quite understood the people vehemently opposed to having a difficulty slider though; just keep it on hard and it’s literally no different.

        • bermuda@beehaw.org
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          1 year ago

          Yeah I get why people like hard games too! It’s just baffling that so many are so opposed to others wanting to play on easy. I think maybe for these people they like to be “different” and be fans of something that’s “different,” in that it doesn’t have “medium” or “easy” difficulties. They want to feel like they’re part of a special club.

          • ampersandrew@kbin.social
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            1 year ago

            There are online modes in most of those games, besides Sekiro, that difficulty options would have an effect on, particularly invasions. Fortunately, invasions have been getting scaled back as time goes on, and the games have gotten easier in general, so we might converge on a game with difficulty options.

            • Addfwyn@lemmy.ml
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              1 year ago

              I am not the expert on the genre by any means, but would limiting invasions to “only other people on the same difficulty” just segregate the player base too much?

        • conciselyverbose@kbin.social
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          1 year ago

          If Dark Souls had easier difficulties, they wouldn’t have the reputation they do. People would turn down the difficulty instead of learning the bosses and how to beat them.

          The games aren’t as hard as people make them out to be. They just force you to adjust and learn to play in control. There’s a reason people can play them with all kinds of goofy input options, though. If you pay attention to what enemies do and don’t blindly spam attack every second, they’re all beatable

          • Addfwyn@lemmy.ml
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            1 year ago

            I have definitely heard that argument, and I understand it, but at the same time there are a good number of us who would just simply not play the game then.

            I realise it is up to the devs who they want to make their game for, and I am probably not their target audience, but banging my head against a wall until I get through something doesn’t give me any kind of feeling of triumph when I manage it. I just feel frustrated. Whereas the soulslike games I have played where I could turn the difficulty down, I enjoyed way more.

          • Nipah@kbin.social
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            1 year ago

            If Dark Souls had easier difficulties, they wouldn’t have the reputation they do. People would turn down the difficulty instead of learning the bosses and how to beat them.

            Which is hilarious because people ‘turn down the difficulty’ constantly by using summons or ‘jolly cooperation’ all the time in the games and don’t seem to differentiate that from a difficulty option.

          • r1veRRR@feddit.de
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            1 year ago

            But some people play them with just a Dance pad. Doesn’t that, by your logic, mean they are too easy? Shouldn’t they be even harder? Maybe they’d be even more famous. The point is that difficulty is relative, therefore there OBJECTIVELY isn’t a correct difficulty. You’re just lucky enough to fit into their “difficulty demographic”.

            But it’s moot anyway. Games with easy modes will still get played with high difficulty by people that actually enjoy it. Your own enjoyment of a game should not depend on other peoples difficulty levels.

      • gus@kbin.social
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        1 year ago

        I’ll be one of the “horde” (albeit more tame) but personally I don’t think developers should make their games easier or change their vision in order to broaden its audience. It kinda reminds me of the “rated R” debate. Certain people want movies like Oppenheimer to be rated PG-13 over being rated R so it can reach a bigger audience. But I don’t think Nolan should be changing his vision of the movie just so it sells better

        • bermuda@beehaw.org
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          Your comparison doesn’t make a whole lot of sense though? Movies can’t be rated PG-13 and R at the same time, but games can have easy and hard difficulty levels at the same time. The developers don’t have to “change the vision,” they can just put a little tooltip that says hard is “as it was intended to be played” or something like that. I’ve played plenty of other games that did that.

          I’m not out here wanting the game to “sell better,” I’m here wanting to enjoy the handcrafted and detailed story and setting without having to worry too much about it being difficult. I’m sorry for not being interested in the challenge?

    • Nipah@kbin.social
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      1 year ago

      Superhard Games without difficulty options. Looking at you Soulsborne games; I appreciate that some people like a challenge, but I really think that whole genre would only benefit from giving the player options. I have noticed that seems to be getting more common though.

      I’m torn on this… I love playing Dark Souls 1/2/3/etc for the world and the enemies and exploring and overcoming the difficulties and finding cool gear and weapons and trying out new builds.

