Unpopular Opinions about Video Games

Having my thief fail to lockpick a chest that I needed only a 5 or better to lockpick, because i got a nat 1... then a 2.. then a 4... then a 3...
A big issue is 5e removed the ability to take a 10 or 20 on certain rolls. I remember in NWN2, you'd always roll a 20 on lock-picking checks unless you were in combat.

Particularly with any system where a 1 always is a failure regardless of your bonuses, and you're only rolling a single die? Like someone said a ways back in the thread, something to the effect of "would you go to a surgeon that had a 1 in 20 chance of killing you?"
This is something Larian changed. Even in 5e, a natural 1 is only an automatic failure for attack rolls, not skill checks.
 
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While I'm at it I didn't care much for the first Fallout game. It's so slow and empty and I just don't understand how that game came out in 97.
Maybe you weren't around for PC gaming in the 90s. But even the most polished and higher budget titles often had awful user interfaces and presentation. Fallout 1 is a classic example of a game made by nerds who didn't need a tutorial for the convoluted mess that was the interface. They understood everything and so because it made sense for them it didn't need to be overhauled so non RPG fans would understand what they were seeing. But for the average gamer it was beyond tedious and exhausting to get into the game. Fallout 1 is one of those games where the writing, story, and music are timeless. But the gameplay and interface were heavily dated within a few years.

It took a few years before CRPGs and RPGs in general had more streamlined and logical interfaces. Now things have gone in the opposite direction though. Where game interfaces are not only overly simplified for console users. But are made braindead for mobile users to the point where there is zero depth anymore.
 
Maybe you weren't around for PC gaming in the 90s. But even the most polished and higher budget titles often had awful user interfaces and presentation. Fallout 1 is a classic example of a game made by nerds who didn't need a tutorial for the convoluted mess that was the interface. They understood everything and so because it made sense for them it didn't need to be overhauled so non RPG fans would understand what they were seeing. But for the average gamer it was beyond tedious and exhausting to get into the game. Fallout 1 is one of those games where the writing, story, and music are timeless. But the gameplay and interface were heavily dated within a few years.

It took a few years before CRPGs and RPGs in general had more streamlined and logical interfaces. Now things have gone in the opposite direction though. Where game interfaces are not only overly simplified for console users. But are made braindead for mobile users to the point where there is zero depth anymore.
I didn't mention the interface, I don't really mind the interfaces for old games. The game is just slow. The very start of the game has you spend like ten minutes killing rats. Then you leave the vault and the setting is just empty. Ultima 7 came out five years earlier and had way more to explore.

I liked Fallout's soundtrack, and there is a certain appeal to the art in some places, but I just find it intolerably boring to play, and I'm generally a fan of slow bullshit games.
 
A big issue is 5e removed the ability to take a 10 or 20 on certain rolls.

5e also specifies that a DM should only call for a skill check when there should be a chance of failure. Why call for a roll if you don't want there to be any chance of failure? Besides, if a rogue takes expertise in thieves' tools, at level 5, his minimum roll is 10 anyway.
 
It's dumb game design to set up a system where your NPCs randomly die without player input, unless you're explicitly going for a whole-world simulation and not a story game at all, or unless protecting the NPCs is the intended result.
That is the point of Skyrim; to emulate a world where things can happen without player input. Like say, your favorite blacksmith who lives by the city gates can get killed by a random vampire attack. Or that priest that prays to Talos in the center square can get killed by a dragon. Part of the appeal is that some of these NPCs have sidequests, so even though they don't have essential story missions and are therefore non-essential, saving their asses could be involving and beneficial to the player. I remember saving Windhelm from a dragon attack while I was doing a job for the Thieves' Guild, because these NPCs could be useful to me in the future and I don't want them snuffed out. It basically led to me creating my own story of how I saved a city I really didn't like because I saw potential for something there in the future.

