Ungodly Things in Gaming

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deactivated-5acbb9993d0bd

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#51 deactivated-5acbb9993d0bd
Member since 2012 • 12449 Posts

seems unreliable.

@beardmad said:
@MBirdy88 said:

I'm the opposite.... my little finger doesn't reach CTRL very well... C makes far more sense.. I thought CTRL was the outdated s*it way of doing it personally.

@beardmad said:

When a PC fps developer puts crouch on "C" instead of the CTRL key

That's your problem. Using your pinky to hit CTRL.

Try using the part of your hand that hovers over CTRL.

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sailor232

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#52 sailor232
Member since 2003 • 6880 Posts
@MBirdy88 said:

seems unreliable.

@beardmad said:
@MBirdy88 said:

I'm the opposite.... my little finger doesn't reach CTRL very well... C makes far more sense.. I thought CTRL was the outdated s*it way of doing it personally.

@beardmad said:

When a PC fps developer puts crouch on "C" instead of the CTRL key

That's your problem. Using your pinky to hit CTRL.

Try using the part of your hand that hovers over CTRL.

Yeah I just tried this, horrible, hitting multiple keys, taking my fingers off wasd to to this. I too have issues hitting the CTRL key with my pinky, but I also hate C as crouch. CTRL is the standard and that's what it should be.

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deactivated-583c85dc33d18

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#53 deactivated-583c85dc33d18
Member since 2016 • 1619 Posts

@sailor232 said:
@MBirdy88 said:

seems unreliable.

@beardmad said:
@MBirdy88 said:

I'm the opposite.... my little finger doesn't reach CTRL very well... C makes far more sense.. I thought CTRL was the outdated s*it way of doing it personally.

@beardmad said:

When a PC fps developer puts crouch on "C" instead of the CTRL key

That's your problem. Using your pinky to hit CTRL.

Try using the part of your hand that hovers over CTRL.

Yeah I just tried this, horrible, hitting multiple keys, taking my fingers off wasd to to this. I too have issues hitting the CTRL key with my pinky, but I also hate C as crouch. CTRL is the standard and that's what it should be.

You definitely shouldn't have to take your fingers off wasd to use that part of your hand on CTRL. It should just be a slight roll.

It allows for seamless crouch jumping (rather than having your C and Space compete for your thumb). As well, in more complex games, it allows for additional hotkey mapping such as CTRL + 1,2,3,4,5, etc. Twisting your hand to use your pinky on CTRL does not.

It might take practice. I mean, if you've spent years development muscle memory for other parts of your hand then of course it'll feel weird, but it's worth figuring out.

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sailor232

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#54 sailor232
Member since 2003 • 6880 Posts

@beardmad: Yeah true, it will be a matter of getting used to using that part of the hand. The CTRL to crouch always puts me at a disadvantage.

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Cloud_imperium

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#55  Edited By Cloud_imperium
Member since 2013 • 15146 Posts

Quest markers. Currently playing Dishonored again on hardest difficulty without UI including quest markers. It is clear that the game was designed with quest markers in mind.

While it is a fantastic game, the reason I mentioned above really holds this game back from being legendary. Quests aren't explained properly, for example after completing the mission when I went back to the starting area where boat guy dropped me, I found out that he wasn't there anymore.

After wandering for a long time I was forced to turn on the quest marker and found out that he is waiting for me on other side of the map. Now this is not explained in story that you will have to meet him in a different place after finishing the job for xyz reason because the game expects you to follow quest marker, which weakens its story and immersion pillar. In such case turning UI off often becomes a gimmick.

Similarly in other mission I was told to take disarmed ally to a safe place. After wandering around and then once again checking the quest marker it turned out that I have to dump his body inside that one special dumpster outside the office. It didn't matter even if I knocked out every guard in the city for him and took his body far away.

Detective vision equally sucks if not more. It is easy way to cop out for sound department. Instead of designing sound to assist the player in more believable way, they just put detective vision into the game which discourages players from paying attention and loosing themselves into the game world.

