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Modern game trends that hurt your gameplay experience

umm laundry lists of fetch quests used to pad a game length. in between main quests. don't mistake these as side quests, side quests back in the day had narrative these do not.

following game trends that are way past their prime, how many more battle royales do we need? why is cod dropping one yearly isnt a service game supposed to be a long term run?

not taking chances on ip's because they had a hiccup in sales due to changing what the series was. (cough dead space 3) not taking chances on new ip's that are not service games.
 
Forced walking sections suck ass, and will always suck ass.

Games that think they're movies, with all of those elaborate set pieces that I have zero input in.
My character will leap 20 meters into the air and do 8 DBZ flips in a cutscene, but I can't even get a simple jump button for gameplay.
 
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My character will leap 20 meters into the air and do 8 DBZ flips in a cutscene, but I can't even get a simple jump button for gameplay.

I immediately felt like this playing Dirge of Cerberus. Main character does tons of acrobatics and surfs on missles and shit in cutscenes, can hardly do shit in gameplay.

Games that think they're movies, with all of those elaborate set pieces that I have zero input in.

This is something I'm really wary of in The Last of Us 2, with how Uncharted 4 turned out, and how ND has been hyping up the "acting" in the game on social media.

I get the shitty feeling that the game is gonna be less of a game and more of an interactive experience. That's just my paranoia though.
 
Forced backstory gameplay and excessively hypersexualized characters.

Catering to anti-PC/pseudo-edgy/insecure good ol' boys.
 
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Auto saves that replace manual saves. I hate when it says that all unsaved progress will be lost if I quit. Well , where did it last save? 10 mins back? Is the next save a couple of steps forward?
 
Difficulty to the point where the game seems to be making fun of you. I know, Dark Souls/Sekiro fanboys may scoff if they wish, but people are allowed to have different ideas of what makes games rewarding.

I had to reset Jedi Fallen Order like, 40 times before i killed the Ninth Sister. It's a huge part of why i stopped trying to complete the game shortly after despite it being the first game my girl enjoyed watching me play in years. Maybe it was because i was using keyboard but the controls just weren't very well arrayed and finger acrobatics prevented me from having the ram to read and predict her pre-movements.

I mean, i loved finally beating the fight, and it's memorable, but I'm not playing the game anymore so how's that for rewarding?

The Witcher 3 was hugely easy, on highest difficulty blah blah, but it's my favourite game ever. This indicates my general preferences in the progression vs. difficulty ratio.
 
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Difficulty to the point where the game seems to be making fun of you. I know, Dark Souls/Sekiro fanboys may scoff if they wish, but people are allowed to have different ideas of what makes games rewarding.
Then play the game that will give you different type of reward you are looking for, you can't exactly blame FROM making game they want to make.
mean, i loved finally beating the fight, and it's memorable, but I'm not playing the game anymore so how's that for rewarding?
But isn't mostly you choosing not play it? There are people who enjoy the challenge so they will keep playing them.
 
Then play the game that will give you different type of reward you are looking for, you can't exactly blame FROM making game they want to make.

But isn't mostly you choosing not play it? There are people who enjoy the challenge so they will keep playing them.
This thread is about things we don't like man, i know a lot of people like it, I'm just saying i don't, really :) whether or not my dislike is fair isn't really the point, right? It's just my quirk~
 
I'm not sure what the label this as but games like Assassin's Creed deliberately extending the end of the game.

Making you have to walk alongside a character for a ridiculous amount of time holding forward to walk. After all that the NPC gives you multi quest with each quest being 600000 miles away from each other once completed you must return to confirm its done. Every Assassin's Creed game makes you do several of these quests so they draw out the ending its extremely annoying.
 
Cinematic opening sections with limited mobility.

AKA walking sections on steroids. I know why they do them, but it doesn't make them any good. I've got an analogue stick and full tilt gives me a snail's pace. It's crap the first time round, and I spend my time thinking "I'm eventually going to have to do this again" which makes it even worse. You want examples?

Metal Gear Solid 5, mission 1.
Resident Evil 3 (2020), opening.

If you're going to give me constricted movement that just feels like the controller isn't working and constantly take the control away from the character entirely for scripted animations or mini cutscenes, don't bother giving me control at all. Make it a pretty cutscene, let me skip the whole thing if I want to, and your bonus is you don't have to worry about coding the collision detection for my boredom.

Granted, RE3 isn't nearly as bad. While MGS takes forever, RE3 just throws a thousand mini cutscenes at you and does one of those pointless "Hold forward to win, let go to die" sections that is less satisfying than swiping to unlock a phone screen. Thankfully it's only 15 seconds, but it's just another thing that adds up

Again, I know why they do them. It's because most people don't finish a game multiple times or even once, so they start with strong cinematics to hook people. But it's shallow. I'm not going to care past the first time.

There's a reason Dark Souls has so much replay value, aside from the game itself. Character creation, one cutscene, done. Tutorials are on the ground for you to ignore entirely, and you're off. Complete control from the first second. It doesn't waste your time.
It's the same reason the Alternate Start mod exists for Skyrim. To cut through the "Seen it once, seen it a thousand times" intro.

I didn't intend to say this much. Apprently I feel quite strongly about this.
 
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For me it's when the character you're controlling keeps talking to him/herself to tell you what to do like 'I SHOULD GO THROUGH THAT DOOR!' or 'I NEED TO HEAL!!' etc. Most of the time it's not even helpful because it's just pointing out stuff you'd know anyway.
 
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