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Games that have ZERO respect for the player's time

The console version of The Last Remnant.

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They had to fix the Steam version of the game to add a "turbo" mode, so the endless fights didn't took as long as a college degree.

If I chain up to 15 mobs together, i can expect the battle to take a solid hour.

If i'm specifically training certain attacks and forcing leader trends... 1hour 30 minutes easy... for 1 battle
 
Any game that makes you do X amount of pointless side content to unlock the next story mission

Dragon Age Inquisition
MGSV (still an amazing game tho)
Mafia III

there's loads more

Edit: also Batman Arkham Knight for making you find all the stupid riddler trophies in order to get the true ending

Edit 2: Soulsborne with the lack of pause. I'm a big fan of these games, and I'm also able to admit that it's a dumb fucking thing
 
I don't really understand the respect for time argument. If you only get to play for a few hours a week or whatever why does that mean you need to finish the game in a few sessions? What's wrong with taking years to finish the game?

However if a game is 70 hours of filler to 50 hours of good stuff and you have a compulsive personality then that's probably not the game for you.
Literally nobody is saying you should be able to finish a game in a few sessions. Nobody. Where did you get this ridiculous straw man?
 
If something as basic as a pause function will kill the online mode, and even Souls fans agree that it would be "a better experience offline" (not my words!), then maybe FROM has failed to make the online mode engaging.

I am literally unable to comprehend how a gameplay mechanic that makes me lose progress because my real-life doorbell rang during a boss fight or while an enemy was right next to me and I got killed in the *several seconds* it takes to exit out of the game is not blatantly disrespecting my time.

Of course it would be a better experience for many offline if they could do something like pause. The same could be said for many online games, if games like Destiny, World of Warcraft, and ESO. A tonne of people would play that offline if they could but they would be outside of the online ecosystem, it effectively splits the community in half in a huge way.

Ultimately a better experience for consumers as many consumers doesn't necessarily mean a better game. If we follow that principle then we should sacrifice everything for the sake of accessibility. For instance, you could extend this same line of argument to suggest Dark Souls should have a map because getting lost and backtracking is disrespectful to your time.

If you live in an area where your door is randomly rung every hour so, then I'm sorry about that, personally I usually know if someone is going to show up at my house, and I don't allocate my time on a game like Dark Souls, if I suspect I may be interrupted.
 
The game is better without flying breaking everything.
You have to actually learn the terrain, which is the best part of Sylvalum.

The real answer from that game would be any quest that requires you to get a collectible, as the game doesn't tell you where you can find any of them outside of what continent their on. Drops not only tell you what mob has them, but you can also buy them with tickets.

Also the friggin affinity quest

Get to a new chapter, ready to do the plot mission but oops, you need to grind side missions with a shitty companion for four hours before you can play it
 
Any game where you can't pause.

Imagine you are in a tough boss battle for example in Dark Souls 3. Now you have to go to the bathroom otherwise you will literally shit your pants. But you can't pause!

Haven't played DS3 but with the other souls games, just quit out the game if you need to pause. Loading doesn't take long and will put you back where you left off.
 
OK, let me rephrase: why does it matter how long it takes you to complete?
That is missing the point entirely. It's not about how long it takes to complete. It's about how much filler you are expected to tolerate in order to reach the good stuff (whether that means finishing the game or unlocking optional content). And if I had to define filler, it would be something that is neither fun nor challenging, but that is time-consuming, repetitive, and low effort.

It's not about game length. Two of my favorite games are Castlevania:SotN and Xenogears. Castlevania was only 10 hours long but it was fun and engaging the whole way through with zero filler. Xenogears was 60 hours long and also had zero filler (in fact quite the opposite, they weren't even able to cram in all the content they intended).

Castlevania wouldn't have been a better game if they added 20 hours of fetch quests to it. Xenogears wouldn't have been a better game if they "streamlined" it down to 30 hours.
 
That is missing the point entirely. It's not about how long it takes to complete. It's about how much filler you are expected to tolerate in order to reach the good stuff (whether that means finishing the game or unlocking optional content). And if I had to define filler, it would be something that is neither fun nor challenging, but that is time-consuming, repetitive, and low effort.