To use BG3 for an example for a moment, because I've been playing it a lot recently and the examples are fresh to mind: There is an attack on your "hub" area during the second act. Important NPCs with future dialog and quest content can die here, if you don't protect them. However, none of them break the game if they die, and the attack doesn't happen randomly. It's not going to happen when you're off killing monsters in another part of the world, or something and a monster is never going to just wander through the hub world and randomly kill an NPC while you're selling loot to the blacksmith, either. It's a specific event where important NPCs are put at risk, and how the player responds is part of the point.
The fact that attacks can happen randomly in Skyrim IS part of the appeal of the game; the fact is, one day, the game can just choose to send vampires or dragons to attack the city, and you'll have to defend it. I can't count how many times I saved Adrianne Avenicci from vampires raiding Whiterun, but hey, that actually got me feeling involved in saving her life, because she was useful to me whenever I show up in Whiterun with a pile of dragon bones and I need to sell them.

And, again. Because I know you're going to miss it: I'm not saying you have to do any of this. I don't have a fundamental problem with essential NPCs, usually.
Essential NPCs are only a problem for console peasants, as someone here has already said. On PC, you can either use the console commands or mods to kill them.

As for me, being able to kill NPCs outside of combat is a gimmick, nothing more. It's a cute thing that I can react to Nazeem's back talk with the Mace of Molag Bal smacking his face in, but if the game didn't give me that option, I wouldn't lose sleep over it. I mean, with Mass Effect, I was more than OK with just being able to punch Khalisah Bint Sinan Al-Jilani, I wasn't screaming at the game for not giving me the option of unloading explosive rounds into her face for daring to question my methods.

And even when I did kill Nazeem for back-talking me, I usually just reloaded the game because the mojo of the Whiterun streets would just feel wrong without him.

Okay, look, I know this might seem obvious to point out, but Elder Scrolls isn't D&D. It's D&D inspired, perhaps, but it's not D&D. The series has always been about solo characters since Arena... Although originally Arena was conceived as a party game, that was scrapped early on in development, and it's never returned save for companion NPCs in later games.
Yet it still bolts on a DnD leveling system to a game that isn't DnD. Which is stupid. Skyrim making it easier to level up every skill makes perfect sense since you're alone, you might as well be a jack of all trades.

If you're going to bolt on a DnD system onto something, you might as well go full-throttle and make it a full DnD game with companions that can make up for a player's lack of skill in other areas. That way, a character can be free to go level up to be a pure mage, without having to worry about warrior/thief skills because he has someone to do the warrior/thief shit for him.

That, or just throw the DnD shit out the window and let the player have an easier time leveling everything up.

For example, from the very earliest days, character concepts like Nightblades, Spellswords, and Battlemages has been core character concepts in the game - literally saying "Yes, you can build a character to do a bit of everything". It's always been possible, from the earliest games, it just requires a bit more work. And if you didn't want to do that, the game supported that, too.
Which again, it's all a waste of time because you need to be good at everything. So Skyrim just did the right thing by junking the class system and making it easy to level up every skill. The fact that you need ''a bit more work'' to make a broken system workable goes to show that it's a sub-par game, compared to a game that uses the system to its fullest potential, like KOTOR, or a system that makes it easy to work on leveling up, like Skyrim.

And if you want to hit better in Morrowind, you put points in Agility + weapon skill + luck. The to-hit formula is a little more complicated if you look behind the scenes (It also takes into account how fatigued you are, for example), but fundamentally the only difference is that KOTOR is turn based and Morrowind is quasi-real time.
KOTOR actually makes sense with the RNG hit/miss thing. You're not aiming at the enemy yourself. You're just selecting them for your character to attack. The character's aim is determined by their dexterity rate. In Morrowind, you have to aim and hit the bad guy dead-center with your cursor, and even then, it could still register as a miss, even if you yourself didn't miss, which is bad game design, since the only thing that should determine a hit or miss in such a system is whether or not the enemy is dead-center on my cursor when I hit the attack button.

A real-time first person system implies that hit chance should be dictated by your skill as a human with a controller/keyboard & mouse. With this system, you are the character, and your aim is what determines whether or not you should hit the target.

