this post was submitted on 07 Jul 2023
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This is probably my biggest pet peeve with modern games. From straight up spelling out the answer to puzzles to nagging the player for not being "immediately" in the next mission area (I'm literally on the way, shut the fuck up!), there is just no space for the player to explore or figure things out or just chill. Makes me want to mute it entirely sometimes just to avoid the constant pestering.
To be fair to Hogwarts Legacy, I would strongly suspect that a good number of the people actually playing that are actual children that probably need someone to point out things like that to them, since they probably don't have the same level of experience playing games as you do.
However, if I hear one more thing about how travel was so inconvenient before the invention of floo powder, I'm going to punch something.
I was able to figure out that I needed to light a deku stick on fire and roll over cobwebs to get to the floor below in Ocarina just fine at 7 years old.
And that's not even touching on the Water Temple.
People, especially game devs, underestimate children.
At the same time, in Pokemon Red I didn't know where to go at all after the 3rd gym and when I did eventually find that cave I didn't know flash was a thing, so that was painful.
I think I had a level 45 Venasaur by the 4th gym!
My first was Yellow and I didn’t know you could re-order your party so my pikachu was 20 levels ahead of everyone else.
Some people can use help on puzzles, sure, and I don't hate when a game gives some hints or guidance there, but it can be a bit egregious (God of War was terrible with this, and I heard Ragnarok was even worse). What really drives me up the wall is the constant hectoring by npcs or even the player character to get to the next mission checkpoint, often in open-world games where a lot of the fun of the game is exploring outside of the narrow mission path. It's like devs have such little faith in their game that they want the player to just finish it as soon as possible and not investigate it too much.
I'm replaying RDR2 and a huge part of the enjoyment of that game is just going off and hunting or running into random encounters. For the most part, the player can just go off doing their own thing, ignoring the plot entirely. Can you imagine how awful it would be if Arthur was constantly muttering about how he should be on his way to this point or another, just to progress the story?
I have that problem with any linear RPG/adventure game. They paint the path from start of game to completion with VERY obvious yellow paint. I wanted to like games like Darksiders, but the game felt very "on rails".
I don't want every game to be open world, but don't put breadcrumbs down for me either. Let me figure it out.