HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited December 2007
Oh, here's something (as I play Shining Force 2). Leveling in strategy RPG's. I've never liked it. It is slow, situational, or brutal. I think Disgaea managed to make it alright. I have little experience in the way of this genre, so I don't know how it is handled really.
Henroid on
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Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
Oh, here's something (as I play Shining Force 2). Leveling in strategy RPG's. I've never liked it. It is slow, situational, or brutal. I think Disgaea managed to make it alright. I have little experience in the way of this genre, so I don't know how it is handled really.
I hate the Fire Emblem games for this reason
Experience is gained whenever you kill or heal another unit. Only certain units can heal though, so all the other guys have to kill the enemy to get experience. However there are certain members of your party who, if killed, mean you instantly lose the mission. These guys can be some of the most powerful in the game, but in order to get them there you have to actively put them in danger time and time again
This is like the epitome of a shitty game mechanic and one of the reasons I never picked up a Fire Emblem game after the first one
Oh, here's something (as I play Shining Force 2). Leveling in strategy RPG's. I've never liked it. It is slow, situational, or brutal. I think Disgaea managed to make it alright. I have little experience in the way of this genre, so I don't know how it is handled really.
I hate the Fire Emblem games for this reason
Experience is gained whenever you kill or heal another unit. Only certain units can heal though, so all the other guys have to kill the enemy to get experience. However there are certain members of your party who, if killed, mean you instantly lose the mission. These guys can be some of the most powerful in the game, but in order to get them there you have to actively put them in danger time and time again
This is like the epitome of a shitty game mechanic and one of the reasons I never picked up a Fire Emblem game after the first one
What an odd thing to complain about. "Man chess is shittly designed, I have to leave some of my pieces at risk to capture other pieces!"
The whole damn point of the game is to balance risk and reward. It's actually really well done.
I'm pretty surprised we went four pages without anyone complaining about escort missions. I like them when they are well done, but most aren't.
Oh, here's something (as I play Shining Force 2). Leveling in strategy RPG's. I've never liked it. It is slow, situational, or brutal. I think Disgaea managed to make it alright. I have little experience in the way of this genre, so I don't know how it is handled really.
I hate the Fire Emblem games for this reason
Experience is gained whenever you kill or heal another unit. Only certain units can heal though, so all the other guys have to kill the enemy to get experience. However there are certain members of your party who, if killed, mean you instantly lose the mission. These guys can be some of the most powerful in the game, but in order to get them there you have to actively put them in danger time and time again
This is like the epitome of a shitty game mechanic and one of the reasons I never picked up a Fire Emblem game after the first one
Oh, here's something (as I play Shining Force 2). Leveling in strategy RPG's. I've never liked it. It is slow, situational, or brutal. I think Disgaea managed to make it alright. I have little experience in the way of this genre, so I don't know how it is handled really.
I hate the Fire Emblem games for this reason
Experience is gained whenever you kill or heal another unit. Only certain units can heal though, so all the other guys have to kill the enemy to get experience. However there are certain members of your party who, if killed, mean you instantly lose the mission. These guys can be some of the most powerful in the game, but in order to get them there you have to actively put them in danger time and time again
This is like the epitome of a shitty game mechanic and one of the reasons I never picked up a Fire Emblem game after the first one
Oh, here's something (as I play Shining Force 2). Leveling in strategy RPG's. I've never liked it. It is slow, situational, or brutal. I think Disgaea managed to make it alright. I have little experience in the way of this genre, so I don't know how it is handled really.
I hate the Fire Emblem games for this reason
Experience is gained whenever you kill or heal another unit. Only certain units can heal though, so all the other guys have to kill the enemy to get experience. However there are certain members of your party who, if killed, mean you instantly lose the mission. These guys can be some of the most powerful in the game, but in order to get them there you have to actively put them in danger time and time again
This is like the epitome of a shitty game mechanic and one of the reasons I never picked up a Fire Emblem game after the first one
Active risk management is a shitty game mechanic?
I was about to say that sounded awesome.
Also, unskippable tutorials can die in a fire
Hilariously enough, The game he is talking about has the world's best unskippable tutorial. Seriously, I enjoy it more than the regular game. Also, you can skip it on subsequent playthroughs if you are willing to take a huge loss in the levels of those characters, so it might not qualify under your definition.
I understand the spirit of your complaint though. Press A to jump. Yes, like that. Now shoot these target dummies. Yes.
Another complaint I have? Unpausable cutscenes. Fuck if I don't love a good cutscene, but sometimes the phone rings, some friends stop by, whatever. Just let me pause. The controller has 15 buttons for a reason! I'm not even asking for rewind or fast foward, though both would be awesome.
Xenogears of Bore on
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AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
edited December 2007
I got another. Overly long death scenes. I'm looking at you Eternal Sonata! That bitch got stabbed in the chest, how is she even talking and for like 15 fucking minutes! Oh wait she's dead now? Oh nope guess not she is still talking. . . Okay now she is dea- oh come on bitch DIE ALREADY! I don't need to see flashbacks of a scene that happened literally 5 minutes ago! Oh sweet merciful Christ I think she is finally dead.
