Having a low amount of save slots. There's no real technical reason to limit the amount of save slots to anything under 1000 as far as I'm aware.
I just got a mod to turn it off in FF7 Remake. But headaches?? Are you just being dramatic?Motion Blur being On by default. I can't for the life of me figure out, who would want that on. I get headaches if I ever play any game with that on.
Well, file size would be a reason for some games. X4 save files are about 120MB (more if you turn off compression). The GUI comes to mind, too. If you want people to intelligently select from 1000 items, a straight up list isn't going to work very well. If you don't want them to select from tons of items, why allow them?Having a low amount of save slots. There's no real technical reason to limit the amount of save slots to anything under 1000 as far as I'm aware.
Amen to that!a complete lack of a standard for where to put save games
How much room the saves takes up on my computer shouldn't be the game developer's concern. Though it would probably be a good idea to give players an idea of how much space they're using for their saves.I just got a mod to turn it off in FF7 Remake. But headaches?? Are you just being dramatic?
Well, file size would be a reason for some games. X4 save files are about 120MB (more if you turn off compression). The GUI comes to mind, too. If you want people to intelligently select from 1000 items, a straight up list isn't going to work very well. If you don't want them to select from tons of items, why allow them?
Yeah, I really hate it that NPCs that you're supposed to follow almost always walk so slow. But then every once in a great while, you'll get one that goes so fast you can't keep up. But the slow ones are very annoying.Another one is the insistence that 'Follow me' NPCs will always walk at a different pace, so you're stop-starting the whole trip. Yeah, just had such last night—Grr!
I hate those kinds of quests. If they run away during combat, that's okay, but the ones where they try to join in the fighting and get themselves killed really annoys me. They've got no skills and garbage weapons (if any) but still try to attack. Sacred 2 had some of those, and I've run into three of those situations in my current game of Wasteland 2.Escort missions (meaning a mission where you need to assist somebody in getting from A to B, and that somebody can be attacked and killed) are never any good, at least in my experience. Some were up to "OK I guess" but never good.
To me it's the complete opposite. I don't get an open world feeling when the levels are scaled down to my level. Everything stays the same. When you don't have scaling, you get the chance to get good loot early(if you are brave and good), but it also makes you aware of your environment, and back off. It makes exploring a whole lot more exciting.The levelling thing is necessary for making an open world where you can choose where to go. When you leave the cave in Skyrim, you can go any direction you want. If you turn around and go the opposite way the game is pushing you, you'll find enemies and quests that you can do. With not-so-open-world games, going the wrong way takes you into the teeth of things you can't handle, so - despite the lack of walls - you go the same way everybody else goes. Is that really an open world?
I think it is possible to get the open feeling without the level scaling. For instance, you could just make everything close to the starting point easy, then have it get progressively harder as you get further away. So, if I just keep going north, I'll see harder and harder enemies/quests until I get to the goal (presumably a ring around the starting point). But what happens to the person that goes south? Do they see the same enemies and quests? If so, then your world isn't really open - you've just made every direction the same linear hallway. If not, the developers are going to have to make a TON of high level content to fill up the huge outer regions. That is possible, but not economically sane.
Level scaling makes it so you can go north, then east, then south - whatever you like - and you'll see different things while getting challenged the whole time. It's more work to have several options for each encounter, but it will be spread evenly instead of having your developers spending the lion's share of their time working on end level content that most players never see.
See also https://forums.pcgamer.com/threads/non-linear-rpgs-or-are-they.3292Which brings me to another thing that annoys me, and that is when the enemies levels with you. I want the enemies to have the same level(with variations) throughout the whole game. I don't need them to have lower stats in the beginning and better stats as the game goes on. This annoys me with especially the Elder Scrolls, Oblivion and Skyrim. Suddenly all enemies are high level and everyone drops high end gear. Morrowind was fine in this regard iirc.
Byt why? I recently played Aer: Memories of Old and had to uninvert the vertical controls so my daughter could play. It seems uninverted is more intuitive.I thought of one that is really annoying. It has to do with controllers, and not keyboard and mouse, though. I hate it that every single game defaults to vertical controls not being inverted. If you're playing with a controller, vertical controls should always be inverted.
No, absolutely not. If an airplane pilot pushed forward on the stick to go up, everyone would be in a lot of trouble.Byt why? I recently played Aer: Memories of Old and had to uninvert the vertical controls so my daughter could play. It seems uninverted is more intuitive.
That kind of sounds like you just don't really enjoy the gameplay. I would think you're supposed to get excited at the idea of having a big fight.I'm not real sure what to do about the problem, but the way games just announce "you will be having a big fight right in this spot" well before the fight starts is getting under my skin.
I'm not real sure what to do about the problem, but the way games just announce "you will be having a big fight right in this spot" well before the fight starts is getting under my skin.
Ah, that I agree with. It's annoying in general when game elements are poorly integrated into the world and that is a good example.Oh, boss fights can be plenty fun! It's just that the rooms/arenas they set up for the fights are so contrived that bugs me. How about a couple of examples from FF7R....
In one section of the slums, there's a path that leads to Aerith's house. Along the side of the path, you'll find a gate. The gate is locked, but behind it you can see a big, circular area that's completely flat and bare. OBVIOUS boss fight that way. There's no reason at all for an area like that to exist in that part of the slums - its sole reason to be there is because the developers want a boss battle near Aerith's house without actually being near Aerith's house, which isn't at all flat and even has a pond and a stream. I don't like that at all.
However, another slum actually has a coliseum for big fights. Unlike the strangely empty area near Aerith's house, the coliseum is underground, so you don't see it coming as soon as you walk into town. What's more, given the culture that's grown up in that area of town, it makes pretty good sense that they would have something like that. I like that one fine because it fits into the world nicely instead of being carved out of the lore just so a boss battle can take place in a spot that's convenient. It's still just a big, flat, circular area the same as Aerith's arena, but it fits.
P.S. The original FF7 didn't have to deal with this. When fights took place, the whole graphics engine changes, and the battle takes place with your three characters on one side and the enemies on another. There's no immersion to break.
Ok, that does bring something up that is one of my major pet peeves. Why do so many games have weeds that are constantly dancing around? They think it looks like the wind blowing, and it's more realistic, but it looks ridiculous. Weeds don't dance around. They're usually still, and every once in a while the breeze might move them a little.There's always a lot of talk about voice acting being bad in video games. But what about the animations?
That is just TOO MUCH MOVEMENT! It's certainly not just a FF7R thing, either. This bit gets a little bit of an excuse because they're being silly, and exaggeration helps make it funny, but games overdo it mighty often.
Maybe it comes from the past, when characters couldn't make any facial expressions at all.
P.S. Got a sense of deja vu here, but oh well.