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Games which don't respect the player's time.

Xenoblade X is a good example of this.

*Have to walk to find characters in town to put them in your party rather than selecting through a menu.

*A certain mission requires you to mine a specific ingredient which means waiting for 15 minutes at a time and praying it randomly generates. You can't continue on with the story until you finish the mission either (I had to leave my Wii U running for 3 hours until I generated the item)

*Sending you on fetch quests to find random items with little info on how to find them on this gigantic map.

*Grinding for affinity in order to progress the story.

I like the game but seriously Takahashi what were you thinking with some of these design choices?

XCX is probably one of the most egregious and blatant examples of this I can think of. I love the game, but it absolutely has a TON of bullshit that intentionally eats up time and could've been done in more straightforward way. I'd say a 100 hour playthrough is at least 20 hours of utter nonsense.
 
I don't mind the grind or rng, if the game tells you where stuff drops. the worst kind of grind is the unfocused one, where you don't know where the piece of equipment or weapon drops and it's all aimless.
 
Any game where I can die and straight up lose an entire hours worth of progress, I won't play or will stop playing as soon as it happens.

Surprisingly I don't consider the souls games to do this, since you still keep items you find and can get your souls back. I mean more like JRPG's where I go through a huge dungeon, die to the boss, the only option is reload my previous save and I have to go through the entire dungeon all over again. Fuck that.
 
The second I get lost, the second I get angry. I hate getting lost.

Also the second a game clocks over 10 hours (my barometer for when a game becomes long) I ask it "Why are you over 10 hours?" If the game can provide a good answer, I pay its length no mind. If not, I get unhappy.

If a game doesn't respect my time, I don't respect it. My time on this planet is incredibly precious and my opportunity costs for every action I take are huge. I have high expectations and I enjoy games that exceed them.
 
I think Destiny problems are bigger than just the grind or the rng, stuff I actually didn't mind when I played it.

Destiny problems are the lack of features:

No trading system - to me a trading system would solve a lot of the problems of this game, some guy has 5 gjallerhorns and I have 5 fate bringers, he wants a fate bringer and I want a gjallerhorn... why is it so hard for us to be able to trade weapon and completely bypass rng? of course this would cut down on playtime, so maybe that's why they don't put one...

no clan housing - I don't even get the point of clans in this game, just 16 members per clan? absolutely ridiculous, also no clan housing is weird. This is probably the most half-assed feature in the game.

no text chat - having to use third party tools for grouping, unnecessary and such a hassle. an in-game text chat would immediately solve this issue. this would also help if a trading system is implemented.

they wanted to make an MMO fps, but it lacks all of the basic features of an MMO.
 
XCX is probably one of the most egregious and blatant examples of this I can think of. I love the game, but it absolutely has a TON of bullshit that intentionally eats up time and could've been done in more straightforward way. I'd say a 100 hour playthrough is at least 20 hours of utter nonsense.

Pretty much. There's a lot of systems that need to be refined for another entry. The inventory management for example is a nightmare.
 
Oddly enough that style of MMO led to a lot of cool social stuff that the current WoW model doesn't encourage as much. Unintended positive consequences of being a tedious game I guess.

If you were on one of the older servers the social stuff for the first year was hearing "JP ONLY" and "NA DIE" when trying to form parties or compete for limited spawns against the Japanese population.

Edit: Changed to full-width for accuracy.
 
Oddly enough that style of MMO led to a lot of cool social stuff that the current WoW model doesn't encourage as much. Unintended positive consequences of being a tedious game I guess.

It feels like players had a certain level of patience that is missing now because of the changing of game styles. From the time I played FF XIV some people would freak out over being delayed even slightly. The moments of FF XI of waiting around with parties and travelling across the world chatting with people were some of my most memorable online experiences I've ever had. Nowadays it feels like some people just want that instant gratification and being friendly/chatty just gets in the way of that. XIV feels kinda cold at times.
 
I became tired of GTA IV because of this issue.

While I really enjoyed the game at first, several of the later missions had extensive driving sequences that you had to repeat over and over if you failed a mission. I stopped playing one day after repeatedly failing a bank heist mission that had two different long driving sequences. I never went back to the game.

This even made me hesitant about buying GTAV, and I waited a few months to pick it up. GTAV was a much better experience with respect to issues like this.
 
Pretty much every other (AAA) game that is coming out these days is open world and therefore has entirely way too much fluff and filler.
 