      But I also absolutely hate pretty much every single boss fight in the games.

  • slaytswiftfan@beehaw.org
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    1 year ago

    I hate when games are open world just cause. I only ever enjoy an open world when there’s an insane amount of lore like in Skyrim or Fallout, but in most games I prefer a linear gameplay or semi-open (Mass effect, Dragon Age)

    At some point something happened and literally every game has to be open world now 😭

    • r1veRRR@feddit.de
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      While I don’t mind openworld games, they definitely feel off, esp. with regards to the main quest. Can’t save the world, gotta get this granny laid.

      One of the only games with a open world that actually REQUIRED it for the game to make sense is Paradise Killers. It’s a detective open world game on an island. The open world makes a lot of sense, because a detective has to find their clues. It’s not a detective game if there’s a counter of “clues found” or there’s a linear progression. The game never tells you that you’re done finding clues. Like a real detective in a real open world, you have to decide whether you’ve seen enough.

    • PlantJam@beehaw.org
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      1 year ago

      A Plague Tale is an incredible example of what can be done with a linear design. Both Innocence and Requiem were amazing.

      Open world games like the Witcher 3 leave the player with this really weird interaction with plot urgency. I’m looking for someone but just barely missed them? Hurry to the next town so I don’t miss them again? But then zero consequences when I ignore that quest for twenty levels.

    • Feydaikin@beehaw.org
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      1 year ago

      I mostly dislike open-world games because of the lazy travel systems. Either you have to run everywhere or you free fast-travel from any point, too any point.

      There is no middelground.

      I miss games like Morrowind, where you not only had to pay for fast-travel, but it functioned more like an actual transportation system. Like, you had to go to this city and take a Strider to that town and then a boat ride to get to your destination.

      Giving the world some infrastructur and natural money drainers helps with immersion and facilitates the need to go do some side-quests every now then. You get fast-travel, but you also get to see the world that was build for you. And you don’t run around as the richest douche in the world by level 10 with the best gear available because nothing costs anything.

      Bethesda skipped this aspect entirely back in Oblivion and never looked back. Making your characters golden gods from the get-go, with no reason to interact with anyone or do anything except screwing around and collecting trinkets.

      There’s more to it, ofcause, but this is the biggest pet-peeve I have.

  • Sterile_Technique@kbin.social
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    1 year ago

    Hate:

    Lazy UI porting between PC and console. It goes both ways - radial menus showing up in a PC game or a joystick-controlled-cursor in a console game. M+KB vs controller are not comparable input methods, so trying to manage the UI with one that was built for the other is always a massive pain in the ass.

    Inventory restrictions in games that throw a LOT of shit your way. Looking at you, Bethesda. Fortunately there’s usually a mod of some kind to make items weigh like 0.01 lbs, or kick your slots up to 9999 or something. Sometimes realism adds to the experience… inventory management isn’t one of those times.

    Sluggish controls. I want to actually enjoy the Dark Souls games SO BAD - they look beautiful, I fuckin love that dark fantasy setting… but moving and combat feel like I’m driving a school bus with boxing gloves on my hands and diving flippers on my feet. I get that the cumbersome controls are a huge part of what makes it difficult, and that the difficulty is what a lot of players are after, but personally that’s not a flavor of difficulty I’ll ever be able to enjoy.

    Love:

    Good QOL features, especially involving the topics above. Like ‘Hot Deposit’ certain items to all designated storages in range, or AoE loot when a bunch of foes die in a pile. The quick loot style menu from Fallout 4 is another great example. Love that stuff!

    Lore. Good story writing, believable/relatable characters, ESPECIALLY the antagonists. Hitting the sweet spot there is a quick ticket to my all time favorites.

    Environmental challenges, with fun ways to overcome them. When I was new to Ark, one of the biggest challenges in my first play through was getting into the super cold zones and not freezing to death. My cold weather gear didn’t cut it… the solution I came up with was to tame a paracer (kind of an elephant looking dino) and build a platform on its back: and made like 6 camp fires on the platform. So the I was, trudging through an insanely cold environment on a flaming elephant, cozy as can be. As a veteran player now, there are SO much more efficient methods to solving that problem, but the experience gave a unique sense of accomplishment, which is the kind of thing that got me hooked on that game.

