Hades really is a banger. I cannot wait for Hades 2, my goodness.
Another perfect game for me is Outer Wilds. It’s hard to really get across the emotional impact it has on you.
Unfortunately due to the nature of the game, you can only really ever play it once. You are able to complete the game immediately, but the whole point is you discover clues as you explore that eventually build up to a point where it all clicks together, and suddenly you know what you must do.
Go in completely blind. Play on your own with your headphones on and get truly immersed. Try not to look up any guides. If you can get there on your own it’s truly satisfying.
When people say videogames are stupid I think of this game and feel sorry for what these people miss out on!
Edit: Oh mechabellum too - great shout. It’s criminal how small the player base is for such an addictive and fun game.
I’ve already told my wife that if I suffer a brain injury and lose all memories, to not bother showing me pictures of our wedding day or any of that guff. I want to play The Outer Wilds again.
Although having said that she might take the opportunity to pretend she never met me.
Outer Wilds is top of my list for most profound video game experiences. I have never went from joy to thinking "Oh. Oh..." so fast in one game. Plus, the music and graphics are so well done and support the narrative themes and mood. Just a masterpiece game.
I need to play Outer Wilds. I think I actually own it already, but I’ve not got round to it. You’re like the fourth person I’ve seen in this thread mention it
I played in 2016 and started playing again in 2023 and I was surprised at how little had changed but its par for the course for the pokemon franchise.
Almost all your other grievances are partly due to how mobile games are monetized and how much of it relies on fear of missing out (applies to regular pokemon events too). Pokemon Go is a constant stream of FOMO to try and get you to spend money when there’s barely any payoff. A pokemon you can catch in the wild can already be 87% of the way to a perfect pokemon you spend months (years?) getting stardust, candy and XL candy to max out.
Same here. I played in 2016, dropped it for ages because there wasn’t much too it (especially for those of us who don’t live in cities), and picked it up again in 2023. That was largely because friends were playing it. I got bored and dropped it again in less than a week. Apparently my Pokemon from 2016 are quite valuable because of… something that was added to the game that makes them very desirable? But given I didn’t want to keep playing, what would I trade them for that I’d actually want?
I mostly picked it back up to have access to the PoGo exclusive shinies (Mew, Jirachi, Meltan/Melmetal, Genesect and Deoxys) but I just spoof instead (trying to play in negative temps outside of a city is no fun) and just trade cool stuff to friends (who live in different places so I can’t even trade with them legitimately if I wanted to).
Another example of bullshit is the PAID shiny Mew ticket. Even after you pay for it you still need to complete a potentially ridiculous requirement of completing the kanto dex. Which would be fine if they didn’t geolock Kangaskhan to Australia (outside of events in the past?) so you would be shit out of luck if you didn’t either already have one or knew someone you can meet up with in real life that did.
As for your 2016 mons, the first 9 or so you trade will be guaranteed to be lucky meaning an IV floor of 12/12/12 or 80% (and half stardust cost) so you would ideally trade them for something strong and/or shiny like a shiny legendary or strong mega/dragon/top within its type pokemon. All 2016 pokemon have like a 75% of making a trade lucky so they’re all valuable. Another trick to get people to nag their friends and family to start playing again.
I think Achievements are useful if they’re tracked separately by each save game. Minecraft does this, and I find it helpful when I return to a world save after a long time because I can use the achievements I unlocked to help remind me what I was doing and resume from there instead of looking at what clues may have been left behind.
I love New Game + mechanics. I think it’s a travesty more games don’t have them.
I hate excessive collectathons or overly repetitious cutscenes or dialogue. I love TotK, but the end-of-shrine bit got old real fast; I found myself missing pre-BotW heart container hunts where they could just be in a chest somewhere. I also feel exhausted just thinking about all the Koroks; I like trying to 100% save games, and the Koroks start to feel like work after a couple hundred in total.
I like when fps weapon recoil moves the player view with the recoil, particularly if the view resets back to where the player was aiming as the recoil cooldown ends. It’s satisfying and also gives the player an odd feeling of agency because the recoil mechanic lets them play “can I control the hose?”
I think Achievements are useful if they’re tracked separately by each save game. Minecraft does this, and I find it helpful when I return to a world save after a long time because I can use the achievements I unlocked to help remind me what I was doing and resume from there instead of looking at what clues may have been left behind.
