CastletonSnob
Weaksauce
- Joined
- Apr 12, 2021
- Messages
- 113
What game mechanics do you consider outdated?
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Medical pickups, armor pickups, carrying ridiculous amounts of weapons, no reloading, not offering crouching, vehicle turret sections in shooters, and pretty much all RPG mechanics.What game mechanics do you consider outdated?
Agree. Fetch quests and infinite quests can die in a fire.Medical pickups, armor pickups, carrying ridiculous amounts of weapons, no reloading, not offering crouching, vehicle turret sections in shooters, and pretty much all RPG mechanics.
I do not mind a mix, say like the Quest of Glories back in the days, you can better at the thing your character actually do, not passing level and having to make any choice pass the short character creation screen, but you can still see your stats if you want too. A lot of RPG mechanics are quite non sensical, now you know how to use a boat, read or make potion because you killed a bunch of Orc ? (Or just the notion of having more health point has you get older in general....), never thought about fully hiding the numbers but that would be interesting.I love rpg mechanics and stats ONLY if they are hidden from the player. Assume Skyrim without seeing the skill page or the lvl up screen etc. As you played you just got better without knowing you were getting better (stat wise). I know some people hate this idea but the number crunching is lame and takes the rpg out of the rpg.
I also am tired of minimaps in every game, be it rpg, fps, strategy, etc.
For many people including myself, the number crunching is half the fun.I love rpg mechanics and stats ONLY if they are hidden from the player. Assume Skyrim without seeing the skill page or the lvl up screen etc. As you played you just got better without knowing you were getting better (stat wise). I know some people hate this idea but the number crunching is lame and takes the rpg out of the rpg.
I generally agree with this too. I wouldn't call that a game mechanic as much as it's lazy filler to pad a game's total completion time.Agree. Fetch quests and infinite quests can die in a fire.
Actually, what I mean by that are random boxes you run over which magically fill your health bar back up. Since Halo, this hasn't been a huge problem as you have regenerating health and shields. Some people bitch about that too, but that's another discussion. To some degree it is more realistic, but if the game were hyper-realistic, we'd all die from gun fire or whatever and you'd never make it very far.Has stated above not having magical and super fast healing is getting rare (if that what is meant by medical pickups)
I love the story and decision making aspects of RPG's. This can greatly enhance the replayability of a game. But generally speaking, I dislike RPG's as you end up spending more time managing inventory than you do playing the actual game. I don't need to look through seven identical looking weapons to pick up one with slightly better stats than another one. It's ridiculous and it's a dated mechanic I can't stand. Fortunately, Mass Effect 2 and 3 avoid this trope spectacularly. But most RPG games don't. Cyberpunk 2077 even has this problem. I wish you had to improve your skill to meet the challenge of the game rather than grind levels to increase a bunch of numbers and then depend on RNG to get the loot you want, etc.Agree with RPG mechanics. Most of them tend to suck. The best aspect of RPGs are story related decision making. But constantly swapping pants to give you 3.214% more armor every 10 minutes isn't fun or interesting.
Third person shooters, unless they are action RPG games like Mass Effect (the good kind of RPG). Otherwise, FPS is better in every single way.
Open worlds. I see why around 2010 they became very popular as technology and hardware got a lot better. But most games don't use them well. A more semi open approach like Metro Exodus would be better for most games. Games that are level based, but have well thought out level design often have more variety in gameplay and visual style than most open world games. So while it was a logical evolution for games at the time, I think developers should come to the realization that they can't extend most games enough to properly utilize a large open map.
Well, this works in lieu of player's improving their skills to meet the challenge of the game. I agree these things are best hidden from the player. I hate managing armors, weapons and inventory items just to get arbitrary stat points to do something. Some games handle these things better than others.I love rpg mechanics and stats ONLY if they are hidden from the player. Assume Skyrim without seeing the skill page or the lvl up screen etc. As you played you just got better without knowing you were getting better (stat wise). I know some people hate this idea but the number crunching is lame and takes the rpg out of the rpg.
In some games I think they can make a great deal of sense, in others they don't. In Cyberpunk 2077, I think its fine. Even necessary. But in CoD or most shooters? Not so much.I also am tired of minimaps in every game, be it rpg, fps, strategy, etc.
Well, and there is something to be said for that. I don't think these things need to be abolished from the industry or anything. However, I feel like it would be nice if an RPG just had story and player decisions without relying on the tropes of inventory management and character levels. Mass Effect did do this somewhat, but then returned to all that nonsense for Andromeda. To be fair, Andromeda did do right by the crafting system even if the menus for it are horrendous.For many people including myself, the number crunching is half the fun.
Yes that what I understood, magical automatics healing replaced magical healing box-item.Actually, what I mean by that are random boxes you run over which magically fill your health bar back up. Since Halo, this hasn't been a huge problem as you have regenerating health and shields. Some people bitch about that too, but that's another discussion. To some degree it is more realistic, but if the game were hyper-realistic, we'd all die from gun fire or whatever and you'd never make it very far.
