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04-23-18 04:47:57 AM

Jul - Gaming - Annoying things in games New poll - New thread - New reply
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Xkeeper

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Posted on 02-14-18 04:10:51 PM Link | Quote


Oracle of Ages was full of this kind of crap. There's nothing fun or interesting about this room; you just have to walk around this closed loop and go through the spinner repeatedly, because... why? It does nothing. It is just there to waste time.

There's another room in this dungeon, too, where you have to pull one of two handles to make a chest appear... except it's totally luck based. You are guaranteed to get the bad option on the first pull no matter what, and then each pull afterwards is some chance. I just watched someone streaming this game have to try ten times to get the winning option, and it's just. Dumb.

Blehhhhhhhhhhhh.
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Posted on 02-14-18 05:13:52 PM Link | Quote
When it's done wrong, one-hit-kills. Take the NES port of Dragon's Lair was full of these. For instance: you supposedly have an energy bar but it's almost for show. Nearly everything and their family kills you in one hit, then add sluggish physics and you have mostly unavoidable deaths.

Games that give poorly-worded/unintentionally misleading hints: Now I don't mind it being vague but when it unintentionally lies, that's when it's an issue. Castlevania II is not an example because both villagers in Japanese and English try to intentionally mislead you too. A perfect example was in Final Fantasy VII when you're told to attack the Guard Scorpion when its tail is up, leading you open to get counter attacked.
Xkeeper

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Posted on 02-14-18 05:19:14 PM Link | Quote
I feel like picking on NES Dragon's Lair is a little low, just because there isn't really anything in that game that isn't annoying.

Lunaria

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Posted on 02-14-18 05:38:22 PM (last edited by Lunaria at 02-14-18 05:42:32 PM) Link | Quote
I think that spinner room was to introduce the mechanic of how they work..., but yeah, I agree, that room looks really really bad. The introduction to them in seasons is way better. :v
edit: nvm, that's not the first appearance of it, though there is more proper spinner puzzle in that room in the other time period I believe? Still sort of bad.


As for things that annoy me: Random encounters.
I can tolerate random encounters in games where the chances for it happening isn't absurdly high, but that's just that, tolerating it. I feel it's more than enough time to move past this mechanic unless your game actually has some very specific idea that makes it interesting. (Shoutouts to the etrian odyssey series for mixing random and set encounters and actually having some different dynamics between them. F-O-E, F-O-E!)


Randomly generated content as a crutch. I feel some games uses randomly generated content as a crutch even when it doesn't add much. Take Starbound for example, there is an infinite number of planets and worlds..., but once you have been on one or two of the same type..., they all feel exactly the same, and equally vapid of actual content worth playing. No man's sky suffered from that problem as well (aside from all the other issues that game had), if you want a more topical example.
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Posted on 02-14-18 06:39:46 PM Link | Quote
Seasons had some of those spinny things as well although I think they were more prevalent in Ages. They are generally a waste, especially in the room shown but I don’t think they are the worst. They won’t stop me from replaying the Oracle games.

I feel like what I’m about to say will be unoriginal and extremely broad but I tend to get annoyed with grinding/RPG type elements in games. Sometimes I can stomach it but when it’s supposed to be one of the main selling points of a game, it just feels like a waste of time, sometimes literally. It’s just false progression. I basically have to have a compelling reason to pick up such games in the first place. Not much time for games these days and the last thing I want to do is make a chore out of grinding.
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Posted on 02-14-18 07:08:55 PM Link | Quote
There were three dungeons in both Seasons and Ages that had them. I think they are pretty good, actually, when they are used correctly. It's forces more spatial thinking as you have to navigate the space differently to get where you might want/need to go.
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Posted on 02-14-18 07:22:25 PM (last edited by a tiny fairy at 02-14-18 07:22:55 PM) Link | Quote
The spin blocks remind me of this room layout in second quest of Zelda 1 (which makes sense, since the Oracles series was originally supposed to include an enhanced remake of 1):



The middle block is moveable, so you can go anywhere except the room across from where you entered.

more on topic (since I personally love turnstyle rooms like that as "peaceful" places in dungeons/levels, useful for pacing/breathers)…


Randomly generated content as a crutch.

Yes, this. Often I find generated content to be a very poor replacement for actually designing. It's very hard to control the experience of the player if you're just going to stick them in front of a generator no matter how carefully tuned.
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Posted on 02-14-18 07:25:20 PM Link | Quote
I feel like there are other ways to provide breather rooms, though. Even just removing the spinner and making you walk around would work; the spinner is just there to make it take even longer...

