I really appreciate that in MGSV when you move to first person view for iron sight aiming, the controls change to properly feel like a first person shooter. In contrast GTAV and RDR2 also have first person modes, but you still have the character movement of third person and it feels very wonky.
If you are here for branching stories with a lot of player choice you basically have to start with Origins. The save transfers up to the third game and it has a lot of callbacks that could have played out differently if you picked different things in the first two games. It’s basically the only redeeming quality of DA:Inquisition for me.
limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.
In some sense that’s correct. You’d have more options, but you wouldn’t take them. Having a limited inventory forces you to make choices. Yes, you can use that scroll/potion/whatever, because you’re gonna run out of room, so feel free. On the other hand, I think that many devs don’t consider inventory management enough! I think that it’s often an afterthought and could use more dev attention.
What game mechanics do you love and hate?
Hate: instakills. Diablo 4 and Risk of Rain 2 are my current games that have this. ROR2 is not as bad, you can prevent this by getting enough defensive items. D4 is worse about this. You can be chewing thru trash mobs just fine but get to a boss and immediately die. There’s no ramp up to this.
Inventory management is one aspect of Diablo 1 that I liked a lot. If you played MP, you could either transfer your gear to mules… But if you wanted to play “as the game is intended”, you had very limited space to carry between games and had to choose which items you want to carry with you to the next game. I did a playthrough through the 3 difficulties with Warrior a few years ago and I loved having to make these choices.
On the topic of instakills, I always mod them out of Fallout 4 and Skyrim, because it’s annoying as hell that I can be instakilled from full HP, when it would otherwise take several hits to even endanger me.
If you play RoR2 on PC, you owe it to yourself to install some Quality of Life mods, like one that fixes or improves the game’s built in one shot protection. Also, auto sprint.
There are certainly many games that shouldn’t have limited inventories that have them, but I also think there are many games for which a limited inventory enhance the game. I do enjoy games that make me make decisions about what I want to take with me and budget my inventory space when it makes sense.
Or puzzles that are completely esoteric or unintuitive. Just replayed some of the Myst games, and it’s like “oh ok I was stuck on this for 30min because the lever was on the other side of the map and there was literally no indication that it was related”. That’s just artificially inflating your game’s difficulty, and it’s lazy puzzle making. Boooo
(hard coded behaviors) Like when you think that you are supposed to died but you can’t, or some character seems like it could die but it can’t. It feels like the devs are playing with you
I love game mechanics that reward thinking or tactical decisions rather than rewarding how much time you spend grinding this or that. I do like having some kind of character progression - and that usually comes with grinding. But I hate it when the only challenge of a game is just how many hours you can sink into it. I much prefer when there are hard skill walls that you can’t pass until you really got genuinely better at the game.
I hate generic boring quests that feel like they came straight out of a story generator. It’s ok to have a few of them. But a hundred of them… You play one, you played them all… No incentive to do them. I much prefer a game that has only 10 hours of content but very solid content with well- designed narrative and places ; rather than 2 hours of human-made content and 48 hours of generated maps and quests.
One of the best games I have ever played is Dark Messiah of Might & Magic. That game has such an insane combat and a great narrative - I just couldn’t put it down, I finished it in just one or two weeks because it was so good! And at the end I felt an emptiness, like when you’ve just finished watching an excellent serie and wonder what to do next.
I really love Anno for this, 1800 is the only one I have played and I think it’s an amazing game. The base game on its own has tons of content already but the dlc’s add whole new regions and lots of supply chians to the game. It’s a bit of a crossover between a city builder and a supply chain simulator, where the majority of the game is based on providing the needs for your residents. It’s on sale very often, including the dlc’s.
If you were to get it, I recommend getting the dlc’s, maybe after a playthrough of the base game. If you wanna know what dlc’s to get, you can check out these videos:
I’ve been mostly playing Risk of Rain 2, but over the weekend I finally beat it after about 30 hours lol. I honestly didn’t even try to beat it, I was just having fun killing a bunch of things. I think it’s one of the only games where I don’t feel bad losing a 1hr+ run
After finishing this game, I think I might have the confidence to go back and try to finish Enter the Gungeon. This time I might just look up a guide on how to finish it since I’ve been strictly trying to beat games without outside influence in recent years and I have no idea about anything outside of what I have discovered in the 15+ hours of gameplay I have so far
Hey! The first half was actually really good. The second half didn’t happen.
Seriously, I remember replaying Fahrenheit like 2 or 3 times and always stopping at the halfway mark. That very first level in the diner promised soooo much, and the game never delivered.
The early God of War games were so unbelievably brutal for these. On harder difficulties, I would often master a boss only to have to retry it again a few more times because the quick time events to actually finish them off would be kicking my ass.
The fear mechanic in games like Diablo is really obnoxious to me. Having my character run halfway across the screen uncontrollably over and over during a fight is super fun!
Pretty much any mechanic that just takes away control from the player is a bad one. It’s much better when the player can affect a negative event in some way in order to lessen the event, or just bring it to an end. I bet a fear mechanic that at least allowed you to steer your panicking character would make it a lot more palatable.
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