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Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

CJacobs posted:

Yup, it's been that way for me ever since it came out on PC in the first place. It remembered my very first ever completion time/score for each Halo 1 stage and it has never updated them on replays since.
That is completely absurd, how can this be an issue? loving SNES games autosave perfectly.


As for RPGs (whatever the definition), I think the perception of what a game wants to be and do for a customer is changing a lot, and that influences how they're designed, of course. When I was younger, I played some Gothic 2, and I remember there were three ways to achieve a major milestone (get into a certain city's upper level?): earn a shitload of money, become a knight or sth by doing lots of sidequests, or get admission to a Mage's Guild type of thing by also having a lot of money (but less), and...a sheep, maybe?

I did the knight thing because it was the most straightforward, but I just thought "oh I'll be a Mage next time when I know where sheep are", just fully expecting to replay the game because why not? I had it? Games were a rare commodity, you got maybe one for your birthday and another for Christmas if you were really nice. Around that time I started to have some of my own money on the side, but I'd have to spend that on Lego, MtG OR games, so...make the latter count. Of course I'd replay a long RPG and do stuff differently next time.

Nowadays, everybody has a billion games backlogged on Steam, even as a broke kid you can play as much Fortnite, Warframe etc. as you want because that's free, and games in general become bigger and bigger as a marketing thing, so "just replay the RPG" is indeed getting a bigger ask if it's no longer a 30 h campaign (used to be HUGE) but a 100+ hour one. So yeah, people will actually get mad at developers now if they actually do sit down to play through the whole thing and then don't see half of it because a replay is a huge ask.

It's entitled and leads to shallow games AND shallow experiences, not comparable to what you were used to as a kid when you had A Game and played that to death, but that's kind of the reality of the game market and industry now. It's extremely rare that a newly released game is so captivating, engaging and makes you really want to experience it fully that you do the "instant replay" thing.


Not saying that it can't happen, or that you aren't the type of player who doesn't do that - I think it's one of the reasons why Dark Souls struck a nerve with so many people. It's not afraid to hide huge amounts of content, there's an enormous replay value, multiplayer on top of that, and caters to the type of player who really wants to get INTO a game. Definitely worked for me. But gently caress me if I'm going to replay even a great game like Horizon Zero Dawn any time soon, I've done all the sidequests and hunted all the things, I don't care about the collectibles (and don't have to start a new file for those anyway), so why bother with a replay? It's explicitly designed to allow you to get everything in one go, and the only reason to start over is a higher difficulty level and for me, that's not enough.

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Memento
Aug 25, 2009


Bleak Gremlin

Simply Simon posted:

That is completely absurd, how can this be an issue? loving SNES games autosave perfectly.

Speaking of, the roguelite game Undermine, just released on PC and Xbox, and I guess coming soon for PS and Switch, has an issue where it loses all your save data between sessions.

Which is a deal breaker for me, to be honest. As you said, there's a trillion games out there right now, one that is based on progression where you can lose all your progress for (reasons) isn't one I'm going to go back to.

Lunchmeat Larry
Nov 3, 2012

re Bloodborne on PC with PSNow; it's been a couple of years since I played it so maybe it's better now but PSNow's framerate and choppy visuals suck for a game like BB, it's perfectly playable but unpleasant, and it doesn't have the DLC, so no, it's bad

Tunicate
May 15, 2012

In the course of my carfeer as a vidcon specialist (my own coinage, spend it wisely), I have never seen such blatant and frankly, sickening ignorance as that exhibited by the "people" (if, in fact, they are homo sapiens at all, as their intelligence implies elsewise) that claim that Zelda is not an RPG. There is nothing that Shigeru "Shiggy" Miyamoto could possibly do to make the vidcon any more of an RPG as it meets every single criterion for being one, particularly that it takes place in an imaginary realm with a fantastical beastiary, the damsel/villain ratio is at or above standards, and that the core emphasis of the gameplay is on bedazzling all foes with impeccable swords and sorcery. Furthermore, this line of thought can be extended to all vidcons in which the player controls a character (hence, roleplaying), though I cringe slightly at the thought of such mundance vidcons as Madden being RPGs, as they do not even include exotic weaponry such as the tonfa.

