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cmdr_flashheart: However, there should be some indication, hint or something that you might miss out on something because otherwise the game is just playing by itself- the player can't divine gameplay rules or conditions just out of nothing.
Like illusion walls or destroyable walls in loads of FPS, Roguelikes, Castletroids, etc... since Doom1 ?
To find all secrets in a game, you often have to shoot/hammer every part of wall in the game but that's nothing "modern", annoying nonetheless, because I may never be able to find all planks in Hammerwatch because of this and never get the real ending and may never find all secret levels in some old FPSsses.
Post edited April 11, 2014 by Klumpen0815
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cmdr_flashheart: However, there should be some indication, hint or something that you might miss out on something because otherwise the game is just playing by itself- the player can't divine gameplay rules or conditions just out of nothing.
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Klumpen0815: Like illusion walls or destroyable walls in loads of FPS, Roguelikes, Castletroids, etc... since Doom1 ?
To find all secrets in a game, you often have to shoot/hammer every part of wall in the game.
For example: in Valdis Story there's a point where, if you explored the area, you know that there are two items behind unlockable doors, but you don't get the key to the doors till you beat area boss. However, after you defeat the boss, the place starts to fall apart, and you're racing against a timer to get out. I like that the player pretty much knows, without being told explicitly, that if you don't get that stuff before leaving, you'll miss out on it.

That's what I mean by hint or indication. I don't see any fun in including missable stuff if you don't even clue the player in on the fact that there's a possibility to miss stuff.

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Klumpen0815: ...
To find all secrets in a game, you often have to shoot/hammer every part of wall in the game but that's nothing "modern", annoying nonetheless, because I may never be able to find all planks in Hammerwatch because of this and never get the real ending and may never find all secret levels in some old FPSsses.
Yeah, that sounds annoying. I dislike luck-based item finding, worse VG component ever. I don't understand how it's part of playing the game if the act isn't dependent on player agency.
Post edited April 11, 2014 by cmdr_flashheart
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Klumpen0815: ...
Ok that's good then. Maybe I had Diablo 2 (and other Diablo clones) too vividly in my mind.
I think spec ops did the collectibles very nicely , unlike other games lets say you found 10 stuff in first playthrough , if you start another those 10 carry over so you dont have to worry about those again , same for the stats as well everything is saved and only improves as you play more
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cmdr_flashheart: However, there should be some indication, hint or something that you might miss out on something because otherwise the game is just playing by itself- the player can't divine gameplay rules or conditions just out of nothing.
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Klumpen0815: Like illusion walls or destroyable walls in loads of FPS, Roguelikes, Castletroids, etc... since Doom1 ?
To find all secrets in a game, you often have to shoot/hammer every part of wall in the game but that's nothing "modern", annoying nonetheless, because I may never be able to find all planks in Hammerwatch because of this and never get the real ending and may never find all secret levels in some old FPSsses.
Only back then there were no achievement telling you you HAVE to get 100p. Back then you could search for the secrets or let it be, and still finish the game.

Today you'd be bugged by that one achievement being not unlocked...
Post edited April 11, 2014 by Protoss
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timppu: And I think Max Payne 2 had something similar, ie. you had to replay the whole game all over again in order to see some different ending (your gf not dying, or somesuch... I don't recall for sure, maybe that was an urban legend).
That's what I thought when a friend told me that "he had read it somewhere" (something that usually means that someone has pulled it out of his ass - additionally that particular friend hadn't played the game himself). But as I was a huge Max Payne fan at the time (and it was before the time I would look everything up on the web) I just decided to do the crazy thing and made the two additional runs through the game. Turns out the alternate ending is true - if ridiculously short and not really worth the effort. But I still enjoyed the heck out of each playthrough.
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Protoss: 3. Fail-proof difficulty or too high difficulty
I can't agree with difficulty settings for all games. Dark souls\Demon souls are those games which should not have a difficulty setting. Imagine you could change the damage\health of all the enemies in the game to very low. The game would be BORING. If the game was designed to work with difficulty changes then add it in. However a game could still be designed to not have a difficulty setting.
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Protoss: 2. Pretending everyone is an idiot

If you want to make a tutorial, it is fine. But don't force us through the tutorial. If I have to play some new game and can't figure out the controls, let me see the controls at any time. If I don't understand the mechanics, let me do a tutorial or explain it with some ingame text. Do not force me through the tutorial, if I don't need it.

