Tauto: It's all part of the game that makes it interesting. Especially finding ALL the secrets and hidden places.What would be the point besides, extremely boring just to go through a game without these searches. Sounds, like you aren't a ridgy didge gamer:)
+1
It was a designed mechanic for games like
Ultima, where it was impossible to finish the game without exploring practically everything, including every dungeon (
e.g., for marks and cards, in
Ultima ]I[). And keeping (
i.e.,writing it down) for later use.
MaceyNeil: Oh I've also had this, but I've always had it.
I can see it in my nephew playing broforce having to kill EVERY SINGLE ENEMY.
…
There was an arcade game called
Dig Dug (also called
Zig Zag in some instances), where the PC had a two-handed air pump (with an obviously super-sharp hypodermic nozzle at the end of a long hose) for blowing up subterranean monsters. I used to love digging out the entire screen, to remove all the dirt. :)
As the screen cleared it becaome much more difficult, since there was no earth to hem the monster/s in, and they would move further and faster (a little like killing the bottommost invader to create a fantail in
Space Invaders) so it required pumping them up, without the terminal fourth draught, whilst clearing the dirt nearby. Rinse, repeat.
The trick was to create a maze of passages for the AI to lose itself in, whilst clearing the rest of the screen. If you died, the AI would reset and the (last) monster would just make a bee-line for the exit.
Good times!
PhilD: … In fact every time I loaded my save game first thing I'd do is run around my current location
opening all the lockers, mailboxes, dumpsters etc. Once I'd checked them all and collected my
loot them I'd go on with the game. …
I make a point to save before I check merchants and lootboxes in the area, when I the save the game. That way, if I don't like the random loot, I can reload. Or when I reload next time I start from that place, the loot is different. This is typical for a game like
Star Wars Knights of the Old Republic, for instance, where loot is fixed after it is checked. In the same vein, if I have to return to an area, I try to leave the loot for the later pass, since it will be randomly better.
As others have said, I've lost the urgency to explore every digital inch of a game world.
Most games are much larger now. Most have (confounding Chekhov's gun) —— in an attempt for increased realism —— added whole vacant areas, characters and dialogues (I'm looking at you, Harebrained Schemes and
Shadowrun Hong Kong) with nothing meaningful to do, no consequential elements and no point, aside from "MOAR!". (It is also possible, however unlikely, that the designers are helping to wean gamers off the urge to explore everything by making the reward less.)
Without random loot, a lot of the pickups in games are duplicates in case players have taken alternate routes to the area; thus there is understandably less reason to loot everything on repeat playthroughs.
bler144: Somewhat similar to other points, for me it depends on the game. If the early part of the game requires looting everything and vending it, I have a hard time breaking the habit later in the game when in-game currency is so devalued as to be worthless.
Sometime that does make me resent the game, on occasion. Why did they invest so much time in designing something so worthless? And why am I spending my own time doing it when it's clearly a waste of time.
But...I usually can't stop myself. Compulsion. […]
It's a compulsion because it brings comfort, like a security blanket or watching the same film multiple times, or listening to the same music. We derive comfort from routine and a predictable outcome: no stressful (unpleasant) surprises.