I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

      • teawrecks@sopuli.xyz
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        1 year ago

        Does this include cloud streamed games? I for one am still waiting for a streaming exclusive game in the vein of Elden Ring or BotW. Bonus if it’s an MMO. Imagine how much more mysterious a world could be if no one is able to datamine the binary. The only way to discover things would be players actually discovering them.

        • MJBrune@beehaw.orgOP
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          Eh. I would say that they are still mysterious and interesting if you don’t look at the information on a website saying what’s in the game or not. So yeah, I don’t really like what cloud gaming is doing. If you want to keep the mystery of a universe, have some self-control.

          • teawrecks@sopuli.xyz
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            1 year ago

            I’m not saying “for each player, they are able to experience a sense of wonder in a game when played in isolation”, that’s old hat. I’m saying “for all players, everyone experiences a shared sense of wonder and discovery in an artificial world they live in together”.

            I’ve never played Elden Ring, yet I couldn’t help but see the community make new discoveries together. The first couple of days every post was about Margit, then a few people found the fake wall that hides an entire zone, and a month later someone has reverse engineered the levels and found a wall that takes over 1000 hits to get rid of.

            When the binary is entirely hidden from the users, and the only thing the users have have access to is a window peering into the world as you want them to see it, you get to create an entire set of physical laws that is hidden from the players. Players have to work together to conduct experiments, peer review each other, compete with each other, and become experts in very narrow fields of research within your simulation. Imagine spending months as a community raising in-game funding and developing the technology to sail/fly/launch to a New World for the first time, and when you finally arrive you know you are the first set of players to ever see it, specifically as a result of your efforts.

            What you’re describing is a neat little one-off escape room experience. What I’m describing is an actual world. We currently cannot do this.

            • TeryVeneno@lemmy.ml
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              1 year ago

              While this is a cool concept, I don’t think there is a single organization with the money needed to pull it off that wouldn’t also ruin the concept with monetization features. Maybe some kind of community made game could accomplish it, similar to what the Thrive devs are doing, but the amount of consistent resources needed would be a lot.

              • teawrecks@sopuli.xyz
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                1 year ago

                Yeah, that’s why I think we’re in an MMO slump right now. The only companies who can afford the scale “need” it to be a cash cow. So they need really predictable methods of generating income, which means not doing anything too interesting. I’m hoping one day we’ll get past that. I think we have the technology right now for indie devs to roll out a semi-affordable MMO of decent quality, but I also don’t want the market to be flooded with garbage MMOs. We already have too many of those.

  • RobMyBot@lemmy.ml
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    1 year ago

    Escort quests! Especially when the person you’re escorting moves incredibly slow (except when running toward obvious danger).

    • whysofurious@beehaw.org
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      I agree that is clearly broken and overused in many games but if we were able to actually control the walking speed on PC with a keyboard similar to what is possible with a controller, it would probably be more bearable tbh.

  • fakeman_pretendname@feddit.uk
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    1 year ago

    I hate not being able to pause a game, particularly a single player game. I think Elite Dangerous solidified my hatred of this, by not telling you the game is still running when you’re on the “pause” menu.

    “B-B-BU-BUT it’s a simulation and you can’t pause real life so it makes it more real”

    It’s a game, even if it’s a simulation game. It’s a toy for grown-ups. A very nice and fun and relaxing toy, but a toy nonetheless. It’s not more important than a phone call, call at the door, crying child, hungry cat, partner who needs a hand with something etc.

    This probably extends to being able to save anywhere and rejoin later, but I think that one is covered pretty well by everyone else :)

  • bermuda@beehaw.org
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    1 year ago

    I hate when games try to make you feel like you have player agency when it’s really just a cutscene and you’re pressing a button. Whether it’s a QTE or “Press F to Pay Respects.” Recently RDR2 was a huge offender of this, featuring probably half a dozen cutscenes where all you do is press W or up on the controller to walk forward or whatever you’re doing. Like there’s one where it’s probably 5 minutes of walking forward interspersed with dialogue. I understand why the developers made you walk that far. It adds to the tension and it adds to the feeling of despair that the character is currently going through. But I think it would’ve been fine if it was just a regular cutscene instead of “Press W to walk” and if you let go you stop walking, meaning you can’t even take a break.