As for QTEs... they suck donkey balls.

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#56  Edited By uninspiredcup
Member since 2013 • 62852 Posts

@Cloud_imperium said:

Quest markers. Currently playing Dishonored again on hardest difficulty without UI including quest markers. It is clear that the game was designed with quest markers in mind.

While it is a fantastic game, the reason I mentioned above really holds this game from being legendary. Quests aren't explained properly, for example after completing the mission when I went back to the starting area where boat guy dropped me, I found out that he wasnt there anymore.

After wandering for a long time I was forced to turn on the quest marker and found out that he is waiting for me on other side of the map. Now this is not explained in story that you will have to meet him in a different place after finishing the job for xyz reason because the game expects you to follow quest marker, which weakens its story and immersion pillar. In such case turning UI off often becomes a gimmick.

Similarly in other mission I was told to take disarmed ally to a safe place. After wandering around and then once again checking the quest marker it turned out that I have to dumb his body inside that one special dumpster outside the office. It didn't natter even if I knocked out every guard in the city for him and took his body far away.

Detective vision equally sucks if not more. It is easy way to cop out for sound department. Instead of designing sound to assist the player in more believable way, they just put detective vision into the game which discourages players from paying attention and loosing themselves into the game world.

As for QTEs... they suck donkey balls.

Yes, Quest markers sucks ass. Shiny objects and highlights as well.

Basically any UI Ubisoft makes, shits like a powerpoint presentation.

Assassins Creed = hold X to climb and jump everything +counter to kill everything.

The game basically plays itself but they seem to be under the impression it's Sid Meiers Civilization.

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Cloud_imperium

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#57 Cloud_imperium
Member since 2013 • 15146 Posts

@uninspiredcup:

Agreed

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jg4xchamp

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#58 jg4xchamp
Member since 2006 • 64057 Posts
@MirkoS77 said:

I'd argue that what would feel jarring is allowing full agency during times where the game makers obviously value and place importance on things such as pacing, flow, and scripting. You can disagree with the philosophy of the overall game design, that I have no issue with, but within that framework it's a bit absurd to complain about something conducive to its overall goal and direction.

It'd be like complaining that you're allowed too much jumping in Mario.

I'm a believer that you trust your audience and player, if the story stuff is going on, they'll stop and listen. Yeah assholes who don't care will jump around, but if I want to be an asshole and jump around, **** you let me jump around. You can get me to explore the mansion by just making it interesting and fun to explore. Forcing this bullshit walking speed on me, because you're worried I'll rush right through shows no level of trust.

So no those two things aren't the same. One is a game mechanic the other is fucking condescending.

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mjorh

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#59 mjorh
Member since 2011 • 6749 Posts

i hate it when too many icons and stuff are on the screen, it kinda kills the immersion.

Basically any UI Ubisoft makes, shits like a powerpoint presentation.

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#61  Edited By MirkoS77
Member since 2011 • 17980 Posts

@jg4xchamp said:

I'm a believer that you trust your audience and player, if the story stuff is going on, they'll stop and listen. Yeah assholes who don't care will jump around, but if I want to be an asshole and jump around, **** you let me jump around. You can get me to explore the mansion by just making it interesting and fun to explore. Forcing this bullshit walking speed on me, because you're worried I'll rush right through shows no level of trust.

So no those two things aren't the same. One is a game mechanic the other is fucking condescending.

They are the same, cinematic walking is a forced game mechanic. Every game has mechanical constraints in place conducive to what the designer wishes to accomplish. Why can't I fly in Mario whenever I desire, to wherever I desire, for example? Because it's a platformer that encompasses a linear A to B progression through a level of obstacles and enemies. Enabling and trusting an audience with that ability would instantly empower people to circumvent the game's ambitions simply for the endowment of greater player agency. Would it be condescending to say to those playing that you can't fly in the attempt to preclude them from bypassing what the game is designed to do? There comes a point where granting trust conflicts with developer intentions and a game's design.