Axen on
A Capellan's favorite sheath for any blade is your back.
I'll second levelling in SRPGs, although maybe not for quite the same reason.
I just hate that your troops need to either land a killing blow to get experience (completely killing Disgaea for me. I mean really, I got to the point where you meet Gordon, and gave up. So annoying.), or do something to gain experience. What's wrong with shared experience? Is it so wrong to want to level a pure healing character without having to cast "twiddle thumbs" every turn, or try to hang out near someone who can do some damage in the hopes of a combo attack?
I thought this could be interesting. I find myself nitpicking otherwise good games because of small design choices that don't make a whole lot of sense.
For example:
Oblivion:
The moon(s) in Oblivion. Way to big. At first I thought it was good, because in Starwars and the like big moons look great, but I found that after a while it just pissed me off, and drew me out of the game.
The lack of "adventure loot". If I spend 30 minutes climbing to the tallest mountain peak, it would be excellent if I find some really cool or interesting loot. Not all over the place, but rather just spread around.
There are a bunch of caves all over the place, and a couple of ruins, but then this huge beautiful waterfall is just for looking at? Why not make it have an opening and make a cool place to explore rather than another seemingly randomly generated mining cave!
TF2:
Dying
Long Loading
You know for oblivion someone made a mod that hid legendary items all over the outdoor landscape, it dosnt go all out and change anything but it makes it fun to explore around the mountains/other areas. There is also another mod that changes the moon to a natural moon, natural size, as well as adding real weather patterns such as fog that rolls in, rainclouds, etc.
I second what Taramoor posted. I don't think I've ever played an escort missions that was fun in any of the space shooters I have. Protip: If you are going to entrust the entire hope of yout people/planet/universe, then please give the ship carrying the mcGuffin decent speed, shields and the ability to actually defend itself while I hold off the bad stuff.
I second what Taramoor posted. I don't think I've ever played an escort missions that was fun in any of the space shooters I have. Protip: If you are going to entrust the entire hope of yout people/planet/universe, then please give the ship carrying the mcGuffin decent speed, shields and the ability to actually defend itself while I hold off the bad stuff.
To add to this, don't make what I'm escorting a heavily armed and armored ship with one weakness: torpedoes.
I second what Taramoor posted. I don't think I've ever played an escort missions that was fun in any of the space shooters I have. Protip: If you are going to entrust the entire hope of yout people/planet/universe, then please give the ship carrying the mcGuffin decent speed, shields and the ability to actually defend itself while I hold off the bad stuff.
To add to this, don't make what I'm escorting a heavily armed and armored ship with one weakness: torpedoes.
And then don't make me shoot the torpedoes down.
See, that's what Freespace 2 did right. When you protected the carriers and warships they could handle themselves but they needed you to keep torpedoes from slipping in under their defence while they were busy hammering on other capital ships. Weaving through the beams and the flak in order to keep your bead on the bombers was fun as hell, while avoiding the frustration of the developers taking the easy route of forcing you to defend a dinky freighter against 10+ warships with accompaning escorts.
It always bugs me when I look down in an FPS and can't see my feet.
That bugs me slightly, I feel somewhat disembodied. It can't be too hard to just put the camera in front of the model's face ala Trespasser. Or at least fake it a little.
Also, I'm playing Final Fantasy XII and I noticed there are teleporters to different cities but they take an item that takes a laughably trivial amount of money to buy. Who the fuck is going to say, "200 gill? FUCK. Better just take the 30 minutes and walk there." Fucking nobody, that's who. Just make it free, seriously.
The same deal when I initiate combat with an enemy from range. I have to wait for my action bar to fill before my character attacks, but I'm just going to make sure it's full before I get with attacking range anyway. Seems like an unncessary step. There's no point in making things overly complicated. Not even complicated, but even less simple than needed. It's like masturbatory game design.
Like having to press the R2 button everytime to fire in Tomb Raider. Seriously, just let us hold it down. Why do you hate the people that play your games.
I would play Legend of Zelda on my Gameboy with 1 heart at max volume until my roommate threatened to kill me
In my opinion any game with stunlocks is less for it. to me stunlocks are like the polar oposite of fun
That's part of the reason I quit playing WoW. Any game where your condition for winning is making the other person unable to play reeks of poor design. Fighting an opponent who can't fight back doesn't make you a terrific player. Sure you have to remember some move combinations, but in the end you're still fighting a player that might as well be AFK.
And sure you can say that WoW isn't a 1v1 game, but even in group PvP it's all just degenrated into who can CC the other team more. It doesn't matter if it's 1v1 or 5v5. Take someone out of the fight and it's 5v4. Same effect. When I play a game I actually like to play a game. If PvP became more about strategy and action/reaction it would be fun, but as it is now it's merely a game of who can get around diminishing returns the best.
In my opinion any game with stunlocks is less for it. to me stunlocks are like the polar oposite of fun
That's part of the reason I quit playing WoW. Any game where your condition for winning is making the other person unable to play reeks of poor design. Fighting an opponent who can't fight back doesn't make you a terrific player. Sure you have to remember some move combinations, but in the end you're still fighting a player that might as well be AFK.
