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Author Topic: Gaming Pet Peeves  (Read 526063 times)

Funk

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Re: Gaming Pet Peeves
« Reply #4575 on: April 09, 2018, 07:54:11 am »

I dislike the exact time to failure style limits, there cheap and rarely fit.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Draignean

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Re: Gaming Pet Peeves
« Reply #4576 on: April 09, 2018, 11:05:01 am »

Personal, non-gaming pet peeve, when people use 'This is always obectively bad design' when what they mean is 'I do not enjoy this, I do not like this, and I do not think this should be a thing'.

Big Rigs, Over the Road Racing is an objectively badly designed game.

Time-centric game designs, such as Majora's Mask or Pathologic are not intrinsically and objectively bad because they included time passing as a gate on your endeavors. Fallout 1 is not objectively bad because it gives you a (very generous) time limit on how long it takes for your vault to run out of potable water while you look for a water chip, nor would it be improved by taking away the timer so that your initial purpose in the game (finding a a water chip) is basically meaningless.

Time limits that take you away from the parts of game that are fun so you can do something else random for five minutes and come back, are, in my opinion, not good. Time limits that remind you that the world doesn't revolve around you and there are some stakes in game's story can be pretty good. Same thing with food/water. Minecraft is just a hassle, since you should be in zero danger of starving after the first session of play. Pathologic, however, reinforces the gameplay of trying to survive in a a dying and plague infested city and makes everything more tense because of it.

If it's anything that is refuge in laziness in my opinion, it's the Bethesda way. There's no faster way to make your game have no suspense than to remove every sense of urgency, and that is exactly what the "dawdle picking butterfly wings for five months" Bethesda way of doing does to me.

Granted, this is also unfair, since Bethesda certainly didn't invent infinitely extending deadlines. It's a sin they commit liberally, but not one they invented.
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scriver

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Re: Gaming Pet Peeves
« Reply #4577 on: April 09, 2018, 11:33:33 am »

I'm not claiming they invented it.
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Draignean

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Re: Gaming Pet Peeves
« Reply #4578 on: April 09, 2018, 11:48:01 am »

I'm not claiming they invented it.

Nah, but the 'Bethesda Way' bit seems a bit focused when unending timelines have been a staple of games from every publisher. The Witcher, Skyrim, Pokemon, take your pick.
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scriver

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Re: Gaming Pet Peeves
« Reply #4579 on: April 09, 2018, 12:07:22 pm »

I disagree. It's just saying "the thing this studio does".
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MrRoboto75

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Re: Gaming Pet Peeves
« Reply #4580 on: April 09, 2018, 01:04:12 pm »

E: Fair enough I guess. I think those character and metanarrative justifications for why Chuck is only allowed by the game to give Katey her medicine are pretty strong. It sure wouldn't have hurt for there to be a scene where Stacey offers to give Katey the Zombrex (after all she did have a sister who used the drug) and Chuck or Katey refuse. Not exactly plot hole material though.

The first time she needed her meds, I ended up at the safe house 30-45 minutes (in game time) early.  So I was forced to bumble around the safe house for like 5-10 minutes doing literally nothing useful until it was exactly 7pm or whatever it was.  It was just annoying.
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Urist McScoopbeard

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Re: Gaming Pet Peeves
« Reply #4581 on: April 09, 2018, 01:57:13 pm »

Brosephs, it's as simple as this: If people are not interested in playing the game as it was designed to be played, slapping a time-sensitive condition on certain objectives to coerce the player into doing what the designer wants IS objectively bad game design.

Since we're on the topic of Bethesda, and we're already talking about Skyrim, I'll just dive right in. First of all, I think at this point it is fairly well known that in the past I have not been the biggest fan of Skyrim (although I've certainly got my fun out of it). IMO, in an open world game, you MUST sacrifice a certain sense of urgency to the realm of suspension of disbelief so that player can enjoy the world. Why the hell would you design the massive and interesting landscape and then not encourage the player to explore it? The TES main quests have always been relatively linear and don't necessarily give you the grand tour of the place. To combat that, a big design choice is usually not having the world "activate" in certain ways until you get further down the quest.