Useless Filler shouldn't count unless it's MANDATORY useless filler.

If it's optional... It's your own damn fault if you wasted time getting 5 plants and a piece cloth for an NPC, if you weren't interested in the rewards the delivery would offer.
 
Assassin's Creed Unity.

I platinum'd it and wasn't too bad but there was moments where I thought the game just flat out didnt respect the players time.

If you did a mission incredibly well, there'd always be a moment that would elongate the mission by another 5 minutes for no reason. Eg. You protect the PM at one point in his carriage and you have to kill the enemies before his coach is too damaged. I did this really efficiently and the carriage just gets stolen whilst Jacob "isn't looking".

Some of the trophies are a bit of a joke too.
 
This year it was MGSV for me. You spend all that time to reach an ending that leaves you confused and makes you not want to touch the game ever again.

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Being low level on that ship and hiding in the bowels was half the fun.

I also remember the trip from the dunes to Jeuno for the first time, sneaking through Jugner Forest as a low level was a pretty thrilling experience that i remember even after all these years and i haven't played the game game for a long long time.

But yeah.. definitely FFXI, camping NMs was something else.
 
...people just want that instant gratification and being friendly/chatty just gets in the way of that. XIV feels kinda cold at times.

The need for instant gratification has sure changed the nature of gaming. Purely skill-based games are pretty much dead. By purely skill-based, I mean games where the only in game reward is you getting better as you practice.* No rpg mechanics or skill bars or exp points or loot or engine parts or levels or whatever. You win or you lose based only on how you play.

Every arcade game used to be that way, but they are pretty rare now. Most traditional games as well if you remove purely luck based games from the equation. Driveclub was the last purely skill based game I played and from what I remember, people did not like the lack of rpg stuff.

A side note which may or may not be related to this: apparently traditional pastimes like golf and fishing aren't attracting many young people.

*Note: this does not mean other games do not require skill and/or practise.
 
The need for instant gratification has sure changed the nature of gaming. Purely skill-based games are pretty much dead.

A side note which may or may not be related to this: apparently traditional pastimes like golf and fishing aren't attracting many young people.

But with gams like this, I can have both!!
 
Playing through FFX right now. I'm at the end-game with nearly everything completed...

... Everything except Blitzball for Wakka's Overdrives and Weapon, and the Thunder Plains Lightning Dodging for Lulu.

3symre.jpg


I got to 151 dodges... then my thumb slipped on the controller...

*sigh* 1... 2... 3... 4....
 
JRPGs and MMOs come to mind, Xenoblade X especially since I'm playing it now.
MMOs have menial and time wasting tasks as most of the content, and it's actually
part of the fun. JRPGs can have smart and meaningful sidequests, but most of them are
pretty much "filler".
 
Destiny, Destiny, Destiny and more Destiny.

Not only does it demand you to invest large amounts of times, akin to an MMO it also demands that you log on at set times in order to get certain weapons and gear which is the point where I said enough is enough.

Especially after spending 4 hours in one of their exotic challenges for the Spindle only for them to nerf it, that was a hugely disrespectful of players time.
 
I'd say the opposite.

Dark Souls cuts drastically down on the amount of time you have to spend getting back to boss fights/the place you died. Plus you never need to grind for health potions like in DeS.

Ahh have you ever tried to get a Pure Bladestone?? Besides that I guess it's not so bad. Farming for specific weapons in the souls series can be a bit of a grind. Titanite to some degree as well.


It's the healing situation that actually makes that difference for me. I find the Dark Souls system of limiting heals before essentially having to reset the area enemies, pointless. It exists as a difficulty barrier, rather than something that enhances the game, or more importantly in this case, respects my time. Need to heal but can't make it to the next fire? Go back and start again. Allowing me to grind for items appropriate to my task is far more preferable to me, especially when one area dropped lots of them fairly easily. It allows me the choice of how to spend my time, and to manage the risk of my current inventory more freely than the flask system.
 
I don't mind the grind or rng, if the game tells you where stuff drops. the worst kind of grind is the unfocused one, where you don't know where the piece of equipment or weapon drops and it's all aimless.
Witcher 3 is absolutely guilty of this. 99 percent of those '?' Marks or whatever on the map are worthless. The other 1 percent have a rare item that can only be found there. I stopped playing because of this.
 
Witcher 2 on the Xbox 360 had way too many load areas.

Also to parrot what other people are saying, Destiny might be the worst offender of not respecting the player's time. Time wasting elements include the long load screen in orbit and constant grinding for incrementally better items.
 
