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Ah yeah, also dislike Myst and Myst-likes.

And I consider any Death to Spies game much better than any Hitman iteration. Hitman has the settings diversity for it, but I prefer all the rest (gameplay, design, etc) in Death to Spies.
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viperfdl: I liked Diablo and it's addon Hellfire but Diablo II is just a drag.
This. First Diablo was great, but I never got beyond the third act in 2, and honestly I only enjoyed the first act.

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viperfdl: Spelunky is just fucking annoying.
And this too. I found it a tedious waste of time.

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viperfdl: People who always whine about pixel art graphics, are IMO spoiled dickheads.
And absolutely this. I can't stand the uppity jerks myself.
Post edited January 28, 2019 by Breja
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timppu: Oh yes and System Shock 2 is an overrated game, very annoying to play.

The first System Shock game, however, is great, especially for its atmosphere. The original SS has clumsy controls but those were fixed with the mouseaim mod that I believe is nowadays included with the GOG version too.
I tried playing the first System Shock, and had to stop, because that weird floating around in grid-based cyberspace made me feel nauseous, and I don't want to risk having to vomit on my laptop.
Played through System Shock 2, and didn't find it overrated (it's a unique experience), though not necessarily fun, since it's so good at creating a feeling of isolation and constant threat.
I enjoyed the planet scanning in Mass Effect 2 way more than I want to admit. I filled up on all minerals both playthroughs just for the relaxation.
Post edited January 28, 2019 by user deleted
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Lucumo: Other than that, it's more about "death in MMOs should make you lose EXP" or something. Or in general: The gaming market has become way too casualized.
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dtgreene: My opinion is the opposite; death should not make you lose EXP in that sort of game. Punishing players for playing poorly just discourages beginners from trying the game and learning to get better.

Maybe a "lose EXP on death" mechanic might work in games with short stages where you start each stage at level 1 and death takes you back to the start of the stage anyway, but such a mechanic would be rather unusual to see in a game. (I think developers should experiment with the idea of levels being temporary rather than permanent.)

(Note that, in that previous paragraph, I originally used "level" instead of "stage", but changed it because it could be too confusing.)
Or it encourages them to get better. Beginners or even "casual players" often don't even have an issue with the difficulty. For instance, while Vanilla WoW didn't have exp loss on death, it was still fairly difficult and a lot of players died to mobs all the time. That didn't discourage them from playing though. Similarly, those players also played harder MMOs before that. Just, over time, developers/publishers decided to make games easier and easier, so that now they basically play themselves. This is especially the case in MMOs these days with auto-running, auto-potting etc etc.

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viperfdl: Esport is for posers who see themselves as athletes like e.g. soccer players, not realizing that this athletes also are just overpaid morons.
As someone who watched competitive gaming or "esports" since ~2003, this is a tough one. Usually, no one saw oneself as something special. And while competitive gaming was always fairly large, an earning bubble did burst in the mid to late 00s. However, the only actual esports game was Starcraft: Brood War in South Korea anyway. People don't know how professional it actually was, with team houses, team leagues, solo leagues, transfer windows, a "progamer" license etc etc. Nothing else came close to that and even these days, nothing really comes close. Just look at DotA 2 with their tournaments and schedules and bla. Players are super unprofessional and teams disband just like that all the time...or transfer players or do something else. There isn't much structure, there is no discipline and there is definitely no license. Also, at least Starcraft: Brood War was really demanding. Apart from being extremely quickly on the keyboard in general, it was mentally exhausting. There are enough videos with players sweating, to the point where sweat is is just pouring down and dropping from the face.
(As an aside, proper players just see themselves as players of that game. There are enough humble people out there.)

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timppu: 2. Starcraft is better than Total Annihilation. That is not to say TA is bad, but Starcraft is just a better game.
Pretty sure that's the absolutely popular opinion.


4. I hate remakes. I don't play them. I want developers/publishers to create something new instead of raking in cheap money.
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viperfdl: I liked Diablo and it's addon Hellfire but Diablo II is just a drag.
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Breja: This. First Diablo was great, but I never got beyond the third act in 2, and honestly I only enjoyed the first act.
Well, I suspect one reason for this is, that every chapter of Diablo II is supposed to be as big as it's prequel and Diablo II has four chapters without addon. That's like playing Diablo four times in a row.
In my opinion:

Fallout 1 > Fallout 2

&

Freespace 1 > Freespace 2


I've been told those opinions are unpopular. Maybe so, maybe not.
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DadJoke007: I enjoyed the planet scanning in Mass Effect 2 way more than I want to admit. I filled up on all minerals both playthroughs just for the relaxation.
There are dozens of us! Dozens!

