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Generally accepted things in gaming that baffle you

Hate on fan games/mods on principle. It's really the other side of the coin of developer worship and nothing else.

Handhelds perceived as inferior systems.

Underused good mechanics, whether in the sense that you don't have much opportunities to use them or that the game provides such a weak level of challenge most of the time that you can just get away with not using them, often without realizing it.

I am currently playing [...] Mega Man 2 for the first time and I'm really enjoying it,thank you.

You lucky bastard you have no idea how much I envy you right now. Not that I can't go back to it and still enjoy it myself, but... damn.
 
Majine said:
Splitscreen. Kill it now.

Screw the people giving you hate for this. I spent years wishing I could have my own screen in multi and the internet gave it to me. I refuse to go backwards. Same screen or GTFO.
 
Fimbulvetr said:
Fixed.

Edit: Wait, were you calling out people who subscribed to that?

NVM then.
Yeah, pretty much. Western writers tell the same shitty stories with the same shitty characters as well. It's just that bald space marine/fantasy knight is some how less cliche than emo anime girl/guy in the western press.
 
Steve Youngblood said:
I'm talking mainly about things like unlockable characters in a fighting game. I'm not talking "Metroid-style" level progression.
Shogun 2's non-campaign mode multiplayer was ruined by this. Its unforgivable in that game, considering it really limits the breadth of tactics you can implement. When I saw that I had to unlock those things I just closed out of it and never bothered trying to play anyone. It was that bad.

edit: Also all of the unlocks and stuff for TF2 has kind of proved to be a barrier of entry for me. I have a hard time getting back into it since I've always been a very casual player of the game. I look around and I feel like I'm in way over my head.
 
hey_it's_that_dog said:
You're going to have specify. Is it something to do with how a HUD is supposed to be quickly and easily legible and as novel as it is to put it all on the suit it actually works against the intended purpose of a HUD despite clearing up the screen for a more immersive and less "gamey" presentation?

You don't really think the idea of an integrated HUD has absolutely no positive qualities, do you?
It's basically the point you made, it's inferior in terms of function than a traditional HUD I feel, and it does nothing to help immersion, in fact I think it hurts it. In a game things like that are abstracted for me, I don't have to reason why the character has a life bar, I know why. When you place what would traditionally be HUD information into the simulated world, I feel like I need a realistic explanation for it's appearance, why is the health on his back, that makes no sense to me, the ammo counter, I think makes a lot of sense, but then you get to the menu stuff and all logic breaks down.

I felt the same way about the threat ring in MGS4 actually, I hated that.

As for no positive qualities, I do think you can portray things that would sometimes be on a HUD in the simulation very effectively yeah, in fact it can help a lot. If you can animate an enemy so that you can tell how damaged they are instead of using a health bar, that's an improvement, if you can't but he wears some strange suit with a read out displaying his health large enough for your character to see it across a room, that's not an improvement. It's on a case by case basis certainly, I only mentioned Dead Space because it's the example I always see as being great and I think it's bad.

EDIT: To be clear I don't think Dead Space is bad, just the HUD thing, and not even bad really, just not as good as a normal HUD.
 
Majine said:
Splitscreen. Kill it now.

Heavily disagree with you, playing in the same room with friends is much better than playing online with them even with mics. I'm surprise someone would even be against the inclusion of splitscreen in any game.
 
Steve Youngblood said:
I'm talking mainly about things like unlockable characters in a fighting game. I'm not talking "Metroid-style" level progression.
And driving games, especially the simmish ones. I have to grind to progress to the right level to unlock the opprtunity to grind for the cash needed to actually buy the car I want.

I think the point you make is a strong one: If everything was unlocked from the get-go would people still play it as much? I think we know the answer to that for 99% of games out there.
 