And sure you can say that WoW isn't a 1v1 game, but even in group PvP it's all just degenrated into who can CC the other team more. It doesn't matter if it's 1v1 or 5v5. Take someone out of the fight and it's 5v4. Same effect. When I play a game I actually like to play a game. If PvP became more about strategy and action/reaction it would be fun, but as it is now it's merely a game of who can get around diminishing returns the best.
kind of amazes me how many games have used that even in single player. <shrug> guess some folks must digg that sort of thing
BEEP BEEP BEEP BEEP YOU'RE AT LOW HEALTH BEEP BEEP BEEP BEEP BEEP BEEP IS THIS HELPING YOU CONCENTRATE? BEEP BEEP BEEP BEEP BEEP BEEP BEEP BEEP IF YOU TAKE ANOTHER HIT YOU'LL DIE! BEEP BEEP BEEP BEEP BEEP BEEP BEEP BEEP BEEP
The Zelda series is especially bad about this. Super Mario Galaxy does it too, but it uses a less annoying sound.
Capture the flag. Specifically about the flag. All this high tech war in all these games and the teams decide to duke it out over a fucking peice of cloth on a pole.
Funny story, at first I thought that it was weird that Team Fortress 2 uses briefcases of intelligence instead of flags. I guess that's what happens when you get used to stuff that doesn't make sense.
I'll second levelling in SRPGs, although maybe not for quite the same reason.
I just hate that your troops need to either land a killing blow to get experience (completely killing Disgaea for me. I mean really, I got to the point where you meet Gordon, and gave up. So annoying.), or do something to gain experience. What's wrong with shared experience? Is it so wrong to want to level a pure healing character without having to cast "twiddle thumbs" every turn, or try to hang out near someone who can do some damage in the hopes of a combo attack?
This really goes for RPGs in general, because if they only gain xp when in the team/party/whatever then you end up having characters you didn't use in a particulary xp rich section, now you actively won't use them because they're weaker. It becomes this vicious cycle where the less you use someone the less likely you are to use them in future and you more and more get locked into a handful of characters.
I wish more rpgs would use the bioware style of everyone getting the same xp at the same rate as anyone else, so if there's a character you haven't used for a while you can get them out at any time and not worry about them being gimped.
Actually, the shared XP thing reminds me of a convention that I can't stand in RPGs.
So, your party of world-savers consist of 12 people. Twelve glorious heroes fighting to save mankind from imminent destruction. But only three or four of them at a time, for absolutely no explained reason whatsoever. The other 8 party members are just hanging around in the ether (yes, many rpgs have abandoned even the 'waiting in the airship' convention) doing fuck-all while the Away Team racks up the cash and fame. I realize it's tough outside of a TRPG to have 12 characters at once, but at least TRY to figure out a way to handle it. Hell, even Chrono Trigger at least handwaved an explanation. And if you're only going to allow a four person party? Then just give me four characters, and make them actually likable.
And if you have a system where you have only 6 characters total, using only 3 at a time, with the other 3 literally nowhere, using a combat system which is real time and relies on player-made AI instructions? Epic fail. Fuck you, FFXII. Fuck. You.
I second what Taramoor posted. I don't think I've ever played an escort missions that was fun in any of the space shooters I have. Protip: If you are going to entrust the entire hope of yout people/planet/universe, then please give the ship carrying the mcGuffin decent speed, shields and the ability to actually defend itself while I hold off the bad stuff.
To add to this, don't make what I'm escorting a heavily armed and armored ship with one weakness: torpedoes.
And then don't make me shoot the torpedoes down.
See, that's what Freespace 2 did right. When you protected the carriers and warships they could handle themselves but they needed you to keep torpedoes from slipping in under their defence while they were busy hammering on other capital ships. Weaving through the beams and the flak in order to keep your bead on the bombers was fun as hell, while avoiding the frustration of the developers taking the easy route of forcing you to defend a dinky freighter against 10+ warships with accompaning escorts.
They should just do it BSG-style and have the ship shred incoming torpedos with its main batteries.
I second what Taramoor posted. I don't think I've ever played an escort missions that was fun in any of the space shooters I have. Protip: If you are going to entrust the entire hope of yout people/planet/universe, then please give the ship carrying the mcGuffin decent speed, shields and the ability to actually defend itself while I hold off the bad stuff.
To add to this, don't make what I'm escorting a heavily armed and armored ship with one weakness: torpedoes.
And then don't make me shoot the torpedoes down.
See, that's what Freespace 2 did right. When you protected the carriers and warships they could handle themselves but they needed you to keep torpedoes from slipping in under their defence while they were busy hammering on other capital ships. Weaving through the beams and the flak in order to keep your bead on the bombers was fun as hell, while avoiding the frustration of the developers taking the easy route of forcing you to defend a dinky freighter against 10+ warships with accompaning escorts.
Darnit, I wanted to talk about FS2!