(I liked it, too.)
#15: Remakes are often superior to the original version by all metrics, save for misfounded nolstalgia.

#16: Nolstagia is stockholm syndrome by another name.

#17: Fandoms and fanworks are a good thing. Be it remixes, porn, or a story, it is a good thing when people like to make stuff about the things they enjoy.

#18: The best games forgo complicated controls and procedures, in favor of simple actions that have ramifications.

#19: Text parsers shouldn't have been a evolutionary dead end. If they were developed further, I think believable AI would be much more prominent in the industry, along with a wider variety of games.
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Cavalary: Other than that, I really fail to see the appeal of typical ARPGs, starting with the Diablos. With a decent world and nice events in it, like Divine Divinity, sure, that was nice, but if it's just the clickfest, no thank you.
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dtgreene: Is that a problem with so-called "ARPG"s in general, or of just Diablo-likes? Many games I've played that would fit in that classification, like Zelda 2 and Final Fantasy Adventure, don't involve any clicking at all.
Not having played those two, wouldn't know, but if you just mean the difference is that you hit a button on controller or keyboard instead of on mouse, no difference there. Basically referring to games where the point is just to defeat large numbers of enemies (and the occasional bosses) with a focus on speed/accuracy/reflexes, little story/immersion, and especially if the number of skills you'll reasonably be expected to actively use is quite low, whether there are few of them to begin with or you can only properly develop a few if you don't want to end up too weak, this really leading to the clickfest, generally in the form of a primary attack on left button and secondary on right, so expected to spam the same attacks a lot and only occasionally change them. Do generally take issue with one thing you say you like, games focusing just on the gameplay with little to no story, worldbuilding, character personalities and interaction, but can find combat focused games enjoyable and interesting if they're tactical (heh, another thing you say you dislike, tactical combat instead of non-tactical), with lots of very different enemies requiring different tactics, planning, thinking, making proper use of a large array of skills, obviously not full real time in this case, but either turn based or RTwP (another thing you say you can't stand), if not implemented badly.
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Cavalary: More general, probably not unpopular but restrictions on saving suck, and so do time/turn limits.
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dtgreene: I consider those to be accessibility issues.

Saving restrictions hurt those who, for whatever reason, can't devote large chunks of time to the game. (This includes school-age students who spend a large chunk of their time at school, adults with jobs and/or kids, and those with disabilities that affect their ability to play games for too long, and probably others.)

Time limits hurt those whose reflexes are not what they used to be, or those who can't play the game by conventional means (for example, having only the use of one hand). They can work as an optional challenge, but shouldn't be mandatory.
True about save restrictions. Time limits don't really have to do with reflexes though. Reflexes, hand-eye coordination, that sort of stuff is needed in games that emphasize them, including those clickfest ARPGs I was mentioning, and it is indeed an accesibility issue. A time limit doesn't necessarily have to be a restriction in terms of accesibility, and a turn limit definitely isn't, but they're darn annoying.

Oh, have one more, replayability is pointless (not counting short storyless games designed for a more casual audience, and of course just talking of singleplayer, wouldn't care about multiplayer at all anyway (would this also count for this thread?)). Want to have the proper experience, with all the immersion and atmosphere and a proper conclusion at the end, in one go, so when I finish a game I'll know I experienced it in full (if it's branching storylines, then to know I made the choices I wanted to make and didn't miss out on something important by doing so), not need multiple playthroughs to, I don't know, use all characters, learn all their stories, find who knows what which, without checking guides, you only learn how to look for after you can no longer get it the first time around, or whatever. And of course no procedurally generated worlds!
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andysheets1975: That is the version I tend to replay, yeah... I think I've only played the VGA version once? I don't hate it or anything, but just prefer the original. I'm not big on game remakes in general.
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dtgreene: How would you feel about a hypothetical EGA remake of Quest for Glory 5, which would be in the style of earlier games in the series and would have a text parser?
That would be interesting to me, although I have yet to play QfG 5. I'm hoping to get to it this year - I just started another run through the original game but I always seem to bog down somewhere in the middle of the series :) I'm not against remakes happening and if people prefer them I think that's fine. I just like to check out the original first if I can because the part of my brain that is into history likes to see how things developed in their own times. In the case of the first game...I don't know, it just feels a little more agreeable to me than the VGA version. Maybe I just like typing more.
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Lucumo: Just, over time, developers/publishers decided to make games easier and easier, so that now they basically play themselves.
Another one:

