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Post by simple on Nov 30, 2022 13:01:22 GMT
Amy game which has one random choice 35 hours into a 100 hour long game that stops you getting the good ending. There's a specific ending for Cyberpunk 2077 which you can only get if you make certain dialogue choices at specific points in the game, otherwise you get a worse version of that particular ending. It is a huge annoyance. Unless I was doing something totally wrong or my memory is completely shot I’m pretty sure Wing Commander IV had a dialogue choice during the very first scene that could cause you big issues toward the climax of the story
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Post by Bill in the rain on Nov 30, 2022 13:13:38 GMT
The one where you choose if you want to get a spaceship or a segway?
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Post by RadicalRex on Dec 7, 2022 8:02:38 GMT
Not necessarily a "mechanic", but player characters soliloquising during gameplay. It's annoying as fuck and can even be immersion-destroying.
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Post by dfunked on Dec 7, 2022 8:13:57 GMT
HZD was awful for that at launch. "I'll save that for my stash" "Hmmm, no room for that. I'll save it for later" Every. Fucking. Time.
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Post by Aunt Alison on Dec 7, 2022 11:26:12 GMT
Control innit
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Ulythium
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Post by Ulythium on Dec 7, 2022 11:29:47 GMT
Not necessarily a "mechanic", but player characters soliloquising during gameplay. It's annoying as fuck and can even be immersion-destroying.
"+1", as I believe the kids are saying these days.
Also, on a kind-of-related note, NPCs blurting out unsolicited advice when you're trying to solve a puzzle - I mentioned it in the Ragnarok thread, but having a companion tell me what to do before I've even spun the camera around to get my bearings is really bloody irritating.
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Post by dfunked on Dec 7, 2022 11:46:03 GMT
GoW:R was extremely annoying for NPC chatter. "Try using your shield, ey brother" How about you try shutting the fuck up already!
Or the most annoying of all "there's something over there" with no indication of wtf they're talking about. I don't think that helped me out once throughout the game, and they say it a lot!
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Post by dangerousdave on Dec 7, 2022 11:47:24 GMT
Does that have anything to do with the God of War developer who live streamed Metroid Dread until they got frustrated at not seeing the way through a seemingly dead-end room?
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lukasz
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Post by lukasz on Dec 7, 2022 11:48:18 GMT
HZD was awful for that at launch. "I'll save that for my stash" "Hmmm, no room for that. I'll save it for later" Every. Fucking. Time. Did they tune it down? Cause im playing it for the first time and she says that very rarely
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Post by dfunked on Dec 7, 2022 11:52:19 GMT
lukasz yeah, they sorted it out a week or so after launch. Patch notes even said something along the lines of "Aloy will mention her stash less frequently"
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Post by Jambowayoh on Dec 7, 2022 12:05:15 GMT
Does that have anything to do with the God of War developer who live streamed Metroid Dread until they got frustrated at not seeing the way through a seemingly dead-end room? What's this? Although speaking of GoW the developers did say that their goal was 'frictionless gameplay' which means stuff like help with puzzles, visual notifications of where to go, no random difficulty spikes, and combat that is engaging and complex to a point without being overwhelming.
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Deleted
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Post by Deleted on Dec 7, 2022 12:24:34 GMT
Days Gone is made even better by the character speaking to himself.
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kal
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Post by kal on Dec 7, 2022 12:31:22 GMT
Raises an interesting question of what’s the difference between ‘friction’ and ‘challenge’. For me Ragnarok has confused the two.
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Post by ToomuchFluffy on Dec 7, 2022 13:15:12 GMT
Days Gone is made even better by the character speaking to himself. Also Amnesia: The Dark Descent. Daniel - outside of flashbacks, diary entries and such - only ever speaks to himself in short fearful or desperate bursts. Probably just shreds of thought or perhaps whispers.
