Unpopular Opinions about Video Games

  • 🏰 The Fediverse is up. If you know, you know.
  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
He's right tho. A handful of faggots from Ubisoft and I can't remember if it was Insomniac or Guerilla had public crashouts over specifically the UX and quest design. This was in addition to the handful of gayming outlets that pissed their pants over Melania I dunno existing or something.
i mentioned that, what i haven't mentioned is the gayness over UX because i do not remember any mention of it, only about melania and how she gets naked and that's bad n' shieet.
i still remember fagsoft bitching about people liking peggie music in FC5 and their shitty attempts of dodging the entire accusations that the peggies were a jab at trump voters/right wing religious people before the peggie music thing started.

I do remember ME3 being significantly harder than 1 and 2. Unfortunately, one of the reasons why I had trouble with some fights was the controls. I kept making serious mistakes because there were three or four different actions (that you have to use constantly, like sprinting) assigned to a single key. I almost ate my keyboard while fighting Banshees on the hardest difficulty because of that.
ME3 control scheme is so fucking retarded because of consoles and the shitty 60 ish FOV.
if you are having issues on insanity, just use garrus and james.
still works for LE btw.
 
what i haven't mentioned is the gayness over UX because i do not remember any mention of it,
1760905605400.png
1760905584303.png
 
A handful of faggots from Ubisoft and I can't remember if it was Insomniac or Guerilla had public crashouts over specifically the UX and quest design.
What's "user experience" supposed to encompass? Serious question.

Quest design in ER is terrible and I couldn't make heads or tails of it. Why can't Fromsoft at the very least add a simplified journal? It's bad enough that lots of NPCs involved in quests teleport all over that enormous world. Even if I take notes, it doesn't stop NPCs from dying for no reason I can discern. All this in a game with no manual saves.
 
let me guess, second image is a reply to these faggots bitching about it and how the game UI would be if it was made by them?
Yes.

The first image are three AAA devs. I forget the companies. There was more in the replies but that initial image is the one that went viral, and there were the typical hack outlets defending them.
 
>goatfucker
>femoid
>cuck


modern western vidya devs everyone
They no longer hire gamers who are interested in gaming. Just people they can check off a list.

Remember when this hobby used to be for gamers, by gamers? By God, that was the golden age.

I do remember ME3 being significantly harder than 1 and 2. Unfortunately, one of the reasons why I had trouble with some fights was the controls. I kept making serious mistakes because there were three or four different actions (that you have to use constantly, like sprinting) assigned to a single key. I almost ate my keyboard while fighting Banshees on the hardest difficulty because of that.
I never had a problem with that. What I had a problem with was the botched storyline and the lack of vehicular combat, which you'd think would've been even more intense considering that the first two games technically happened during peacetime, with skirmishes, and ME3 was the first game taking place during a galactic war. I was expecting some Halo/Battlefront level stuff with vehicles being used against larger Reaper creatures, or even starfighters being used against Reapers themselves. Maybe even a big capital ship gun you can use to blow holes on Reapers, kinda like the Death Star laser in Return of the Jedi, except for the good guys.

ME3 control scheme is so fucking retarded because of consoles and the shitty 60 ish FOV.
if you are having issues on insanity, just use garrus and james.
I just use myself as a Vanguard. You can pretty much crush the game like a bug with Vanguard Charge and Nova.

All this in a game with no manual saves.
Something like Dark Souls would need to do that, otherwise, people would be pausing and saving in between boss fights so they can reload a save where they get some boss down to a certain health level in the odd case they die against the boss. I remember doing that with past games that were really fucking hard, and I'd create a save state or something. Like say, Ninja Gaiden 1 on the NES sends you back to the beginning of the level if you die against the final boss, but I'd create a save state right before facing the final boss so I'd have unlimited attempts against the final boss until I succeed.
 
What's "user experience" supposed to encompass? Serious question.
Basically the reply image. A screen covered in shit so that the player never has to remember anything or make any decisions. Games made for the game journos and DSPs of the world where anything in between the player and the end credits should be removed.

Okay, a more serious answer. On paper, UX is as it sounds, the user experience. Quality of life changes and improvements. Mostly to do with the HUD, UI, menus, that kind of thing. An example of bad UX might be an important item where there's no indication you've picked it up. No sound, no icon on the hud, nothing. Or a common activity buried in menu after menu. Old JRPGs did that a lot.

In practice it leads to a complete mess like Suicide Squad where the screen is so covered in bars and graphics numbers that isn't almost incomprehensible.


Quest design in ER is terrible and I couldn't make heads or tails of it. Why can't Fromsoft at the very least add a simplified journal? It's bad enough that lots of NPCs involved in quests teleport all over that enormous world. Even if I take notes, it doesn't stop NPCs from dying for no reason I can discern. All this in a game with no manual saves.
Agreed there. I've not played ER, but I had this issue in DS3 and people keep getting mad at me for bringing it up.
 
What's "user experience" supposed to encompass? Serious question.