    Escorts matching the move speed of the player. 'nuff said.

  • Bandicoot_Academic@lemmy.one
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    1 year ago

    Like: advanced phisics engines - some of my favourite games are phisics sandboxes

    Dislike: equipment durability - it rarely adds any difficultyand is most times an anoyence

    • ConsciousCode@beehaw.org
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      Weapon durability becomes a lot more bearable when you streamline the decision-making process to “do I want this stick” and “which stick do I want the least to make room for this new stick” and/or treat it as an exercise in zen. Leave your burdens at the shore of the dao, dear Bandicoot.

    • deksesuma@beehaw.org
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      Weapon durability is fine when done well, like the Soulsborne games.

      I hate it on Breath of the Wild and Tears of the Kingdom.

      • EremesZorn@beehaw.org
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        It’s the primary reason I put down Breath of the Wild. Hit an enemy three times with a basic weapon and it breaks? Nah, I’m good.
        I think if I had any sort of fandom towards Legend of Zelda as a series, I may have stuck with it, but that’s just not a series I could get into when it was coming up (Link To The Past, Ocarina, etc.)
        Weapon durability in, say, S.T.A.L.K.E.R. is handled way better. Gun starts to slowly become inaccurate and more unreliable (more frequent jamming, which means you have to reload mid-firefight to clear the jam. I actually like that).

      • deo@beehaw.org
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        I think it worked really well for TotK. Unlike with BotW, I was actually kinda excited when my weapons broke because by that time, I had some new, better monster part I wanted to fuse to make a new, better weapon. It made it more fun having the weapons break so that I would be more likely to try new combinations.

      • Mot@beehaw.org
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        It’s not super painful in Soulsborne games but it’s still enough of an annoyance they got rid of it in Elden Ring.

  • kelvinjps@beehaw.org
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    1 year ago

    (hard coded behaviors) Like when you think that you are supposed to died but you can’t, or some character seems like it could die but it can’t. It feels like the devs are playing with you

  • ConsciousCode@beehaw.org
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    1 year ago

    Social and conversational engines (think Stardew Valley or Animal Crossing) tend to make me feel a lot lonelier than straight NPC dialogue. I think it’s because NPCs are shallow enough that I don’t see them as people, just people-shaped quest dispensers, but when you add social systems on top they’re inevitably going to fall short and that friend-shape turns into an NPC and my brain realizes I was playing alone the whole time. I’m really looking forward to the integration of language models into games so I can actually socialize with these characters, even when they’re more shallow than real people.

    • Mot@beehaw.org
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      I think it’s fun to work down a questline for an NPC, but I agree that attempts to make it more that a simple branching dialogue tend to fall a bit flat. I also tend not to like the gift giving grind a lot of games do. I much prefer to go do things with an NPC and often that forms a better bond than an NPC with more dynamic dialogue.

  • potterman28wxcv@beehaw.org
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    1 year ago

    I love game mechanics that reward thinking or tactical decisions rather than rewarding how much time you spend grinding this or that. I do like having some kind of character progression - and that usually comes with grinding. But I hate it when the only challenge of a game is just how many hours you can sink into it. I much prefer when there are hard skill walls that you can’t pass until you really got genuinely better at the game.

    I hate generic boring quests that feel like they came straight out of a story generator. It’s ok to have a few of them. But a hundred of them… You play one, you played them all… No incentive to do them. I much prefer a game that has only 10 hours of content but very solid content with well- designed narrative and places ; rather than 2 hours of human-made content and 48 hours of generated maps and quests.

    One of the best games I have ever played is Dark Messiah of Might & Magic. That game has such an insane combat and a great narrative - I just couldn’t put it down, I finished it in just one or two weeks because it was so good! And at the end I felt an emptiness, like when you’ve just finished watching an excellent serie and wonder what to do next.