It's not about game length. Two of my favorite games are Castlevania:SotN and Xenogears. Castlevania was only 10 hours long but it was fun and engaging the whole way through with zero filler. Xenogears was 60 hours long and also had zero filler (in fact quite the opposite, they weren't even able to cram in all the content they intended).

Castlevania wouldn't have been a better game if they added 20 hours of fetch quests to it. Xenogears wouldn't have been a better game if they "streamlined" it down to 30 hours.

Then it's not really a question of respecting time. It's just a bad game with occasional good bits. Just don't play bad games and you're fine.
 
Then it's not really a question of respecting time. It's just a bad game with occasional good bits. Just don't play bad games and you're fine.
Yeah it's a bad game because it doesn't respect your time.. You seriously came into this thread just to argue semantics?
 
It's 2 hours of time I can't get back. Never played their other title since I'm assuming it's of similar nature.

That's not something not respecting your time. You just didn't like the damn game, nothing more nothing less.

This feels like what this whole thread is about to be honest.
 
Pokemon Sun/Moon.

First of all, having wild Pokemon summon reinforcements in the first place sucks. But breaking up the battle and making you wait every single time (accompanied by "..." "..." "...") to see if the call was successful is even worse.


Also I swear there are a dozen more screens you have to click through now every time you catch a new 'mon. I'm really not a fan of the pacing of this game so far.
 
Pokemon battles, especially when grinding:

*5 sec intro scene*
*cries*
*charizard attack is cut bco intimidate*
*tranitar attack is cut bco intimidate*
...
Battle
...
*tyranitar takes potion damage*
*tyranitar heals a little with leftovers*

Does every action have to take 5 sec seperately? Just add all boosts together or let us just click through it. Don't even get me started on double battles..
 
Pokemon battles, especially when grinding:

*5 sec intro scene*
*cries*
*charizard attack is cut bco intimidate*
*tranitar attack is cut bco intimidate*
...
Battle
...
*tyranitar takes potion damage*
*tyranitar heals a little with leftovers*

Does every action have to take 5 sec seperately? Just add all boosts together or let us just click through it. Don't even get me started on double battles..
A lot of that is helped by going into the options menu and turning battle animations off. Saves some of the time, anyway.
 
That's not something not respecting your time. You just didn't like the damn game, nothing more nothing less.

This feels like what this whole thread is about to be honest.

Any game that comes out with an overpriced tag of a game($15 at launch) should at least have a fitting end, which it didn't for me. So yeah, waste of my time for what it offered.
 
Also I swear there are a dozen more screens you have to click through now every time you catch a new 'mon. I'm really not a fan of the pacing of this game so far.

Honestly, aside from the new splash screen for registering new Pokemons, the other options are there to make the process faster. Being able to put a new mon in your team instantly is a godsend and makes Heal Balls actually useful this time around.

Any game that comes out with an overpriced tag of a game($15 at launch) should at least have a fitting end, which it didn't for me. So yeah, waste of my time for what it offered.

Again, this is just you not liking the game.
 
Any game that comes out with an overpriced tag of a game($15 at launch) should at least have a fitting end, which it didn't for me. So yeah, waste of my time for what it offered.

This thread is about poor design decisions in games that solely exist to take up the player's time for no net benefit. Not about your own poor time management.
 
Metal gear solid 5, they give you the biggest cocktease in the entire series. I stopped playing altogether and sold the game, was not worth the effort to dredge through the rest of that slogfest.
 
Metal gear solid 5, they give you the biggest cocktease in the entire series. I stopped playing altogether and sold the game, was not worth the effort to dredge through the rest of that slogfest.

I'm in the same boat. Having to replay old missions in order to unlock new story content killed it for me. Had the same problem with Peace Walker.
 
As much as I love MGSV (I think it's the best MGS game) the unskipable/long intros for each episode were just too much (especially when I was trying to complete side missions and get S ranks). Ended up getting the Platinum trophy but took me ~200 hours. The gameplay was just SO good though.
 
Games with excessively long tutorials like Assassin's Creed 3 and Twilight Princess are what immediately come to mind. Games like Dragon Age Inquisition and Destiny that make you grind and do repetitive side content to unlock new main missions are also applicable.
 
Metal Gear Solid V, Final Fantasy XIV, and the Soulsborne games. I love all of these, but it'd be really nice if they could save me some time of replaying content, or grinding.
 
