Posted March 05, 2016
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Abovet
Whistleblower
Registered: Oct 2015
From Indonesia
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Hrymr
Divine Challenge
Registered: Jun 2014
From Poland
Posted March 05, 2016
1. Hardcore realism in gameplay and graphics
2. "Muh immersion"
3. Consolisation and console ports in general
4. Dumbed-down systems
5. Forced action elements
6. Infinite respawns
7. Hard counters
8. Pre-generated characters/party members
9. No fail state; infinite resources/lifes
10. Long cutscenes/walls of text/long dialogues
2. "Muh immersion"
3. Consolisation and console ports in general
4. Dumbed-down systems
5. Forced action elements
6. Infinite respawns
7. Hard counters
8. Pre-generated characters/party members
9. No fail state; infinite resources/lifes
10. Long cutscenes/walls of text/long dialogues
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0Grapher
[ʔoʊɡɹæfə]
Registered: Jun 2014
From Germany
Posted March 05, 2016
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Those headings are admittedly a bit vague and misleading. I don't actually dislike cities or realism in games, only "mundane city chatter and errands" and "meticulous real life simulation in games that are not part of the survival genre".
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But man, you hate that? I think the problem in this case is not that the merchant realistically has limited resources and needs to sleep but that the game gives you unrealistically much loot and that it fails to make you enjoy waiting for the shops to open.
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KiNgBrAdLeY7
Слава России! ура́
Registered: Apr 2012
From Other
Posted March 05, 2016
Only one: "Console-like games and features of games", on pc titles or even worse, bad ports.
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Emob78
jack and coke plz
Registered: Dec 2012
From United States
Posted March 05, 2016
Quest markers.
Took game design, especially for open world RPGs, into a whole new direction of suck. What's the point of interpreting clues or game information when there's a big flashing arrow on the map showing you where you have to go?
Took game design, especially for open world RPGs, into a whole new direction of suck. What's the point of interpreting clues or game information when there's a big flashing arrow on the map showing you where you have to go?
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IronArcturus
RoguelikeWarrior
Registered: Dec 2011
From United States
Posted March 05, 2016
high rated
"Achievements/Trophies."
I've never understood the appeal of these. Oh you've completed the tutorial? Here's a message saying you completed the tutorial but we'll call it an achievement. You finally beat the first boss? Here's another one.
Shouldn't the achievement be completing the game? I can understand why scoring isn't used anymore since the arcades are long gone, but these "trophies" really don't serve any purpose.
I've never understood the appeal of these. Oh you've completed the tutorial? Here's a message saying you completed the tutorial but we'll call it an achievement. You finally beat the first boss? Here's another one.
Shouldn't the achievement be completing the game? I can understand why scoring isn't used anymore since the arcades are long gone, but these "trophies" really don't serve any purpose.
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Charon121
Gray Eminence
Registered: May 2011
From Croatia
Posted March 05, 2016
There used to be a time when achievements were awarded only for...y'know...real achievements. Like something that requires real player skill or special discovery for the most persistent players or some in-game surprise. Now achievements have become "fired a shotgun 10 times" or "completed the first level" or "customised your haircut". Like in the kindergarten, everybody is a winner.
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Leroux
Major Blockhead
Registered: Apr 2010
From Germany
Posted March 05, 2016
Yes, since it's already unrealistic to pack that much stuff in the first place, so I don't see why the game should make such a fuss about a few more pounds. Of course I realize that the designers probably try to balance my loot and gold in this way, but what's the point if I can still come back for the 10th greatsword after dropping off the nine in the next city? It's just annoying and inconvenient and doesn't really work in terms of balance or realism.
Well, yeah. That's what I mean, the way some of these features are implemented just feels pointless most of the time, like a waste of my time, artificially stretching the playtime through waiting, backtracking and such, instead of being an actually enjoyable game mechanic. And you're right, I much prefer fewer but more exciting loot that my character would have a use for, instead of feeling like my character class is scrap dealer. ;)
Well, yeah. That's what I mean, the way some of these features are implemented just feels pointless most of the time, like a waste of my time, artificially stretching the playtime through waiting, backtracking and such, instead of being an actually enjoyable game mechanic. And you're right, I much prefer fewer but more exciting loot that my character would have a use for, instead of feeling like my character class is scrap dealer. ;)
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Bavarian
lil rascal
Registered: Sep 2010
From Austria
Posted March 05, 2016
Loot
I don't see the appeal in constantly having to manage and arrange your inventory, switching your weaponry and looking for merchants to get rid of all the useless stuff for a handful of coins. Since I'm an utterly indecisive person in general, this part of (role playing) games often kills the experience for me. The less loot the better.
