I’m a “grown-up” these days, but I grew up with games and they’re part of my life, and I love them - but in the larger scale of things, they’re still toys. The requirements of a pet/partner/child/phone call/doorbell will always nearly always outrank them.
“We don’t let you pause because it’s a simulation and and you can’t pause real life so it means the game is more realistic” = piss off
Yeah, the Steam Deck is actually pretty good for this on most games.
On a computer, you can, I suppose, set up a keyboard shortcut to pause the process, but you still think “this should just be part of the game in the first place”.
During EA for Hades 2 if you paused while fighting the god of time he would say “I control time here!” And unpause the game. It was funny, but if I need to answer my door I don’t want to lose my run. Thankfully that has been changed.
Cutscenes that can’t be paused, especially if they’re longer than 10 seconds.
Do you have the slightest idea how frustrating it is to be mid-cutscene, something else requires my attention, and I cannot fucking pause it? Singlehandedly my biggest gripe with gaming.
Same with unskippable cutscenes, especially before a difficult boss. It’s no fun to have to sit through it over and over if I’m struggling with said boss, or have to sit through a cutscene I’ve seen several times in previous playthroughs. This also applies to the game’s credits.
I think shotgun slugs would be good loot from a werewolf, but they should be a junk item or a crafting item to combine with gunpowder and casings to make new ammo, not ready to use shells that’s just silly why does a werewolf have those?
In Hades II, there is a zone which has sentient gold bag enemies and flood littered with gold. Neither of these things provide you gold apart from standard drop rates.
Wresting control away every time I take ten steps for some stupid exposition. Just leave me the fuck alone. Damn. I want to explore and discover stuff by, you know, playing the game.
This is why Final Fantasy is my favorite game in the series.
Far Cry 5 was the fucking worst with this. Every single thing you did added to a sort of “story progress” bar. And when it filled, you were forcibly dragged away to do a story mission. They literally sleep-darted you from off screen, and had you wake up at the start of the story mission. Like you couldn’t make a more comically overdone “get forced to do story mission” scenario if you tried.
The devs said it was because they wanted to avoid that he Skyrim Syndrome, where players quickly forget about the main story in favor of all of the side content. But the implementation resulted in player agency taking a cudgel to the teeth every few hours.
QTE “final bosses”. Seemed to be a much bigger problem in the PS3/360 era.
“Open world” or “Sandbox” games that don’t care about your progress, where it’s painfully obvious that your actions don’t matter at all. Yes, this is mostly about Starfield
Games where you can win by a landslide but the computer/story goes “Hah, you were just lucky!”
That doesn’t look like a gaming laptop, either. $20 says it has integrated graphics.
Reminds me of the “gaming laptops” at Walmart. The other day I saw a RoG laptop being sold with an AMD 740M, a integrated GPU from 2023 with performance from 2010. They dressed it up all pretty with RGB and a 144hz display to make it look like it could actually run games, and then had the nerve to charge $699 for it.
I hate shit like this so much cause people who don’t know any better will buy this thing, get 15 FPS in modern titles and think that PC gaming sucks, when it’s just their computer that sucks.
Except I’m pretty sure thats shopped on there. It has a weird border around it and the entire steam app has a different pixel density than the rest of the photo.
Definitely with you on controller rebinding! Now that I’m an old man I also absolutely hate how damn tiny the text is when playing games on a TV. Gamers are getting old, we don’t all have young eyes or sit in front of a monitor to play games!
Oh most of the games I play are also super old (2011, and whatnot) but I said 2023 because at least back then I’d play a random new indie game every so often
3D level design where you can get stuck on elements when you just want to move past them. Especially frustrating in racing games or sections where you have to move fast. Controls are just not precise enough to deal with this under stress.
Visible polygons and interactable polygons are not the same thing. Play Banjo Kazooie and Yookah Laylee (including the remake) to see the difference. The latter has you constantly bump into things because the environment is not smoothed out.
On the other hand some studios take it to the other extreme and make you walk almost on rails, childproofing every corner. A good middle ground is needed.
I do not claim to be a 'gamer'. I prefer to be best described as someone who plays games, but not nearly as often as one branded a 'gamer' would play games by. But I've been partly turned off from video games because of the culture surrounding them. The streamers who play games, the RGB droolers, the tech-junkies, the whales, the hype-train types, the multi-hour essay level of delivering an opinion on a game .etc
Not to mention, all of the gamer-branded merchandise from chairs to even drinks. It just turns me off and I do not ever associate with that crowd and it's a damn shame there is so much gullibility with the culture that it is difficult to avoid.
Game-Padding
Side-quest after side-quest does a game not make. That kind of thing is what you'd find in an MMO that needs to find things for you to do. Not in a more constrained container of a game that has a fixed story, a fixed completion rate and everything. All it tells me is that the developers did not think of or have had any faith in what they were making.
unpausable cutscenes. Nothing bugs me more than getting interrupted in the middle of a cutscene and not being able to press escape to pause the cutscene. You’re forced to try to split your attention between what interrupted you and the cutscene or restart and see the cutscene from the beginning again.
Extra annoyance points if escape immediately skips the cutscene without any indication it’s going to.
All this. Everyone focuses on not being able to skip a cutscene but not being able to pause it is even worse for me, especially when trying to pause actually does skip the cutscene.
omg yes, I loved when games gave a replay stories or replay core concepts section of the menu, it’s not that hard to add but it lets you recap as well!
Feel like that used to be more common for games to have a “Movie/Cinematics” option in the “Extras” menus, treating cutscenes like unlockables, where you could go back and rewatch everything.
Really disappointing that more games don’t do this. It’s not like it’s a hard thing to add to a game code wise. It’s just a menu to the mp4 files with a “yes/no” check against the save file for if the scene has been unlocked or not.
It’s a sign of the times. When I was a kid the cutscenes were the reward for winning the game, or a portion of the game for those bigger games that could afford more than two cutscenes.
But for my kids cutscenes are the boring things that keep you from playing.
For me, it’s cutscenes in general. I know there are people who do care in general, but for me a game where I care about the plot is very rare. And the examples I can think of (Outer Wilds, or Ico, for two examples) either have no cutscenes or very few brief ones, and tell the story in a different, more immersive way.
For me, a general rule is - if the game forces moments on me when I can put the controller down and wander into a different room, then that’s not what I’m interested in. I want to actually play the game.
Games that don’t allow you to pause and skip cutscenes.
I don’t want to have to miss half of the cutscenes just because someone interrupted me or the phone rang or something half way through. Alternatively, when I’m on my 23rd replay of a game, I do not want to have to sit through every cutscenes I already know by heart.
Oh, and modern games that allow manual saving at any time, not having any kind of regular auto save (looking at you here BG3).
If you’re fine from a gameplay pov with having the player save whenever, then there’s really no good reason whatsoever to not have one or two auto save slots that get saved every 10-20 minutes or so, at least as an option in the menu. ESPECIALLY in open world games (like BG3…) where you can easily go literal hours at a time without hitting a checkpoint save. And yes, I am still salty over learning about BG3’s lack of regular auto save when I lost like 2.5 hours of progress on my first run.
bin.pol.social
Aktywne