QTEs are a garbage mechanic. When your gameplay boils down to 'press x to not die', you know the devs are unfathomably lazy.This tbh
"walking simulator."Walking in a straight line isn't exploring. You're not understanding what a walking simulator is
Sounds like a weird way to say exploration.
Dating simulator is also likewise thrown around too much simply for having romance options or even having romance at all for some Gamers.
There being too many things to collect to 100% an open world game.
You're doing that to yourselves, nobody's forcing you to collect every Korok seed.
I was referring to people who complain but the logic of your tag issue is certainly part of that. People grab minor elements (usually ones they don't like but ones they do like as well) and make it larger than it really is when the point of a genre is that it's the main focus. It should be obvious when you think about it even a little. Kirby having shmup moments does not make it a shmup. Super Smash Bros having level ups for Amiibos doesn't make it an RPG.
Random encounters aren't so bad as long as they're not overwhelming
I think it's best if there's an easy way to control them or some indicator when the random encounter will happen, like Etrian Odyssey. A toggle for it which games do also work for me.
Not sure if it counts but my favorite version of random encounters are where it's only encountered if you run into them on the map.
I think it's best if there's an easy way to control them or some indicator when the random encounter will happen, like Etrian Odyssey. A toggle for it which games do also work for me.Several of the Wild Arms did this, and it was pretty neat. You'd get an indicator before a battle and could cancel it. Like a green warning was free to cancel because the enemies were too weak or you would get a surprise attack. White cost X amount of energy (that you regained over time) for a normal encounter. Red you had to fight and meant enemy got the first attack.
Several of the Wild Arms did this, and it was pretty neat. You'd get an indicator before a battle and could cancel it. Like a green warning was free to cancel because the enemies were too weak or you would get a surprise attack. White cost X amount of energy (that you regained over time) for a normal encounter. Red you had to fight and meant enemy got the first attack.
The last game in the series also added a mechanic in dungeons where you could eventually find a switch to toggle random battles on/off in that area. Great for revisiting the area later when you have more tools to access new areas/items in earlier dungeons.
Linearity. Since when was linearity a bad thing?
Why would you want handholding thoSo I don't get lost? Believe me, before this was a common thing, players used to spend tons of time running around in a room with all the enemies dead trying to find where they're supposed to go next.
Random battles*two steps* BATTLE
So I don't get lost? Believe me, before this was a common thing, players used to spend tons of time running around in a room with all the enemies dead trying to find where they're supposed to go next.
QTEs specifically can fuck off from turn-based games.
I'm playing turn-based because that's what I want. I can do without the insertion of a reaction test for extra damage or whatever.
So I don't get lost? Believe me, before this was a common thing, players used to spend tons of time running around in a room with all the enemies dead trying to find where they're supposed to go next.Back in the 1980s and 1990s, some games you basically had to draw your own map of the game world to avoid getting lost.
Never played it but did 5 have that awful battle system that 4 did?The Hex based system? Yeah, but they changed it up a little bit by adding different configurations and obstacles that could block out a hex from being accessed.
Skill issue tbqh.Yes but that kind of game design is all but dead. Open world philosophy is to design a world for its own sake and put objectives in it afterward.
Good game design doesn't need handholding.
Random battles
QTEs
"Hand-holding"
So I don't get lost? Believe me, before this was a common thing, players used to spend tons of time running around in a room with all the enemies dead trying to find where they're supposed to go next.
QTEsPeople don't really remember the controversy these days, but this aspect of DBZ: Ultimate Tenkaichi pretty much killed the series for years
Too much content and mini games. (With FF7 rebirth being the most recent target).
I am a long time tales of fan that actually misses the time period when tales of games had a good bit of random ass mini games to change things up.
Rebirth's content is sometimes compared to a ubisoft game's open world and I don't get it. Climbing this one tower to chart out the local area, clicking on this lifestream thing for like 8 seconds total and doing this button press for this region's summon materia (with nice music in these places to boot) ain't nowhere near a big enough deal to complain about compared to something like a far cry game's go to this base and fight a few waves of the same enemies you encounter throughout the entire game style map things.
No, despite what some say it is not "required" to do all that and that is just that fear of missing out malarkey talking. If skipped out on things you may miss out on getting a certain materia earlier (like the time materia from one of those costal del sol minigames, forgot which one off the top of my head) or be a little off on party exp for those skills on that board, but it ain't all that big a deal if the goal is to just comfortably play through the game to see the story.