So I just finished DQ7 (3DS) last night and I'm having mixed feelings in the end.

Maybe it's my completionist play style, but man. This game is SLOW. And there are few options that let you speed it up (other than one message speed setting).

It took me 30 hours to get to the point I could change classes, and a ton more time to master those classes. Winning everything in the casino took ages, and then there was the final dungeon, and the 4 branching paths.

One of my big gripes with that dungeon is that when you take one of the 4 paths you get some treasure on that path, but you have no opportunity to turn around and try the others. You have to complete the dungeon or Evac out in order to do the other paths, basically wasting a good 20 minutes.

And then there's the ending sequence itself, which is a giant slow victory lap of every town you've visited. Combine that with a MISSABLE tablet fragment at the bottom of a well in the ending sequence, which I missed. I ended up having to do the entire final dungeon and victory lap TWICE just to get to the post-game content.

The entire RPG took me 120 hours to beat. In reality, the game feels like it has 50 hours of content and 70 hours of filler, wordiness, and slog.

So that made me think: What other games out there have zero respect for the player's time?

Yep, this is probably the biggest one in my mind as of currently. I still like DQVII, mind you, but I don't think I'd ever revisit it with the plodding pacing in mind.
 
Trails of Cold Steel 2 is really grating on me in this regard. It has this system where you need to go back and talk to pretty much every NPC in the game after every major event, because they may give you some book or recipe that you need to unlock the best weapons and some of the best accessories at the end of the game. I appreciate the fact that they wrote so much NPC dialogue, but it is extremely tedious and repeatedly grinds the pace of the game to a halt. This is one of the few games that I would highly recommend playing with an FAQ open, just so you can figure out which characters you need to talk to.
I was fine with it on TOS1 since the academy campus is rather small, but now in TOS2 this became a chore for me. Some events happen became completely obscure for me.
 
Shenmue.

Love it or hate it (both are very much possible), the game absolutely makes you play by its rules when it comes to daily structure and story events. It's generally easier to just to stop fighting against it and find something that helps the time pass.

The sequel made it the player's choice whether to kill time or not by adding a 'Wait' feature for time-specific story events, which I prefer. There's generally more to do in II anyway, so it was a more fulfilling experience whichever way you went with it.
 
Final Fantasy games.

I can't name one where you can't pause or that getting everything is an issue or a waste of time. Even, what, Excalibur 2 in FF9 is a rush to get, but i recall you can just still pause the game to get to it. And I think you can puse cutscenes since FF8?

I can't call what the op said a lack of respect of the player's time in so much as too much damn filler.

The best 'examples' of a lack of respect would be Dark Souls and Monster hunter, and any game where pausing doesn't actually pause the game, or you're punished heavily for doing nothing, should you have to put the game down.
 
Neverwinter online. I hope you dont want to play any other games, or, you know, neverwinter itself, because here's 8 hours worth of dailies every day to grind all the various currencies.

Oh god yes I just started playing this a couple months ago cuz a friend wanted me too, and there is like hundreds of currencies, like one for each map. I don't know how this game stays afloat there is literally nothing you cant buy to be better than the next guy. It's the definition of pay to win . Or you could grind for literally thousands of hours . I am level 60 now and have maybe 12000 astral diamonds which if you've played, is enough to upgrade like one gem in one piece of equipment.
 
A lot of that is helped by going into the options menu and turning battle animations off. Saves some of the time, anyway.

It does save some, but it's still a ton of mandatory waiting. In Golden Sun you just pressed A and moved on. Some battles you have to sit through FOUR "attack rose" messages each turn, or worse. They have no respect for your time.
 
Wasn't there a Barbie game or something that they thought was too short. So they removed running and made you walk the entire game. Seems to fit..
 
I had to come back and find this thread after playing The Last Guardian's third act. Game does not give a FUCK about your time.
 
I wish we could get the art, world-building and characters of something like Final Fantasy IX, but with the combat of something like Zelda / Dark Souls lite.
 
DragonQuest 8. I bought last year for PS2, and I just cant handle the grinding knowing that the narrative isnt going to be worth the time. Unfortunate since I like the art a lot and find the game charming but I probably will never beat don mole
 
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