WHAT DO YOU LOVE/HATE SEEING IN A GAME?

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What do you love/hate to see implemented in games here or any big game. Like is there a certain mechanic you love/hate or maybe a type of style or story element, anything,etc.

Like for example, when you play a game here and you find out it has really hard combat or no saving at any moment and your last saved was a long time ago and you now have to fight a boss. Or maybe you love that. Maybe you hate strategic gameplay and love simple gameplay, maybe you hate a certain type of tileset, etc.

So what do you guys hate/love most when you play a game here?(Or any game for that matter)

(I hope I posted in the right thread, im new here lol)

Filler. Hate it. If it's any longer than it needs to be then there's a problem. 'Final Fantasy XIII' comes to mind.

Fun. Love it. If a game makes me work too hard then it ceases to be fun for me. I get paid to endure pain, but I pay to enjoy pleasure.
I hate when a game warns you about something or some place and the game pretty much forces you that way to progress the plot. And then pretty much the bad stuff you saw a mile away happens. But this is bad only if it could be obviously avoided altogether.

Golden Sun: Dark Dawn for example.
This sentient tree warns you not to activate the Alchemy Dynamo in Belinsk. You visit Belinsk later. You need to infiltrate the castle and use an underground path. Path blockage sets you on a detour. Now it's too obvious you're heading towards the Alchemy Dynamo, but it's the only way you can go to progress the game. No one in the group even once brings up that it might be a bad idea to continue further. And of course you're being forced into activating, triggering the biggest plot detour in the game.


Fiddly, customizable shit is the absolute best. Suikoden games are great for this: a ton of party members, a base that upgrades, stuff like that. Being able to set up a party in multiple ways that are completely viable is a good feeling.

Also good is when it feels like your actions are actually doing something. Like going back to places and seeing them change, physically if possible. Something more than Random NPC #263 going "Thank you for beating Dark Lord Ass. Too bad all the houses are still gonna be smoldering because most of our population can only walk in random directions."

As far as things I hate goes, the worst thing is when a game forces you to grind.
Marrend
Guardian of the Description Thread
21806
I'm never particularly keen on alchemy systems, but only because games that have them tend to have a category of items that are used especially for that and nothing else. Not to mention the odd tendency of having at least one really good thing you can make, but, one of the reagents can only be obtained via an item-drop by an enemy, and even then, it gets dropped by said enemy less than one percent of the time. Or something equally stupid.

Snide commentary from party members is always fun. Especially when humor is a thing the game wants to do. I think chiefly of Grandia, of course, but, snide commentary is a thing I aimed to do in regards to Okiku, Star Apprentice.
This...

author=Zephyr
I hate when a game warns you about something or some place and the game pretty much forces you that way to progress the plot...

...You need to infiltrate the castle and use an underground path. Path blockage sets you on a detour...

...And of course you're being forced into activating, triggering the biggest plot detour in the game.

... and this...

author=Reijin
As far as things I hate goes, the worst thing is when a game forces you to grind.

... go hand-in-hand. The problem with RPGs is that they're expected to be lengthy.

I hated 'Breath of Fire 4' for committing both of these sins, which is a shame because I really enjoyed the first 10 hours. I had to spend another 10 hours just to get to Fou Lou, then when I reached him I was too underpowered to defeat him.

I concluded that if the developers had made all of the mini-games in the second half of the game optional, the journey to the heart of the Fou Empire would've been a lot less arduous. I was clearly not the only one that felt this, as IGN's review of the sequel, 'Dragon Quarter', criticised the relatively brief narrative, believing that it could've been bolstered by making most of the -- now optional -- mini-games mandatory.

Unlike the folks at the IGN office, I have a lot less time to spend trekking around a Mode7 map on a floating mollusc looking for materials to forge a sword that I don't even need...
Well, we kinda already have a thread for stuff we hate. (http://rpgmaker.net/forums/topics/16228/)
Man, I've got enough beef with stuff games do that I could set up a deli and just live in that topic...

Anyways, I always love it when the enemy AI has a lot going for it. My favorite part of Wind Waker was just messing with enemies to see how they'd react to various things. The silly animations made that experience even better. Metal Slug games are filled to the brim with this kind of stuff! My favorite is how enemies sometimes look all pleased with themselves when they kill you, but when you respawn, they freak the hell out. I mean, I know I wouldn't want to be around a guy that can die and then immediately beam a copy of himself down from the sky.

