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dual_sport_dork, (edited ) do games w Pet Peeves with Games?
@dual_sport_dork@lemmy.world avatar

These days I think my biggest gripe about games is those which through intentional design decisions either massively disrespect the player’s time, intelligence, or most often both. I’m looking very hard in Nintendo’s direction, here. Miyamoto says: If the player is not locked into a succession of inescapable and slowly plodding text boxes where they’re offered neither choices nor agency, it must mean they’re not sufficiently engaged!

This was marginally acceptable when we were twelve years old and had all day to sit in front of the video game console, and arguably nobody knew any better. But now gamers are adults. We have jobs and chores to do and some of us have kids, and most people have only a very limited slice of time left in the day for gaming. That time should be spent actually playing the game, not waiting for your game to get out of the way of its own damn self.

But games are now going in the wrong direction, to ever greater heights of trying to manipulate players in to make the fucking thing their full time job, either due to incompetence (in single player/traditional console games) or greed (in online/live service games).

So. Also cutscenes you can’t skip even after you’ve already seen them (this includes all the dumbass logos before the game actually starts), dialog boxes you can’t skip after you’ve seen them the first time as well, doubly so if you can’t press some button to cause them to skip their typing animation and simply display in full. Extra quadruple especially if you were too cheap to have your game voice acted — yes, Nintendo, that means you again, see me after class — because then you didn’t even have the excuse of trying to keep the text synchronized to the voice lines.

I’m a sight reader. I assure you, I can read your text as fast as you can put it on the screen. That’s probably why I write so many words. You don’t need to slowly type it out one character at a time with little scritchy bleepy bloop noises. If other people need that for accessibility purposes, fine. But let me turn it off. And if you are going to insist on forcing me to pause for several seconds at the end of each paragraph before the prompt appears and allows me to press A to receive the next text box, I’m afraid I’m going to have to hunt you down and slap clean out of your chair with this here rubber chicken.

This explicitly also includes games which force the player to grind for some critical resource or progression or need some absurd amount of in-game currency to do anything, and are clearly designed around the grinding being the point. I already have that. It’s called a job. If the grind can be conveniently eliminated by paying a microtransaction; in that case your game just got uninstalled. I’m also including stuff like, “You need this item to access this content, but it randomly drops and too bad for you that you need ten of them and it’s a 1/1,000 chance. Go kill more spiders. No, not those spiders. Only these specific spiders, which spawn in this specific area, but only with a 1/50 chance. The other spiders that spawn here are the wrong type.”

No Man’s Sky in particular is deeply guilty of this, forcing you to go to specific planets in specific types of systems which you often have no way of filtering or searching for to look for specific objects which may drop specific materials which you are required to have multiple of to build some object for your base/ship/suit/whatever. Let me just say, I’m glad that the item duplication bug in that one remains unpatched.

Games which force you to stop progression for a completely arbitrary reason, and for no other purpose than to be annoying. One example I can name off the top of my head here is Spiritfarer. This is a game that, by and large, revolves around doing menial chores to cater hand-and-foot to ungrateful people, all of which require engaging in some manner of real-time minigame. You do this while scooting all around the world to visit areas you need to be physically present in to trigger events in which you can gather required resources. Your boat sails itself once you plot a route, leaving you free to engage in said minigames (with varying levels of tedium) while it steams away in the background. The game has a day and night cycle. Your boat stops moving at night. You have to run all the way down the length of your boat (which gets progressively larger as you play) to go to bed in the cabin at the rear, whereupon the smarmy going-to-bed jingle can’t be skipped, wait for the fade to black, and then run back to where you were to pick up what you were doing before you were interrupted for absolutely no compelling gameplay reason. Fuck you very much.

Also,Don’t even come at me with, “But realism! Everyone needs to sleep!” First of all, the other denizens of your boat don’t sleep because they are all dead souls. And second of all, the game can’t even hold it in until the actual ending before revealing that so are you, so it turns out Stella doesn’t even need to sleep either.