That only works, though, if the achievements resemble game progress. Some games use achievements as entirely optional bonus challenges…
Fair, but from back when I played a ton on my 360, a large number of a games’ achievements were progression-based, sometimes entirely. That being said, tracking optional challenges within the save game itself can also be helpful in some instances.
For example, if there are challenges that require you to not use special weapons at all, and then you violate the challenge requirements, it could be grayed out to signify that the player locked themselves out of anything related to completing that challenge in that playthrough.
Resident Evil 4: Remake already does this to a degree, though my thought is that it would be most helpful in long rpgs, where it may not be clear after loading where you are in story or what you have and haven’t done if the save hadn’t been touched in months.
Oh yeah, I’m not arguing against your idea. It would need to be implemented per game anyways, so the devs can decide themselves, whether they want their achievements to be suitable or not.
Having said that, maybe what you really want is a similar idea, which I saw pitched a while ago: Dynamic recaps.
Basically, the game would detect that you haven’t started it in a while, so could offer a quick rundown of the controls. And if you’re loading a save from a few months ago, it could offer a quick summary of your most recent milestones in the story / game progression.
So, yeah, pretty much your idea, but it’s not re-using achievements for that…
Lazy UI porting between PC and console. It goes both ways - radial menus showing up in a PC game or a joystick-controlled-cursor in a console game. M+KB vs controller are not comparable input methods, so trying to manage the UI with one that was built for the other is always a massive pain in the ass.
Inventory restrictions in games that throw a LOT of shit your way. Looking at you, Bethesda. Fortunately there's usually a mod of some kind to make items weigh like 0.01 lbs, or kick your slots up to 9999 or something. Sometimes realism adds to the experience... inventory management isn't one of those times.
Sluggish controls. I want to actually enjoy the Dark Souls games SO BAD - they look beautiful, I fuckin love that dark fantasy setting... but moving and combat feel like I'm driving a school bus with boxing gloves on my hands and diving flippers on my feet. I get that the cumbersome controls are a huge part of what makes it difficult, and that the difficulty is what a lot of players are after, but personally that's not a flavor of difficulty I'll ever be able to enjoy.
Love:
Good QOL features, especially involving the topics above. Like 'Hot Deposit' certain items to all designated storages in range, or AoE loot when a bunch of foes die in a pile. The quick loot style menu from Fallout 4 is another great example. Love that stuff!
Lore. Good story writing, believable/relatable characters, ESPECIALLY the antagonists. Hitting the sweet spot there is a quick ticket to my all time favorites.
Environmental challenges, with fun ways to overcome them. When I was new to Ark, one of the biggest challenges in my first play through was getting into the super cold zones and not freezing to death. My cold weather gear didn't cut it... the solution I came up with was to tame a paracer (kind of an elephant looking dino) and build a platform on its back: and made like 6 camp fires on the platform. So the I was, trudging through an insanely cold environment on a flaming elephant, cozy as can be. As a veteran player now, there are SO much more efficient methods to solving that problem, but the experience gave a unique sense of accomplishment, which is the kind of thing that got me hooked on that game.
Escorts matching the move speed of the player. 'nuff said.
Hot take, but I actually love well implemented radial menus on PC. When games bother to reset your cursor to the centre of the circle you can just quickly flick the mouse in a certain direction to make your selection, which is faster than most other mouse menus and a lot more comfortable than trying to reach for the 9 key.
How about creating a separate sub for that kind of content? It worked well for Reddit. They have r/games for discussion and r/gaming for memes and shitposts.
Personally, I think a gaming meme community is too niche for our instance at the moment. Especially when our general jokes and humor community doesn’t see much posting. I would think this type of content could be posted there any day of the week
If you’re enjoying yourself while you play, then the time was well spent. Like you said, try to remember that nobody is making you play every game you start to 100% completion, that’s an entirely self-imposed rule.
That said, for me personally, the length of a game is generally irrelevant to whether or not I will enjoy that game. If I enjoy a game, I enjoy that game. If it’s long, it’s long. If not, cool.
The big thing for me is that if I play narrative-focused games like immersive sims, I want to dive deep into those worlds, and that takes a certain amount of brain energy.