Seen in: Call of Duty: Modern Warfare 2, probably many others

3. Fail-proof difficulty or too high difficulty

Let people suffer if they want to. Make a difficulty that is always fair but challenging. Don't make games too easy or too hard. It is annoying if you can essentially breeze through a game unless that game is of the kind to breeze through, but also annoying if the game leaves you no chance at all. Let us set the difficulty we want, please. If you want to finish your RPG in 20 hours, so be it, but let me fight against the ultra-hard enemies for 100 hours!

Seen in: Many titles, gladly avoided also by many. As an example, Last Dream lets you set the difficulty in several levels and the highest IS a challenge while all others are more suitable for gamers that want to progress without too much grind.

6. Missable collectibles or collectibles distracting from the gameplay

What is the reason why I need to find intel in FPS games? When the setting fits and nothing is missable, I am fine with collectibles - in Far Cry 3, GTA, etc. they enhance the fun - but there are genres where collectibles just don't fit. Also, it is NOT fun for me to have to use a guide all the time just to make sure I miss nothing, instead of being able to play.

Seen in: Spec Ops: The Line, Call of Duty: Modern Warfare 2, Bioshock Infinite, etc.
2 = very annoying. Games way back only had benefit of a manual for people to see the basics and then play the game. I don't see the purpose of tutorials - its as if the current generation of gamers need their hands held.....which leads to :

3 = If anything i find many more people complaining current generation games are way too easy :/. Hence why some people prefer to KS games......

6= rise of consoles + Steam achievements b.s --- enuf said.
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Protoss: 3. Fail-proof difficulty or too high difficulty
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Kil3r: I can't agree with difficulty settings for all games. Dark souls\Demon souls are those games which should not have a difficulty setting. Imagine you could change the damage\health of all the enemies in the game to very low. The game would be BORING. If the game was designed to work with difficulty changes then add it in. However a game could still be designed to not have a difficulty setting.
I often defend the difficulty settings within all games. Why not cater for a wider market and make a game accessible to as many people as possible? It's not even a question of ability. There are some genres that I'm ok at but I just can't be arsed with a challenge....should I be penalised for it? It's how I relax and therefore get the most enjoyment from a game. In your example, you mention that Dark Souls would be boring if it was easier - well that may be the case for you but I'd certainly be tempted to buy it if it did have a difficulty slider.

You could flip this on it's head and say it's better to make an easy game and if you want a challenge, then adjust the gameplay accordingly. Are you finding yourself breezing through a FPS? - Then try to complete it using just a pistol. RPG's too easy? - Then limit the party number or try more difficulty character builds. I'm being pedantic but just wanted to play devils advocate on this point.
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P1na: 3- Difficulty settings should indeed indicate what they are. If I choose hard it should be a challenge, if I choose easy it shouldn't. That said, we each have a different comfort zone, so the more options here the better. And this isn't a problem of only new games, mind you.
Finally, I agree with this for all games and not just sliders.....auto-aims, hints, respawn, auto-pause are all good as far as I'm concerned
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Charon121: Haha, yes, the tutorials:

Game: "Move your mouse to look around."

*player moves the mouse for a while*

Game: "Veeery nice!"

Like a teaching program for children with developmental difficulties. :/
toturials been like that forever , myth 2 tutorial was like that for example and thats a game from 98
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Charon121: Haha, yes, the tutorials:

Game: "Move your mouse to look around."

*player moves the mouse for a while*

Game: "Veeery nice!"

Like a teaching program for children with developmental difficulties. :/
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butcer: toturials been like that forever , myth 2 tutorial was like that for example and thats a game from 98
That's true, AoE II was like this, but that was optional. At least back then, I'd at least like to say, control schemes were a little less well defined and game conventions less universal. Like I keep going on about, why is it by 2001 no one would know how the mouse moves the camera?
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Protoss: 3. Fail-proof difficulty or too high difficulty
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Kil3r: I can't agree with difficulty settings for all games. Dark souls\Demon souls are those games which should not have a difficulty setting. Imagine you could change the damage\health of all the enemies in the game to very low. The game would be BORING. If the game was designed to work with difficulty changes then add it in. However a game could still be designed to not have a difficulty setting.
There is a difficulty setting.
It's just that like in diablo 1 and 2, you get to there by finishing the game once.

Unlike Diablo, the real game does not start at the second or third playthrough, it is challenging and worthwhile from the start.
Dark Souls 2 has a heavy focus on NG+, since it adds more enemies to the encounters, changes encounter locations and is in general, a different experience from the first, even if the areas remain identical.
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jamyskis: That's always been a problem though, and it's not one that has an easy solution. Difficulty is a subjective thing. I've just breezed through Super Mario 3D Land without ever seeing a game over screen, other people struggle to get through it.
I found 3D Land to be kind of easy on my first playthrough of the normal levels. However, once i finished the game and got to play those "alternative levels" (don't remember what they are called in the game) i found them to be pretty hard, especially near the end (the final level was surprisingly easy for me, though). Not to mention that you need many star coins to unlock the last levels (which forced me to replay the previous levels just to collect the ones i had missed).

