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.
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.
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.
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
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My issue is less that it drags on and more that it’s basically barely even gameplay. You’re pressing a button for minutes on end, then letting go when they talk, then pressing again when they walk again. It’s boring. For a game as cinematic as RDR2 you’d think they wouldn’t be afraid to just make it a cutscene. If they wanted gameplay then at least let me walk around a bit.
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Yes and I’m saying the made a bad decision, no matter how purposeful it is. I find your reasoning to be really flawed here. Just because they chose to tell the story that way doesn’t mean I can’t complain about it.
For a bit of a different take, I think that method (slow walking, paced moving) is exactly perfect for RDR2 because the whole point was that you were meant to be Arthur and live his story. If you wound up on this random island and started sprinting and hopping around everywhere it wouldn’t make any sense for his character. He’s in a new place, confused, and at least a little scared, he is gonna move slowly and take everything in while he gets his bearings. And while yes it could be put into a cutscene, then you’re completely disconnecting yourself from the immersion. RDR2 is meant to be a methodical story, with pacing to match. Youre not a super hero and you’re not a savior, you’re just a guy named Arthur Morgan. If you’re playing that game in the mentality of “c’mon hurry up go go go” you’re fighting against the design and style of the game itself.
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.