    edit: also I dislike stealth games with unrealistic “alert” systems. In a good example like Metal gear solid v, you get a solid 5 to 10 seconds if a guard is outside hearing / sight range of other guards, so even if you’re spotted you’re still fine as long as you take them out quickly and silently. And even if you dont take him out quickly, he’ll still only be able to alert people nearby or he needs to take some time to alert on the radio. On the other hand, in cyberpunk 2077 if just one guard saw you for even a fraction of a second, the entire base would be alerted. I guess lore-wise it makes sense, but from a gameplay perspective it was the least fun I had in that game. Trying to stealth my way through an entire place only for the whole thing to come crashing down because somebody saw my shoulder from 15 meters away. It came to a point where I was just going in guns blazing because stealth just wasn’t worth it.

    Spider-man from 2018 was also like this. The enemy hideouts or whatever were based very heavily around the game’s stealth mechanics, but if just 1 guard became alerted, everybody would become alerted and it would start its stupid wave system. The game heavily encouraged you to take out guards silently so it didn’t send in wave after wave of them, but it was just so incredibly punishing to be silent in that game.

    • gus@kbin.social
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      Ehh I disagree with using RDR2 as an example, but I think QTEs in general are probably my least favorite game mechanic. I actually quite like walking around in RDR2 during the missions. A huge aspect of the game is just immersing yourself in the map/world and listening to the NPCs. I can see it getting old during replays but for me it’s a hell of a lot better than watching a cutscene and being prompted to hit a button. I vividly remember fishing with Dutch and Josea for at least a half hour just listening to them chat with Arthur

    • BruceTwarzen@kbin.social
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      1 year ago

      Yeah it makes me feel like a dumbass.
      I recently bought marvels midnight suns because it was on sale, i didn’t even onow it was a card game. I usually don’t really play card games. The game is fine, actually i kinda like it. But the things i don’t like are the things when you don’t play the card game. You just awkwardly walk around in 3rd person. After every fight it’s the same. You walk to a guy, go to bed, skip 3 cutscenes, walk to the forge, walk to the upgrade thing, walk to whoever you have to talk. Probably 1/3 of the game is walking the same path every ingame day.

      Make an option to skip all of that. Make it a drop down menu or something.

  • magnetosphere @beehaw.org
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    1 year ago

    Hate: disproportionately excessive penalties for falls (usually found in platformers).

    If you get shot in the face by an enemy, you lose your shield, lose a life, whatever. In a bad platformer, if you don’t time a difficult jump exactly right, you lose a life, lose everything in your inventory, get sent back to the very beginning of the level, get audited, and have to mow the developers lawn for an entire summer.

    Platformers are “guilty until proven innocent” - I won’t play one until I know it won’t destroy my will to live.

    • iusearchbtw@lemmy.sdf.org
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      Out of interest, what platformers are you referencing here? I can’t think of any that are that punishing.

      • magnetosphere @beehaw.org
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        1 year ago

        I honestly can’t even remember the one that first set me off. It’s been a while. I just remember realizing that gravity was more punishing than any of the enemies, and thinking “oh, to hell with this.”

      • Nanokindled@beehaw.org
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        1 year ago

        I stopped playing salt and sanctuary because of the platforming, despite being an ardent lover of souls likes.

    • Psythik@lemm.ee
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      For platformers, maybe. But for certain genres – like battle royale – the risk of losing it all after one mistake is part of the thrill. It all depends on the game.

  • Gordon_Freeman@kbin.social
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    1 year ago

    Fishing minigames. I hate them with every single fiber of my body specially when they are mandatory for progress or to get 100% completition

    They are not relaxing, they are painfully boring

    I love hard games, but only when the challenge is fair, if the game consist solely on trial and error, that’s bad

    I genuinely enjoy the “git gud” journey, I find it very rewarding

    • Sonotsugipaa@lemmy.dbzer0.com
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      1 year ago

      I’m absolutely baffled as to why more than one game I’ve ever played had fishing in it.