Quest design in ER is terrible and I couldn't make heads or tails of it. Why can't Fromsoft at the very least add a simplified journal? It's bad enough that lots of NPCs involved in quests teleport all over that enormous world. Even if I take notes, it doesn't stop NPCs from dying for no reason I can discern. All this in a game with no manual saves.
Because you're supposed to miss them. FromSoft have lost a lot of what makes their games unique and everything they keep, people like you bitch about it often resulting in another softened edge.

The point is to give the impression that the npcs are real people going about their own business, the player isn't supposed to be the center of the universe. If you're looking up guides for npc questlines on a first playthrough you're robbing yourself of the experience to chase worthless achievements.
 
Because you're supposed to miss them. FromSoft have lost a lot of what makes their games unique and everything they keep, people like you bitch about it often resulting in another softened edge.

The point is to give the impression that the npcs are real people going about their own business, the player isn't supposed to be the center of the universe. If you're looking up guides for npc questlines on a first playthrough you're robbing yourself of the experience to chase worthless achievements.
I'm supposed to miss quests? :stress:

It doesn't make any sense. You're barely told enough to complete 10% of them. Even with guides they can be a hassle because it's so easy to screw yourself over. It isn't about achievements. I want to know what I'm supposed to do, where to go, what the rewards are etc. It doesn't have to be a project.
 
Because you're supposed to miss them. FromSoft have lost a lot of what makes their games unique and everything they keep, people like you bitch about it often resulting in another softened edge.
The point is to give the impression that the npcs are real people going about their own business, the player isn't supposed to be the center of the universe. If you're looking up guides for npc questlines on a first playthrough you're robbing yourself of the experience to chase worthless achievements.
sorry nigger, no time for that shit because i am not immortal, my time is kind of limited... 100 years tops.
also every game that tries the "you are not special" thing always fall flat on their faces because the player usually becomes the driving force that kickstarts the universe, else everything becomes pretty much stale, kenshi comes to mind really fast as every faggot and their dads love saying kenshi is a game where the player isn't special but is some real stale shit until you do something.
I'm supposed to miss quests?
It doesn't make any sense. You're barely told enough to complete 10% of them. Even with guides they can be a hassle because it's so easy to screw yourself over. It isn't about achievements. I want to know what I'm supposed to do, where to go, what the rewards are etc. It doesn't have to be a project.
you are supposed to miss in a way that if you aren't paying attention to the world you will miss it, listen to the characters and sounds about.
or just use a guide you know...
 
I'm supposed to miss quests?
Yes, which is why they're missable.
Even with guides they can be a hassle because it's so easy to screw yourself over. It isn't about achievements. I want to know what I'm supposed to do, where to go, what the rewards are etc.
It's not "screwing yourself over" if they're unnecessary. You don't need the rewards, this is the same problem. It's extrinsically driven rather than just accepting the experience of NOT running across a random person's path again. When you don't see them again or you find them dead, that's a far more impactful experience than getting some trinket you're not even gonna use. It doesn't have to be achievements it's a completionist mindset where you can't accept the permnant impacts of missing a secret.

What's the end result of this complaining? That all npcs should wait forever for you? waypoints? npcs tell you where to meet them next even though they want nothing to do with you?
 
Yes, which is why they're missable.

It's not "screwing yourself over" if they're unnecessary. You don't need the rewards, this is the same problem. It's extrinsically driven rather than just accepting the experience of NOT running across a random person's path again. When you don't see them again or you find them dead, that's a far more impactful experience than getting some trinket you're not even gonna use. It doesn't have to be achievements it's a completionist mindset where you can't accept the permnant impacts of missing a secret.

What's the end result of this complaining? That all npcs should wait forever for you? waypoints? npcs tell you where to meet them next even though they want nothing to do with you?
This setup is also what made Star Control 2 so cool.

Besides a lot of the Elden Ring stuff is just for flavor, and you get a nice variance to events if some things did happen that you missed while actively pursuing other quests.
 
What's "user experience" supposed to encompass? Serious question.

Quest design in ER is terrible and I couldn't make heads or tails of it. Why can't Fromsoft at the very least add a simplified journal? It's bad enough that lots of NPCs involved in quests teleport all over that enormous world. Even if I take notes, it doesn't stop NPCs from dying for no reason I can discern. All this in a game with no manual saves.
It's almost like they artificially design it that way so the people who care about that stuff will go through a 100 hour plus bloated game multiple times in order to see what they missed even though they could just look at what they missed on youtube or read the wiki entry to save time instead of obsessively wasting 100s of hours of their time in order to see a nothing burger event in the game. This might have worked properly in the 90s before mass high-speed internet usage, but it seems archaic nowadays. It's like they deliberately made it for streamers in terms of how they designed the whole game - artificially creating more interest than it would have otherwise, its no wonder the games are slowly becoming fortnite clones.

This works better for novels for obvious reasons. Gene Wolfe deliberately wrote his Solar Cycle trilogy in a similar way in terms of having to go through the books multiple times in order to piece it together, but the difference is this is a gameplay focused game where most of the audience don't care about that stuff, or at least not as much as the gameplay. Maybe it would have worked better as a 4-8 hour adventure game and not some open world arpg.
 
Back
Top Bottom