Posted May 03, 2018
Adventures!
Better yet, how about having to click something out of view or do some unusual item combination? Like I could use some glue and paper to fix this small crack, but instead let's use the cereal and alien slime.
As for the progress triggers, how about the annoying specific but unmentioned order? For example, to get the shopkeep to give you the important gear, first you have to talk to the minister in Town B, then go to Town A and talk with the bard, and finally go back to Town C and get the goods.
Shooters!
How about when you can only do a fixed amount of damage per arbitrary round/phase?
Oh, or how about when the game makes it obvious that you're going to need a certain weapon but you're fresh out or it didn't actually give it to you yet?
Or an old favorite: Giving you the equipment that would have been useful, after the fact.
RPGS!
When your progress is blocked by some minigrame they mention once at the start. Looking at you, Terra Master.
On the flipside: Getting screwed because you never invested in some low skill, so you either get screwed by a requirement or something it unlocks.
Stealth!
Better yet, not having any idea how far the line of sight is. Even the MSX Metal Gear games gave you something of an idea.
Open World
On the flipside: Only being allowed to place vague symbols. Did I place that skull there because that's where I last died, or is it because there's an angry centaur that will wreck my day?
As for handolding, I agree completely, but I don't think anyone would call Skyward Sword either open, or even world. More an arbitrary chain of corridor sections. Still, noting quite breaks the immersion and roleplaying quite like being told your batteries are low or some kind of other fourth wall shatter.
Better yet, how about having to click something out of view or do some unusual item combination? Like I could use some glue and paper to fix this small crack, but instead let's use the cereal and alien slime.
As for the progress triggers, how about the annoying specific but unmentioned order? For example, to get the shopkeep to give you the important gear, first you have to talk to the minister in Town B, then go to Town A and talk with the bard, and finally go back to Town C and get the goods.
Shooters!
How about when you can only do a fixed amount of damage per arbitrary round/phase?
Oh, or how about when the game makes it obvious that you're going to need a certain weapon but you're fresh out or it didn't actually give it to you yet?
Or an old favorite: Giving you the equipment that would have been useful, after the fact.
RPGS!
When your progress is blocked by some minigrame they mention once at the start. Looking at you, Terra Master.
On the flipside: Getting screwed because you never invested in some low skill, so you either get screwed by a requirement or something it unlocks.
Stealth!
Better yet, not having any idea how far the line of sight is. Even the MSX Metal Gear games gave you something of an idea.
Open World
On the flipside: Only being allowed to place vague symbols. Did I place that skull there because that's where I last died, or is it because there's an angry centaur that will wreck my day?
As for handolding, I agree completely, but I don't think anyone would call Skyward Sword either open, or even world. More an arbitrary chain of corridor sections. Still, noting quite breaks the immersion and roleplaying quite like being told your batteries are low or some kind of other fourth wall shatter.