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Post by Aunt Alison on Jan 8, 2024 18:29:03 GMT
Hated it in Shovel Knight as, even when you got back to the money, getting it could be a pain, especially if it's floating over a pit. Just trying to get it back caused me deaths and more lost money
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Post by RadicalRex on Jan 9, 2024 18:41:02 GMT
It also disproportionately punishes less experienced players who are struggling with the game. In a newer Mega Man game, if you die a lot you're still earning money, which then gives you the option to make it easier by buying upgrades. Seems very reasonable to me. In Shovel Knight, this option is instead taken away from you if you're struggling. I mean... why?
And yes, I know Mega Man's archaic lives system is very questionable too (and its flaws don't end there), but purely on the above matter I think it's a good example of how it's done well in contrast to what Shovel Knight does.
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Post by Aunt Alison on Jan 10, 2024 0:24:38 GMT
The thing with Mega Man is that the levels tend to be quite brief, even more so as you learn them. Even if you do run out of lives, the only thing you're really losing is a chance to immediately reattempt a boss. And because they're non linear, you can just try a different level anyway
The stages in Shovel Knight are so long I just found it to be a slog. It's a game I feel I should love - it draws from things I like and most of the various elements are good but, ultimately, I just found it boring and a chore to get through
I was surprised to read you'd bought it again recently actually as I didn't think you were a fan
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Blue_Mike
Full Member
Meet Hanako At Embers
Posts: 5,320
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Post by Blue_Mike on Jan 24, 2024 2:57:12 GMT
Your equipped gear not showing up in in-game cutscenes. Pre-rendered scenes is obviously one thing, but when it's in-engine stuff, it's just lazy.
STO reminded me of it tonight when my team reverted back to the default phasers and rifles every time a scene would play. At least modders managed to fix the issue in the Mass Effect trilogy so you don't have to put up with seeing the Avenger rifle or Predator pistol all the time, but don't even get me started on the sheer variety of weapons Liam seems to be able to pull out of his arse in Andromeda.
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Post by RadicalRex on Jan 24, 2024 8:06:11 GMT
I was surprised to read you'd bought it again recently actually as I didn't think you were a fan Sorry I missed your response the first time. Yeah I'm not a huge fan but I don't have the DLC and I was still curious enough about them. Now I was desperate for as new game and it was on sale, so I caved in. Haven't played it yet though because I also bought Elden Ring.
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Post by RadicalRex on Feb 2, 2024 2:00:28 GMT
Not a "mechanic" really, but... lighting conditions during character creation being completely different to the rest of the game
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Post by Bill in the rain on Feb 2, 2024 4:31:43 GMT
When did Nintendo start using L + R for starting a game, rather than start/plus or A? At first it seemed pointlessly weird, but there’s something about it that I kinda gets you more alert or ready for a game than accidentally hitting a random button. Pretty sure it's only been a thing this gen. I'm guessing it's to make sure both joycons are connected before you proceed, but yeah, I quite like it too. Wii games were often 'hold A and B' to start, which I guess was supposed to feel more tactile. I'd always forget about the B button because it was on the back of the wiimote, so I'd always spend ages pressing A like a moron and going 'why isn't it starting??' For Switch I'm guessing it's the joycon connection thing, what with joycons being made of string and sticky-tape and therefore disconnecting every bloody 5 minutes.
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Deleted
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Post by Deleted on Feb 2, 2024 9:42:06 GMT
Not being able to pause in cutscenes. The Avatar game has the quite often too, so it's particularly annoying.
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Post by RadicalRex on Feb 2, 2024 13:54:43 GMT
Or not being able to pause at all... grr @ Elden Ring
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Post by rawshark on Feb 2, 2024 14:18:05 GMT
Speaking of Elden Ring, the on screen confirmation that pops up when you pick up a new item that requires another button press to clear. I do not care about the golden rune I just picked up - there’s a pack of Skelemans trying to skeleman me to death!
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mrpon
Junior Member
Posts: 3,715
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Post by mrpon on Feb 2, 2024 14:29:47 GMT
Point of no return cut scenes that trigger automatically
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Post by rawshark on Feb 2, 2024 15:27:59 GMT
We must have covered areas becoming inaccessible because you didn't know which way to go for secrets and which way to go for story progression, right?
