Currently, I’m replaying The Witcher 3, and the main annoyance I’m having right now is not being able to pause during timed choices (and timed choice are a whole other problem in games too).
You can pause during non-time-sensitive dialog choices, but not during timed ones. I don’t know why they specifically deny pausing for those. Maybe to prevent people from pausing and thinking it out? But, some of these times sensitive choices greatly effect the story. I want to be able to think about these choices when they effect the story.
Timed choices have their place in games as a valid storytelling mechanism but please not in my open-world, RPG, fantasy hack-n-slasher.
Like if I’m playing a role I need to think about my choice and make sure it fits the character I’m trying to play. I’m not playing myself so my knee-jerk choice might not be the same as what I’m trying to experience.
I mean that is kinda exactly what the developers want to provoke with timed dialogue choices. Timed dialogue choices are a game design mechanic to try and get a player to answer on instinct/gut feeling, rather than over analysing and trying to optimise the dialogue.
You not getting to think about it long is very much the intended effect, and allowing a pause would entirely defeat it.
There are of course definite accessibility concerns that should be considered and worked around, such as people with dyslexia who may not be able to properly parse the dialogue options before the timer runs out, but as a game mechanic I think forcing the player to pick on instinct definitely has merit. It helps make the game more immersive, because it puts you under the same pressure to react as your character is in the story right now, and it can lead to more interesting and ultimately enjoyable games by forcing players to potentially make a mistake, and having to find out a way to deal with the fallout.
please download and install the new launcher. please login to the new launcher. your login does not work, please go to the website to reactivate your account. you must restart your system to reset the launcher login screen. please wait a full minute for the launcher to finish loading. please wait thirty seconds for us to process your login credentials. please wait fifteen seconds for us to begin the process of launching the game.
Quests that demand that the player finds X of an unimportant item in a world which has exactly X instances of said item. Thankfully most games nowadays will offer up more of said item than needed to complete the quest, so that one doesn’t end up scouring the map over and over again, in search of that elusive last bottle/scroll/pigeon, because nobody got time for that. And not even talking about optional collectathon quests for those who want that sort of thing, some games would have this sort of quest in the main storyline.
To add, give me some way of tracking these collectables.
If I’ve collected all of the trinkets in a given area, mark that area in some way. If there are 100 trinkets, number them and give me a list. Give me a map, hints, thing that beeps, something.
I don’t need any of the above to be unlocked from the start. You can add it in the post game or after I’ve collected some percentage of them or make it a side quest.
It’s annoying going online and someone has posted “I found 99 of 100 things, where else to look?” and basically no one can help them. It’s annoying being that person, to be so close and yet so far.
I have steam account from CS 1.0 (can legally buy beer), and hundreds of games. I still say that gaming is dead, especially AAA gaming. This year has been quite shit compared to previous one’s and it has been a trend for years. Indie and small studios are the way forward.
AAA gaming is definitely dead but i dont think its a bad thing. Ive just about only played Indie games and even AA(?) games to great satisfaction the past couple of years. Im not a light gamer either have thousands of hours in games like Avorion, Stormworks, Battlebit, Juno: new origins (kerbal space program like). That is just to name a few but right now im binging Space Station 14 real hard which im not even playing from Steam. If anything the death of AAA has created a great opportunity for smaller devs to start showing up and showing off
What are you on about? The non viability of games from Big studios that still exist is a literal disaster. Their desire to still remain as businesses and suck money from us is why that article came out, saying that 50% of kids want virtual currency for Christmas now. It also means the death of GOOD big games, not the death of BAD big games. And many people WANT big games, and will compromise their judgement to play them, dumbing down not only themselves, but the entire landscape in the process.
In reality, “the death of big studios” just translates to “widespread addiction to high volume gambling in children and adults”. E-waste, more capitalism, worse society, etc.
For AAA yeah. This year however hades 2, kingdom come deliverance 2, and silksong all came out to great acclaim and still managed to get outclassed by Expedition 33. If that’s what dead looks like I want more of my hobbies to die
This year has been quite shit compared to previous one’s
The number of games being voted on for GOTY this year is pretty hard to choose from since there’s so many. They just aren’t AAA games. They’re all AA or indies.
You can call me sentimental, but 1996-1999 were the golden age of new gaming IP. Most of games are sequels to franchises created in those few years. Like Fallout, GTA, Half-Life, Metal Gear Solid, Silent Hill, Resident Evil, Tomb Raider, Baldurs Gate, Smash, Quake, and many more.
If the game supports voice chat in-game, then it is not ok to play background music while talking in-game. Just mute yourself and don’t make us listen. It’s the same as people walking around neighborhood and blasting their music from their phone as if they’re the only ones with ears.
OP, you would love the Steam Deck, or in a few months the Steam Machine. Or any other PC with Steam for that matter. With Steam Input you can rebind the controls of even the most stubborn game.
Money. Disabled unemployed. Very limited funds that are pretty much keeping me fed and the occasional $5-$10 game on sale if I treat myself.
Steam Machines are just gonna be priced like a regular computer and still needs a setup. If I’m playing PC I’m using my mouse and keyboard. I much prefer it over a controller with my fingers how they are.