Grinding elements in things like RPGs are just terrible. It's gotten better for single-player games, though it's started getting worse as more and more people jump to ~play time~ to judge how good something is. Final Fantasy 1 on the NES is a great example of how much of a slog it can be, especially when (I think) the remake on the GBA basically doubled the experience everything gave at the very least.
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Posted on 02-14-18 07:25:36 PM (last edited by Lunaria at 02-14-18 07:27:43 PM) Link | Quote
It's funny, because you can actually do randomly generated content well too. Like, say, Terraria. Where each area of the game is sort of hand crafted to have a certain type of experience, even if the raw terrain is randomly generated. The generation adds some more replay value, but there is enough of a designers hand in it to make it interesting!


Edit: On the note of grinding. Friendly reminder that Chrono Trigger has next to no grinding and is a sub 20 hour RPG (including most end game side quests!), and it's STILL one of the best RPGs of all time. With that on paper it kind of sickens me when RPGs bring up their long play hours as selling points, because I just know plenty of that time is just going to be very meh.
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Posted on 02-14-18 07:27:28 PM Link | Quote
The problem with random content is you end up with a situation like poor BMF54123, who wanted to see a Pyramid in Terraria, and we had to generate and toss a handful of worlds until one finally spawned. There's also a limit to what you can find in most of those, but I think later versions of the game added those goofy fishing crates that contain most of the biome-limited stuff.
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Posted on 02-14-18 07:33:16 PM Link | Quote
Yeah the pyramids are probably the worst thing that exists in Terraria. At least the things from it are kind of passé and not really needed. They wouldn't even be so bad if they had a higher spawn chance so you would get one per world on average.

Still, I consider that one a small miss step of, what amounts to side content, an otherwise great game when it comes to using random generation for content. IDK how recent since you played the game, but they added fair amount of variant things. You get one tree design per biome per world, for examples, so you get some different visuals too.
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Posted on 02-14-18 07:49:48 PM Link | Quote
Originally posted by Xkeeper
Grinding elements in things like RPGs are just terrible. It's gotten better for single-player games, though it's started getting worse as more and more people jump to ~play time~ to judge how good something is. Final Fantasy 1 on the NES is a great example of how much of a slog it can be, especially when (I think) the remake on the GBA basically doubled the experience everything gave at the very least.

Yeah, grinding is horrendous. When it comes to JRPGs I can really only handle ones with difficulty settings, because the "Easy" mode either increases the XP gain to remove any grind, or nerfs enemy stats to the point where a level disparity doesn't matter.
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Posted on 02-14-18 08:46:33 PM Link | Quote
Speaking of awful JRPG tropes, how about the impossible-to-win fight?

The concept isn't bad, but when they allow you to blow through all your healing items or other consumables... grrr.
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Posted on 02-14-18 10:07:37 PM Link | Quote
One thing that grinds my gears in JRPGs is something related to your ava, Xkeeper. In Tales of Symphonia, if you get a bunch of new game plus bonuses and actually are leveled enough to beat or survive the impossible to win battle, it doesn't change anything and still counts it as a loss. I get that they couldn't really change the story, but it's one of those weird details. Also in Yu-Gi-Oh! Forbidden Memories, if you beat the character Heishin in the beginning of the game, he forces you to duel him again and willingly lose. And it would've been easy to write a separate path for that because at that point in the game, the arc was almost over. It's like one extra minute of dialogue.
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Posted on 02-14-18 10:19:32 PM Link | Quote
To be fair, everything I hear about that game is how bad it is, including how the computer players outright cheat in pretty much every way possible
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Posted on 02-14-18 10:51:21 PM (last edited by hydra-calm at 02-14-18 10:52:23 PM) Link | Quote
Long/unskippable cutscenes, voice acting, and high levels of linearity in anything that's not a 2D platformer/puzzle game are probably my least favorite things. I also hate when large portions of a game's world are abstracted away to menus or quicktravel (Persona 4 is a huge offender here).
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Posted on 02-14-18 11:10:03 PM (last edited by sofi at 02-14-18 11:10:09 PM) Link | Quote
when you have to trigger an event by talking to someone a really special way and nothing indicates what you need to do

my least favorite part of FFL2 involves having to go behind the counter to talk to a shopkeeper. but there’s no way to tell you’re supposed to do this???
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Posted on 02-15-18 01:18:11 AM Link | Quote
One of my least favourite things is the JRPG requirement that every. single. attack. must be voiced.

My wife is playing Xenoblade Chronicles 2 and the combat just turns into this cacophony of white noise where you can neither hear the important combat cues or the music.

I could go the rest of my life without hearing "SPINNING CUTTER!" again.
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Posted on 02-15-18 06:53:57 AM Link | Quote
I am also not a fan of text adventures or RPGs that make you go through unnecessary tasks that serve no purpose to the gameplay.
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Posted on 02-15-18 03:36:38 PM Link | Quote
I guess life systems? They're a very niche feature these days anyway, and I don't think they should be mandatory in anything anymore. I think they're mostly relegated to small games nowadays, but still.
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Jul - Gaming - Annoying things in games New poll - New thread - New reply




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