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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    422 years 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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      22 years 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.

  • Pyr
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    232 years ago

    “your choices matter”

    Love the concept, but most of the time, they do not matter.

    • @lloram239@feddit.de
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      2 years ago

      I absolutely hate that concept, as even when, or especially if, it matters, it’s in the most cookie-cutter binary in-your-face kind of way, literally “(a) eat baby (b) safe baby”.

      I don’t mind choice in games, but it should be actual choice, i.e. you do things because you want to do them, not because you think they will make the story go to the “good ending” or worse yet, be forced on you to stay on the good path, as the game is only build for good and bad path and everything in the middle is just mechanically broken.

      The best choices in games are fully mechanics driven or just cosmetic, though that’s pretty damn rare in narrative games. In most games choice is generally just bad and annoying, as you aren’t focused on the actual game or story, but on what the writer might consider to be the “good way”.

      That good old fragile “suspension of disbelief” gets shattered by choice systems very very easily.

    • @r1veRRR@feddit.de
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      22 years ago

      I personally find the most important part of those choices isn’t the actual effect, but whether the game managed to immerse me enough so that I care.

      For example, in Life is Strange, there’s a string of choices you can make that will get someone killed (or save them). The game invests enough time in the character before hand so when you come to the crossroads, the decisions FEEL very important. Do those choices have any big effects on the game? Not really. The character isn’t part of the main story line anymore after that, you only get some people referencing the difference. But if FELT important.

      Think about the polar opposite: Choices that change the entire game, but you aren’t invested in. Would those be interesting choices, or would that just be 2 games in the form of one, and the choice is just a kind of “game select screen”.

  • bermuda
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    2 years 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.

  • magnetosphere
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    192 years 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.

    • @peterpan520@feddit.de
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      92 years ago

      That’s why Celeste is one of my favorite platformers. If you fail, you respawn at the very “screen” you died.

    • @I_Has_A_Hat@lemmy.ml
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      22 years 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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      12 years 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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    132 years 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.

    • @r1veRRR@feddit.de
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      22 years 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.

    • :fatpikachu: ninboy
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      22 years ago

      This is my line in the sand too. I couldn’t play Witcher 3 more than the first hours because of the inventory management.

  • @potterman28wxcv@beehaw.org
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    2 years 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.

  • @kelvinjps@beehaw.org
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    92 years 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

  • @Addfwyn@lemmy.ml
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    92 years 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
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      62 years 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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        32 years 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
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          72 years 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.

  • slaytswiftfan
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    82 years 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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      72 years ago

      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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      42 years 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
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      2 years 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.

  • @ConsciousCode@beehaw.org
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    82 years 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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      12 years ago

      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.

  • @Send_me_nude_girls@feddit.de
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    2 years ago

    I hate

    • quick time events,
    • minimaps,
    • questmarker,
    • RPGs without story changing decisions,
    • random generated loot (drop chance is fine),
    • lack of class or profession decision (one character can do all sucks),
    • random generated weapon/gear stats
    • coop where process isn’t shared to every player. Requires a multiple saves system to allow single player, as well as coop play, saves.
    • enemy level scaling with player level,
    • fully breaking weapon without being able to repair them
    • bound items. Seriously, this needs to stop. I’d like to share my gear with guild mates or my other characters. I want to be able to sell a good item again if I don’t need it. But so far only Ragnarok Online managed to do this well, that I know of.
    • MMORPG with fixed marketplace, like fixed prices, build in price statistics etc. ruining a possible economy focused gameplay in favor of the lazy and dumb players, who complain… because they are not skilled enough.
    • non MMORPGS with NPC that don’t move or have daily activities. Gothic did this so we’ll decades ago, I thought this would be standard by now
    • any pay2win element
    • any pay2skip grind purchases
    • any quality of life wallet gated
    • Battle-pass, season-pass, fomo bullshit

    What I love

    • weather and seasons
    • music instruments, music class or weapons
    • hidden treasures you need to dig for or find treasure maps
    • NPC that have activities and are not glued to their vending table
    • animal follower
    • jumpsuit/glider
    • destroyable environment/footsteps
    • weapon degradation and maintenance
    • professions and weapon/gear crafting
    • alchemy like in Kingdom Come Deliverance
    • NPC that tell you where to go, instead of a questmarker and path showing you where to go,
    • able to respec my stat points only
    • verticality in Level Design, like Dark Souls 1
    • fishing with a bit of a challenge other than just pushing a button in time
    • character customization, hair, skin, body size, height, voice
    • fashion slots, like Terraria and now also Cyberpunk2077
    • changing cities through actions I did in the game. NPC got killed, house destroyed/build etc.
  • @crow@beehaw.org
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    62 years ago

    I really appreciate that in MGSV when you move to first person view for iron sight aiming, the controls change to properly feel like a first person shooter. In contrast GTAV and RDR2 also have first person modes, but you still have the character movement of third person and it feels very wonky.

  • RickRussell_CA
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    62 years ago

    Like: open world combat where you can plan and use geography to your advantage.

    Hate: Inventory management