Ash
Arcane
- Joined
- Oct 16, 2015
- Messages
- 7,097
Pretty much thisEverything.What are the things that annoy you the most about modern gaming
Pretty much thisEverything.What are the things that annoy you the most about modern gaming
I do agree, they usually have a lot more personality. I also like the bigger buttons as I’m not very good with kb shortcuts and squinting at tiny ass buttons gets old quickly.I don't know if people agree with me on the big UI covering a lot of screen space and with big text/buttons, i like it.
The soulless look of modern games UI i think everyone agrees with me.
it's because of the neets, the games you beat in like 3 weeks or so by playing an hour every day are beaten by neets in a single sittingLack of respect for the players' time.
This isn't about being long or short per se but about being longer than your mechanics + art can justify. Developers seem to feel that games need to pad out their length in to match justify their grossly inflated launch prices.
The problem affects nearly everything currently being released.
And then it becomes a vicious circle. Glowies become the default and game designers build levels and play-test the game with glowies switched on.It's a direct consequence of modern gaming's signal-to-noise ratio. In an OLD game, if you saw a thing, it was probably a thing you were meant to interact with that did something. In a modern MORE GRAPHICS game, most of what you see is little more than graphical clutter, having no interactable functionality, and it becomes increasingly difficult to sort out what you can actually do anything with from something that just exists to take up screenspace. Thus there is a widening gap between "things you can see" and "things that are actually part of the game", and thus glowies are used to mark interactables from worldspace clutter. Otherwise it would be deeply frustrating trying to interact with things that LOOK like you should logically be able to do something with, only to find that you can't, and there's no explanation of why.It's acceptable when you can toggle it off/on. Otherwise I suppose they do it to disguise the fact they were unable or lazy to put assets that can be clearly distinguishable from others. retarded art direction-I hate that white jizz they put in places where you're supposed to climb/interact. I'm not fucking retarded, let me find it on my own.
Thief is the most immersive first-person game ever and it has none of these gaudy animations. Seeing arms shoot out from the bottom of the screen and perform seconds-long animations without any input from me doesn't make me feel like I am controlling the character.Otherwise animations are fine, without them, games feel floaty and fake.
The first game to introduce glowies that I am aware of was Baldur Gate.And then it becomes a vicious circle. Glowies become the default and game designers build levels and play-test the game with glowies switched on.It's a direct consequence of modern gaming's signal-to-noise ratio. In an OLD game, if you saw a thing, it was probably a thing you were meant to interact with that did something. In a modern MORE GRAPHICS game, most of what you see is little more than graphical clutter, having no interactable functionality, and it becomes increasingly difficult to sort out what you can actually do anything with from something that just exists to take up screenspace. Thus there is a widening gap between "things you can see" and "things that are actually part of the game", and thus glowies are used to mark interactables from worldspace clutter. Otherwise it would be deeply frustrating trying to interact with things that LOOK like you should logically be able to do something with, only to find that you can't, and there's no explanation of why.It's acceptable when you can toggle it off/on. Otherwise I suppose they do it to disguise the fact they were unable or lazy to put assets that can be clearly distinguishable from others. retarded art direction-I hate that white jizz they put in places where you're supposed to climb/interact. I'm not fucking retarded, let me find it on my own.
I remember disabling them in the original Dishonored, because I wanted an experience closer to Thief. It worked out pretty well in general, but there was some level where I just got completely stuck and couldn't for the life of me figure out where I am supposed to go, not because I am retarded but because it was not at all apparent. I think it was during one of the segments where you are at the home base with the conspirators. I toggled glowies on, solved the problem and then got on with it.
tl;dr: Even if you are given an opt-out, the game is designed with opt-in in mind making opt-out a less polished experience.
Thief is the most immersive first-person game ever and it has none of these gaudy animations. Seeing arms shoot out from the bottom of the screen and perform seconds-long animations without any input from me doesn't make me feel like I am controlling the character.Otherwise animations are fine, without them, games feel floaty and fake.