Morpheus
Apr 18, 2008

My favourite little monsters
I think anything that has stat-based strength progression is an RPG.

Weirdly, in my mind, anything with turn-based battles or battles that take you into another field is a jRPG. Sonic Brotherhood is a jRPG. I know, it doesn't make sense but that's how my brain is wired now.

Edit: like technically Disco Elysium is a game where you really lean into playing a role, so to speak, but in my brain, adventure game with RPG elements because uhhhhhhh

Ruffian Price
Sep 17, 2016

No matter what you think the correct usage of the term is, when games add "RPG elements", it's visible stats, not dialogue options.

RareAcumen
Dec 28, 2012




Morpheus posted:

I think anything that has stat-based strength progression is an RPG.

Weirdly, in my mind, anything with turn-based battles or battles that take you into another field is a jRPG. Sonic Brotherhood is a jRPG. I know, it doesn't make sense but that's how my brain is wired now.

Edit: like technically Disco Elysium is a game where you really lean into playing a role, so to speak, but in my brain, adventure game with RPG elements because uhhhhhhh

Famous JPRG Lisa: The Painful

Opopanax
Aug 8, 2007

I HEX YE!!!


Hi, I'm Superliminal and I have an achievement for beating the game in a really short time and also I have several sections where you have to just sit there and wait for the game to progress, as if speed running a puzzle game wasn't fun enough already.
Also I don't have any kind of timer, even once you complete the game, so good luck figuring out how close you even were or if it's worth continuing your current playthrough.

The Moon Monster
Dec 30, 2005

I started playing Warframe again after being off it for years since quarantine is hell and I need something like that. At some point they added this cool system called Kuva Liches (kuva is some nebulous mystic evil substance featured in the game). They're sort of like the Shadow of Wardor nemesis system, although they end up playing pretty differently since Warframe is a pretty different game. Anyway long story short you can generate your own unique lich and once you kill it, which is a whole process, you get your own unique (and very powerful) gun. There are something like 15 base kuva weapons that can be generated and they get 3 unique modifiers based on the lich that generated it.

1) The name which is just "[lich's name] Kuva [gun]". This has no gameplay effect but the liches have really stupid names like Pelbahkig Gahgrzb so it can be pretty funny.
2) The bonus element. One of the main features of the kuva weapons is that they get innate elemental damage on weapons of a sort that wouldn't normally have it. This is based on the warframe you generated the lich with, so for instance Volt will generate liches with electric weapons and Ember will generate liches with fire weapons. Totally non-random which is nice.
3) The bonus elemental damage percentage. This ranges from 25%-60% and is completely random. Obviously a big number is significantly better than a small number.

Anyway the reason I'm posting this is I generated a lich with a great name, Butt Tahr, but the absolute bare minimum damage bonus of 25%, which is a real bummer.

moosecow333
Mar 15, 2007

Super-Duper Supermen!
I really like Fall Guys but I’ve literally never won a team game. And they’re not close losses either, every time my team will have 0 points to the other team’s 7 or 10.

Yngwie Mangosteen
Aug 23, 2007

moosecow333 posted:

I really like Fall Guys but I’ve literally never won a team game. And they’re not close losses either, every time my team will have 0 points to the other team’s 7 or 10.

It's pretty random, being on a bad team can be really disappointing, but when it works it's super fun.

Whatev
Jan 19, 2007

unfading

Tunicate posted:

In the course of my carfeer as a vidcon specialist (my own coinage, spend it wisely), I have never seen such blatant and frankly, sickening ignorance as that exhibited by the "people" (if, in fact, they are homo sapiens at all, as their intelligence implies elsewise) that claim that Zelda is not an RPG. There is nothing that Shigeru "Shiggy" Miyamoto could possibly do to make the vidcon any more of an RPG as it meets every single criterion for being one, particularly that it takes place in an imaginary realm with a fantastical beastiary, the damsel/villain ratio is at or above standards, and that the core emphasis of the gameplay is on bedazzling all foes with impeccable swords and sorcery. Furthermore, this line of thought can be extended to all vidcons in which the player controls a character (hence, roleplaying), though I cringe slightly at the thought of such mundance vidcons as Madden being RPGs, as they do not even include exotic weaponry such as the tonfa.
I hope cboyardee is doing alright! He seems like the type of guy who is often not doing alright

John Murdoch
May 19, 2009

I can tune a fish.