So yeah, I actually enjoyed the escort / protect missions in that one. I think a large part of it was the fact that I could give orders to all my wingmen, so it always felt as if I was part of a team and that my squadmates were doing something. Ordering a couple of fighters to defend a ship or a station meant that they would prioritise torpedoes, then the Seraphim's, and they'd make sure to stick close to their escort. Meanwhile you could order your other wings to take down capital ships or go on the offensive or just cover you. It's like the first 30-60 seconds of most missions consisted of me crafting out my battle plan and giving orders to my wingmen. And I felt I could leave them to do their tasks, and they'd carry them out, at the very least long enough for me to finish what I needed to do and get on the next task.
I'll second levelling in SRPGs, although maybe not for quite the same reason.
I just hate that your troops need to either land a killing blow to get experience (completely killing Disgaea for me. I mean really, I got to the point where you meet Gordon, and gave up. So annoying.), or do something to gain experience. What's wrong with shared experience? Is it so wrong to want to level a pure healing character without having to cast "twiddle thumbs" every turn, or try to hang out near someone who can do some damage in the hopes of a combo attack?
All you really have to do in Disgaea is take advantage of the mentoring system to teach your healer offensive magic (or teach your offensive mage healing magic). It's not particularly user-friendly, but it's there.
The "Silent Hero" archtype sweeping games nowadays.
I get it can be kinda immersive to not hear the person your playing talk, but come on.
I'd prefer Altair's broken dialouge in AC over Master Chief's petty one liners or Gordon Freeman's... gayness.
Just, develop that character dammit! I'm investing time into this game and story, atleast put some effort into the damn main character.
Main characters are almost consistently very boring at best, though. They usually have boring dialogue, boring motivations, mediocre voice acting. Instead, the good main characters are either the ones who don't say anything, or the ones whose dialogue you can select (usually without voice acting). Really, I'm glad Freeman's not talking because he doesn't need to thanks to clever writing, and without him talking you can grow to better like the other characters.
An exception to this is JC Denton, who's a main character who talked, you couldn't really select much dialogue for, but who I found very interesting.
Limed for truth. And I don't mean "I agree" net meme truth, I mean actual fact. I'm sick and tired of wolves being depicted as vicious, man-hunting animals. Werewolves are a different story, and get the same exception as zombie wolves. Or demon wolves I guess.
This isn't a major complaint, but enemies that drop money and shouldn't be carrying it need to stop showing up in games.
Do dire wolves attack people, by the way?
Basically every design decision made for Deus Ex 2 I hated. Some stuff I just didn't understand at all. Why would you have a single ammo type for all weapons? You use up all your shutgun ammo, turn to your rifle... oh wait, not enough ammo. Also, the limited inventory. You had 12 slots which could contain any item, but there was a wide selection of items in small numbers you could use. You had normal grenade which you might have 3 of, and you find 3 wall mines you can't pick up. Which is weird because DX just (intelligently) had 4 types of grenade/mine to pick up, which were widely available.
And I agree with the award things being useless: it's cute for, say, Sonic or something, but HL2's a serious game. Really, getting some award for killing someone in a certain way seems stupid; if it gets me an award I should want to do it anyway. Same goes for "finish the game, you unlock things the next time you play" stuff. That doesn't add to replayability, that's restricting stuff unless I play it more than once. Replayability is added by making me actually want to play the game more than once, just because it's good (like HL), because it'll provide different, exciting situations (like Far Cry, whose fights were totally different each time) or because you could play the game in a totally different way three or four times (like VtM: Bloodlines)
[Really, I'm glad Freeman's not talking because he doesn't need to thanks to clever writing, and without him talking you can grow to better like the other characters.
The problem I have with Gordon Freeman is that he's embroiled in a fight to save the world but he never remarks about anything that happens around him, which is fine for some but I just feel that it hurts my appreciation of the story when my character apparently is to blase' to give a shit that ten years have passed in a very short time, from his perspective, and suddenly dumped into a 1984 style society ruled by aliens.
I think Achievements are A-OK, and a good way to increase replayability, even if it's a little artificial. However, what I don't like is when I earn an Achievement for simply progressing through the main plot of a game. They should be there to encourage you to do things that you might not normally do, rather than reward you for simply playing the game.
The Grab Bag achievement, dubbed the 'Worst Achievement Ever' by the internet, gives you ten points if you ""kill at least 1 creature, 1 enemy, 1 teammate, and yourself in the same round of a public match," encouraging the ultra-infuriating practice of team killing.
It can ruin a game when the other team runs around like retards with shotguns and martyrdom. Why even move in those games?
YES!! Bloody bastard Last Stand too.
Last stand would of been executed so much better if there was an actual animation of falling down shot then pulling out the pistol, somewhat like the little cinematic scenes in the SP where you are still in control. Instead of how it is now which is going from standing to just teleporting immediately to the ground with your pistol out magically.
Whatever, I personally just don't like it. I think games should just have good names to represent them. I wouldn't play something called Bioshit, or No-Life, or Ass Effect, so likewise I don't feel compelled to play soemthing that uses numbers in place of letters and words for it's title.
