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As long as the game is good, I don't care about anything else. A game being part of a particular genre doesn't make me like it any more or less. At best certain games might be more novel because they belong to a genre that is less popular, or because they don't fit well into any of the established genre boxes. The real problem is that most games aren't very good and propped up by genre conventions, but that's a different matter.
I dislike all games based on "story"... unless that is part of the gameplay too, as in Planescape Torment, Disco Elysium or, in a different way, Hellblade.
Usually, "the story" isn't anything remarkable, on contrary, it's rare to find anything not outright bad; the power of the media is in interaction, not in spectating something with gameplay intervals.
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xSinghx: I've played my fair share of "tough" games. I'm totally fine missing out on whatever From Software does - it's their loss of market/money at the end of the day. Difficulty is the least interesting part of any game for me. Saint's Row 4, Skyrim, etc are (for me) good examples of games that are low skill / high fun. Others like L4D2 or old school FFXI have very demanding game modes but a variety of lesser options. I'm more comfortable with a buffet of options on a game rather than forcing everyone through a singular authoritarian experience.
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dtgreene: There's still such a thing as "too easy", however. When a game is too easy, sometimes options that are interesting at deent difficulty levels end up not coming into play. For example, as an RPG's difficulty drops, status effects and support skills tend to be the first abilities to fall by the wayside, and if the game gets trivially easy, even healing abilities can become rather pointless, with direct damage attacks being the only thing left, and that gets boring. Once an RPG can be won just by auto-attacking in every battle, there really isn't anything left (assuming there isn't some strategy needed to get to that point).
Yep, I agree. The new versions of the Baldurs Gate games and of Icewind Dale have a story mode, which is much too easy, it provides absolutely noch challenge. But the next difficulty is too hard for me. So I only have a choice between too easy and too hard for me, which is absolutely no fun.
Post edited August 24, 2021 by Maxvorstadt
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Darvallas: One thing I have a strong aversion for is ambience music, though. Having music that just tries really hard to stay out of your way defeats the purpose in my opinion. Maybe that's why Ys resonates so much with me.
I think I would prefer ambience music to much of the music in Ys games, simply because the Ys games make heavy use of electric guitar, which gives me headaches, limiting how long I can comfortably play the game.

Now, if the games had an orchestral soundtrack, or even an 8-bit (like NES) one, then this issue would not apply. Yes, simply changing the instrumentation is enough to keep the music from bothering me. (For example, I do like the music for the first part of the tower in Ys Origin, even though I don't like the corresponding track in many versions of Ys 1's soundtrack.)

Similarly, I don't like Final Fantasy 5's bridge theme (it's the only track in the game I dislike), but I do like Final Fantasy 12's version of Gilgamesh's theme.
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Darvallas: One thing I have a strong aversion for is ambience music, though. Having music that just tries really hard to stay out of your way defeats the purpose in my opinion. Maybe that's why Ys resonates so much with me.
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dtgreene: I think I would prefer ambience music to much of the music in Ys games, simply because the Ys games make heavy use of electric guitar, which gives me headaches, limiting how long I can comfortably play the game.

Now, if the games had an orchestral soundtrack, or even an 8-bit (like NES) one, then this issue would not apply. Yes, simply changing the instrumentation is enough to keep the music from bothering me. (For example, I do like the music for the first part of the tower in Ys Origin, even though I don't like the corresponding track in many versions of Ys 1's soundtrack.)
Newer Ys games seem to have toned down the heavy music a bit. The most energetic tracks are usually reserved for boss fights, but I get why someone would find those bothersome.

That said, my favourite track from Ys Origin is probably the one that plays during the desert level :D

(Not so) Silent Desert.
Post edited August 25, 2021 by Darvallas
- Multiplayer-only games (I don't have enough time to be subjected to peer pressure to login and play)
- Team Sports games (soccer, football, basketball, baseball, etc) that are focused on a realistic re-enactment of the sport
- Dating sims (gave it a shot with Huniepop and meh)
- Extremely cerebral historical war-re-enactment games (maybe if I had more time)
- Extremely cerebral ultra-realistic flight sims (maybe if I had more time)
- Text-based adventure games

That's about all that comes to mind. Not liking or hating seems strong. Indifferent maybe.
Post edited August 25, 2021 by Magnitus
I'm not a fan of Roguelikes (loosing everything I've "earned" or "gotten" makes me loose my motivation) and visual novels I just find boring.
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dtgreene: Or they can benefit from not having gameplay, in the usual sense, at all. Just put the story in a visual novel, with the occasional choice that would appear in a visual novel, and don't bother with character growth or combat mechanics; they're not needed if a game is going to focus on non-gameplay aspects.
You'd sure want to make it so I'd never play games, eh? :)) (Speaking of disliked genres...)
In genres other than VNs and walking sims, the gameplay is what makes the player the active, and usually main, participant, puts them in that setting and story and makes them actually do the things the character does, in some way, not just say that those things are done. That creates immersion at a level impossible for passive forms of content like books or movies. (Which is not to say that VNs and walking sims can't also do that, and in case of walking sims vs. movies it's quite a given, but not at the level of genres that require far more player involvement.) That doesn't carry any requirement of a challenge, the challenge is for those seeking either a feeling of achievement, usually if the relative difficulty increases, or power, if it decreases. Or both, if done well.
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dtgreene: Or they can benefit from not having gameplay, in the usual sense, at all. Just put the story in a visual novel, with the occasional choice that would appear in a visual novel, and don't bother with character growth or combat mechanics; they're not needed if a game is going to focus on non-gameplay aspects.
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Cavalary: You'd sure want to make it so I'd never play games, eh? :)) (Speaking of disliked genres...)
In genres other than VNs and walking sims, the gameplay is what makes the player the active, and usually main, participant, puts them in that setting and story and makes them actually do the things the character does, in some way, not just say that those things are done. That creates immersion at a level impossible for passive forms of content like books or movies. (Which is not to say that VNs and walking sims can't also do that, and in case of walking sims vs. movies it's quite a given, but not at the level of genres that require far more player involvement.) That doesn't carry any requirement of a challenge, the challenge is for those seeking either a feeling of achievement, usually if the relative difficulty increases, or power, if it decreases. Or both, if done well.
This only works if the player is actually allowed to *play* the game, rather than being forced to watch hours of cutscenes with no meaningful player input just to get to the actual gameplay.

(By "meaningful input", I mean any form of player input that would not belong in a kinetic novel. Pressing the button to advance text, for example, is not meaningful input.)