Simply Simon posted:

Nowadays, everybody has a billion games backlogged on Steam, even as a broke kid you can play as much Fortnite, Warframe etc. as you want because that's free, and games in general become bigger and bigger as a marketing thing, so "just replay the RPG" is indeed getting a bigger ask if it's no longer a 30 h campaign (used to be HUGE) but a 100+ hour one. So yeah, people will actually get mad at developers now if they actually do sit down to play through the whole thing and then don't see half of it because a replay is a huge ask.

It's entitled and leads to shallow games AND shallow experiences, not comparable to what you were used to as a kid when you had A Game and played that to death, but that's kind of the reality of the game market and industry now. It's extremely rare that a newly released game is so captivating, engaging and makes you really want to experience it fully that you do the "instant replay" thing.


Not saying that it can't happen, or that you aren't the type of player who doesn't do that - I think it's one of the reasons why Dark Souls struck a nerve with so many people. It's not afraid to hide huge amounts of content, there's an enormous replay value, multiplayer on top of that, and caters to the type of player who really wants to get INTO a game. Definitely worked for me. But gently caress me if I'm going to replay even a great game like Horizon Zero Dawn any time soon, I've done all the sidequests and hunted all the things, I don't care about the collectibles (and don't have to start a new file for those anyway), so why bother with a replay? It's explicitly designed to allow you to get everything in one go, and the only reason to start over is a higher difficulty level and for me, that's not enough.

Ironically, for as much as I do like Dark Souls, I have not felt the slightest urge to replay it as of yet. Would much rather get cracking on 2/SotFS and 3.

But that might also have a lot to do with my approach to it. I can already hear the boos and hisses, but I played Dark Souls almost identically to how I played Skyrim - one "canonical" character, one clear machanical niche, went out of my way to revel in spoilers and wikis so I could see as much as I could see in one playthrough, etc.

I doubt I'll go back and try Dark Souls as a magic user for the same reason I won't go give Skyrim another run as an archer - I just kinda don't care. Dark Souls' mechanics are definitely more deep, more involved, and overall more fun than Skyrim's, but in both cases I'm not motivated by the mechanics to experience the same general series of events.

I think the one exception might be the Dark Souls randomizer, which is actually what pushed me into giving the game a proper go in the first place. Recontextualizing the game as a more short-form roguelike is instantly appealing to me in a way another vanilla playthrough isn't. Though oddly I can't say the same for the myriad Elder Scrolls or Fallout hardcore random start survival mods/modes. :shrug:

Ultimately I think a lot of it boils down to player psychology, in part how any given person interprets their character. Is your character: A total blank, a direct and unerring player avatar to puppet around and inflict your whims on the game? A role to inhabit, possibly to a fault, playing and acting at the same time? A wholly distinct entity, but one that you get to whisper in the ear of to influence them? A grab-bag of stats and mechanics that can be manipulated to achieve numerical gain, presumably with the goal of winning? (These aren't mutually exclusive perspectives, but varying axes, mind.)

I think Skyrim does what Skyrim does because the bulk of its audience (particularly the casual and/or console-based players) are mostly concerned with primarily that first axis and then a bit of the fourth. Hence, relatively low-stakes, simple morality choices, and minimal blocking of content across lots of pulpy adventuring. It doesn't matter if "logically" their character shouldn't be able to sneeze and become grandmaster of 8 different guilds, because their character isn't much more than a transparent window for them, the player, to interact with the game world.

I guess that lines up with your take that things have become, in a sense, more solipsistic. But I wonder what people think about, say, Geralt or Shepard compared to a blank slate protagonist. Or what minor mechanical elements might secretly sway players to play differently. Something something, Alpha Protocol's recruit/veteran system. Something something, Alpha Protocol's high level of reactivity but like 10 hour playtime vs. investing a silly number of hours into New Vegas just to see what playing as a Legion-aligned dickhead is like.