I also always appreciate "parkour"/"ninja" stuff like being able to jump/run on walls and such. Unless it really fucks with the controls...
Craze
why would i heal when i could equip a morningstar
15170
turkeyDawg: play warframe



benjo: BoF4 is just about everything wrong with bad jrpgs that i can imagine. slow as hell pacing, ridiculously easy (i've heard it got harder but i played quite a bit before giving up), doesn't properly use any of the cool systemz, has a stupid fishing minigame, pointlessly silent protagonist, blehhhhhh. it's pretty but nothing else. i'm pretty sure most of the """""golden""""" era of 2k3 was inspired by bof4 and ff6 -- both rather flawed games that are heralded as True Art for some godawful reason

i hate games that are easy without difficulty options, and games that are hard without difficulty options. both could also have "difficulty options" replaced with "very intelligent game design".

i also really hate systems that are REALLY COOL IDEAS that completely undermine the actual gameplay. see: Persona Q, a potentially awesome game that I could barely give 2/5 stars while in a good mood. waste of money and atlus's dev time :<
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
What system undermined the gameplay in Persona Q, and how? I haven't played it, though I've played a few other SMT games. I'm interested in hearing more details of why things are wrong, instead of just pet peeves and low-hanging fruit like "filler content"
author=turkeyDawg
Well, we kinda already have a thread for stuff we hate. (http://rpgmaker.net/forums/topics/16228/)
Man, I've got enough beef with stuff games do that I could set up a deli and just live in that topic...


The link say's page not found.

And you all have great points.
One of the things I hate the most is a big world that feels empty. Like I can't interact with anything, the people don't say much and feel useless. I love exploration so that just sucks. I hate when once important characters become unimportant for the sake of another newer character that no one likes(the same can apply for anime and tv shows lol). I also hate boring sidequest(unlike in Skyrim where they are better than the main quest)

I love when characters feel important and you have several ways to interact with them and you can even date them friend them or even hate each other, like in Mass Effect games. I love when I have several good multiple endings(unlike Mass Effect 3...) And I love a long and always interesting story like in DQ5, awesome game.
Craze
why would i heal when i could equip a morningstar
15170
Cool system #1: the persona that you equip onto each character grants them a few extra skills (on top of their innate persona's skillset) and a hp/sp buffer. every battle start, this buffer is replenished and lets you take damage/use skills without dipping into your real hp/sp.

Why it sucks: the buffers get way too big, way too fast. I played on Hard (i refused to play on the highest difficulty because it had KO-on-MC-death which is HELLA STUPID), and by the end of the second stratum I was just yawning through the battles. when you're playing an EO-esque dungeon crawl and there's no sense of danger on hard mode, you're doing it wrong

Cool system #2: ailments are useful! inflicting status effects and instant death has a place!

Why it sucks: almost every single fucking enemy in the game has a weakness to hama or mudo (the instant death spells) and very few have any sort of actual resistance. Mixed with the SP buffer, characters with these spells (especially Naoto, who gets both Hama/Mudo innately) make the game ridiculously simple. "then just don't use them!" you say! okay, i tried not to, but they're still stupidly broken and it feels weird to try to not use free tools the game gives you to progress.

Cool system #3: press turn variant! when you get a crit or hit a weakness, you enter Boost. Unless you're then hit by the enemy, you act at the very start of the next turn and your skills are free. This is a cool twist on press turns and works well in the EO style.

Why it sucks: ENDLESS CHAINS OF WEAKNESS/INSTANT DEATH SPAMS. There is no challenge in Persona Q. Spam the effective move until enemy is dead. Boring as hell, especially as a follow-up to the terrific Etrian Odyssey 4 (which fixed all of the issues EO3 had and brought a ton to up the EO ante, with an overworld and better storytelling on top of streamlined systems).

PQ has fantastic presentation, that I'll give it, but.... Its battle system is a broken mess, unfortunately, and the characters are disgusting one-dimensional fools (compared to the barely, but there, two-dimensional fools of p3/p4). if there's a girl in the scene, teddie will appear and try to grope her. chie and akihiko yell about protein and meat. aigis doesn't know what's going on. it's the fucking worst. it's pathetic, especially after Devil Survivor 2 had an equally large cast and terrific storytelling.
author=Harbinger
author=turkeyDawg
Well, we kinda already have a thread for stuff we hate. (http://rpgmaker.net/forums/topics/16228/)
The link say's page not found.