Condescending has nothing to do with it, I think that stems more from your dislike of the methods that narrative-focused games utilize, and I get that. They're not for everyone. I understand how cinematic walking annoys the **** out of people but it does serve its purpose towards reinforcing pacing (and also instilling atmosphere), which is something vital to any good narrative yet is also one aspect that tends to run contradictory to gaming's innate nature.

On a final note, not one person has been able to explain to me what defines acceptable gameplay, much less how one implementation of it is superior to another aside from throwing out some arbitrary degree of mechanical agency. The degree of that agency is (and should be) ascertained and judged within the context of which it resides and what it's trying to do. Those complaining about David Cage games or cinematic walking (or whatever else) are predicating their distaste of these approaches and philosophies on the basis of comparison to other games and their respective mechanics that are created for those games, yet that hold no higher objective merit over others.

It's a position and argument based wholly on arbitrary, relative, subjective determinations.

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jg4xchamp

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#62  Edited By jg4xchamp
Member since 2006 • 64057 Posts
@MirkoS77 said:

Condescending has nothing to do with it, I think that stems more from your dislike of the methods that narrative-focused games utilize, and I get that. They're not for everyone. I understand how cinematic walking annoys the **** out of people but it does serve its purpose towards reinforcing pacing (and also instilling atmosphere), which is something vital to any good narrative yet is also one aspect that tends to run contradictory to gaming's innate nature.

Except there is a way to do all that, and never do walking. And that's just don't do walking. Any game that focuses so much on immersion, now suddenly breaks it because the mechanical consistency isn't there, and would have stayed intact if the dev actually trusted the player to slow down themselves to listen to what is going on. That's what audio logs do to people or scanning shit in Metroid Prime, loads of crazy people read those notes in Dark Souls for the lore. So I don't see how that same thing couldn't happen when two people are talking and bantering it about, without having a slow walk zone in your game. I can understand the argument that the sequence is used for loading times sake, but when it's just there to hear two people talk or "take in the scenery" **** that, plenty of good video games were able to achieve that without ever making the player forced to move at a snail's pace. Any one game with a walking segment could have conveyed everything needed, if it just trusted the player. That includes Uncharted 4 (which has plenty of down time from its bombastic action), or what The Last of Us (which spaces itself nicely anyway) does, the lone maybe exception is Batman's breakdown in Arkham Asylum, and that's because it's fundamentally doing something different visually to convey something about Batman, and the player isn't naturally going to end up crawling. And even then, I still say the first part of it didn't need to mess with the base walking speed as much as it did, and then slowly took control away as it started getting to Batman's breakdown.

You want to argue it's not condescending? Fine, but it is a product of not trusting the player. Valve trusts the player and has never forced walking on me, is it kind of boring to ever replay Half Life 2 because it has no cutscenes and there is a lot of it I always want to skip? Yeah I also happen to detest video game stories, more at 11 lol. But I'll respect the fact that the game while doing its narrative thing never needed a "focus here button" or "well now we're just going to gimp movement, because we don't want you to miss this thing". They had a level of faith in their player to not be a dick, modern triple A doesn't, they'll walk you to death.

I don't know where I said there is some quantifiable measure of gameplay, that's you and pedro or whatever, but it's not a fucking mechanic of worth. Mario not being able to fly all the time makes a level of sense to its mechanical design, nothing about walking couldn't still stay in tact if they took it away. It be one thing if these things were some unique gameplay experience, but it's a shit load of games in genres we already have, from games that are using pretty established formulas ala The Last of Us, Uncharted, shit Bayonetta 2 is from a genre that literally never did this shit (and in their case it has to be a loading thing), and they had their own shitty stories (albeit without yugi moto). So no, it's just a stupid addition to modern video games.

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360ru13r

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#63 360ru13r
Member since 2008 • 1856 Posts

Here are some of mine:

1) Microtransactions in F2P

2) DLC that clearly apart of main story

3) Boss that are auto immune to effects just because they are bosses.

4) Having to buy individual characters in a fighting game

5) JRPG Battle systems in general

6) F2P