I don't see the appeal in constantly having to manage and arrange your inventory, switching your weaponry and looking for merchants to get rid of all the useless stuff for a handful of coins. Since I'm an utterly indecisive person in general, this part of (role playing) games often kills the experience for me. The less loot the better.
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Navagon
Easily Persuaded
Registered: Dec 2008
From United Kingdom
Posted March 05, 2016
Total reliance on a random chance of success in things. Especially where it's a binary 'total success' or 'catastrophic fail'. It's basically the game playing itself and deciding whether or not you get to win. Pretty much all turn based games can suffer from degrees of this.
Permadeath. I can make games interesting. But really takes a toll on replayability if you pretty much know the outcome before you even start. It's why I lost interest in FTL. I got right to the end. Lost. Meh. You did see the part in the title where it said "most people seem to like"? The only person who likes checkpoint saves is Cliffy B. Out of seven billion people, I don't think that counts for much.
Permadeath. I can make games interesting. But really takes a toll on replayability if you pretty much know the outcome before you even start. It's why I lost interest in FTL. I got right to the end. Lost. Meh. You did see the part in the title where it said "most people seem to like"? The only person who likes checkpoint saves is Cliffy B. Out of seven billion people, I don't think that counts for much.
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mechmouse
gog n' cogs
Registered: Mar 2013
From United Kingdom
Posted March 05, 2016
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I've never understood the appeal of these. Oh you've completed the tutorial? Here's a message saying you completed the tutorial but we'll call it an achievement. You finally beat the first boss? Here's another one.
Shouldn't the achievement be completing the game? I can understand why scoring isn't used anymore since the arcades are long gone, but these "trophies" really don't serve any purpose.
I loved finding all artefacts in the TR games or getting the Knights of the Round materia in FF7, and love seeing my accomplishment in game. But have no interest in such details being plastered on my profile and don't see "pushed obvious button" as an achievement.
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Fenixp
nnpab
Registered: Sep 2008
From Czech Republic
Posted March 05, 2016
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Shouldn't the achievement be completing the game? I can understand why scoring isn't used anymore since the arcades are long gone, but these "trophies" really don't serve any purpose.
a) If you're talking to a friend who has his achievements publicly displayed you can make sure to not spoil the game for him. Sure, a "How far did you get?" question suffices too, but for me, achiements carry that message faster and in a clearer fashion.
b) They're kinda fantastic to get rudimentary statistics about overall progress of players trough your game, which is why I imagine most developers include those.
Achievements and trophies actually have more uses than just that, tho, especially the optional ones. There are many achievements that developer can use to communicate intent to players which they can't really communicate well within the game - like fun ways they found to play the game (Dishonored's mostly flesh and steel for not purchasing any magical powers, for example), to present their players with interesting challenges or to point out advanced ways to play the game as a non-intrusive tutorial. There are bad examples of achievements designed only to get players to stick with the game longer like "kill 1000 of that", but since they're very easy to implement by developers and even easier to ignore by players (which is why I don't get why would anyone "hate" them), there's next to no reason to NOT include them in your game.
Post edited March 05, 2016 by Fenixp
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JinKazaragi
New User
Registered: Jul 2015
From Germany
Posted March 05, 2016
Mainly those 2 features: Multiplayer, forced minigames (optional ones are okay).
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IronArcturus
RoguelikeWarrior
Registered: Dec 2011
From United States
Posted March 05, 2016
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You said the developer can use achievements to "communicate" to the players, but again, this can easily be done without including artificial trophies. I would argue that the story and the gameplay itself are used to convey meaning to the player.
What I find really sad is that more and more players are demanding that achievements should be included in a game--even when the game itself has no real use for them. A game should be judged by its merits, not by its inclusion of trophies!
Post edited March 05, 2016 by IronArcturus
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Fenixp
nnpab
Registered: Sep 2008
From Czech Republic
Posted March 05, 2016
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And, I have to re-iterate, they're extremely easy to both implement and ignore if you dislike them, so where's the harm in doing it?
I don't understand people who would skip a game because it doesn't contain achievements, that feels insane to me. But to point out that achievements, a standard feature in today's industry, are missing in a game is a perfectly natural reaction. I honestly think that when a game comes to Steam and doesn't have achievements at this point, developers were just too lazy to implement them, which makes me wonder which other and more important standardized features they happened to omit?