Something like RDR2 but focused on the life sim part. Instead of narrative driven game where your main action in the world is violence, go all in on the simulation part with actually working economics, job choices etc.
I want to be a lumberjack hauling wood to the local mill via the river, not a bandit robbing every passer by. Also, I should be able to buy high heels from the big city store.
There are roleplay servers for modded RDR2 online (RedM) where you can actually do this. I just started playing on one with some mates and it’s a player driven economy, so if people need wood they either have to chop it themselves or someone has to do it for them. I haven’t tried it personally but you start with an axe and there seem to be areas where you can chop wood. I just like wandering about picking flowers and saying yeehaw to people.
Sealed room murder mystery, with no quirky characters. And with puzzles that require you to wiki stuff.
RPG that takes place outside of western European / American / Japanese setting. I wanna see games that take place in Korea, India, Africa
RPG that takes place in a small city where you can interact with most people, a small open world like Kamurocho (maybe larger), but allows interaction with most people, instead of just handful of quest givers.
Igavania but with modern sci-fi settings. Shadow Complex exists, but that’s more metroidvania (no leveling up or equipment drops from enemies)
Flight simulator but for road trip. Truck simulator but with real world map data
Flight simulator but for underwater exploration, with real world data.
PS3 Africa, but expanded to more regions, more animals.
God of War, but other mythologies, e.g. Egyptian, Chinese, South East Asians, Africans, Polynesians, etc.
Also Lucas Pope surprised me when he used Minnan / Hokkien / Formosan language in that game, it’s very close to my native tongue.
But of course
spoiler___ the game is less of a sealed murder mystery, more of a supernatural mystery. While I would love to see a realistic whodunnit, that requires you to research on physics / chemistry / actual real life tools, etc.
Yeah, like I said it’s not an exact match, but if you hadn’t tried it I thought perhaps it would scratch that same deduction itch. Plus it has that Wiki element since a fair bit of clues are based around cultural and nautical history as well as languages and dialects.
Polynesian for the original source of mana as a loan word would be cool. I also find stuff like Aztec would work really well for an RPG.
If I had a wish though, it would probably be to make a scaled down world that samples most of the historical cultures of each continent. Then do something where quests need you to do a bit of syncretism to solve them.
ETS2 and ATS work both really well as road trip games, though they’re both in 1:19 scale afaik. Promods don’t change the scale, just add massive amounts of new content to it.
I regularly play multi-player convoy with my friends, where we just set up a spotify playlist that we sync through discord and cruise around.
The ability to pick something up easily, make some progress, pause it, and resume quickly at the next available window appears the best way to go.
Then you want the steam deck. This thing is powerful enough to run elden ring at a pretty stable 30 FPS, sometimes even up to 60, while being portable enough to fit in a backpack. I take it with me on business trips and it’s perfect for flying, bussing, wherever, with the caveat that you want it plugged in more often than not - the battery life is a little on the low side for those high-impact games.
A way to start a fresh save. Or better yet, allow multiple saves/profiles. I’ve lost count of the number of times I’ve had to search online for where save files are located and delete them myself.
And if it’s a Steam game, you also have to worry about cloud saves undoing whatever you did. Please, just make it simple for players to do this.
for that matter, why can’t we ever add a note or a tagline to save files? too many rpg’s and console rpgs have multiple save slots, multiple endings and all that other added content jazz, but no way to internally identify the save files that matter?
No, it means they will use LLMs (AGI™) to rewrite new electron apps from the ground up with exciting new breaking changes each release. You will have to schedule hardware updates at a yearly bases if you want to make use of your software subscription. Luckily, they will offer a hardware subscription which only costs twice as much as it should, it will come with insurance which will never be redeemable for the low cost of $30 a month.
This is my hope. There are so many cross-platform GUI toolkits out there that are orders of magnitude more efficient than electron and nobody uses them. It’s not like GTK and Qt are difficult to learn. In fact, I find them easier to wrap my head around than a lot of the JS nonsense out there.
I suspect that your visual objection may be similar to mine, but over the past several years of being subjected to electron trash, using apps written in Qt kind of reminds me now of a simpler time. Nostalgia is a powerful drug, isn’t it?
That all being said, I do find myself preferring the look of GTK apps lately, in spite of the rather controversial direction their design has taken.
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