Morpheus
Apr 18, 2008

My favourite little monsters

RareAcumen posted:

Famous JPRG Lisa: The Painful

Yup!

HookedOnChthonics
Dec 5, 2015

Profoundly dull


John Murdoch posted:


I don't have a strong opinion on the matter, but what it sounds to me like is Morrowind's mutually exclusive options aren't particularly satisfying, bordering on arbitrary.


:wrong:, omg

Populating the world with organizations that have mutually exclusive goals is in fact an extremely effective way of characterizing both the player and the world. You're not the center around which the world rotates who waltzes in and solely resolves whatever struggle the organization is engaged in, and those struggles are often intertwined rather than each occurring in a separate instanced-dungeon part of the world. (looking @ u mannimarco)

Like 4 real 'arbitrary' is the single most misconceived criticism you could level at one of the strongest parts of a very good game; the part in fact that makes it stand out in people's memory certainly far more than the abstract, weightless combat; its incredibly well-developed and well-communicated sense of a real political discourse taking place in the world around you, with important stakes and competing interests and machinations which often occur at a level above the PC's head

What's arbitrary is making the player's main-character-powers strong enough to overpower the stated goals, aims, and beliefs of characters within the game to the extent that they will totally ignore your other associations and still give you odd jobs and share their secrets no matter what because you're Just That Special

HookedOnChthonics has a new favorite as of 03:37 on Aug 12, 2020

Zoig
Oct 31, 2010

The Moon Monster posted:

I started playing Warframe again after being off it for years since quarantine is hell and I need something like that. At some point they added this cool system called Kuva Liches (kuva is some nebulous mystic evil substance featured in the game). They're sort of like the Shadow of Wardor nemesis system, although they end up playing pretty differently since Warframe is a pretty different game. Anyway long story short you can generate your own unique lich and once you kill it, which is a whole process, you get your own unique (and very powerful) gun. There are something like 15 base kuva weapons that can be generated and they get 3 unique modifiers based on the lich that generated it.

1) The name which is just "[lich's name] Kuva [gun]". This has no gameplay effect but the liches have really stupid names like Pelbahkig Gahgrzb so it can be pretty funny.
2) The bonus element. One of the main features of the kuva weapons is that they get innate elemental damage on weapons of a sort that wouldn't normally have it. This is based on the warframe you generated the lich with, so for instance Volt will generate liches with electric weapons and Ember will generate liches with fire weapons. Totally non-random which is nice.
3) The bonus elemental damage percentage. This ranges from 25%-60% and is completely random. Obviously a big number is significantly better than a small number.

Anyway the reason I'm posting this is I generated a lich with a great name, Butt Tahr, but the absolute bare minimum damage bonus of 25%, which is a real bummer.

The correct thing to do is instead of kill it, you can convert the lich into a buddy that can randomly show up on missions and help out. Since this lich has a excellent name and a lovely damage value its perfect for that too, i still regret killing my silly named lich, rito egg.

John Murdoch
May 19, 2009

I can tune a fish.

HookedOnChthonics posted:

:wrong:, omg

Populating the world with organizations that have mutually exclusive goals is in fact an extremely effective way of characterizing both the player and the world. You're not the center around which the world rotates who waltzes in and solely resolves whatever struggle the organization is engaged in, and those struggles are often intertwined rather than each occurring in a separate instanced-dungeon part of the world. (looking @ u mannimarco)

Like 4 real 'arbitrary' is the single most misconceived criticism you could level at one of the strongest parts of a very good game; the part in fact that makes it stand out in people's memory certainly far more than the abstract, weightless combat; its incredibly well-developed and well-communicated sense of a real political discourse taking place in the world around you, with important stakes and competing interests and machinations which often occur at a level above the PC's head

What's arbitrary is making the player's main-character-powers strong enough to overpower the stated goals, aims, and beliefs of characters within the game to the extent that they will totally ignore your other associations and still give you odd jobs and share their secrets no matter what because you're Just That Special

Mea culpa, I don't have a lot of experience with Morrowind and was going off of what was said in the thread and made a hasty generalization. (And was it Mr. Bibs that said it? Especially bad form on my part if so. :v:)

That said, I do think there can be a really thin line between "in this rich tapestry of a world, these characters have justifiable reasons for disliking each other and the player must carefully choose their allegiances" and "you can't do both things because we said so :smugbert:" depending on how it's written and how surfaced everything is.

