this post was submitted on 31 Jul 2023
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Gaming

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I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

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[–] ghostalmedia@beehaw.org 6 points 2 years ago (4 children)

Love - auto health or shield regen. When I first experienced that in Halo it made me instantly hate other games that didn’t have some form of that mechanic.

I hate managing health inventory items. It breaks gameplay flow with tedious bullshit that isn’t nearly as fun as focusing on the a combat mechanic.

[–] magic_lobster_party@kbin.social 6 points 2 years ago (1 children)

Auto health makes the game oriented around taking as much cover as possible. You just pop out, shoot, and then jump back to hiding again.

The newer Doom games for example uses limited health to force you be that cool action hero who is participating in the action. Health is regained by killing enemies. If they had regen the player would just be back to hiding behind covers like cowards.

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[–] JackbyDev@programming.dev 3 points 2 years ago

The Estus Flask in Dark Souls was great. You couldn't spam a million of them on a boss fight but you also got them all back when you were safe. There wereots of things to dislike but that was a major positive. And to your point, it's not buried in a menu either. It's just right there.

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[–] moist_towelettes@lemm.ee 5 points 2 years ago

Love:

  • Base building. Fortifying against enemies and being creative is a blast.

  • Exploration and big worlds. Games like Borderlands, Fallout and Far Cry with unique environments and ambiance.

Hate:

  • Escort missions. After all these years they're still not fun.

  • Excessive health bars. Having to carry several different kinds of potions, etc. One of my favorite games is Dark Cloud for the PS2, but I think it had health, mana, weapon health, thirst and effects like poison that never cleared until you took a certain potion. I believe I used a GameShark or similar to get rid of thirst and weapon health.

[–] nieceandtows@programming.dev 5 points 2 years ago

Not something I essentially hate, but I roll my eyes every time there is a running-out-of-a-crumbling-building-before-it-collapses scene in a game.

[–] bear@slrpnk.net 4 points 2 years ago (6 children)

I strongly dislike ingame teleporting and pause menu quick travel. I'd much rather the game have more ways for me to get to where I'm going than simply materializing wherever I want to be.

Let the travel itself be part of the game instead of just a way to link the "real" parts of the game together. Make it fun and fast to move around, add unlockable shortcuts, add more in-universe traveling options. Let me get to where I'm going myself instead of doing it for me, and make it fun to do so.

Especially in open world games, not only is this the most true, but they're the worst offenders. Literally what is the point of making an open world and then letting people skip it? You see everything once and that's it. If you make an open world full of opportunities to wander and explore, and then players want to avoid it as much as possible via teleportation, you have failed as a designer.

[–] magic_lobster_party@kbin.social 6 points 2 years ago (13 children)

Time is limited. I don’t want to spend 30 minutes traveling from one side of a map to the next if I’ve already done that 15 times. Just let me get there immediately so I can talk to this single person and get this item I will never use.

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Age of Wushu needed less teleport slots.

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[–] Patariki@feddit.nl 4 points 2 years ago

Starting with what I dislike: collectibles (or pickup upgrades). They spread these out over the levels and I find myself scouring the map to see if i didn't miss anything. It ruins the pacing of the game. Some examples of my recent plays that do this are the Last of Us games and the Mass Effect trilogy. If the game is build around exploring your surroundings, it's a different story of course.

What I really like in games is character building and i love it when a character improves depending on your playstyle. A very solid example is Skyrim's leveling system. It just feels more organic.

[–] iusearchbtw@lemmy.sdf.org 4 points 2 years ago (1 children)

I love when games use as few invisible walls as possible, and don't stop you from exploring weird places or even out of bounds. There doesn't even have to be a reward, just the feeling of getting somewhere where you're not supposed to be is enough. Ultrakill and Anodyne 2 both do this really well.

I also love rich, responsive, low-restriction movement mechanics, which kinda ties in with the first point. I love when games let me chain all sorts of moves together for wild bullshit midair acrobatics, zipping and bouncing and flinging myself all over the place constantly. Good examples are Ultrakill, Pseudoregalia, Sally Can't Sleep, and Cruelty Squad. On the flipside, Demon Turf is a game I hated and dropped quickly because of how artificially and pointlessly limited the movement felt.

[–] bermuda@beehaw.org 3 points 2 years ago

You might like the Serious Sam games. The developers didn't really bother with invisible walls and so on most levels you can go in any direction until either the level geometry prevents you or until you reach the point where the developers finally gave a shit and put an invisible wall. It even rewards you for this on quite a few levels with some really well hidden secret goodies.

[–] chahk@beehaw.org 4 points 2 years ago

Hate:

  • Un-skippable cutscenes or tutorials. This really hampers replayability of missions/quests, or even entire games in general.
  • Artificially limited customization in order to sell more via micro-transactions.
  • Time-gated features. I hate it when games require a certain amount of in-game time before some things are unlocked.
  • Pay-to-win in multiplayer games. Preventing or limiting progression with ability to bypass it with a purchase is just gross. If you want to go F2P, do it all the way. I'm fine with for-purchase cosmetics, but getting a leg up on fellow players if you can afford it is just bad.

Love:

  • Don't have anything specific. Anything that sucks me into the game.
[–] Samihazah@programming.dev 3 points 2 years ago

I mostly play turn based JRPGs. My main gripe with any video game is excessive interacting with menus and inventories. I want to play a game, not enter submenus of submenus to change minute things. So here's some features to combat that:

Queues: lining up research or skills to learn, so I don't have to enter the fucking menus after every battle/minute.
Skill/Equipment sets: let me save my setups. Give me a few slots, and a warning if some part of that setup is used by another character. Heck, give me a way to save whole party setups, so I can have e.g. fire-killer team of ice-themed abilities on all characters. Or just have a standard ability set for progression and a second, temporary one for skill learning or whatnot.

Chained Echoes and FFVIIR had some good QoL improvements, but how many times do I have to shuffle materia or accessories, just because I'm leveling something? Every second encounter, because something is maxed and I have to swap it out for something else?

And Inventory management, that can make or break a game. Some of those submenus take half a minute to enter before you even do anything. Astria Ascending (I don't recommend) was awful in that regard and guilty of everything mentioned above.

Fucking menus man... Give me some elaborate customizable skill setup slots and queues, please.

[–] siipale@sopuli.xyz 3 points 2 years ago (2 children)

I love simple controls or an elegant way to control simply. For example using one thumb to control two buttons simultaneously or the Super Mario Run control scheme where you only press on the touch screen, doesn't matter where, and that's it.

I hate it when in co-op game the other player's actions can screw up the game e.g. moving the screen too far so the other player dies.

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