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Post by kaoru on Nov 30, 2015 13:28:02 GMT -5
Jump scare "horror" games.
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Post by 90sgamer92 on Nov 30, 2015 13:32:28 GMT -5
- cover-based third person shooters - mentioned it in some other thread; basically, it's pretty boring - shoehorning in 'RPG elements' - hey devs, 'RPG' does not mean 'skinner box with numbers going up'; also, turning RPG series into 'something with RPG elements' series is even worse (I'm looking at you, Bethesda) These. + In game: Unfocused and derivative AAA design. Shoehorning RPG elements is a good example of clueless developers adding superficial and useless features in their games because some other popular game also shared that feature, with out understanding why that mechanic worked in the first place. This also goes for streamlining: dumbing down and streamlining WRPGs, FPSs, strategy games etc. Removing mechanics that are actually essential for the gameplay/contribute to it a lot. Neither bloating nor needlesly streamlining the design are good things. You need to decide what your game is about and focus on that, no matter how many systems that involves. But trying to be a jack of all trades with out having any own mechanics or strongpoints quickly becomes so nauseatingly boring that you start to hate the entire medium after playing a few games like that. Excessive scripting as a storytelling method. Highly scripted gameplay in general. Text pop ups: press A to open door Skinner box mechanics that "reward" the player for doing something they're supposed to do (in game achievement systems, XP/levels in non RPGs etc) QTEs+Press X for Awesome melee take down/dramatic boss kill animations that you can't replicate with in game controls Quest arrows+designing quests around them instead of using a journal feature Sloppy twitch combat instead of turn based combat in Western RPGs Linear corridor level design/halfassed sandbox design: I want the happy medium between the two, large sprawling levels like in Thief and Deus Ex. With modern consoles, it should finally be possible. Motion blur, stupid filters and other ugly visual effects Industry practises etc DLC. And God forbid "season passes" and other shit that's invented rip customers from more of their money, as publishers realized that it isn't a good idea to design multiplayer games so good that people can sink thousands of hours into them with out ever buying new games (Warcraft 3, Quake 3, Counter Strike 1.6&Source etc) Shallow indie games becoming super popular while mechanically far deeper and overall more polished&well designed indie games languish in obscurity Bad and inconsistent faux pixel art Lack of high budget 2D games. By now it's an age old issue and things were worse off 10 years ago, but I still can lament the fact that the idea of a major publisher selling a 2D game for 60 dollars is inconcievable, besides few exceptions like Rayman Origins and New Super Mario Bros.
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Post by lurker on Nov 30, 2015 14:11:03 GMT -5
I don't really have an issue with actual Expansion packs. There's quite a few points here in the thread that are kinda broad.
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Post by paperchema on Nov 30, 2015 14:23:23 GMT -5
Generic anime garbage in jRPGs. I understand companies need money to pay the bills, but I'd be so glad if they ditched the current trends.
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Post by Kubo Caskett on Nov 30, 2015 14:45:28 GMT -5
I like to see COD-style regenerating health (complete with blood spots) disappear as well as the "switch difficulty" setting when playing the game. The former just seems to compromise challenge and just seems cheap too; the latter is completely pointless. If I want to change difficulties I just start the game all over again.
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Post by 90sgamer92 on Nov 30, 2015 15:33:34 GMT -5
Oh yeah, how could I forget about regenerating health? Those totally ruin the design and pacing of many modern FPS games.
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Threads
Full Member
the disco before the breakdown
Posts: 122
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Post by Threads on Nov 30, 2015 16:41:55 GMT -5
Maybe a bit too broad but massive day one patches that come with nearly every game this gen? It just really sucks when your internet is trash and there's a 10 GB (or more) day one patch waiting for you before you even start a game.
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Post by Colonel Kurtz on Nov 30, 2015 18:30:15 GMT -5
Yeah, exactly. Just that little thing: regenerating health in shooters. It completely changed the way you play these games, and not fot the better. I really don't like episodic content, too, you run the risk of the developer pulling the plug if it doesn't sell well. Î hate that.