I can agree with that, but boycotting the game completely is just a bit extreme, don't you think? It still looks awesome, you can just put tape over the box or something.
Pfft.
I refuse to play games that have "The" in the title. I'm so sick of particularizing or generically framing words.
Anyway.
Mass Effect. The X button scrolls through text, but also confirms the generic response to NPCs.
FPS's and Shooting games where you can't look directly up. (Lost Planet and Metroid Prime 3)
Also, unskippable tutorials can die in a fire
This is why I couldn't play Assassin's Creed. The first hour and a half of the game is one long unskippable tutorial.
Mentioned in a previous thread- but since all the best ones have been taken, for me it's got to be jumping.
I can live with the absence of jumping if there is absolutely nothing to jump over, but don't go blocking me with picket fences, you bastards. I'm a murderous badass with a sword/sci-fi zapping-thing, don't tell me I can't climb three feet off the ground!
Hell, I could probably kick half of them down, but that ties in with the aforementioned "locked door" syndrome in games rife with high explosives and, I don't know, screwdrivers.
I second what Taramoor posted. I don't think I've ever played an escort missions that was fun in any of the space shooters I have. Protip: If you are going to entrust the entire hope of yout people/planet/universe, then please give the ship carrying the mcGuffin decent speed, shields and the ability to actually defend itself while I hold off the bad stuff.
To add to this, don't make what I'm escorting a heavily armed and armored ship with one weakness: torpedoes.
And then don't make me shoot the torpedoes down.
See, that's what Freespace 2 did right. When you protected the carriers and warships they could handle themselves but they needed you to keep torpedoes from slipping in under their defence while they were busy hammering on other capital ships. Weaving through the beams and the flak in order to keep your bead on the bombers was fun as hell, while avoiding the frustration of the developers taking the easy route of forcing you to defend a dinky freighter against 10+ warships with accompaning escorts.
Darnit, I wanted to talk about FS2!
So yeah, I actually enjoyed the escort / protect missions in that one. I think a large part of it was the fact that I could give orders to all my wingmen, so it always felt as if I was part of a team and that my squadmates were doing something. Ordering a couple of fighters to defend a ship or a station meant that they would prioritise torpedoes, then the Seraphim's, and they'd make sure to stick close to their escort. Meanwhile you could order your other wings to take down capital ships or go on the offensive or just cover you. It's like the first 30-60 seconds of most missions consisted of me crafting out my battle plan and giving orders to my wingmen. And I felt I could leave them to do their tasks, and they'd carry them out, at the very least long enough for me to finish what I needed to do and get on the next task.
*Sigh*
I miss those classic space combat games.
Everytime FS2 gets mentioned I get a hankering to replay it. I agree on the Escorts, though there was that one black-ops escort which could get really ugly really fast, but you had a shitload of powerful help on that one.
I'm half tempted to get Chronicles of Tarr as it got okay reviews and is a classic looking space shooter.
Or maybe I'll go dig around for some more player made FS2 stuff...
steejee on
The Great DAMNED STEAM SALES AND WII/U Backlog Just Finished: Borderlands (waste of $7)/Mario Brothers U/The Last Story/Tropico 4 Currently Playing: NS2/ZombiU/PlanetSide 2/Ys/Dota2/Xenoblade Chronicles On Hold: Prince of Persia: Warrior Within/GW2/Scribblenauts Coming Next: Prince of Persia: The Two Thrones/X-Com Classic
In RPGs etc. when I can't see the clothing and armour that I've equipped on the character models. God damn. If I see an item thats got a super shiney icon, LET ME SEE IT ON MY CHARACTERS.
The problem I have with Gordon Freeman is that he's embroiled in a fight to save the world but he never remarks about anything that happens around him, which is fine for some but I just feel that it hurts my appreciation of the story when my character apparently is to blase' to give a shit that ten years have passed in a very short time, from his perspective, and suddenly dumped into a 1984 style society ruled by aliens.
I'll admit that's a bit of a problem, but I think it's a legitimate design choice, for a fairly clear reason, that works well. Valve followed the same pattern they'd established in HL, which was essentially Gordon Freeman and the player are the same entity.
Consider the alternatives: having a disembodied voice constantly saying "what the hell's going on, Kleiner? Alyx, why are monsters running around? Eli, why am I in Eastern Europe?" followed by loads of unnecessary exposition, text appearing on screen for you to select what you want to say, maybe characters just randomly explaining story points in response to anything the player might be wondering about.
All of which would basically detract from the realism. I actually think it's more absorbing for my character not to be talking than saying stupid things or asking obvious questions. Like I said, better to have it this way than yet another sarcastic or whiny hero throwing around one-liners.
I think Achievements are A-OK, and a good way to increase replayability, even if it's a little artificial. However, what I don't like is when I earn an Achievement for simply progressing through the main plot of a game. They should be there to encourage you to do things that you might not normally do, rather than reward you for simply playing the game.