      I love the X series (despite the unfortunate name), but the literal real-time days you spend waiting for money to appear in your account are still more engaging than any fishing minigame ever.

    • Mot@beehaw.org
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      I don’t mind the fishing mini game in Breath of Fire 3. You can see all the fish and it’s just a matter of skill not patience. That said, it’s optional (the only fish you need, I believe you can buy) and trying to 100% it is a chore I’d rather not do again.

    • EremesZorn@beehaw.org
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      Hahaha. If I didn’t know better I would think you just got done doing that fishing competition in Trails In The Sky 3rd.

    • I_Has_A_Hat@lemmy.ml
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      Ah a cutscene. Let me put my controller down, grab my drink an-

      “PUSH ‘A’, MOTHERFUCKER! DO IT NOW! DO IT! Aww, you fucked it up. Way to go idiot! Why did you think you could relax for even a moment?”

    • that_one_guy@beehaw.org
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      The early God of War games were so unbelievably brutal for these. On harder difficulties, I would often master a boss only to have to retry it again a few more times because the quick time events to actually finish them off would be kicking my ass.

  • insomniac_lurker@lemm.ee
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    1 year ago

    I love fast travel, warp gates, teleporting and anything that makes it easier and faster for me to get from Point A to Point B.

    “Scenery is pretty.” Don’t care.

    “Look at the extra content.” I’ll look if I want to. Don’t force it.

    While I enjoy casual and relaxed games, taking forever to walk to where I want to go is neither casual nor relaxed. I wanna be where I wanna be in game and don’t pad on the gameplay hours with slow transport options.

  • dQw4w9WgXcQ@lemm.ee
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    1 year ago

    Time-limited consumables as buffs can be a huge annoyance. In a ton of games I just end up stacking them, waiting for an opportunity where I need them, but usually when I need them, I don’t have the time to stop and use them. I keep ending those kind of games with an inventory full of potions.

    • Nanokindled@beehaw.org
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      I really like minor stat boosting items instead. So rather than giving me an inventory full of potions, give me three or four slots for items that can have a huge range of different bonuses and penalties, and they are pretty minor, but they’re permanent. That way I get to craft a build instead of just being annoyed

    • SpoopyKing@lemmy.sdf.org
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      1 year ago

      Or puzzles that are completely esoteric or unintuitive. Just replayed some of the Myst games, and it’s like “oh ok I was stuck on this for 30min because the lever was on the other side of the map and there was literally no indication that it was related”. That’s just artificially inflating your game’s difficulty, and it’s lazy puzzle making. Boooo

      • SeaJ@lemm.ee
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        1 year ago

        The Myst series of games had an unfortunate amount of unintuitive puzzles. Most games in that era that included puzzles did.

  • tonyn@lemmy.ml
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    1 year ago

    I am a collector, and inventory management is always the thing that makes or breaks an RPG for me. Unlimited inventory is just completely unrealistic, but on the other hand, making an RPG inventory completely realistic is just no fun. Of course I want to be able to lug all that sweet loot home, including battle axes, broadswords, several full armor sets, myriad other weapons, potions, etc. Having an encumbrance such as Skyrim has makes total sense to me. I love the idea of being able to sort and filter my inventory, and store items in whatever container I own. I also like to be able to compare the stats of new items with ones I own so I know if something is a trade up.

    I hate storage block inventories, where items physically take up one, or a few “squares”. I don’t want to play a tile puzzle with my items.

    • gus@kbin.social
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      RDR2 has one of, if not my favorite, inventory systems. Your own ‘backpack’ that had a weight limit and could only carry smaller things. Big things you’d have to lug onto the back of your horse or find a cart. All of your equipped weapons are displayed on your person. If you want to swap weapons you have to run back to your horse and exchange weapons at your saddle bags

  • Sterile_Technique@kbin.social
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    Hate:

    Lazy UI porting between PC and console. It goes both ways - radial menus showing up in a PC game or a joystick-controlled-cursor in a console game. M+KB vs controller are not comparable input methods, so trying to manage the UI with one that was built for the other is always a massive pain in the ass.