The latter complaint also includes games which insist on stopping the action dead incessantly to pop up a message box and have your mission control fairy tutorialize at you in a condescending and unskippable manner. Especially if it’s not on your first playthrough. Frankly, if you can’t figure out a way to teach your game’s most basic mechanics to the player naturally and have to resort to unskippable popup nagging, you suck and you need to find a new career. Game development obviously isn’t for you.

Janx, (edited )

I agree with you. I think. I have stuff to do and stopped reading after the second paragraph…

EDIT: I came back and read the entire thing. They’re 100% right, if a bit verbose.

dual_sport_dork,
@dual_sport_dork@lemmy.world avatar

Meta.

Janx,

Okay, I felt bad. I came back to read it and am now firmly on your side!

dual_sport_dork,
@dual_sport_dork@lemmy.world avatar

I’m always verbose. If you see that penguin knife over a post you ought to know what you’re signing up for.

missingno,
@missingno@fedia.io avatar

Miyamoto says: If the player is not locked into a succession of inescapable and slowly plodding text boxes where they're offered neither choices nor agency, it must mean they're not sufficiently engaged!

What Miyamoto game is this describing? If anything I'd say he's got a reputation for being anti-text.

borari,

What games have you played that prompted the complaint you brought up regarding sight reading? I’m the same way, and sometimes I find I have to turn subtitles off because I want to actually enjoy the voice acting instead of skipping through everything. The Witcher 3 was especially hard for me in this regard, along with Baldour’s Gate 3. I just started Clair Obscur the other day, and I’m really enjoying the way they subtitle each line out into pretty short chunks because I’ve found I’m much better able to actually listen to the dialogue with their way.

I’m trying to think of a game I’ve played where I have the opposite problem, the one you’re describing where you can’t skip dialogue sections, and I’m coming up blank. Not trying to say you’re wrong, I’m just really curious at this point. I mostly play RPGs and online FPS games, maybe thats part of why I can’t think of an example?

dual_sport_dork,
@dual_sport_dork@lemmy.world avatar

Basically every console RPG ever. Certainly those which are not voice acted, and present characters “talking” at you by slowly ghost typing their lines out one character at a time into a text box and then awaiting your input at the end before proceeding to the next line, but inevitably with the dialog box refusing to even start listening for button presses until some seconds after I’ve read the text multiple times over, plus its partially completed form several times more.

I’m adding another dishonorable mention on this front which isn’t even a text box: That fucking treasure chest opening animation in Vampire Survivors. If you know, you know.

Kruulos, (edited ) do games w Pet Peeves with Games?

One of the best examples of a game that did it right was Heaven’s Vault. The game was decent/mediocre (imo) but every time I opened it it summarized what I did last time and it had awesome timeline history

In Stardew valley no matter what you had done its so easy to just start doing something you like and the game smoothes you in. Its plot has zero time limits after all

Forgot to add my pet peeve: non adjustable time/turn/action/decision limits in single player games. I hate when I have to play a game with ‘perfect knowledge’/wiki to get desirable outcome because I wanted to schmuck around trying things instead of focusing the main plot/whatever the game wanted me to do. Games like Homeworld, FTL, Phoenix Point and some CRPGs I made an error early into the game and instead of giving me a way to correct my mistake the game just became unwinnable at the end. “I have to live with the consequences of my actions.” Some people love that but for me it ruins the feeling. Games aren’t real life. I just spent 10+ hours and I can’t continue anymore? Sucks.

vogi, (edited ) do games w Pet Peeves with Games?
@vogi@piefed.social avatar

My biggest pet peeve are collectables in games not primarily about exploration.
I guess it can be implemented in a fun way, but I hate backtracking or not being sure I can continue without looking in every corner in a segment of a level.
Replayed Mario Galaxy and it was pleasantly surprised being able to play it in your own way.


