Whatever they are, they infuriate me. Pushing the stick forward and the character suddenly responds at 1/3 speed never feels not frustrating. I'd actually be cooler with a sudden loading screen.
They're far less prevelant in games now. The real enemy is now crawl spaces.Whatever they are, they infuriate me. Pushing the stick forward and the character suddenly responds at 1/3 speed never feels not frustrating. I'd actually be cooler with a sudden loading screen.
They're far less prevelant in games now. The real enemy is now crawl spaces.
Don't care, gimme splitscreen. I don't give a solitary fart about online MP.No local multiplayer is an extremely stupid point, ignoring the hurdles of development and strain on technology.
Personally the most annoying for me is "character helps a character climb up thing, and then is helped by that character." So prevalent in ND games.The newest enemy for me was God Of War upping the ante to slow climbing + exposition dump. Even slower and somehow more face-meltingly boring than the original version.
Personally the most annoying for me is "character helps a character climb up thing, and then is helped by that character." So prevalent in ND games.
Disagree. Silent protagonists greatly help my sense of immersion in every instance. Especially in RPGs or games like DishonoredNumber one should've been Silent Protagonists in a World Where Everyone Else Talks.
This is absolutely true. Markers and glowing objectives focus the majority of attention on the map and turn a game into a connect-the-dots. But the worst variety of crutch is the servile hand-holding NPCs that tell you precisely what to do rather than let you figure anything out for yourself. Like.. what's even the point? How are people not offended by this?The greatest sin in modern game design is the reliance on "crutches" like markers and prompts that basically tell the player what to do at every step of the way, turning the whole experience into a brainless chore. It started of as a very crude way for early open world games to direct the player through a large and complex environment, over time you'd think the industry would grow out of it, but these features have only grown more prevalent and in-your-face (some of you would call it "QOL upgrades") over the years to the point that they're even found in some "closed world" games nowadays.