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Deleted
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Post by Deleted on Feb 2, 2024 15:41:02 GMT
And then the endless backtracking between the 2 paths if they don't get closed off, because it's still not obvious which one is which.
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mrpon
Junior Member
Posts: 3,715
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Post by mrpon on Feb 2, 2024 15:43:53 GMT
Then BOOM!! Cut scene! And alllllllllllll the goodies were down the other path!
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Deleted
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Post by Deleted on Feb 2, 2024 15:45:05 GMT
The Plague Tale games were bastards for that.
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mrpon
Junior Member
Posts: 3,715
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Post by mrpon on Feb 2, 2024 15:48:50 GMT
Heh, funny you mention that.
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Blue_Mike
Full Member
Meet Hanako At Embers
Posts: 5,320
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Post by Blue_Mike on Feb 2, 2024 23:29:10 GMT
A little bit of care in random name generators would go a long way towards avoiding ridiculous occurrences.
If, for example, the planets and other assorted astral bodies in the Sins Of A Solar Empire games had a pool of names drawn from a database tied to that specific type of body, rather than one big list of names that it can randomly assign to any given type, then you wouldn't end up with a map where the game has taken, say a radiation storm, where it's attributes are that it instantly removes 200 antimatter from any ship, it slows hull, shield and antimatter regeneration rates by 250% each, and the radiation is strong enough that it prevents fighter craft from being launched because it would fry the pilots, and assign that body the name "Utopia" of all bloody things.
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Post by ToomuchFluffy on Feb 3, 2024 15:37:51 GMT
A pet peeve of mine concerns portraits in RPGs. If you have lots of choices for character building you have to provide a good selection that doesn't just come down to picking the one remotely fitting portrait. This goes doubly for games that use the portraits for characters in the game. I used to think that most characters in the game world should have portraits, but in practice there seem to never be enough to not have them repeat. Neverwinter Nights and Pillars 2 moreso both had that problem. On top of that nobody really wants to meet their own clone in the game. Baldur's Gate 2 did simply exchange the portrait of the character you were talking to for another one. But it also just didn't use portraits for a lot of them.
Which is probably the easiest solution. Have a few specific portraits for important characters that are exclusive to them and a much larger pool just for the player.
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Post by deekyfun on Feb 3, 2024 19:15:38 GMT
A pet peeve of mine concerns portraits in RPGs. If you have lots of choices for character building you have to provide a good selection that doesn't just come down to picking the one remotely fitting portrait. This goes doubly for games that use the portraits for characters in the game. I used to think that most characters in the game world should have portraits, but in practice there seem to never be enough to not have them repeat. Neverwinter Nights and Pillars 2 moreso both had that problem. On top of that nobody really wants to meet their own clone in the game. Baldur's Gate 2 did simply exchange the portrait of the character you were talking to for another one. But it also just didn't use portraits for a lot of them. Which is probably the easiest solution. Have a few specific portraits for important characters that are exclusive to them and a much larger pool just for the player. I may be being unreasonable, but I feel like there should be a specific portrait for all main characters, and then a repeatable collection for random scrubs, AND a separate set for the player to choose from. I agree there's little more immersion-breaking than creating your dude to find yourself speaking to Bim (or whatever the heck he's called) in tutorial room 1 who has your exact same face.
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Post by ToomuchFluffy on Feb 3, 2024 20:40:09 GMT
That's a good idea as well. For the people that are fairly unimportant you only really need portraits that fit function and sex and a few variants for each. That probably doesn't amount to that many.
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Post by Bill in the rain on Feb 4, 2024 2:31:28 GMT
With AI these days you could probably get the game to pump out nearly infinite character portraits, all based on a set of base portraits, but with variation added either randomly or based on the stat/job of the particular character. Might be kinda cool.
*as long as they hide the hands ** but prepare for all the ladies to be minimally dressed and have boob armour.
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Post by docrob on Feb 4, 2024 13:01:11 GMT
Not being able to pause in cutscenes. The Avatar game has the quite often too, so it's particularly annoying. Going to give a quick shout out to BG3 at this point. Not so much for cut scenes (there aren’t many in the game) but for allowing you to save more or less whenever you want, including in the middle of battles and half way through conversations.