No Man's Sky does that as well. It's console centric programming. I dunno if I said it here or not, but input devices are getting ultra sensitive and it's better to have some sort of confirmation period instead of just having stuff happening. It might've been an error for all we know, pushing a button by accident.A lot of people mentioned the "hold until circle fills" to interact with the environment but it seems Destiny 2 takes it to the next level by making you hold enter to navigate various menus and accept EULAs
https://www.bungie.net/en/Forums/Post/249768565?sort=0&page=0
Not to me at all. I don't know what you're talking about when you say Thief is "floaty". The movement is very natural-feeling.I actually played it recently, and it feels very floaty
Not to me at all. I don't know what you're talking about when you say Thief is "floaty". The movement is very natural-feeling.I actually played it recently, and it feels very floaty
For a more "modern" example, see Dishonored 2 compared to Dishonored 1. DH2 added first-person animations for sliding and peeking through keyholes. As a result, sliding feels way more awkward because you can't transition from sliding into other states like running or jumping as easily as you could in DH1, and door-peeking takes like 5 fucking seconds longer than it did. Body awareness in first-person games is absolute garbage.
I think that the way the player character controls should be abstract because the way we interface with the game is abstract. We're not actually moving or opening doors, we're moving a mouse and pressing keys on a keyboard, so the player movement should coincide 1:1 with those keyboard presses and mouse movements; just as pressing a key instantly prints that key's letter onto the screen while typing, clicking on a door in a game should instantly open that door. This way, you eventually completely forget about the way you're controlling your character because you're so used to it and it feels so natural, and you can interact with the game's world with no barriers between it and you.It depends on how much simulation you want to be represented in your gaming. I like a lot, so to me it feels much better to have animations take roughly the time they might take in real life, and I really dislike being a notional point in space that has capabilities for instant action.
I think that the way the player character controls should be abstract because the way we interface with the game is abstract. We're not actually moving or opening doors, we're moving a mouse and pressing keys on a keyboard, so the player movement should coincide 1:1 with those keyboard presses and mouse movements; just as pressing a key instantly prints that key's letter onto the screen while typing, clicking on a door in a game should instantly open that door. This way, you eventually completely forget about the way you're controlling your character because you're so used to it and it feels so natural, and you can interact with the game's world with no barriers between it and you.It depends on how much simulation you want to be represented in your gaming. I like a lot, so to me it feels much better to have animations take roughly the time they might take in real life, and I really dislike being a notional point in space that has capabilities for instant action.
When it comes to simulation, I think it's best when the input method corresponds with the game's context. Most simulation games have you piloting a vehicle of some kind like a car or a plane, and playing those games with the proper equipment is a lot of fun. I don't think a similar effect can be achieved with games that have you controlling a human, though, unless it was full on sci-fi virtual reality. I can't think of any first-person game that does body awareness really well; the only examples I can think of (Thief Deadly Shadows, Arx Fatalis, Dark Messiah of Might and Magic) are completely worsened by the presence of body awareness.I like that too, but I prefer heavier simulation. There being a time delay between intent and action is part of the real world, and I like it when that's represented in some way (although not in an annoying way, which is the tricky part - but that's a question of fine-tuning, like a fair chunk of game development is, I think, like a millisecond off could make all the difference between something being enjoyable or being a chore, that type of thing).
When it comes to simulation, I think it's best when the input method corresponds with the game's context. Most simulation games have you piloting a vehicle of some kind like a car or a plane, and playing those games with the proper equipment is a lot of fun. I don't think a similar effect can be achieved with games that have you controlling a human, though, unless it was full on sci-fi virtual reality. I can't think of any first-person game that does body awareness really well; the only examples I can think of (Thief Deadly Shadows, Arx Fatalis, Dark Messiah of Might and Magic) are completely worsened by the presence of body awareness.I like that too, but I prefer heavier simulation. There being a time delay between intent and action is part of the real world, and I like it when that's represented in some way (although not in an annoying way, which is the tricky part - but that's a question of fine-tuning, like a fair chunk of game development is, I think, like a millisecond off could make all the difference between something being enjoyable or being a chore, that type of thing).