It depends on the format, I think. If it's just a journal entry or a trophy appears in my house or something, that seems totally fine. It's when you have some in-game list of stuff you can do. Why should I want to do something just for a tick-box? I want to do something because it's fun, because a character I quite like asked for a favour, or just because I see something that I want to explore.
GTA's an example of this, too. Finding 100 horseshoes or oysters because I get something spawning or an extra car isn't adding replayability, it's not adding to playtime. It's useless, pointless busywork that at best is some aside I can ignore, and at worst holds back part of the game I'll never see because I won't spend hours wasting my time. Hell, the amount of time thinking up and creating these extras could be better used in bug testing, making entertaining parts of the game, or releasing early.
[Really, I'm glad Freeman's not talking because he doesn't need to thanks to clever writing, and without him talking you can grow to better like the other characters.
The problem I have with Gordon Freeman is that he's embroiled in a fight to save the world but he never remarks about anything that happens around him, which is fine for some but I just feel that it hurts my appreciation of the story when my character apparently is to blase' to give a shit that ten years have passed in a very short time, from his perspective, and suddenly dumped into a 1984 style society ruled by aliens.
I like to think of it this way: What would you say if you suddenly found yourself trapped in a dystopian future by a mysterious man in a suite.
That is Gordon Freemans dialouge.
The point of the silent hero is that his personality is supposed to be the players personality. I actually like how Knyyt played the silent hero thing better. Because you came see your character and watch how it moves, how it jumps etc.
you can sympathize with him but at the same time, the fact that he doesn't speak and you shares his challenges gives you the impression that you are him.
[Really, I'm glad Freeman's not talking because he doesn't need to thanks to clever writing, and without him talking you can grow to better like the other characters.
The problem I have with Gordon Freeman is that he's embroiled in a fight to save the world but he never remarks about anything that happens around him, which is fine for some but I just feel that it hurts my appreciation of the story when my character apparently is to blase' to give a shit that ten years have passed in a very short time, from his perspective, and suddenly dumped into a 1984 style society ruled by aliens.
I like to think of it this way: What would you say if you suddenly found yourself trapped in a dystopian future by a mysterious man in a suite.
That is Gordon Freemans dialouge.
The point of the silent hero is that his personality is supposed to be the players personality. I actually like how Knyyt played the silent hero thing better. Because you came see your character and watch how it moves, how it jumps etc.
you can sympathize with him but at the same time, the fact that he doesn't speak and you shares his challenges gives you the impression that you are him.
And this is why Link doesn't speak, and has never spoken.
And, for that matter, why he's called Link.
[Really, I'm glad Freeman's not talking because he doesn't need to thanks to clever writing, and without him talking you can grow to better like the other characters.
The problem I have with Gordon Freeman is that he's embroiled in a fight to save the world but he never remarks about anything that happens around him, which is fine for some but I just feel that it hurts my appreciation of the story when my character apparently is to blase' to give a shit that ten years have passed in a very short time, from his perspective, and suddenly dumped into a 1984 style society ruled by aliens.
I like to think of it this way: What would you say if you suddenly found yourself trapped in a dystopian future by a mysterious man in a suite.
That is Gordon Freemans dialouge.
The point of the silent hero is that his personality is supposed to be the players personality. I actually like how Knyyt played the silent hero thing better. Because you came see your character and watch how it moves, how it jumps etc.
you can sympathize with him but at the same time, the fact that he doesn't speak and you shares his challenges gives you the impression that you are him.
And this is why Link doesn't speak, and has never spoken.
And, for that matter, why he's called Link.
He actually isn't.
Link was a placeholder name Miyamoto made up. Links real name is supposed to be the one you make when you make a new game.
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I hate the Fire Emblem games for this reason
Experience is gained whenever you kill or heal another unit. Only certain units can heal though, so all the other guys have to kill the enemy to get experience. However there are certain members of your party who, if killed, mean you instantly lose the mission. These guys can be some of the most powerful in the game, but in order to get them there you have to actively put them in danger time and time again
This is like the epitome of a shitty game mechanic and one of the reasons I never picked up a Fire Emblem game after the first one
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What an odd thing to complain about. "Man chess is shittly designed, I have to leave some of my pieces at risk to capture other pieces!"
The whole damn point of the game is to balance risk and reward. It's actually really well done.
I'm pretty surprised we went four pages without anyone complaining about escort missions. I like them when they are well done, but most aren't.
Active risk management is a shitty game mechanic?
I was about to say that sounded awesome.
Also, unskippable tutorials can die in a fire
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Hilariously enough, The game he is talking about has the world's best unskippable tutorial. Seriously, I enjoy it more than the regular game. Also, you can skip it on subsequent playthroughs if you are willing to take a huge loss in the levels of those characters, so it might not qualify under your definition.
I understand the spirit of your complaint though. Press A to jump. Yes, like that. Now shoot these target dummies. Yes.
Another complaint I have? Unpausable cutscenes. Fuck if I don't love a good cutscene, but sometimes the phone rings, some friends stop by, whatever. Just let me pause. The controller has 15 buttons for a reason! I'm not even asking for rewind or fast foward, though both would be awesome.