A game that plays itself, even when taken to the extreme of what I would call a 0-player game, is still a game, and might even be a great game. (Examples of games I classify as 0-player include things like War (card game), Progress Quest (once you're past character creation), and kinetic novels (if they count as games).)

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dtgreene: I consider those to be accessibility issues.

Saving restrictions hurt those who, for whatever reason, can't devote large chunks of time to the game. (This includes school-age students who spend a large chunk of their time at school, adults with jobs and/or kids, and those with disabilities that affect their ability to play games for too long, and probably others.)

Time limits hurt those whose reflexes are not what they used to be, or those who can't play the game by conventional means (for example, having only the use of one hand). They can work as an optional challenge, but shouldn't be mandatory.
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Cavalary: True about save restrictions. Time limits don't really have to do with reflexes though. Reflexes, hand-eye coordination, that sort of stuff is needed in games that emphasize them, including those clickfest ARPGs I was mentioning, and it is indeed an accesibility issue. A time limit doesn't necessarily have to be a restriction in terms of accesibility, and a turn limit definitely isn't, but they're darn annoying.
Thing is, to play a game (or section of a game) quickly, you need to be very fast with your inputs, which requires things like good reflexes and hand-eye coordination; also, there's the fact that such a feature makes pausing a necessary feature. A game like Dragon Quest 1 does not need a pause feature because nothing (except the inconsequential movement of townspeople) happens in real time; adding a time limit to any part of the game makes a pause feature necessary.

To put it another way, a strictly turn-based game is accessible to some players for whom real time games are not, and adding a time limit destroys that. (So do other features, like action commands, enemies moving in real time outside of combat, and action minigames; I note that Super Mario RPG has all 3 of those, and it also has time limits in some minigames.)

(Before anybody mentions games that lack a pause feature but could use it, I'll mention that said lack of pause feature is an accessibility issue for the same reasons that safe restrictions are one.)
Post edited January 29, 2019 by dtgreene
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Everyone who plays games is a gamer.

Yes, this includes those who use trainers and cheats.

Yes, this includes those who only play casual games like Solitaire and Candy Crush Saga (no relation to the SaGa series).

Yes, this includes those who only play 0-player games.

If kinetic novels count as games (this is not obvious, and there are reasonable arguments for not cassifying them as such), then this includes those who only "play" kinetic novels.

Anyone who plays games, of any sort, can call themself a gamer.
Diablo 2 was a drag, didn't finish it (not alone here)

Divinity original sin(s) are good - but way overrated.

Procedurally generated stuff, randomised items... are often correlated with the kind of experience i am NOT looking for in a game

I say i like "the settlers" - but the only one i like is settlers 2 (which is great)

Wing commander IV was an epic game. Sense of wonder it sparkled is still unparalleled to me.

I think that the only star wars game I really enjoyed was "x wing vs tie fighter"
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DadJoke007: I enjoyed the planet scanning in Mass Effect 2 way more than I want to admit. I filled up on all minerals both playthroughs just for the relaxation.
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misteryo: There are dozens of us! Dozens!

(I liked it, too.)
yes, that sound of the scanning.. .very relaxing.


uh, ive tried twice now to play witcher 3, cant get past the sledding horse mechanics and the overly saturated perpetual afternoons. gonna try yet another time as i know there is an awesome story there.


kotor took me two goes before i got into it and enjoyed the progression of my char to light/dark side. before that i found it boring and the combat stupid

turn based combat gets on my tits

baldurs gate was clunky as hell and boring

i have never liked mario, sonic or any of those kinds of games, even in my nostalgia years, found them repetitious and stress inducing

open world games just overwhelm me, i need a more structured game

even tho myst and riven rank up there as my top ten games i love, they are friggin obtuse with their puzzling

cant stand overly sexy combat armor, or armor with ginormous shoulders and helmets. i want practical realistic gear