And like I said, if both choices ultimately lead to interesting outcomes (rather than simply "you don't get to do X, try again next time") then all's good.

The Lone Badger
Sep 24, 2007

The Moon Monster posted:

Anyway the reason I'm posting this is I generated a lich with a great name, Butt Tahr, but the absolute bare minimum damage bonus of 25%, which is a real bummer.

You can feed guns to your gun to increase the damage bonus.

Phobophilia
Apr 26, 2008

by Hand Knit

The Moon Monster posted:

Anyway the reason I'm posting this is I generated a lich with a great name, Butt Tahr, but the absolute bare minimum damage bonus of 25%, which is a real bummer.

Good news! You are able to upgrade from this kuva lich's weapon by fusing other kuva weapons into it, and because this was your starting weapon, it will keep this name!

Maxwell Lord
Dec 12, 2008

I am drowning.
There is no sign of land.
You are coming down with me, hand in unlovable hand.

And I hope you die.

I hope we both die.


:smith:

Grimey Drawer

exquisite tea posted:

I've always thought of RPGs as games where you're playing an actual "role" and for that to mean anything, there has to be more than one selectable class. I know games like The Witcher or the recent Assassin's Creed games like to brand themselves as RPGs and while they have some trappings of that, to me they're more like big single player action-adventures.

I mean, JRPGs are a thing and a lot of them rely on characters where you can at most change their name, all their non-mechanical decisions are scripted.

It's a spectrum. Computer RPGs started out just trying to translate the mechanics of tabletop RPGs to video games, and some try to replicate the open-endedness of tabletop RPGs by letting you make lots of plot decisions and direct outcomes for various characters and others are more linear, and there are a lot in between.

And heck, in tabletop RPGs you aren't always necessarily creating or choosing a character, pre-gens exist.

Taeke
Feb 2, 2010


Anyone looking for a bit more history on the birth and development of video game RPGs might be interested in this Game Maker's Toolkit video, which focuses on the differences and similarities between western RPGs and jRPGs.

https://youtu.be/fJiwn8iXqOI

BiggerBoat
Sep 26, 2007

Don't you tell me my business again.

Tunicate posted:

In the course of my carfeer as a vidcon specialist (my own coinage, spend it wisely)...

I read this as "vicodin specialist" and now I'm interested in your pill mill doctor character

Lunchmeat Larry
Nov 3, 2012

RareAcumen posted:

Famous JPRG Lisa: The Painful
I mean... yeah?

My Lovely Horse
Aug 21, 2010

BiggerBoat posted:

I read this as "vicodin specialist" and now I'm interested in your pill mill doctor character

Mr Snips
Jan 9, 2009



moosecow333 posted:

I really like Fall Guys but I’ve literally never won a team game. And they’re not close losses either, every time my team will have 0 points to the other team’s 7 or 10.

Other bad points of Fall Guys: anything involving grabbing

Other people can grab your tails from miles away but even if you're right next to someone else it's a coin flip on whether your grab attempt will count

Lunchmeat Larry
Nov 3, 2012

The grabbing needs fixed desperately, it works weirdly even by the games intentionally clumsy standards. Hitting footballs is the same

Necrothatcher
Mar 26, 2005




Horizon Zero Dawn has too much herb picking in it. Also it stops you dead. Just me grab herbs on the move dammit.

Bogmonster
Oct 17, 2007

The Bogey is a philosopher who knows

Dragon Age Inquisition has fairly long load times on PS4. This is bad.

It offers three "cards" per loading screen, often containing detailed bits of lore on the world. This is good.

The loading times are just short enough to mean you can only read a paragraph or two of the lore card before it moves on. This is bad.

They move on to another loading screen, this time just showing the games logo on a black background. This is really dumb.

Captain Hygiene
Sep 17, 2007

You mess with the crabbo...



