Pet Peeves with Games?
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Mine always is, completely forgetting what I was doing and where I was going after not touching a save file for a long time. This is happening to me right now with Stardew Valley.
I'm in Year 4, married Maru, have a decent farm going, I have yet to build the movie theater I just found out so that's something I can do. And I know up until that point, I called it a conclusion of a game, but yet I forgot completely about there being some minor goals or things I wanted to do. Completely out of my head. It was a year ago since I last touched that save.
This happens a lot with old saves, because sometimes I have had something in mind as to how I was going to play the game or where I was going with a character.
I love when a game makes me think. To figure out how to progress, or just how to beat an enemy or solve a puzzle.
What I don’t like is when you do the thing and it doesn’t click. Like you do it a second too fast or slow. Like come on, I did the thing, now let me move onto the next thing.
I once played a game that let you skip a mission after failing it so many times. Seriously, why should the game just end because you don’t have perfect timing? That’s not entertaining for me. Keep the thing moving, somehow.
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My biggest pet peeve are collectables in games not primarily about exploration.
I guess it can be implemented in a fun way, but I hate backtracking or not being sure I can continue without looking in every corner in a segment of a level.
Replayed Mario Galaxy and it was pleasantly surprised being able to play it in your own way.
~I am aware that nothing is stopping me to do so, even with collectables. Unfortunately I hate half progress bars just as much TT.~
Yeah, playing Sniper Elite 5 atm, clearly the game was designed to follow your own path, however there are collectibles/things to find and/or information key to finishing optional objectives in basically every building. Then sometimes after finishing every main objective on a map, I'm resorting to running around like a madman slaughtering small pockets of remaining nazis because I've run out of patience after a 1-2hr mission - therefore ruining my otherwise perfect stealth run -_- .
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- Games that offer stealth as an option over combat, but have mandatory combat bosses.
- games that have excessive grinding as part of the main gameplay.
- Games where randomness is the primary factor in winning and losing.
Games that offer stealth as an option over combat, but have mandatory combat bosses.
Deus Ex: Human Revolution was a great game, but this was a serious issue. The game has a (notoriously buggy) achievement for finishing the game without killing anyone, but every boss requires a loadout of lethal weapons to take down, leaving a minimum of slots for non-lethal alternatives. Very annoying.
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Since they just have the one pc, they should be able to just make a second user on the pc then sign in to the single steam account. The new user won’t have any save files in the local user directories, so the game gets launched and you’ll only see the “second” set of saves. No idea how this would work with cloud saves on the steam side though.
That would be even more work IMO
Unless they want to separate their non-game files, too
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The reason they're in RPGs is the same reason they're in any other genre. In a war game, you could be a tactical genius, but the RNG is there to simulate dumb luck, so the game is about forcing you to play the odds, because victory is almost never guaranteed. When the result is deterministic, there can often be a single 100% correct answer, and RNG throws a wrench in that. Something similar can be applied to loot games, where you're rolling with the punches based on what you've found.
I'm just glad my favorite games don't have any of this and are still infinitely replayable.
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Mine always is, completely forgetting what I was doing and where I was going after not touching a save file for a long time. This is happening to me right now with Stardew Valley.
I'm in Year 4, married Maru, have a decent farm going, I have yet to build the movie theater I just found out so that's something I can do. And I know up until that point, I called it a conclusion of a game, but yet I forgot completely about there being some minor goals or things I wanted to do. Completely out of my head. It was a year ago since I last touched that save.
This happens a lot with old saves, because sometimes I have had something in mind as to how I was going to play the game or where I was going with a character.
is waiting for me at the lab" or "I think I should [y]", it starts to piss me off.It's like they don't trust the player to play the game "right". Games are more than just sprinting from one objective to another. Can't even take the time to fully look over a puzzle before the game starts telling you what to do next.
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Mine always is, completely forgetting what I was doing and where I was going after not touching a save file for a long time. This is happening to me right now with Stardew Valley.
I'm in Year 4, married Maru, have a decent farm going, I have yet to build the movie theater I just found out so that's something I can do. And I know up until that point, I called it a conclusion of a game, but yet I forgot completely about there being some minor goals or things I wanted to do. Completely out of my head. It was a year ago since I last touched that save.
This happens a lot with old saves, because sometimes I have had something in mind as to how I was going to play the game or where I was going with a character.
One of the best examples of a game that did it right was Heaven's Vault. The game was decent/mediocre (imo) but every time I opened it it summarized what I did last time and it had awesome timeline history
In Stardew valley no matter what you had done its so easy to just start doing something you like and the game smoothes you in. Its plot has zero time limits after all
Forgot to add my pet peeve: non adjustable time/turn/action/decision limits in single player games. I hate when I have to play a game with 'perfect knowledge'/wiki to get desirable outcome because I wanted to schmuck around trying things instead of focusing the main plot/whatever the game wanted me to do. Games like Homeworld, FTL, Phoenix Point and some CRPGs I made an error early into the game and instead of giving me a way to correct my mistake the game just became unwinnable at the end. "I have to live with the consequences of my actions." Some people love that but for me it ruins the feeling. Games aren't real life. I just spent 10+ hours and I can't continue anymore? Sucks.
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That would be even more work IMO
Unless they want to separate their non-game files, too
Wait, so how does that work for games that store saves in ‘c:\users%user%\my documents’ and stuff? That’s why I assumed they’d also need a separate user account on the pc.
