ok, after playing video games for like 3 decades almost, there are some always present factors of games that piss me off. This is our thread to vent abou stupid shit that’st in every game/genre that makes us want to ragequit like a boss. Such as:
invisible walls. You lazy fucking programmers, this should have died out with distance fog.
invincible enemies. Fuck you I’m a beast, if I wanna kill Chpon whenever I meet him, I should.
Stores charging me money/blowjobs/gold/gil for potions. It’s doomsday, I saved your miserable country/town/planet/city/sexy daughter. Why u making me pay full price to save all of existance?
I guess pointless parts of maps grind my gears. I always search everything and exploring rooms/alleys that are completely empty gets annoying. At least throw some decorative easter egg item in there.
Game’s that make me learn or buy the ability to dodge and/or parry. Why the fuck isn’t basic defensive maneuvers available to me from the start?
Developers that throw in RPG elements into their game and believe it will automatically give their game depth
Game’s with level scaling. When I spend X amount of time grinding my ass off I demand to be OP. I’m looking at you Oblivion.
Game’s that have enemies attack each other and stop once you show up. One of the things I fucking hated about Prototype. Infected and Blacklight dudes are killing other and then decide to team up once you get in their sights. Why even have this if I can’t pick up the scarps?
Regen Health. If my character don’t have the abilities of a spartan then he shouldn’t able to get all his health back by hiding behind a wall for 10 seconds.
Heavy scripted campaigns. This is a video game, I should be able to play however I damn well please. I don’t want to game to tell me I can’t do something because it’s off script. If a developer wants to have a tight leash on how I experience a story then they should do movies, books, comics or something.
After you have completed your mighty quest to find the object that will save the known universe, it will either get lost, get stolen, or will not work.
The only cliche’ or “trendy” thing I don’t like currently is the abundance of quick-time events. If something cool is about to possibly happen, I’d rather be in direct control of my character while it’s going on. It’s a lot more satisfying when that bad-ass moment is more directly based on what the player can do, as opposed to a scripted event where the game just tells you “hey, hit the A button right now”.
Oh yeah-- automatically scaled enemies, leveling up with you. I’m not sure how common that is, but it seems to remove the point of leveling up, imo. It makes sense if that’s relegated to one specific mode, like an “Insane Mode!” where the enemies will always be more powerful than the player character… but in the normal game, why is there “leveling up” if a common “bandit” or other cannon-fodder type enemy is going to be just as strong when you’re level 20 as he was when you were level 1? I think it makes more sense to scale the enemy “power level” to their location.
I haven’t played any RPGs made in the last 200 years, but do they still do the trope where, after you complete your first mission, you come back to your home village and it’s been burned to the ground, for some reason? It was very popular in the 90s. You go out to buy a sandwich, you come back, EVERYTHING IS IN FLAMES.