Out of all the games, I think Oblivion does it best, you're unleashed on the world with a task to go deliver a piece of jewelry to a far away place. It's a small enough job and distant enough journey--AND THE OBLIVION GATES DONT APPEAR UNTIL LATER, but even then, the chaos and mystery of it gives you ample room to do what you want--that you feel like it's OKAY to explore, which is the whole point, is it not? Morrowind isn't terrible, and the first guy you talk to in the main quest tree is basically like, "Yo homie you weak af, go train." though if you're not careful you can fall into the main quest very quickly. Skyrim... well I'm not a fan of you doing your own thing and then this dragon which you didn't really have much to do with is suddenly molesting you in the town square. I think THAT breaks my immersion.

Of course, at this point in time, it's just kind of a poorly kept secret that any TES main quest is optional. Shit, I've had Skyrim for 7 years and STILL haven't beaten the main quest. I'm not saying that's good game design, but you're not punished for playing how you want to play. You want to beat up kids and explore dwemer ruins all day? You're free to do so.

On the other hand, you have a game like LoZ: BoTW. You get dropped into this crazy open-ended tutorial which ends with a chubby ghost basically saying, "IDK, figure it out dude... and take this wicked hang glider I made." Damn. After countless hours, I'm starting to notice the box that I'm in, but holy shit, does BoTW get you going. Not only do you have a main quest which takes you to tons of dope places, traveling to these places is almost more fun than doing the quest! And if you fall down a hill you suddenly realized you've found this hidden gem you had no idea was there. Is there a sense of urgency? Mmm, I think they still had to sacrifice a little bit in that Zelda is like "Yo bitch, it's been 100 years, stop fucking around and come save me already." (hyperbole for laughs) but other than that, it's clear that you have time to do all things that you want to do, you're meant to do all the awesome side things, and that when you do get around to the main quest, it's still awesome as shit and didn't stop making sense because you spent a month building a house and selling your soul to a rock.

And then you have the exact opposite. Fucking survival games. Now, these boys get a bit of a free pass because the core game mechanic is literally "find this stuff in x amount of time to keep you alive", the fun of it is in going to stupid lengths to get that moldy cheese you need to make it another step. But when you graft those survival elements onto a game like Minecraft? Fucking disaster IMO. Having been around MC from day one, it was so much more fun when all you did was build stuff. That's the core mechanic: building stuff. And it's FUN! And then you say hey, you can't build stuff right now, you need to farm so you don't die, which will highly inconvenience you in your return to building. What!? That would be like saying, "Sure. You COULD make whatever you want with these legos, but the real meat of LEGO experience is in managing your lego figures with in-built tamagotchis every hour to make sure they don't die." Uh... No dude, I just wanna make some cool stuff and maybe do cool stuff with it.

Timers, man. They're tragic. They ruin games. First of all, it's just kind of part of the Gamer's Contract (like the Social Contract) that you're essentially allowed to play at your pace and the game's not going to fuck with you for doing that. The very nature of failure and death in video games demands it. It's a shitty thing to do to punish the player for losing. Part of the fun of modern video games is failing, rewinding a couple of minutes and then doing it again, but this time like a fucking boss. So when you have a time limit that's actually forcing you to move faster than you would, it really takes away from the cinematic feel of things--you're more concerned with getting this thing done rather than doing it in fucking style. Alternatively, if you're having a great run, and then lose because of the time limit, especially if it's close, it's a huge kick in the pants on what felt like you doing a good job.

We all have to deal with time limits in real life, out of necessity, but there's really nothing fun about them there either.
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Parsely

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Re: Gaming Pet Peeves
« Reply #4582 on: April 09, 2018, 02:23:43 pm »

E: Fair enough I guess. I think those character and metanarrative justifications for why Chuck is only allowed by the game to give Katey her medicine are pretty strong. It sure wouldn't have hurt for there to be a scene where Stacey offers to give Katey the Zombrex (after all she did have a sister who used the drug) and Chuck or Katey refuse. Not exactly plot hole material though.