But i had hoarded so many extra lives on my first playthrough (i finished the game with more than 110 lives the first time, and i didn't hoard for extra lives or anything) that i didn't have a problem on these harder levell, even though there were some levels that i had to retry quite a few times.
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Protoss: This is a rather subjective piece and contains possibly offensive opinions. If you disagree, just reply with an analysis why I am wrong.

1. DLC spam

DLC per se is not a bad thing. If you do it right, people can like it. What I talk about is the DLC spam that we saw on several modern titles like Civilization 5, Borderlands 2, etc.

There is the main game, and then there is a plethora of DLC, some of which is story DLC, some of which is not. My only advise for such games is to wait until all DLC is finally released and then buy it all together. How do you know all DLC is released? Well, either there is a Gold version, the next game in the series is out, or the developer is bankrupt.

Seen in: Many games

2. Pretending everyone is an idiot

If you want to make a tutorial, it is fine. But don't force us through the tutorial. If I have to play some new game and can't figure out the controls, let me see the controls at any time. If I don't understand the mechanics, let me do a tutorial or explain it with some ingame text. Do not force me through the tutorial, if I don't need it.

Seen in: Call of Duty: Modern Warfare 2, probably many others

3. Fail-proof difficulty or too high difficulty

Let people suffer if they want to. Make a difficulty that is always fair but challenging. Don't make games too easy or too hard. It is annoying if you can essentially breeze through a game unless that game is of the kind to breeze through, but also annoying if the game leaves you no chance at all. Let us set the difficulty we want, please. If you want to finish your RPG in 20 hours, so be it, but let me fight against the ultra-hard enemies for 100 hours!

Seen in: Many titles, gladly avoided also by many. As an example, Last Dream lets you set the difficulty in several levels and the highest IS a challenge while all others are more suitable for gamers that want to progress without too much grind.

4. Multiple playthroughs enforced to unlock game options

Do you like it if you play through a game and only after you finished it, the highest difficulty is unlocked? No? I also don't! Let me choose the difficulty I want, etc.
If you want multiple playthroughs for achievements, that is a different thing but also not nice.

Seen in: Duke Nukem Forever (that fangame from Gearbox Software, not the "more real" DNF that was released as a Duke Nukem 3D mod), DeathSpank 3

5. Multiple playthroughs needed for 100p

I finished the story. Why do I need to finish it again?

Seen in: Deus Ex 3, Dishonored, etc., but also many games still avoid it.

6. Missable collectibles or collectibles distracting from the gameplay

What is the reason why I need to find intel in FPS games? When the setting fits and nothing is missable, I am fine with collectibles - in Far Cry 3, GTA, etc. they enhance the fun - but there are genres where collectibles just don't fit. Also, it is NOT fun for me to have to use a guide all the time just to make sure I miss nothing, instead of being able to play.

Seen in: Spec Ops: The Line, Call of Duty: Modern Warfare 2, Bioshock Infinite, etc.
I agree with your post 100%. +1
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Protoss: 1. DLC spam
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jamyskis: When you say "DLC spam", you also get me thinking about the shameless marketing of DLC in-game, which also irritates the fuck out of me.

"You can't play this obviously missing section of the game until you pay for our grossly overpriced DLC package!"

"Yeah, well, fuck you!"
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Protoss: 2. Pretending everyone is an idiot
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jamyskis: A symptom of the sorts of people that gaming has attracted unfortunately. A lot of gamers are idiots.
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Protoss: 3. Fail-proof difficulty or too high difficulty.
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jamyskis: That's always been a problem though, and it's not one that has an easy solution. Difficulty is a subjective thing. I've just breezed through Super Mario 3D Land without ever seeing a game over screen, other people struggle to get through it.
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Protoss: 6. Missable collectibles or collectibles distracting from the gameplay
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jamyskis: Not sure I agree with Bioshock Infinite as many of the collectables do add to the story - they fill in pieces of the backstory (I assume you're talking about the voxophones and kinetoscopes).

You did miss one of the worst offenders ever in the 'missing collectibles' segment though - Assassin's Creed! Those fucking flags did my head in!
LOL Dragon Age... I need your help, hero. YOU CAN HELP ME IF YOU BUY THIS OVERPRICED DLC! :)
Post edited April 11, 2014 by monkeydelarge
I would add a checkpoint only save system to the list, off the top of my head.