I am aware that nothing is stopping me to do so, even with collectables. Unfortunately I hate half progress bars just as much TT.

serpineslair,
@serpineslair@lemmy.world avatar

Yeah, playing Sniper Elite 5 atm, clearly the game was designed to follow your own path, however there are collectibles/things to find and/or information key to finishing optional objectives in basically every building. Then sometimes after finishing every main objective on a map, I’m resorting to running around like a madman slaughtering small pockets of remaining nazis because I’ve run out of patience after a 1-2hr mission - therefore ruining my otherwise perfect stealth run -_- .

cerebralhawks, do games w Pet Peeves with Games?

I love when a game makes me think. To figure out how to progress, or just how to beat an enemy or solve a puzzle.

What I don’t like is when you do the thing and it doesn’t click. Like you do it a second too fast or slow. Like come on, I did the thing, now let me move onto the next thing.

I once played a game that let you skip a mission after failing it so many times. Seriously, why should the game just end because you don’t have perfect timing? That’s not entertaining for me. Keep the thing moving, somehow.

Quetzalcutlass, do games w Pet Peeves with Games?

It’s rare, but putting cooldowns on basic moves.

I’ve been playing V Rising lately and it does this weird thing where dodging and blocking are equippable spells with (usually) 8-second cooldowns. In return they also get powerful side effects, but I’d rather have a normal dodge or block button I can use at will than have them relegated to yet another move I use whenever I notice the cooldown has expired.

It doesn’t help that your basic movement speed is glacial. Winning boss fights come down more to your character’s stats than actual player skill since you can only dodge a few times a minute and bosses love throwing out a half dozen AOEs every few seconds, turning them into DPS races.

cerebralhawks,

This is why mages are hard mode in RPGs. You’re limited by mana in how many fireballs you can cast. The sword does more damage and costs nothing to swing even though fatigue is a real thing.

Quetzalcutlass, do games w Pet Peeves with Games?

Soloable games that are balanced for multiplayer. It almost always means that basic tasks take ten to a hundred times the resources they should, and arbitrary timers are added to crafting and upgrading to slow down progression.

It’s the bane of survival crafting games especially.

mohab, do games w Pet Peeves with Games?

In 3rd-person games with a free moving camera, pressing the joystick not repositioning the camera behind my character. It’s so annoying in action games to have to manually reposition the camera while 5 enemies are happy to attack you from off screen.

brsrklf,

Personally I don’t like having anything on stick press (at least for game controls, I can tolerate occasional use to open a menu or something). I think it feels terrible and I have no idea why this progressively became a thing on controllers since mid-00s.

Worst use of that I’ve ever found was Fable (at least the 360 version). The game wants you to push the left stick while also using it to move to sneak.

mohab,

Hmm… I think for action games it’s somewhat of a necessity because there are so many actions the character can take at any given point, so you kinda need to utilize every clickable button.

That said, I agree it never feels great. No matter how good the controller is, it always somehow feels wobbly, specifically after long-term use.

brsrklf,

I guess it would depend on the game, but I rarely play games where those are necessary.

I mean, we’ve reached a state where controllers have more or less been standardized as 2 sticks, 4 face buttons, 2 shoulder buttons, 2 triggers, usually 2 small buttons used for menus/map. Plus 4 directions on the D-Pad, if it’s not used for movement. That’s a lot already.

That said, every once in a while I do get a game in which they go absolutely crazy on stick press commands. No man’s sky use them all the time, including a baffling right stick press to sprint.

mohab,

To clarify: by action games I’m specifically talking about Bayonetta, Devil May Cry, The Wonderful 101… etc. Among basic movement, combat mechanics, and weapon switching, they typically eat up the entire controller layout.

I don’t imagine Persona, for example, having any strong reason to utilize the sticks like that. Not sure why No Man’s Sky did that either; I haven’t played it, but it doesn’t look like a high-octane game.

Coelacanth, do games w Pet Peeves with Games?
@Coelacanth@feddit.nu avatar

I really hate the trope of having a mission around the 50-75% mark where you are stripped of all your gear and unlocked abilities. I know it must be popular because it keeps popping up in games but I just don’t enjoy it personally.

mohab, do games w Pet Peeves with Games?