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Post by Arale on Nov 30, 2015 18:39:40 GMT -5
Something else I'd like to see change is the focus of publishers only on AAA games. The PS1 and 2 eras had such a variety of content because B and C tier games were still around. In a similar vein to my open world comment, I don't need this huge vast game to get me interested. Just give me a good, focused game. Indy games have been trying to fill the void, but many times, you can see the lack of experience or money in the final product. But then even when the game does great, the next game will try to do too much. I think I know what you mean. There was definitely a large variety of interesting games being published, especially from people like Konami, Human, etc. And it gave small dev teams like Grasshopper, WARP, etc. opportunities to output experimental ideas. Nowadays everything's only AAA or indie, with not much in-between.
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Post by cambertian on Nov 30, 2015 18:57:12 GMT -5
Yeah, exactly. Just that little thing: regenerating health in shooters. It completely changed the way you play these games, and not fot the better. It depends. If you don't offer any difficulty options and make the game super-balls-to-the-wall HARD, then regenerating health is a god-save. I'd rather play a dull game than a frustrating one... but that's just me.
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Post by JDarkside on Nov 30, 2015 19:04:30 GMT -5
Generic anime garbage in jRPGs. I understand companies need money to pay the bills, but I'd be so glad if they ditched the current trends. ... ? If you mean western games, those are almost always an artistic choice and in the indie scene. If you mean Japanese games ...why are you surprised Japanese developers like anime? That's no different than Fallout devs liking sci-fi and Mad Max. Nobody is making anime games for the money, because that is a niche market. You have to have an incredibly devoted and rabid fanbase to get any major sales (like Clannad on Steam right now).
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Post by ZenithianHero on Nov 30, 2015 19:31:33 GMT -5
I"m going to just assume it means the moe and fanservice stuff. But samey tropes plague JRPGs for a long time.
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Post by zerker on Nov 30, 2015 20:04:49 GMT -5
Random loot from every second enemy (complete with convenient colour-coding for rarity!).
Games should be fun to play on their own merits, not for the fleeting satisfaction granted by getting something 'new and shiny' sandwiched against the constant need to compare and check if this new thing is marginally better than something you already have.
Much as I love the Darksiders games, this was a significantly unappealing addition to the second game. And don't get me started on the piles of weapons and mods you accumulate in Mass Effect 1. Thankfully Bioware learned their lesson there.
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Post by Feynman on Nov 30, 2015 20:33:34 GMT -5
Random loot from every second enemy (complete with convenient colour-coding for rarity!). Games should be fun to play on their own merits, not for the fleeting satisfaction granted by getting something 'new and shiny' sandwiched against the constant need to compare and check if this new thing is marginally better than something you already have. Much as I love the Darksiders games, this was a significantly unappealing addition to the second game. And don't get me started on the piles of weapons and mods you accumulate in Mass Effect 1. Thankfully Bioware learned their lesson there. Yes, this, very much this. Random loot only works in very specific times of games, generally those driven by simple skinner box gameplay loops. Dropping random loot into other genres generally does more harm than good, and Darksiders 2 is the perfect example. The first game was great, every time you found a new weapon you were super excited. A new weapon, with new moves and abilities! So cool! You couldn't wait to try it out! In Darksiders 2, you see all the weapon types very quickly, so you don't get that fun surprise of finding a new main weapon. The weapons quickly become an endless mundane chore as you begin to constantly shuffle weapons in and out of your inventory. Oh good, yet ANOTHER random weapon. Time to replace generic scythe that does 20 points of damage in favor of generic scythe that does 25 points of damage. That nonsense constantly distracts from and intrudes on the core gameplay and is the single biggest reason why I found Darksiders 2 to be less enjoyable than the first game (reason number two is another obnoxious trend I am tired of: excessively large and empty empty open worlds that exist for no good reason).
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Post by vetus on Dec 2, 2015 11:01:15 GMT -5
Here's a genre I have fed up seeing: F2P farming/city simulators. We finally see a new Moomin game and what we got? A F2P farming simulator for smartphones.
Fantastic.
And here is a Moomin game for DS we never saw in english:
"Smartphones games are superior than portable consoles games", huh?
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