BobsRevenge said:
Seemed like tossing a bone out to the people who called out the first game for having such an every-man killing dudes like it was cool. hahaha

This was probably what annoyed me about that the most. I think games should try to avoid gameplay/story segregation, but I was perfectly fine with overlooking it in the first Uncharted.

When they acknowledged it in UC2 in a last second attempt to alleviate people who probably didn't care that much, it became harder to un-notice.
 
Fimbulvetr said:
This was probably what annoyed me about that the most. I think games should try to avoid gameplay/story segregation, but I was perfectly fine with overlooking it in the first Uncharted.

When they acknowledged it in UC2 in a last second attempt to alleviate people who probably didn't care that much, it became harder to un-notice.
I think the correct reaction to what the dude said in UC2 is "Fuck you game, I did what you told me to do."

edit: MGS3's thing made more sense. I waded through that swamp for a long, long time too. hahaha

I'm a total bastard in stealth games. I look at it as a puzzle in which I have to murder everyone.
 
Hate matchmaking. Always loved being able to pick which server you want to play on.

Also hate regenerating health. Tends to make gameplay less strategic/more run and gun, in my opinion.
 
Rewarding the guy in MP who is kicking ass with things that make it easier for him to kick ass.
Anything that creates imbalance in MP games, especially when it imbalances it further in the direction of the more skilled or players with more time invested.
Bad Company 2 became a lot more enjoyable to me once no-one was killing me with weapons and perks I didn't have access to.
 
Those mind-numbing tutorials forced upon us every single time, it pisses me off. What happened to the good ole' days with a separate menu option called "Tutorial" or "Training".

I know how to crouch, I know how to shoot, I know how to look up and down.
 
Why controllers still have SELECT and START buttons. I understand the need of a pause button, but the advent of the Menu/Home button pretty much makes Select and Start obsolete.
 
Vyrance said:
Also hate regenerating health. Tends to make gameplay less strategic/more run and gun, in my opinion.
Especially when game designers use it as an excuse to avoid any kind of balance to their encounters. COD epitomizes this problem big time, especially the Treyarch outings.

Sethos said:
Those mind-numbing tutorials forced upon us every single time, it pisses me off. What happened to the good ole' days with a separate menu option called "Tutorial" or "Training".

I know how to crouch, I know how to shoot, I know how to look up and down.
Gears does this right.
 
Sethos said:
Those mind-numbing tutorials forced upon us every single time, it pisses me off. What happened to the good ole' days with a separate menu option called "Tutorial" or "Training".

I know how to crouch, I know how to shoot, I know how to look up and down.

Why develop a separate tutorial when you can knock the tutorial and your game's action packed introduction out in one fell swoop?
 
+1 regenerating health

I did not mind it in Halo when it was just regening shields but when it took over COD and other shooters I started to get pissed off.
 
richiek said:
Why controllers still have SELECT and START buttons. I understand the need of a pause button, but the advent of the Menu/Home button pretty much makes Select and Start obsolete.
That's for backwards compatibility primarily.
 
ultron87 said:
I just wish that JRPGs with fairly regular battles would resume the Overworld theme instead of restarting it after every battle. I can think of a few dungeon or overworld themes that get really cool a minute or so in, but you only ever hear the first thirty seconds.

Or even better, they could do some crazy dynamic transitions from Overworld -> battle theme -> victory theme -> Overworld. *swoon*

I'd prefer if there were just different battle themes for each area, ala Kingdom Hearts. It'd likely take a crazy amount of work from the composer, though.
 
Sethos said:
Those mind-numbing tutorials forced upon us every single time, it pisses me off. What happened to the good ole' days with a separate menu option called "Tutorial" or "Training".

I know how to crouch, I know how to shoot, I know how to look up and down.

Yes, ugh. The constant babying and hand holding is getting tiresome. Also endless bottom prompts - yes we know which button to press to open a door or speak to someone, we don't need it to obnoxiously pop up on the screen whenever we pass something.

