There are tutorials and there are tutorials. The first stage in Super Metroid is a tutorial, but don't really notice because is well done.Tutorials. I hate them... in the past your learn alone how to use a technique or weapon or even better you have a manual with color in 50 pages.
I understand the concept of the thread, but it sounds super entitled. A game isn't wasting your time, you're wasting your own time by playing a game.
If games have mechanics that you don't like, don't buy them if you think THEY are wasting your time.
Games can have annoying parts to them, and you can dislike things about them, but the moment you say "These developers are wasting MY time" you're entitled, because you made the conscious decision to get hype over a game, go out and buy the game, and then play the game.
On the topic of the thread: I think sluggish controls (looking at Kingdom hearts 1 and 2) where an enemy can turn its trajectory midair during an attack, or whatnot, but the player has no way out of it. No air dodging, nothing. Hollow Bastion was the most miserable gameplay I've ever experienced.
When you force me to watch credits before I can save my game. No other media tries to force you to watch it's credits. In movies, books, tv, etc. the credits are there but only visible if you want to view them (ok TV they force them but it takes seconds, and they barely do it like they used to with the huge rolling credits lists going by at light speed)
But in games, there have been multiple times where I just want to save the game and shut it off, since I just finished it, but I'm forced to sit through insanely long credit sequences, I swear games have the longest credit sequences by a mile.
I understand a lot of people work on a game and want recognition, but put it in the menu somewhere for those who are interested to watch.
Agreed, although I do appreciate it when they try to put some creativity into the credits. I think it was Smash Ultimate that had a pretty neat minigame while the credits were rolling.
Game intros that fucking drag on and on and on, and then they finally give you the controls, only to wrench them away three seconds later for more cutscene.
Knock that shit off devs, get to the point with the story and then don't take control away from me. Or, if you're going to have stupidly long intros, don't tease me with the game starting, just do your stupid long ass shit uninterrupted, so I can go get a sandwich or something, and come back when it's time to play.
You mean after checkpoints, right? So that every time you die you have to watch a cutscene again. I hate that.Cutscenes before checkpoints?
To add another thing, other than unskippable tutorials and unskippable cutscenes, it's unskippable intro credits/logos (like the videos when you start the game) to games. I can't possibly believe they need to show animation of logos for everything related to the game, just to load the necessary assets for the menu screen.
Why should games respect your time. If it's an open world game, RPG, JRPG, MMO. Then you know exactly what you're getting yourself in to. There's plenty of other games out there that are shorter.
Atleast they could put all the logos on one screen instead of 3 or 4 separate screens.
4-5 long animated logos that are unskippable and you have to watch through them all, every time. Ugh... that's basically saying you don't respect my time and will not be a game I'll pick up and play when I feel like gaming. Don't think I've experienced it with many games, but those that you experience it with stand out.
I think some of the driving games I've played have had ridiculous long logo intros AND some set-up, long tutorial before you ever hit the menu. And you can't skip it. That has me crying...
timed events that are tied with an exotic weapon
fuck you Destiny