Yes, but between the two I actually prefer automatic health regeneration to running over boxes.Yes that what I understood, magical automatics healing replaced magical healing box-item.
I think most do with the sales numbers thus the shift (and I imagine true of every outdated game mechanics we will say, but some seem to point out thing to do not like more than actually outdated game mechanics here).Yes, but between the two I actually prefer automatic health regeneration to running over boxes.
But generally speaking, I dislike RPG's as you end up spending more time managing inventory than you do playing the actual game. I don't need to look through seven identical looking weapons to pick up one with slightly better stats than another one. It's ridiculous and it's a dated mechanic I can't stand. Fortunately, Mass Effect 2 and 3 avoid this trope spectacularly. But most RPG games don't. Cyberpunk 2077 even has this problem. I wish you had to improve your skill to meet the challenge of the game rather than grind levels to increase a bunch of numbers and then depend on RNG to get the loot you want, etc.
Magically instant healing health pickups I agree, but I do like medkits that you can manually use later, especially if using it requires you to be out of combat.Medical pickups, armor pickups, carrying ridiculous amounts of weapons, no reloading, not offering crouching, vehicle turret sections in shooters, and pretty much all RPG mechanics.
Like I said, I don't usually mind regenerating health and shields. However, it depends on the type of game. I wouldn't want that in Ghost Recon Breakpoint. In that game, the bandage system and syringes are a good way to deal with replenishing health.Magically instant healing health pickups I agree, but I do like medkits that you can manually use later, especially if using it requires you to be out of combat.
I'd replace not offering crouching with no cover mechanics. I don't care about manual crouching as much as not being able to use cover.
As for RPG mechanics DuesEx already got it right in 2000. No weapon levels, no enemy levels, no leveling up. You just get XP that can be used to improve skills. That's all what is needed.
On the contrary, I think regenerating health and two-weapon loadouts need to die. Everything else in this statement can stay if it fits the game.Medical pickups, armor pickups, carrying ridiculous amounts of weapons, no reloading, not offering crouching, vehicle turret sections in shooters, and pretty much all RPG mechanics.
On the contrary, I think regenerating health and two-weapon loadouts need to die. Everything else in this statement can stay if it fits the game.
I always find it amusing when you're able to enjoy an all-you-can-eat buffet in the middle of melee combat.Food = Health
I honestly don't hate on QTE. I love the button mashing one. I not the masher I was but I can still hang.A few that come to mind:
I wouldn't describe these as outdated mechanics as much as undesirable ones.
- Forced cutscenes or dialogue immediately preceding combat, especially those that teleport the player or party to a tactically disadvantaged position (often ruining formation) and essentially give the enemy a free "round" of attack.
- Inventory-management minigames
- Real-Life simulators that waste the player's time without contributing to gameplay
- QTEs (especially the button-mashing type best solved by a macro)
Unfortunately some of these are still widely used, so it's more like I wish they gone the way of the dodo.
- Non voiced conversations
That is more like an oversight than deliberate design.- No pausing during cutscenes. I'm look at you Witcher 3. But a number of games I've played in the past decade didn't allow it.
A remnant from single threaded games, way back when I used to program there was no easy way to decouple things from the fps, multi threaded programming hasn't been as robust as it has become later. I'd imagine some games still are designed that way for convenience of the programming.- Tying some type of gameplay mechanic to the frame rate. Largely fading away, but I recently played The Evil Within which came out in 2014. It still had damage that would be increased if the frame rate cap was overridden. For 2014 that is very lame.
Both regenerating health and realistic weapon loadouts have their place. In an immersive game I'd not expect being able to carry 3 handguns, 4 assault weapons, 2 smgs, a minigun and a rocket launcher at the same time. And regenerating health is perfectly fine in a scifi setting.On the contrary, I think regenerating health and two-weapon loadouts need to die. Everything else in this statement can stay if it fits the game.
Honestly seeing the dice roll stuff in cRPGs. During 2 seconds in a fight you get to see 50 dice rolls on the bottom right... that stuff should be transparent and in the background - things for the computer to do instead of for the human player to see. If you're a real OCD min-maxer, make it an option to display. But having it on by default is mind boggling to me.
And I'm sure I'm in the minority, but overwhelming amount of stats in those cRPGs. It's all just too much.
And resistances - if they're in a game, make them more useful than in one boss fight. Make it so you have to equip and unequip certain pieces of gear more often depending on the enemies, or take resistances out completely.
A lot of things in cRPGs feel archaic to me; too needlessly complicated.
Was playing DQ2 Sunday...omfg, the back, back, back-tracking at the beginning of that game. XDMost forms of backtracking. Basically anything that wastes my time.
Control pads!
I've been using a superior mouse + kb combo for over 2 decades, WTF would I want to downgrade to inferior input?
They give consoles a bad name and need to go the way of the Dodo.