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I have many pet peeves when it comes to games, but the biggest that I can think of off the top of my head is the boss fights in games that don't let you use the weapons & skills/techniques that you'd used to get to that point. It just pisses me off when they let you develop a character with particular skills and weapons only to force a particular combat style that's contrary to what you'd used up till that point.
RPGs are absolutely terrible about giving you the ability to inflict status effects on enemies, but not giving random encounter enemies enough HP to justify inflicting statuses, and then also making the bosses immune to them.
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What games have you played that prompted the complaint you brought up regarding sight reading? I’m the same way, and sometimes I find I have to turn subtitles off because I want to actually enjoy the voice acting instead of skipping through everything. The Witcher 3 was especially hard for me in this regard, along with Baldour’s Gate 3. I just started Clair Obscur the other day, and I’m really enjoying the way they subtitle each line out into pretty short chunks because I’ve found I’m much better able to actually listen to the dialogue with their way.
I’m trying to think of a game I’ve played where I have the opposite problem, the one you’re describing where you can’t skip dialogue sections, and I’m coming up blank. Not trying to say you’re wrong, I’m just really curious at this point. I mostly play RPGs and online FPS games, maybe thats part of why I can’t think of an example?
Basically every console RPG ever. Certainly those which are not voice acted, and present characters "talking" at you by slowly ghost typing their lines out one character at a time into a text box and then awaiting your input at the end before proceeding to the next line, but inevitably with the dialog box refusing to even start listening for button presses until some seconds after I've read the text multiple times over, plus its partially completed form several times more.
I'm adding another dishonorable mention on this front which isn't even a text box: That fucking treasure chest opening animation in Vampire Survivors. If you know, you know.
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Games that load your audio settings only after you enter the main menu.
Thanks for destroying my ear drums, Dark Souls.
I've also seen volume settings not kick in until you loaded a save file. Also, PS1 era Final Fantasy games that don't acknowledge your button mappings until the save has been loaded, so that B is select and A is cancel on the main menu, but the other way in-game.
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Wait, so how does that work for games that store saves in ‘c:\users%user%\my documents’ and stuff? That’s why I assumed they’d also need a separate user account on the pc.
Good question. At the very least, steam will cloud sync it regardless of where it's at on the drive so that's an option
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Mine always is, completely forgetting what I was doing and where I was going after not touching a save file for a long time. This is happening to me right now with Stardew Valley.
I'm in Year 4, married Maru, have a decent farm going, I have yet to build the movie theater I just found out so that's something I can do. And I know up until that point, I called it a conclusion of a game, but yet I forgot completely about there being some minor goals or things I wanted to do. Completely out of my head. It was a year ago since I last touched that save.
This happens a lot with old saves, because sometimes I have had something in mind as to how I was going to play the game or where I was going with a character.
You should play Policenauts. Its a visual novel adventure game from Hideo Kojimas early days in 1994-1996 following a private eye investigating a disappearance on a space station.
When you load a save file, the game gives you a summary screen of the events in the game that have happened so far (at least it does in the SEGA Saturn version that I played). Its the first instance I recall of this happening in video games, and I do wish it could return in more games. Its possible that other games had this before, but if there was a game that did, I dont know it or remember it.
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I believe it is going to be a huge deal as the gamers are aging out. (And if you play on a Tv).
Give me a freaking texts size option!
And not just size 6 to size 8! Big effin text!
It is a huge pet peeve of mine.Game developers should add text size options to be big enough or at least legible enough at small resolutions like 240p. This can help scale UI design too accomadate for potentially huge text sizes.
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Menu -> Exit Game -> Yes
Scroll Down - > Exit Game -> Yes
Scroll Down -> Exit to Desktop -> Yes
Exit Launcher -> Yes
Jackbox is one of the worst offenders of this. Have to exit 4 times to actually exit the game.
Yeah, but accidentally clicking the quit button when you meant to click options or whatever and the game just instantly dropping you at the desktop is equally as annoying. Two click exit is a good compromise. Four is way too many though.
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I hate RNG so much
I don't get it. Life has too much RNG, I play video games because it's a predominantly skill-based controlled environment.It's like picking up a piano and there's a 35% chance F# is just F every time you play the damn note

I guess it makes sense if you're role playing and want your experience to mimic real life, which is why they're mostly used in RPGs, but I also feel so immersed playing skill-based games without RNG, so I can't assess its actual value.
I don't mind RNG, I mind games that rely on it over proper design. Xcom has tons of RNG, but it's generally still possible to win most maps with proper strategy. Most roguelikes have this problem where any given run is impossible to win regardless of play.
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Would you mind listing some of those? Because that's a tough bar to clear.
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Would you mind listing some of those? Because that's a tough bar to clear.
Ayyy, I love linking to Gamebrary:
https://gamebrary.com/b/pUM4ceVfPR2l9K2qqLDN -
You want to repeat the inordinate amounts of bullshit?
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I have many pet peeves when it comes to games, but the biggest that I can think of off the top of my head is the boss fights in games that don't let you use the weapons & skills/techniques that you'd used to get to that point. It just pisses me off when they let you develop a character with particular skills and weapons only to force a particular combat style that's contrary to what you'd used up till that point.
Cyberpunk 2077 one of the quests in the expansion drops you into basically Alien: Isolation when up until that point you can beat the shit out of or hack the brains out of any other NPC you've come across. You go from being a cybered out demigod to basically a rat in a maze being chased by a giant metal invincible doberman.