    Inventory restrictions in games that throw a LOT of shit your way. Looking at you, Bethesda. Fortunately there’s usually a mod of some kind to make items weigh like 0.01 lbs, or kick your slots up to 9999 or something. Sometimes realism adds to the experience… inventory management isn’t one of those times.

    Sluggish controls. I want to actually enjoy the Dark Souls games SO BAD - they look beautiful, I fuckin love that dark fantasy setting… but moving and combat feel like I’m driving a school bus with boxing gloves on my hands and diving flippers on my feet. I get that the cumbersome controls are a huge part of what makes it difficult, and that the difficulty is what a lot of players are after, but personally that’s not a flavor of difficulty I’ll ever be able to enjoy.

    Love:

    Good QOL features, especially involving the topics above. Like ‘Hot Deposit’ certain items to all designated storages in range, or AoE loot when a bunch of foes die in a pile. The quick loot style menu from Fallout 4 is another great example. Love that stuff!

    Lore. Good story writing, believable/relatable characters, ESPECIALLY the antagonists. Hitting the sweet spot there is a quick ticket to my all time favorites.

    Environmental challenges, with fun ways to overcome them. When I was new to Ark, one of the biggest challenges in my first play through was getting into the super cold zones and not freezing to death. My cold weather gear didn’t cut it… the solution I came up with was to tame a paracer (kind of an elephant looking dino) and build a platform on its back: and made like 6 camp fires on the platform. So the I was, trudging through an insanely cold environment on a flaming elephant, cozy as can be. As a veteran player now, there are SO much more efficient methods to solving that problem, but the experience gave a unique sense of accomplishment, which is the kind of thing that got me hooked on that game.

    Escorts matching the move speed of the player. 'nuff said.

    • iusearchbtw@lemmy.sdf.org
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      Hot take, but I actually love well implemented radial menus on PC. When games bother to reset your cursor to the centre of the circle you can just quickly flick the mouse in a certain direction to make your selection, which is faster than most other mouse menus and a lot more comfortable than trying to reach for the 9 key.

  • hawkmoon@discuss.tchncs.de
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    1 year ago

    Limited re-specing. Playing FFXVI right now and the free, on the fly, just open the menu and experiment respec is a tremendeous breath of fresh air.

    • prof@infosec.pub
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      Totally agree, I don’t want to have to do research before or during playing and have to consult a build guide for every level up, just so I don’t mess up my character.

      Just let me fuck around, find out and do it better all over again in my own time.

  • GrayBackgroundMusic@lemm.ee
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    1 year ago

    limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

    In some sense that’s correct. You’d have more options, but you wouldn’t take them. Having a limited inventory forces you to make choices. Yes, you can use that scroll/potion/whatever, because you’re gonna run out of room, so feel free. On the other hand, I think that many devs don’t consider inventory management enough! I think that it’s often an afterthought and could use more dev attention.

    What game mechanics do you love and hate?

    Hate: instakills. Diablo 4 and Risk of Rain 2 are my current games that have this. ROR2 is not as bad, you can prevent this by getting enough defensive items. D4 is worse about this. You can be chewing thru trash mobs just fine but get to a boss and immediately die. There’s no ramp up to this.

    • potterman28wxcv@beehaw.org
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      Inventory management is one aspect of Diablo 1 that I liked a lot. If you played MP, you could either transfer your gear to mules… But if you wanted to play “as the game is intended”, you had very limited space to carry between games and had to choose which items you want to carry with you to the next game. I did a playthrough through the 3 difficulties with Warrior a few years ago and I loved having to make these choices.

    • wizardbeard@lemmy.dbzer0.com
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      1 year ago

      If you play RoR2 on PC, you owe it to yourself to install some Quality of Life mods, like one that fixes or improves the game’s built in one shot protection. Also, auto sprint.

    • that_one_guy@beehaw.org
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      There are certainly many games that shouldn’t have limited inventories that have them, but I also think there are many games for which a limited inventory enhance the game. I do enjoy games that make me make decisions about what I want to take with me and budget my inventory space when it makes sense.

    • ArtZuron@beehaw.org
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      On the topic of instakills, I always mod them out of Fallout 4 and Skyrim, because it’s annoying as hell that I can be instakilled from full HP, when it would otherwise take several hits to even endanger me.