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Tarm: Oh and the call for complexity shouldn't be confused with making games unnecessarily more play unfriendly. It's a bit hard to explain better.
That is fair. I am a bit touchy on the topic, since I often encounter various things in games that make them inconvenient, without adding an interesting layer of strategy or consequence. To me, the best games have a simple presentation for the choices to be made by the player. EG: Paper Mario's combat system.
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Tarm: Oh and the call for complexity shouldn't be confused with making games unnecessarily more play unfriendly. It's a bit hard to explain better.
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Sabin_Stargem: That is fair. I am a bit touchy on the topic, since I often encounter various things in games that make them inconvenient, without adding an interesting layer of strategy or consequence. To me, the best games have a simple presentation for the choices to be made by the player. EG: Paper Mario's combat system.
Might I ask which genres or games? Ui and ways to tweak difficulty have come far but are still far from perfect.
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Sabin_Stargem: That is fair. I am a bit touchy on the topic, since I often encounter various things in games that make them inconvenient, without adding an interesting layer of strategy or consequence. To me, the best games have a simple presentation for the choices to be made by the player. EG: Paper Mario's combat system.
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Tarm: Might I ask which genres or games? Ui and ways to tweak difficulty have come far but are still far from perfect.
Let's take Dead State: Once you clear a map of zombies, there is plenty of loot that can be collected and taken back to base. Unfortunately, you can't give orders to your fellow survivors to go out and fetch the treasure. That means you would have to spend a couple hours of real-life time to manually collect everything and bring it back, or simply stick to the most choicest loot. There is choice, but one born from inconvenience.


Europa Universalis IV ditched the building ledger function that was previously available in Europa Universalis III. I often found the building ledger to be of great use for saving real-time from being spent, so I found it disappointing for it to have vanished.


In Star Trek Online, players from different major factions can't play together. There is virtually no PVP in the game, and the story in-game often has the player cooperating with NPCs from the other faction. This damages the social fabric of the game, while simultaneously being inconsistent with the story. Oh, and the search function for STO's market is a bit broken. Searching for tags in the wrong order won't bring back results, and there are no filters for certain aspects. EG: the abilities or traits of duty officers, skills on bridge officers, ect.


In a dungeon crawler that I played, a dungeon can have multiple floors. Even after mapping them, you cannot check them on your map unless you are presently at the correct floor. That makes it much harder to figure what places you haven't explored, since you have to travel to each floor and examine the map for inconsistencies.


When you boil it down, I feel that a game should respect the player's time and attention.
45.99 € for a beta test version? No way!!!!