The first time she needed her meds, I ended up at the safe house 30-45 minutes (in game time) early.  So I was forced to bumble around the safe house for like 5-10 minutes doing literally nothing useful until it was exactly 7pm or whatever it was.  It was just annoying.
Yeah that can be a tough mistake to deal with if you don't have any quests nearby that you know you can finish or you already have all the drinks and combo weapons you need. That's why I usually do quests in the South Plaza and Yucatan Casino first until I can do Wilted Flower to get the shortcut.

I dislike the exact time to failure style limits, there cheap and rarely fit.
It's the goddamn time limit that's a pain. Even though it's literally way more time than you need to get it, it just makes it feel so rushed when all you wanna do is screw around and kill zombies. Why so stressful man?
Also I would clarify for those who haven't played that the game doesn't end if you fail the main quest, it only ends when the 72 hour time limit runs out. There isn't a lot of gated content in this game, you can travel to almost the entire mall from the very start. If you just want to bash zombies with no consequences why don't you just not save the game? I know I've ended lots of sessions by saving and going "alright I'm gonna pick up here later, so nothing after this matters" then running around suplexing zombies. You don't need a sandbox mode to do whatever you want in this game. In DR1 when you die you even have the choice to restart the game with all of the experience you gained to make it easier.

Without the time limit on the case files there is no incentive to learn the layout of the mall, you don't have to decide whether killing or avoiding zombies is more efficient, or if crossing the park or plaza to save time is worth running into the convicts (DR1) or Leon/the hunters (DR2). The game is less without the time limit. The time limit is there for you if you want to be offered that challenge but the game isn't forcing you to obey it, you just get a bad ending when the 72 hours is up.
« Last Edit: April 09, 2018, 02:27:32 pm by Parsely »
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Urist McScoopbeard

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Re: Gaming Pet Peeves
« Reply #4583 on: April 09, 2018, 02:47:46 pm »

But EXACTLY, I still want to be invested in the story, I just don't want to be punished for not following the time limit.
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Parsely

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Re: Gaming Pet Peeves
« Reply #4584 on: April 09, 2018, 03:04:06 pm »

Ok you want the story, so you just want to complete all the case files and whatever happens in between doesn't matter right? If you've ever watched (Any%) speedruns of Dead Rising 2 where they only do the minimum number of side quests (the ones that make traveling easier) they literally have 3+ hours of downtime to fill in between the main quests where there is nothing they can do to complete the game more quickly.

Here are a speedrunner's notes for completing the case files: https://imgur.com/a/aSZo2

One of the comments on the speedrun video I linked:
"Between being AFK staring at a watch for hours (literally hours), playing the slot machine for almost 30 minutes straight, and then any downtime where you are just either killing zombies in a vehicle or watching movies, it is the least interactive speedrun I've seen in a long time."

People are literally complaining that there isn't enough to do between the main quests (because he isn't doing the side quests).
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scriver

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Re: Gaming Pet Peeves
« Reply #4585 on: April 09, 2018, 03:05:10 pm »

Brosephs, it's as simple as this: If people are not interested in playing the game as it was designed to be played, slapping a time-sensitive condition on certain objectives to coerce the player into doing what the designer wants IS objectively bad game design.

"Not catering to your exact demands" does not make something objectively bad. Sorry.
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Urist McScoopbeard

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Re: Gaming Pet Peeves
« Reply #4586 on: April 09, 2018, 04:10:12 pm »

Brosephs, it's as simple as this: If people are not interested in playing the game as it was designed to be played, slapping a time-sensitive condition on certain objectives to coerce the player into doing what the designer wants IS objectively bad game design.

"Not catering to your exact demands" does not make something objectively bad. Sorry.

Again. The timer isn't a core mechanic though. It's not really well integrated into what you actually do in the game, which is beat up zombies and other survivors. You can't seriously be telling me you love games which give you time limits? As previously said, it's literally a lazy way to force players to do certain things and go certain places. It's obfuscating parts of the game to make it seem more complete or fun than it really is in a very artificial way... that sounds like bad game design to me. Structure and logistics are as much a part of making a game fun as the mechanics are.

