I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.
I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.
Any sort of not respecting the player’s time: grind, making the player do the computer’s job (e.g., not having an auto-sort button for the inventory), time sinks, unskippable cutscenes, slow walking etc.
One of the things I hate the most is when people say, “You gotta be X hours in and then it is really great!” If you have to wait for a game to get good then, in my opinion, it is not a very good game. I want to have fun right from the beginning.
I suppose some games could be an acquired taste, but usually the need to invest time before you can have any fun is just bad game design.
E.g. every single MMO
Time sinks in MMOs at least give you something to show off to other players. Doing this stuff in single player is the worst.
Dude same with shows. I’m sorry but if I have to watch a whole season before it gets good I’m not watching. I respect my time, they should too.
Josh Strife Hayes on YouTube brings this up all the time. If all your good content is at the end of the game, you’re doing it wrong. How can you expect new players to actually want to play your game if they have to play most of the way through to have fun?
Oh unskippable cutscenes really are my pet peeve!
And when you die the respawn point is just before the cutscene.
There’s a special level of hell for people that do that!
Oh, didn’t notice that the title says love or hate.
So I hate time sinks, but I love roguelikes/roguelites that have well done metaprogression and also allow you to have fun with ridiculous overpowered builds.