Necrothatcher posted:

Horizon Zero Dawn has too much herb picking in it. Also it stops you dead. Just me grab herbs on the move dammit.

I love that game, but it's gonna be tough to go back to that part after Ghost of Tsushima's instant pushbutton resource collection with its generous activation radius. Equally applicable to any game that uses a timer for item collecting, even a short one.

NoEyedSquareGuy
Mar 16, 2009

Just because Liquor's dead, doesn't mean you can just roll this bitch all over town with "The Freedoms."

Necrothatcher posted:

Horizon Zero Dawn has too much herb picking in it. Also it stops you dead. Just me grab herbs on the move dammit.

Wouldn't be so bad if it was an emergency resource but I still haven't found a good source of health regen besides grinding out red herbs. Potions don't drop too often and they require crafting materials so you can't just buy a bunch of them at once from a vendor.

Lobok
Jul 13, 2006

Say Watt?

Captain Hygiene posted:

I love that game, but it's gonna be tough to go back to that part after Ghost of Tsushima's instant pushbutton resource collection with its generous activation radius. Equally applicable to any game that uses a timer for item collecting, even a short one.

And Ghost wasn't even the first game to do it. So many devs just really really want looting and picking stuff up off the ground to be an inconvenient chore.

Schubalts
Nov 26, 2007

People say bigger is better.

But for the first time in my life, I think I've gone too far.

Necrothatcher posted:

Horizon Zero Dawn has too much herb picking in it. Also it stops you dead. Just me grab herbs on the move dammit.

I love Monster Hunter World's take on picking up random leaves. Your character just reaches out and grabs it without slowing down, even if you press the prompt while sliding downhill or riding a small not-dino.

Also you get honey by ripping off half a beehive like a goddamn bear.

Kit Walker
Jul 10, 2010
"The Man Who Cannot Deadlift"

Lobok posted:

And Ghost wasn't even the first game to do it. So many devs just really really want looting and picking stuff up off the ground to be an inconvenient chore.

https://youtu.be/X8TfzFTM5Ys?t=50

Crowetron
Apr 29, 2009

Schubalts posted:

I love Monster Hunter World's take on picking up random leaves. Your character just reaches out and grabs it without slowing down, even if you press the prompt while sliding downhill or riding a small not-dino.

Also you get honey by ripping off half a beehive like a goddamn bear.

I wish it was more consistent, though. Picking up a monster's foot prints is a little arm wave that doesn't even slow you down, but claw marks? Gotta scrape some dirt into a jar with a slow animation for some reason.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."
AC:Syndicate has ingame perks. Do something X times and you'll get a small boost to X or something related. These range from easy to achieve within the few hours of gameplay to something you'll naturally get near the end of the game to a handful of poo poo ones you actually have to grind.

AC:Syndicate has club challenges. These are in uPlay and while they tend to be focused more on story completion there are a few related to doing something X times (or are rewards for perks).

AC:Syndicate has achievements. These are in uPlay and are focused on both story completion and on in-game actions. Sometimes the perk requirements are less than those for the achievements, sometimes they are more. Sometimes there are achievements that really should have been perks.

It feels awfully redundant and this isn't even getting into the difference between the "run into 5000 lamposts" achievement and the "run into 75 lampposts" perk.

The Lone Badger
Sep 24, 2007

NoEyedSquareGuy posted:

Wouldn't be so bad if it was an emergency resource but I still haven't found a good source of health regen besides grinding out red herbs. Potions don't drop too often and they require crafting materials so you can't just buy a bunch of them at once from a vendor.

You can buy a Full Health potion for 80 shards I'm pretty sure.

Casey Finnigan
Apr 30, 2009

Dumb ✔
So goddamn crazy ✔
Man, after you upgrade your character in Ghost of Tsushima, the game is too drat easy no matter what you do (besides certain duels). It's not even that the enemies necessarily need to be more lethal or anything, or that the main character should be dying more often. It's just that after a few upgrades and new abilities, Jin Sakai just loving eviscerates all the enemies in a split second and there's not enough to make up for it. The battles are all short and then when they're over, there's just nothing around but the same collectible stuff which only pays off by making you even more gently caress-off strong and cosmetic changes.