I just hate that your troops need to either land a killing blow to get experience (completely killing Disgaea for me. I mean really, I got to the point where you meet Gordon, and gave up. So annoying.), or do something to gain experience. What's wrong with shared experience? Is it so wrong to want to level a pure healing character without having to cast "twiddle thumbs" every turn, or try to hang out near someone who can do some damage in the hopes of a combo attack?
You know for oblivion someone made a mod that hid legendary items all over the outdoor landscape, it dosnt go all out and change anything but it makes it fun to explore around the mountains/other areas. There is also another mod that changes the moon to a natural moon, natural size, as well as adding real weather patterns such as fog that rolls in, rainclouds, etc.
Butsrsly, someone already said it, but I hate not being able to see feet, arms, etc. in FPS's.
To add to this, don't make what I'm escorting a heavily armed and armored ship with one weakness: torpedoes.
And then don't make me shoot the torpedoes down.
That bugs me slightly, I feel somewhat disembodied. It can't be too hard to just put the camera in front of the model's face ala Trespasser. Or at least fake it a little.
Also, I'm playing Final Fantasy XII and I noticed there are teleporters to different cities but they take an item that takes a laughably trivial amount of money to buy. Who the fuck is going to say, "200 gill? FUCK. Better just take the 30 minutes and walk there." Fucking nobody, that's who. Just make it free, seriously.
The same deal when I initiate combat with an enemy from range. I have to wait for my action bar to fill before my character attacks, but I'm just going to make sure it's full before I get with attacking range anyway. Seems like an unncessary step. There's no point in making things overly complicated. Not even complicated, but even less simple than needed. It's like masturbatory game design.
Like having to press the R2 button everytime to fire in Tomb Raider. Seriously, just let us hold it down. Why do you hate the people that play your games.
That's part of the reason I quit playing WoW. Any game where your condition for winning is making the other person unable to play reeks of poor design. Fighting an opponent who can't fight back doesn't make you a terrific player. Sure you have to remember some move combinations, but in the end you're still fighting a player that might as well be AFK.
And sure you can say that WoW isn't a 1v1 game, but even in group PvP it's all just degenrated into who can CC the other team more. It doesn't matter if it's 1v1 or 5v5. Take someone out of the fight and it's 5v4. Same effect. When I play a game I actually like to play a game. If PvP became more about strategy and action/reaction it would be fun, but as it is now it's merely a game of who can get around diminishing returns the best.
kind of amazes me how many games have used that even in single player. <shrug> guess some folks must digg that sort of thing
The Zelda series is especially bad about this. Super Mario Galaxy does it too, but it uses a less annoying sound.
Funny story, at first I thought that it was weird that Team Fortress 2 uses briefcases of intelligence instead of flags. I guess that's what happens when you get used to stuff that doesn't make sense.
I wish more rpgs would use the bioware style of everyone getting the same xp at the same rate as anyone else, so if there's a character you haven't used for a while you can get them out at any time and not worry about them being gimped.
So, your party of world-savers consist of 12 people. Twelve glorious heroes fighting to save mankind from imminent destruction. But only three or four of them at a time, for absolutely no explained reason whatsoever. The other 8 party members are just hanging around in the ether (yes, many rpgs have abandoned even the 'waiting in the airship' convention) doing fuck-all while the Away Team racks up the cash and fame. I realize it's tough outside of a TRPG to have 12 characters at once, but at least TRY to figure out a way to handle it. Hell, even Chrono Trigger at least handwaved an explanation. And if you're only going to allow a four person party? Then just give me four characters, and make them actually likable.
And if you have a system where you have only 6 characters total, using only 3 at a time, with the other 3 literally nowhere, using a combat system which is real time and relies on player-made AI instructions? Epic fail. Fuck you, FFXII. Fuck. You.
They should just do it BSG-style and have the ship shred incoming torpedos with its main batteries.
Darnit, I wanted to talk about FS2!
So yeah, I actually enjoyed the escort / protect missions in that one. I think a large part of it was the fact that I could give orders to all my wingmen, so it always felt as if I was part of a team and that my squadmates were doing something. Ordering a couple of fighters to defend a ship or a station meant that they would prioritise torpedoes, then the Seraphim's, and they'd make sure to stick close to their escort. Meanwhile you could order your other wings to take down capital ships or go on the offensive or just cover you. It's like the first 30-60 seconds of most missions consisted of me crafting out my battle plan and giving orders to my wingmen. And I felt I could leave them to do their tasks, and they'd carry them out, at the very least long enough for me to finish what I needed to do and get on the next task.
*Sigh*
I miss those classic space combat games.
Main characters are almost consistently very boring at best, though. They usually have boring dialogue, boring motivations, mediocre voice acting. Instead, the good main characters are either the ones who don't say anything, or the ones whose dialogue you can select (usually without voice acting). Really, I'm glad Freeman's not talking because he doesn't need to thanks to clever writing, and without him talking you can grow to better like the other characters.
An exception to this is JC Denton, who's a main character who talked, you couldn't really select much dialogue for, but who I found very interesting.
Do dire wolves attack people, by the way?