I had so much fun with dread earlier this year. It motivated me to buy and mod an original GBA so I could finally beat the copy of Fusion I’ve had since I was a kid. That really got the ball rolling on me finishing as many Metroids as I can ahead of Prime 4. I think I’ve finished 4-5 now. Still haven’t done Super Metroid, which everyone tells me is the best, but I’m a snob and I want to get a Super Nintendo controller to play it with.
I’ll pop in and say the mechanics of pointing the wiimote at the screen from using it as a horizontal controller in order to go into a first person mode was kina fun. It was also the (first?) Metroid game to use the parrying system that was also used in Dread, which is super satisfying. It also had a boss fight that was a near direct reference to one of the Alien movies, which was original inspiration for Metroid. But the story sucked, and I think we have all rightfully retconned it, as Samus is an awesome bounty hunter, not a lame little baby.
Putting too many game mechanics into a game, like fighting system, bonus crystals, combinations of stuff to upgrade other stuff, plus pets, minigames, repetable quests, party combinations, crosswords, and more, in a single player game especially.
Yeah, I particularly hate when crafting mechanics get shoehorned into a game, simply because market studies told the publisher that games with crafting sell better. Especially when the crafting system is clearly an afterthought, and the game is entirely unbalanced as a result of it.
For example, the game had crafting added after the inventory system was designed. And crafting doesn’t really become viable until near the end of the game, because it requires a wide variety of materials and you only have access to half of them for the first half of the game. So now you’re drowning in crafting materials that are taking up inventory space/weight for the entire first half of the game.
Another example, devs had an end game build in mind, but decided to lock it behind 35 hours of crafting material grinding. Crafting isn’t really used for anything else in the game, but the end game builds all require a ton of extra grind, with obscure materials hidden behind rare or secret enemy drops. The only purpose is to artificially inflate the playtime, so the publisher can claim the game has “over 100 hours of gameplay” in the ads.
Another example, devs were told to add crafting after the game’s equipment was balanced. In order to encourage players to actually use the crafting system, it is full of super overpowered gear that completely wipes the floor with anything else in the game. Or inversely, the devs didn’t want you to be able to grind materials for gear before you were “supposed” to have it, so all of the crafting gear is subpar at best.
That shit has ruined so many single player games that were otherwise fine.
Games with bird sounds. This wouldn’t be too bad if i could turn them down or off but because of this I can’t play some games or spend time in specific areas of some games because it make my birds go crazy because they think there’s another bird in the house.
I wish we could individually turn up or down all of the different elements if sounds not just music/sfx/voice etc
I have eustachian tube issues that make most headphones very uncomfortable. Not only that I’ve always seen it weird to do that when I have a TV and a good sound system in my living room to use.
Dude, again? These are the default officially licenced images that merch sellers use to print onto t-shirts and crap. There’s no way this is hand drawn.
I’m souring on difficulty options lately. How am I supposed to know the ideal difficulty of a game without having played it before? You’re the developer, you designed it and if you’re confident in your game balance you should pick the default difficulty. Better yet, get rid of discrete difficulties and add customizable assist mode instead.
Whilst I didn’t enjoy the mechanics of Control, I was very impressed at the settings it offered. I could essentially turn off combat if I wanted. Yes, it won’t be the same game experience, but if I choose to play that way - let me!
In the old days we had cheat codes for this stuff. I cheated my way through a lot of games and then revisited later without cheats. Some of those became my favourite games of all time (Theme Hospital and Tony Hawk’s Pro Skater 3 both spring to mind).
By playing the game and adjusting as needed to the experience you are having. That’s what difficulty options are there for. Only you can decide what that is. No one can or should dictate that for you.
While I do change them if I feel things are seriously off, I don’t think changing the settings mid-playthrough is the solution. It is normal for the same game to have different difficulties at different times so if you’re adjusting difficulty mid fly on a first playthrough you probably won’t get the same highs and lows as intended. It is impossible to know from the first stages how the difficulty ramps up, sometimes they are easier, sometimes they are just mechanically simpler and sometimes they are purposefully difficult so you have to learn key mechanics.
Difficulty options are like consumable potions to me if that makes sense
Gaming experience is subjective. The highs and lows are entirely dependent upon the player and their preferences/capabilities.
It’s your experience, no one else’s. The experience is either fun or frustrating. If it is frustrating, then adjust until it is fun. It’s just that simple. For some, a brick wall challenge is fun and enjoyable, for others, it is time consuming and tedious. Both players are valid and both should have the option to play a game the way they want
The “highs and lows” should come from the storytelling, not the gameplay loop. The gameplay loop should always be fun, engaging, and enjoyable for the player.
People calling search action games metroidvania is a big pet peeve of mine. No idea why it bothers me. Anyways hollow knight is my favorite, followed closely by silksong.
I get it. I’ve seen some on here that make no sense to me as metroidvanias. But I think it might be generational. To me a metroidvania has to be 2D, because those are the kinds of metroid and castlevania games I grew up on.
Seeing suggestions for Batman Arkham games or Supraland (love both series) is a weird suggestion to me because I see those as action and puzzle platformer respectively. But for people growing up with 3D Metroid etc. I can see why they’d classify it that way, even though I think the series changed away from the classic metroidvania genre at that point and into more action or action platformer.
Mostly Snes for me. Ironically Simons quest for nes I’d actually consider a search action game, but the game was quite the outlier from the normal level based linear Castlevania games and not very popular.
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