As the game goes on, it only gets worse because you start getting abilities that help you kill tons of enemies at the very start of battle. You can choose not to use those abilities, but your enemies start running away in fear more often regardless, ending fights faster anyway. Setting the difficulty to Hard (the second-highest setting) kind of helps, but if you set it to Lethal (the highest setting), you start killing enemies faster, making it worse.

You end up finding a place to fight the Mongols, go in and battle a few guys, and then before you know it every enemy is gone and there's no real gameplay in the area. Then you have to ride on your horse for a few minutes to find another occupied place or a patrol, and then you fight them and those guys go down in seconds and you are again left in an empty area with nothing to do but collect baubles. It's so unsatisfying. The game should just spawn an infinite number of enemies at least sometimes. Why is it always little clusters of, like, eight enemies?

It also makes the stealth aspect of the game largely a chore because the enemies are like tissue paper so it makes no sense to sneak around them unless the game forces you to. So the game constantly forces you to.

Casey Finnigan has a new favorite as of 05:37 on Aug 13, 2020

ilmucche
Mar 16, 2016

What did you say the strategy was?

Doctor Spaceman posted:

AC:Syndicate has ingame perks. Do something X times and you'll get a small boost to X or something related. These range from easy to achieve within the few hours of gameplay to something you'll naturally get near the end of the game to a handful of poo poo ones you actually have to grind.

AC:Syndicate has club challenges. These are in uPlay and while they tend to be focused more on story completion there are a few related to doing something X times (or are rewards for perks).

AC:Syndicate has achievements. These are in uPlay and are focused on both story completion and on in-game actions. Sometimes the perk requirements are less than those for the achievements, sometimes they are more. Sometimes there are achievements that really should have been perks.

It feels awfully redundant and this isn't even getting into the difference between the "run into 5000 lamposts" achievement and the "run into 75 lampposts" perk.

À lot of them do nothing as well. The lampposts perk or flower perk are negligible amounts of XP in a game where you can easily buy all of the stat upgrade before the final chapter

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."
Collecting flowers unlocked new colours for your clothes which was a nice benefit.

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Triarii
Jun 14, 2003

Casey Finnigan posted:

Man, after you upgrade your character in Ghost of Tsushima, the game is too drat easy no matter what you do (besides certain duels). It's not even that the enemies necessarily need to be more lethal or anything, or that the main character should be dying more often. It's just that after a few upgrades and new abilities, Jin Sakai just loving eviscerates all the enemies in a split second and there's not enough to make up for it. The battles are all short and then when they're over, there's just nothing around but the same collectible stuff which only pays off by making you even more gently caress-off strong and cosmetic changes.

As the game goes on, it only gets worse because you start getting abilities that help you kill tons of enemies at the very start of battle. You can choose not to use those abilities, but your enemies start running away in fear more often regardless, ending fights faster anyway. Setting the difficulty to Hard (the second-highest setting) kind of helps, but if you set it to Lethal (the highest setting), you start killing enemies faster, making it worse.

You end up finding a place to fight the Mongols, go in and battle a few guys, and then before you know it every enemy is gone and there's no real gameplay in the area. Then you have to ride on your horse for a few minutes to find another occupied place or a patrol, and then you fight them and those guys go down in seconds and you are again left in an empty area with nothing to do but collect baubles. It's so unsatisfying. The game should just spawn an infinite number of enemies at least sometimes. Why is it always little clusters of, like, eight enemies?

It also makes the stealth aspect of the game largely a chore because the enemies are like tissue paper so it makes no sense to sneak around them unless the game forces you to. So the game constantly forces you to.

Yeah I felt the same way. I held back on using any of the ninja weapons that were just instant win buttons, and combat was still over too quickly and easily once I had some upgrades under my belt. It made the story beat where I had to resort to desperate terror tactics especially contrived, since I coulda just walked in there and killed all those guys with my sword by that point.

It kind of bums me out how common and accepted it is for games to get easier as you progress, since a well-tuned difficulty curve where the challenge is always rising to meet your increasing player skill and in-game power is one of the most satisfying things in a game. At least I'll always have Monster Hunter I guess.

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