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Post by ToomuchFluffy on Feb 4, 2024 13:45:27 GMT
With AI these days you could probably get the game to pump out nearly infinite character portraits, all based on a set of base portraits, but with variation added either randomly or based on the stat/job of the particular character. Might be kinda cool. *as long as they hide the hands ** but prepare for all the ladies to be minimally dressed and have boob armour. Made me think of the Shadowrun games, which already did a pretty good job providing a good amount of variety by simply offering a number of variations on each head/face. Which did often make a fairly significant aesthetic difference.
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Lizard
Junior Member
I love ploughmans
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Post by Lizard on Feb 12, 2024 7:19:54 GMT
Not a mechanic per se - when a game showers you with side quests yet harasses you to focus on the main story.
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Post by ToomuchFluffy on Feb 12, 2024 15:38:34 GMT
Checkpoint systems that don't remember what the player has done, like having collected some things or having done upgrades. This always led to confusion with Far Cry 3 for me. It also rips the player out of the experience in open world games, where a save might only occur at some random spot in a very large map.
Another variation of the problem is games that show you the same cutscene again and again after being killed in a bossfight.
And just yesterday in Alpha Protocol I had quit the game after doing some upgrading, going through the Mail and such. But as it turns out the game doesn't actually save unless there is a checkpoint. That leads directly into another pet peeve that I'm sure must already have been mentioned: A save feature that doesn't actually do anything. Or at least it never becomes clear what it does do exactly.
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Post by RadicalRex on Feb 19, 2024 18:29:19 GMT
Games not telling you how their save/autosave system works and what progress you lose etc. so you'll only find out the hard way. There are so many different save systems, some involving player input, but most games just assume you already know which system that particular game uses. I just love when an "all unsaved progress will be lost" prompt appears without giving you even a hint what that means in this game.
I loved how Blasphemous 2 bothered to give you a tutorial message explaining all of that. Sadly what it said was false, because "all progress is lost on death" is not what happens in that game. Sigh.
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Post by RadicalRex on Feb 19, 2024 18:51:12 GMT
Automation of player actions, as in the player character does more actions than there is player input. Like climbing objects, jumping, grabbing and climbing ledges, crouching, auto-targeting enemies and so on, all without specific player inputs, doing all of that just by holding the stick in one direction or whatever. It feels like I'm not in control, just giving suggestions. Contrast old-school platformers where the player character does exactly what you tell them and nothing else. There's a 1:1 correlation between inputs and actions and so I feel like I'm in full control, and I like that a lot.
Or doing different attacks without different inputs, Witcher 3 was egregious for this. When I press "fast attack" I just want a quick sword strike, Geralt will sometimes do that but most of the time he will do his circus show with random rolling and jumping and pirouetting around instead, all while auto-targeting enemies and without me having a say in any of this. It's horrible. That's the main reason why I think W3's combat is even worse than Skyrim's, because in Skyrim at least your character does just what you fucking tell them to. At least I'm in control of my own actions. Is that asked too much?
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Post by drhickman1983 on Feb 21, 2024 11:37:10 GMT
Regarding auto climb though, there's a massive increase in fidelity that would make grabbing leaves etc feel a bit awkward. If the game is specifically designed to accomodate that it can work, like Mirrors Edge maybe, but even that has to rely on contextual animations.
I mean, old school platformers didn't have much more than jump, so it's easier to give direct input.
On the whole I don't mind that shit, plays into the power fantasy which is why I play games tbh.
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Post by dangerousdave on Feb 21, 2024 11:42:00 GMT
I’ll mention Jusant again, just for its lovely climbing mechanics. You use the analog stick to aim, the trigger buttons for each hand and a face button to leap. It’s so simple and yet so satisfying.
I get why games simplify mechanics like this, but I would much prefer something mechanically more engaging and intuitive.
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mrpon
Junior Member
Posts: 3,715
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Post by mrpon on Feb 21, 2024 11:45:39 GMT
The climbing challenges in Astro's Playroom?
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