Gears of War with its "Seriously" achievements. I don't know anyone who stayed with any MP game long enough to get 100k kills.
 
Bravely Default is an awesome advancement in JRPGs with random encounter toggle, gameplay speed toggle, Auto Battle Mode, One handed play etc.
Why would you list the ability to skip content and the ability to automate combat as innovations? They sound more like band-aids on design flaws to me.
 
Why would you list the ability to skip content and the ability to automate combat as innovations? They sound more like band-aids on design flaws to me.

I at least think the automation can be fun in itself. It can be enjoyable to set up stable loops or see how intricate you can get with the mechanics given to you.
 
Definitely Bravely Default, and by far.

Final Fantasy XI always come to my mind. Farming and getting from point A to B was horrible.

I love Final Fantasy XI, but I have to admit that game is an insane timesink.

I probably wouldn't enjoy it as much as I did back in the day with my current lifestyle. I wouldn't have time for it.

As others mentioned though, a lot of positive side effects came from that time investment, which modern MMOs don't have.

Exploration and immersion where also heightened thanks to the fact that getting from A to B was a dangerous and a time consuming effort. It really felt like a journey.

However, having to do it every time was...silly.
 
I like this topic because time waste is the main reason I don't play many RPGs. I simply do not have the time to grind away at the same enemies just to progress. Some games do it well and the progression and leveling happen organically, South Park comes to mind. But having to go back and grind and grind in an area I had to grind for in the first place is really lame. I love 40 hour+ long games, but only when it's my choice to make the experience last.

You need to play Divinity OS if you haven't
 
Fillers are the biggest waste of time these days. I love open world games but they've become an excuse to just fill them with collectibles and skimp on story (Rockstar excluded).

I love a vast open world but at least keep me busy with cool missions.
 
Bravely default. There's a part where you have to fight the same 5 bosses 4 Fucking times. One of the most blatant use of padding I have ever seen. I heard that in the original version, you had to fight against ALL of the games bosses a second time in order to beat the game.

WHAT WERE THEY THINKING!?
 
Playing through FFX right now. I'm at the end-game with nearly everything completed...

... Everything except Blitzball for Wakka's Overdrives and Weapon, and the Thunder Plains Lightning Dodging for Lulu.

3symre.jpg


I got to 151 dodges... then my thumb slipped on the controller...

*sigh* 1... 2... 3... 4....

Using the lightning manipulation trick is alright enough. Still sucks.

I think the bigger offender is the fucking light flash that can probably trigger a seizure for someone at some point.
I got serious eye fatigue doing that sequence (even with the lights on, TV dimmed, and sunglasses worn).
 
We buy these games with our hard earned money and then spend our precious time on them. Some games respect that. Some don't.

Some requirements:
Long load times - I'll probably never finish FF9 because or this
Grinding - Artificial difficulty barrier to prevent the player from advancing, the only cure is wasting your precious time on mundane activities in order to meet a stat check.
Slave to the RNG gods - Keep playing in the hopes that you might get an item which is better than what you have
Useless filler - I love collecting 5 plants of this and a piece of cloth for that person! Said no one ever.
Travelling - open world games are all the hype now, I dislike how a lot of that time is spent getting from point A to B just so you can get on with the game.
Micro transactions - These can amplify some of the above factors to make the player grind more, do more filler quests, and other bullshit in order to entice the player into bypassing all that bullshit at the expense of a few dollars, again and again
Broken games - A new addition courtesy of 2014! If you're willingly selling an incomplete/broken game then that to me says you don't give a shit about the player at all.

Feel free to agree or disagree with these. Any other design choices which you feel are not considerate or respectful of the player's time?

To be honest, I don't see anything wrong with anything on this list except micro-transactions and broken games. And even then, "broken" games can be patched these days.

Look at Witcher 3. I've just started playing in the last few weeks so I don't know how bad it was earlier in the year, but if the amount of negative threads it generated here are any indication, it must have been very bad. Now, 18GB(!) of patchwork later, it works fine. I haven't noticed anything amiss. In fact I'm loving the game.

The rest could be fine for some people, or even great. One man's "useless filler" could be another man's fun, rewarding experience. Grinding and RNG? Look at how popular Destiny is. And I personally love to travel around in a huge open world.

I guess I disagree with the sentiment expressed here. I'm not even sure any kind of art should be created with the intention of respecting people's time, if that's what's being suggested.
 
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