I thought of another one: shitty covers. OMG, The Surge? WTF is that Steam library cover? There are exceptions like Catherine: Classic, but most covers where the protagonist stares at the camera suck so much.

Specifically if it’s an action game: show the character in action, FFS. The Wonderful 101 has a great cover. So does Vanquish.

And when half the cover is the logo… just stop with that already. Or an atrocity like Scarlet Nexus… it’s just a cropped image… like Bandai couldn’t afford to commission a cover.

kboos1, do games w Pet Peeves with Games?

Combat system that is advertised as skill based but you find out it’s actually damage based and randomized.

Doing really well and winning the impossible mission because you spent time and effort leveling up and honing your skill to defeat a boss or level that you know is going to be difficult. Only for you to fail the mission and get reset or perma death because the plot demanded it.

No controller support on PC

Mobile games with fake game play advertising and demos. In game banner ads or forced ads.

yesman, do games w Pet Peeves with Games?

Any game ported to the PC needs to recognize controllers that are plugged in after launch and need to have a “quit to desktop” option.

kboos1,

Absolutely, especially with handheld PC gaming becoming more popular. Drives me nuts having to fiddle with settings just to get it functional only to realize I missed something that was critical for a game play mechanic

eezeebee, do games w Pet Peeves with Games?
@eezeebee@lemmy.ca avatar

Getting lost. I like exploring until I’m done exploring, and then I have a low tolerance for wandering aimlessly. I don’t need an indicator and a map to tell me where to go, but I appreciate a sign post or NPC to nudge me in the right direction if I need it. Sometimes level/world design does not help in areas that look samey, so landmarks or some sort of unique feature are appreciated.

Paradachshund,

I wish more games did better sign posting too. I’m not a fan of following the dotted line, but I see too many games where there’s no other way to do it. The NPC tells you to go somewhere, and doesn’t actually give you directions.

jordanlund, do games w Pet Peeves with Games?
@jordanlund@lemmy.world avatar

Happened with me in FFVII back in the day… Doing well, had to take a 2 week business trip, got back… “Wait, did I just GET to this town or was I LEAVING this town?” No clue what I was doing, I may have just started over…

Rhynoplaz, do games w Pet Peeves with Games?

I have the same issue with any of those long games that I’ve stepped away from for a while. I usually go back in, wander around aimlessly, accidentally mess up what I was working on before, and then realize why I quit playing it way back when.

BradleyUffner, do games w Random Screenshots of my Games #66 - StarRupture

I’ve heard this is game is kind of hard to play single-player. Any thoughts?

cobysev,
@cobysev@lemmy.world avatar

I haven’t had any problems, except for fighting that Goliath alien. I managed to take one down solo, but only by jumping across a chasm and then taking pot shots at him while he stared at me from the other side. I could not get clean shots off at him while running away. I actually killed him by throwing a grenade behind him, and when he turned around to shield from the blast, I shot him in his soft unprotected backside until he collapsed.

I personally have yet to die in the game, but two of my friends who joined me just ran off without any introduction to the game and proceeded to get themselves killed over and over again. So if you pay attention to the training at the beginning, it shouldn’t be too difficult.

The farther you wander from your starting area, the more difficult the aliens get. So stay closer to home until you’ve leveled up your weapons and base defenses and you’ll be fine, even solo. Of the 7 bases I currently have set up, only one has been attacked by aliens so far, and they were easy to clean up by myself.

As far as factory automation, it can sometimes be a chore as a single player, but it’s not too hard. As long as you have the patience to plot out resource production lines, it’s not too bad. The hardest thing right now is that there’s no transportation between bases besides walking there yourself, so it can be time-consuming going back and forth to check on various bases. Especially since most of the resource nodes are scattered. And you can’t just build anywhere like Satisfactory, so you need to drop Base Cores here and there so you can run rails between bases for resources.

I still don’t know how large the game’s map is, but what I’ve uncovered so far is massive. It takes me maybe 10 minutes to walk across my currently-explored area, and there’s still a lot of black undiscovered areas on my map in all directions!

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