Basically every design decision made for Deus Ex 2 I hated. Some stuff I just didn't understand at all. Why would you have a single ammo type for all weapons? You use up all your shutgun ammo, turn to your rifle... oh wait, not enough ammo. Also, the limited inventory. You had 12 slots which could contain any item, but there was a wide selection of items in small numbers you could use. You had normal grenade which you might have 3 of, and you find 3 wall mines you can't pick up. Which is weird because DX just (intelligently) had 4 types of grenade/mine to pick up, which were widely available.
And I agree with the award things being useless: it's cute for, say, Sonic or something, but HL2's a serious game. Really, getting some award for killing someone in a certain way seems stupid; if it gets me an award I should want to do it anyway. Same goes for "finish the game, you unlock things the next time you play" stuff. That doesn't add to replayability, that's restricting stuff unless I play it more than once. Replayability is added by making me actually want to play the game more than once, just because it's good (like HL), because it'll provide different, exciting situations (like Far Cry, whose fights were totally different each time) or because you could play the game in a totally different way three or four times (like VtM: Bloodlines)
http://www.audioentropy.com/
http://www.computerandvideogames.com/article.php?id=177414
http://www.audioentropy.com/
What the fuck are you, a five year old with bad taste?
Last stand would of been executed so much better if there was an actual animation of falling down shot then pulling out the pistol, somewhat like the little cinematic scenes in the SP where you are still in control. Instead of how it is now which is going from standing to just teleporting immediately to the ground with your pistol out magically.
Pfft.
I refuse to play games that have "The" in the title. I'm so sick of particularizing or generically framing words.
Anyway.
Mass Effect. The X button scrolls through text, but also confirms the generic response to NPCs.
FPS's and Shooting games where you can't look directly up. (Lost Planet and Metroid Prime 3)
This is why I couldn't play Assassin's Creed. The first hour and a half of the game is one long unskippable tutorial.
I can live with the absence of jumping if there is absolutely nothing to jump over, but don't go blocking me with picket fences, you bastards. I'm a murderous badass with a sword/sci-fi zapping-thing, don't tell me I can't climb three feet off the ground!
Hell, I could probably kick half of them down, but that ties in with the aforementioned "locked door" syndrome in games rife with high explosives and, I don't know, screwdrivers.
Everytime FS2 gets mentioned I get a hankering to replay it. I agree on the Escorts, though there was that one black-ops escort which could get really ugly really fast, but you had a shitload of powerful help on that one.
I'm half tempted to get Chronicles of Tarr as it got okay reviews and is a classic looking space shooter.
Or maybe I'll go dig around for some more player made FS2 stuff...
Just Finished: Borderlands (waste of $7)/Mario Brothers U/The Last Story/Tropico 4
Currently Playing: NS2/ZombiU/PlanetSide 2/Ys/Dota2/Xenoblade Chronicles
On Hold: Prince of Persia: Warrior Within/GW2/Scribblenauts
Coming Next: Prince of Persia: The Two Thrones/X-Com Classic
I'll admit that's a bit of a problem, but I think it's a legitimate design choice, for a fairly clear reason, that works well. Valve followed the same pattern they'd established in HL, which was essentially Gordon Freeman and the player are the same entity.
Consider the alternatives: having a disembodied voice constantly saying "what the hell's going on, Kleiner? Alyx, why are monsters running around? Eli, why am I in Eastern Europe?" followed by loads of unnecessary exposition, text appearing on screen for you to select what you want to say, maybe characters just randomly explaining story points in response to anything the player might be wondering about.
All of which would basically detract from the realism. I actually think it's more absorbing for my character not to be talking than saying stupid things or asking obvious questions. Like I said, better to have it this way than yet another sarcastic or whiny hero throwing around one-liners.
It depends on the format, I think. If it's just a journal entry or a trophy appears in my house or something, that seems totally fine. It's when you have some in-game list of stuff you can do. Why should I want to do something just for a tick-box? I want to do something because it's fun, because a character I quite like asked for a favour, or just because I see something that I want to explore.
GTA's an example of this, too. Finding 100 horseshoes or oysters because I get something spawning or an extra car isn't adding replayability, it's not adding to playtime. It's useless, pointless busywork that at best is some aside I can ignore, and at worst holds back part of the game I'll never see because I won't spend hours wasting my time. Hell, the amount of time thinking up and creating these extras could be better used in bug testing, making entertaining parts of the game, or releasing early.
Unless in God Hand, and only because it was parodying them.
I like to think of it this way: What would you say if you suddenly found yourself trapped in a dystopian future by a mysterious man in a suite.
That is Gordon Freemans dialouge.
The point of the silent hero is that his personality is supposed to be the players personality. I actually like how Knyyt played the silent hero thing better. Because you came see your character and watch how it moves, how it jumps etc.
you can sympathize with him but at the same time, the fact that he doesn't speak and you shares his challenges gives you the impression that you are him.
And, for that matter, why he's called Link.
Link was a placeholder name Miyamoto made up. Links real name is supposed to be the one you make when you make a new game.