But I came in here to say invisible walls.
 
richiek said:
Why controllers still have SELECT and START buttons. I understand the need of a pause button, but the advent of the Menu/Home button pretty much makes Select and Start obsolete.

Wat? Home/Guide buttons are necessary because you always need a way to interact with the console at a system level. The two buttons being labelled Select/Start is just a semantic issue.
 
Atomski said:
+1 regenerating health

I did not mind it in Halo when it was just regening shields but when it took over COD and other shooters I started to get pissed off.

I can't think of an FPS lately that DOESN'T have regen health; it is insane. Regen health on a regular human being character is fucking dumb and lazy.
 
ultron87 said:
I just wish that JRPGs with fairly regular battles would resume the Overworld theme instead of restarting it after every battle. I can think of a few dungeon or overworld themes that get really cool a minute or so in, but you only ever hear the first thirty seconds.

Or even better, they could do some crazy dynamic transitions from Overworld -> battle theme -> victory theme -> Overworld. *swoon*


Heaven dungeon in Persona 4
 
Also, most JRPGs worth their salt do acknowledge this. My favorite example would be Zanarkand and Bevelle dungeons in FFX (which is a funny example, because FFX largely is a violater of having only one main battle theme.) But then for every ToV there's a Infinite Undiscovery, lol.
I don't really remember Tales of Vesperia having battle music that seamlessly blended with the overworld, both thematically and technically. I do remember it changed depending on how far through the game I was and what continents I unlocked. However, I always remembered the combat tracks still being a very upbeat and off putting tune that didn't match the majestic tune of the overworld tracks.

Do you think you can name me some other JRPGs that have smooth thematic transitions between overworld and combat?
 
Felix Lighter said:
Heaven dungeon in Persona 4

That doesn't resume the song, does it?

Or are you giving an example of a place that could really use it? Because if so, you're totally right.

Another example is one of the alternature Tartarus songs from P3:FES :http://www.youtube.com/watch?v=22_g-osrNJA

Gets great at 1:00. But you never hear it in normal gameplay unless you're dodging enemies to progress floors.
 
MattKeil said:
Screw the people giving you hate for this. I spent years wishing I could have my own screen in multi and the internet gave it to me. I refuse to go backwards. Same screen or GTFO.

You don't have to fucking use it if you don't want it!
 
ultron87 said:
That doesn't resume the song, does it?

Or are you giving an example of a place that could really use it? Because if so, you're totally right.

It restarts after every battle but at least you can avoid battles in Persona 4.
 
I'm probably in the minority with this one, but I can't stand when an FPS games changes to a third person perspective at certain times (i.e. when getting into cover, or using a vehicle). It completely kills all sense of immersion.
 
BobsRevenge said:
Shogun 2's non-campaign mode multiplayer was ruined by this. Its unforgivable in that game, considering it really limits the breadth of tactics you can implement. When I saw that I had to unlock those things I just closed out of it and never bothered trying to play anyone. It was that bad.

edit: Also all of the unlocks and stuff for TF2 has kind of proved to be a barrier of entry for me. I have a hard time getting back into it since I've always been a very casual player of the game. I look around and I feel like I'm in way over my head.

BobsRevenge is back !!!!!!!!!!!!!!!!!!!!

I hadn't seen a post from you in a long while and assumed you had quit GAF......and I was sad because you are a good poster.
 
Though often lowered difficulties in modern games render this point somewhat moot, I've always disliked any RPG design that would artificially create a massive difficulty spike at arbitrary points, and "you need to grind before going there" is an acceptable solution. Unless I've been actively avoiding all combat and sidequests, I should never be required to level up just to progress past a specific point if I haven't had to up to that point. Unless we're talking about open world games where you're clearly going to a location out of sequence, in linear and pseudo-linear games, it's baffling that "I don't think I'm ready to be at the location I'm supposed to be at and have gotten to" would ever be deemed reasonable.
 