EDIT: And frankly, it is quite possible to be objective about t because it has a measurable effect on the game that changes the behavior of the players. I'm not claiming I've seen every timer ever, but the times I have, it's always the SAME problem. It's never a situational problem with the timer. Which leads me to believe, however vague my understanding of the underlying theory may be, that it's a pretty readily visible problem that can be recreated and tested if need be (although I won't do that because I am lazy and really don't care that much.) Objectivity. I'm not saying I have a problem with DR2 specifically--although it has proved a useful example and is already fairly uninspired--but that timer's in general have a negative effect on mine and others gaming experiences for the aforementioned reasons.

Ok you want the story, so you just want to complete all the case files and whatever happens in between doesn't matter right? If you've ever watched (Any%) speedruns of Dead Rising 2 where they only do the minimum number of side quests (the ones that make traveling easier) they literally have 3+ hours of downtime to fill in between the main quests where there is nothing they can do to complete the game more quickly.

Here are a speedrunner's notes for completing the case files: https://imgur.com/a/aSZo2

One of the comments on the speedrun video I linked:
"Between being AFK staring at a watch for hours (literally hours), playing the slot machine for almost 30 minutes straight, and then any downtime where you are just either killing zombies in a vehicle or watching movies, it is the least interactive speedrun I've seen in a long time."

People are literally complaining that there isn't enough to do between the main quests (because he isn't doing the side quests).

Well, personally, I think the case files thing is not great design EITHER. The whole way it's set up is very jarring and disconnected. What you're describing is not a different problem then the one already brought up, it's just the other side of the same coin. The timer is drawing things out. Not to mention DR2's story isn't that good anyways. Also not to mention the guy is doing a speed run and literally trying to beat it as fast as possible anyways, so he's not really trying to do anything other than the bare minimum... which makes the whole timer discussion irrelevant?

EDIT: and what would be preferable is being able to complete the story at my own pace. Not having to wait around. Not being forced into action before I'm ready (because it's a video game.)
« Last Edit: April 09, 2018, 04:18:11 pm by Urist McScoopbeard »
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AzyWng

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Re: Gaming Pet Peeves
« Reply #4587 on: April 09, 2018, 04:26:34 pm »

I’m starting to think you just hate DR2 as a game, not just because of its time limits...

Any other games that come to mind bar have terrible timers?
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milo christiansen

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Re: Gaming Pet Peeves
« Reply #4588 on: April 09, 2018, 04:32:14 pm »

And what would be preferable is being able to complete the story at my own pace. Not having to wait around. Not being forced into action before I'm ready (because it's a video game.)

I'll second this.

I don't deal well with time pressure, a part of my brain that would normally be devoted to solving "the problem" ends up running around in circles yelling "The clock is ticking! The clock is ticking!" This means that games with a time limit are simply not as much fun as games without. Implied "hurry, hurry" motivations are no problem, because deep down inside I know that nothing bad will happen if I'm not quite fast enough.

Even fairly generous time limits are an issue, there is always part of me worried about that %$^&*#@ clock.
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Re: Gaming Pet Peeves
« Reply #4589 on: April 09, 2018, 04:42:37 pm »

Well, Dead Rising 2 probably was the worst of the lot (I haven't played 4 so I can't judge it). Chuck wasn't as interesting as Frank, it was difficult to care about Katie, combining weapons - surprisingly - wasn't as fun as taking good photos... all of the psychos felt unoriginal...

I actually liked Dead Rising 3 best, because it basically did away with timers. Want to rush through the story? Go ahead. Want to take your time and explore? You don't have to worry about starting the entire game over (or loading a save and losing any amount of progress) to progress the story just because you took thirty seconds too long to get to a certain area of the map. I also liked the convenience of having the wardrobe in every safehouse, and yes, all the weapons there too. You can say it makes things too easy to be able to access whatever you want whenever you want, but I'll say it's just a chore to wander halfway across the map and endure two or three loading screens just so you can get a damn shotgun.
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