Ahahaha it parsed the parentheses as being part of the url that's cute. Let's try that again:
http://rpgmaker.net/forums/topics/16228/


author=Craze
turkeyDawg: play warframe



That looks pretty baller. I'm complete ass at 1st/3rd-person shooters or anything with its control scheme, but I'll give it a shot. But hey, have you heard of Cloudbuilt?
...So anyway:

There are three random things I like in videogames, RPG's especially:

1) At least one love storyline. (Preferably belonging to the main party.)

2) A relationship system. (Which goes well with point number 1.)

And 3) A branching storyline that leads to multiple endings.

If you do well one or two of these things in a game, I'm happy. :D
One thing I don't only hate seeing in RPG Maker games, but also one that I see way too often is the lack of thought put into the combat system. I tested people's demos on request on another RPG Maker site for over a year, and I swear that at least 9 out of 10 of them had poor combat.
Poor combat involving:
-Starting out character with no skills. Sometimes still without any skills after several level ups.
-RTP skills and items. Almost as bad as the above, but luckily(?) not as common.
-Have skills that only do damage. You can do better than that, please. In worst case scenarios you have damage-only skills that do less damage than regular auto-attack.
At this point I'd rather see an RPG Maker game with poorly balanced combat, but at least put work into to make it stand out in some way than an RPG Maker game with well-balanced combat, but all you do is auto-attack or use RTP skills.

Another thing I hate seeing in RPGs, can be applied to both RPG Maker games and big titles, is having little to no interactivity in the world. I want to examine things (at least the important looking stuff), and I'd like to see more than poorly written one-liners from NPCs.

What I like to see in RPGs is being able to do more than just walk around in the overworld. Like, when a game lets me jump or hit stuff, and make it useful or fun in some way.
Warframe is a great game(It has more content than Destiny too and it's free!)
author=Ilan

I also like when you have a romantic interest in games, it's cool when I get to chose although im fine even when I can't as long as they are important characters and not like "You saved the damsell in distress now marry her!" or "I barely know you, but i think I love you!" no, none of that. I prefer to watch the relationship between the characters progress and feel important to the game, not just happening for the sake of happening.
author=Harbinger
I also like when you have a romantic interest in games, it's cool when I get to chose although im fine even when I can't as long as they are important characters and not like "You saved the damsell in distress now marry her!" or "I barely know you, but i think I love you!" no, none of that. I prefer to watch the relationship between the characters progress and feel important to the game, not just happening for the sake of happening.


I totally agree with you, man. If there's going to be romance in a game, it has to be well done. :)
I hate RPGs that are too level dependent like '.hack//G.U.' Its possible for the player to completely overpower some bosses in the game.I'm talking about all three volumes of it.

What I love is the special level up in 'Kingdom Hearts 2'. You level up when you defeat a boss.If a game implements something like no exp gained from enemies, just gold and items....level up only by defeating the boss.Of course there should be side quests that gives stat increasing items(permanent) as reward.Then the world of RPG would be free of grinds....except when you need gold.
author=Esrep
I hate RPGs that are too level dependent like '.hack//G.U.' Its possible for the player to completely overpower some bosses in the game.I'm talking about all three volumes of it.

What I love is the special level up in 'Kingdom Hearts 2'. You level up when you defeat a boss.If a game implements something like no exp gained from enemies, just gold and items....level up only by defeating the boss.Of course there should be side quests that gives stat increasing items(permanent) as reward.Then the world of RPG would be free of grinds....except when you need gold.


Yeah, I liked .hack//G.U. but the game becomes too easy if you do more battles than necessary...

Also, I played Kingdom Hearts 2, and you can actually get XP and level up from normal enemies. It takes longer, but you can do it.
Seiromem
I would have more makerscore If I did things.
6375
I absolutely LOVE randomness. Not the bullshit of Random chances to miss, or random item drops or whatever. I love when things can be different on each playthrough. I can't think of any specific game examples, but I like the genre of Rogue-likes, especially RPG Rogue-Likes. It basically adds near infinite replay-ability for me, which I love. This is also why I like real time strategy games like Civilization V or Age of Mythology.
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