I'm going to parrot Regenerating Health, I find that the flow of the game gets broken when you have to tap a button to hide and play the waiting game before you can resume otherwise your likely heading back to the last checkpoint anyway, also because of said feature the harder difficulties basically boil down to 2 shots = death which often times is at odds with some of the level design.
 
The life system in platformers. Should have died the moment conventional saving was established, yet some games (Mario, Sonic) refuse to let it go.
 
Sethos said:
Those mind-numbing tutorials forced upon us every single time, it pisses me off. What happened to the good ole' days with a separate menu option called "Tutorial" or "Training".

People are too dumb to go there.
 
DennisK4 said:
BobsRevenge is back !!!!!!!!!!!!!!!!!!!!

I hadn't seen a post from you in a long while and assumed you had quit GAF......and I was sad because you are a good poster.
I did quit. hahaha

I'm not exactly sure why I decided to post again, but whatever. GAF is awesome, but I used to spend wayyyyy too much time on it.
 
Majine said:
No, it's stupid in its very design. Let's have an already HUD-infested screen be split in 2 or 4 pieces. Let's let everyone be able to see eachothers screen when playing against eachother. Lets downgrade the games visuals to make way for the extra screens, and lets make the sound an incoherent mess when everyone will hear evveryone shooting.

The most optimal multiplayer experience is one that either not requires splitscreen, Like Smash Bros. or LBP.

Or Online.
Do you seriously not understand that some types of games only work in local multiplayer with split screen? Is this concept really beyond your grasp?
TheExodu5 said:
Lives.

Why does Mario still use lives?
Because everyone loves 1up mushrooms.
Ocellatus said:
This. If DLC is ready on launch day, it should have been on the game disc or should at least be free.
A lot of launch DLC just wouldn't exist if it wasn't DLC because the time/budget wouldn't have been allotted to it if it wasn't going to be sold separately.

BlazBlue can suck my dick with its stupid palette swap DLC though.
Marleyman said:
I can't think of an FPS lately that DOESN'T have regen health; it is insane. Regen health on a regular human being character is fucking dumb and lazy.
Regenerating health encourages risk taking. It means you don't have to peek around every corner before you go into a room.
 
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Also, a lack of unlock codes. I know DLC is the reason codes don't exist anymore, but unlock codes seem like they'd still have some use.
 
XBox Live. I don't know how Microsoft convinced its userbase to buy it, but it happened, and I am impressed as hell.
 
Unskippable cutscenes: it's so annoying having to sit through the same 5 seconds of dialogue every time you have to reload a save. I mean, while some guy is talking, shouldn't my character be taking this opportunity to fire a few shots at the enemy/ies? This almost ruined UC2 for me.

Overemphasis on story: Developers make games, not films; they will never make a good story in a game. The only saving grace is that some of them do have good writing (sarcasm does not count).

Paying for P2P: Already been said many times, but I still can't believe how many people accept this and in some cases, praise it.

Startup logos: They seem to be getting longer and longer and less interesting.

'Immersion': I can honestly say that I have never played a game where I felt like I had left my real life behind and it annoys me when developers take away resources from the gameplay to try to force the player into feeling like it. Even worse is when they have something totally superficial, such as a moving HUD, flinching visual effect or a blurry view.

Patronising tips on reloading saves: Watch out for grenades? Really?
 
Casval said:
XBox Live. I don't know how Microsoft convinced its userbase to buy it, but it happened, and I am impressed as hell.
It'd be much easier to bitch about it if there was an equal or better alternative on the consoles. But alas...
 
Yeah that's another one. Xbox live. You want me to pay for peer to peer gaming? Seriously? Nah thanks I'll just buy the PS3 version.

Wester RPGs that don't let you customize your character. Like the witcher. "You can be anyone and do anything! But you have to look like this."

Also WTF at JRPGs STILL having most of the characters be in junior high? Most of the people playing are in the mid-20s to 30s.
 
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