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Post by dangerousdave on Dec 7, 2022 13:24:31 GMT
Does that have anything to do with the God of War developer who live streamed Metroid Dread until they got frustrated at not seeing the way through a seemingly dead-end room? What's this? Although speaking of GoW the developers did say that their goal was 'frictionless gameplay' which means stuff like help with puzzles, visual notifications of where to go, no random difficulty spikes, and combat that is engaging and complex to a point without being overwhelming. I'll have to dig it out, but a developer got stuck playing Metroid Dread during a live stream. They got angry, posted a tweet about it saying 'it was poor game design because no player new to the series would have figured out the solution' and then they got hounded for it.
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myk
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Post by myk on Dec 7, 2022 14:04:59 GMT
I both like and hate the trend for paint markings or textures showing what you can and can move/climb on to. If done subtly it can be very effective without giving the puzzle away, if there's nothing you could miss a ladder or path that opens up an entire section (*cough* Elden Ring *cough*). Too much and it make it easy and pointless - Assassin's Creed has been bad for this, often forcing you to use some sort of enhanced sight instead of finding things more organically.
I think the best example is/was The Division, the stuff you can climb is almost always obvious without being too obvious.
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Post by Jambowayoh on Dec 7, 2022 14:15:06 GMT
Hmm, The Division still had coloured tarpaulin for certain climbable surfaces no?
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myk
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Post by myk on Dec 7, 2022 14:17:58 GMT
yeah, but it integrated it fairly well, wasn't always the same (especially in 2)
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Post by dfunked on Dec 7, 2022 14:26:53 GMT
Even though the reason is kind of explained in-game, it still feels a bit daft that someone has been going around scribbling on anything climbable in both recent GoW games.
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Post by rhaegyr on Dec 7, 2022 14:35:12 GMT
Valve used to be experts at this kind of signposting.
I wish more games would let me make my own notes on the map. I've got all these incredible weapons and tools but I don't have a bit of pen and paper?
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Post by Aunt Alison on Dec 7, 2022 14:37:27 GMT
Turned all the markers off in Shadow of the Tomb Raider (was thankful for the option) and had very little trouble working out where to go/what in the environment I could interact with
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Post by 😎 on Dec 7, 2022 14:42:01 GMT
Speaking of Days Gone, apparently it was a mild flop because of “woke reviewers”
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Post by rhaegyr on Dec 7, 2022 14:53:32 GMT
Heh - game was alright with a few good ideas but practically every facet fumbled the execution.
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kal
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Post by kal on Dec 7, 2022 15:32:19 GMT
Breath of the Wild is the absolute gold standard in wayfinding. It helps that everything you see can be climbed and explored, but still, the way they’ve designed the environment to subtly lead you places is incredibly well done.
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Deleted
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Post by Deleted on Dec 7, 2022 15:48:27 GMT
Breath of the Wild is the absolute gold standard in wayfinding. It helps that everything you see can be climbed and explored, but still, the way they’ve designed the environment to subtly lead you places is incredibly well done. And easily colour variable icons you can add to the map yourself. It was just so easy to tag something to come back to later.
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Bongo Heracles
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Post by Bongo Heracles on Dec 7, 2022 15:55:16 GMT
Speaking of Days Gone, apparently it was a mild flop because of “woke reviewers” If that’s not a joke, he couldn’t have taken worse lessons from why people were lukewarm about it. It was just very long, very boring and the gruff white biker was a chode.
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Post by 😎 on Dec 7, 2022 15:58:15 GMT
You can’t handle the novel and uniqueness that is a gruff white man starring in a game.
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Post by Aunt Alison on Dec 7, 2022 16:02:52 GMT
Who looks at arses and doesn't even care
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Deleted
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Post by Deleted on Dec 7, 2022 16:34:49 GMT
I loved Days Gone and gutted you woke bastards stopped me getting a sequel.
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Deleted
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Post by Deleted on Dec 7, 2022 16:46:13 GMT
I like to play an hour of Days Gone followed by a level of Last of Us 2 so the gayness and hetroness balance each other out.
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