A stats and dice-roll based combat system is designed primarily to compensate for limited control and a total lack of visual cues. It's a layer of abstraction between you and the player character. Your character is the one who aims, and it's his stats that determine whether or not he hits the target.

Mixing them both is what makes the design of the Morrowind combat system objectively bad, as they are two diametrically opposing systems. So yes, objectively, Morrowind IS a bad game combat-wise. You're combining two, contradictory systems together. You have to hit the enemy dead-center AND pray that your stats are enough to actually register a hit. Which is stupid.

I mean, I'd counter Rakghouls, but no creature is as annoying as cliff racers, no.
By that time, you'd leveled up enough that Rakghouls are not much of a problem. Just pack enough health packs and antidote packs, which are cheap to buy at the merchant stores all over the place.

The tougher enemies like Dark Jedi do not show up until you're at your third planet, and by that time, you have 2-3 Jedi and several experienced party members.

Morrowind isn't trying to be either of those things, though. I mean, a power fantasy to some extent, sure, pretty much any RPG is to some extent, but not in the same was as Skyrim, or hell even Oblivion.
If it's not a good DnD RPG, and it's not a good power fantasy, then what is it?

Dragons are not comparable to Cliff Racers, except that they fly and you never get rid of them. Cliff racers are deliberately designed to be a nuisance, not a profitable mini boss encounter. They're more akin to bandits or something in Skyrim.
Bandits are not an annoyance in Skyrim. Cliff Racers are just not fun game design, whereas dragons are more fun to fight.

Except that breaks the game. You can't just remove essential status in a game not designed for it, then it turns into option 4 on my list - let players do it, but it breaks the game. which is the worst of all four options.
You're breaking the game regardless. Like what happens in Morrowind, when you kill an essential NPC, the game basically warns you that you fucked the world and you'll have to reload.

This is exactly the problem. "Radiant AI" sounded cool on paper, but what it meant in practice was that someone you needed to talk to might just randomly be found dead in a field one day because the game randomly decided to make them go pick flowers there, and there just happened to be a fucking minotaur that OHKed them because you leveled up too much.
Which means that for radiant AI to work, you need essential characters. So that your questgiver won't just end up dead on the floor because a random cliff racer, dragon, minotaur, or vampire came upon them one day.

Sort of a side/sperg rant. Tons of computer RPGs copy the core conceits of D&D without understanding why they exist in the first place. D&D's game structure is based on a party delving further into an increasingly dangerous dungeon.
My point exactly. Morrowind bolted on a DnD leveling system to a game that isn't DnD. They just borrowed the mechanics of a game without understanding what that game was. That's why, in my view, Bethesda didn't get anywhere near good until Oblivion, FO3, and Skyrim. Morrowind was like Sonic 06, a game that has the potential to be good, buried under an avalanche of jank and bad game design. Mostly because they bolted on a system for a cooperative board game onto a single-player video game where the player character is usually alone. It's the equivalent of me giving a fur coat to a guy in the Bahamas.

Maybe you weren't around for PC gaming in the 90s. But even the most polished and higher budget titles often had awful user interfaces and presentation. Fallout 1 is a classic example of a game made by nerds who didn't need a tutorial for the convoluted mess that was the interface. They understood everything and so because it made sense for them it didn't need to be overhauled so non RPG fans would understand what they were seeing. But for the average gamer it was beyond tedious and exhausting to get into the game. Fallout 1 is one of those games where the writing, story, and music are timeless. But the gameplay and interface were heavily dated within a few years.
I remember Spoony saying that, after playing Fallout 3, he had a problem getting back to FO1 and 2, because the UI was such shit and the music was so depressing that he couldn't get back into it. He descirbed his own feelings as ''blasphemy'' because he loved those old games, but FO3 just gave him an experience that made him no longer able to put up with the BS of FO1 and FO2.

Which probably explains why he got his candy ass whooped when he went into FO2 again, made a build that's not suited for combat, and got his face punched in by random enemies. This was a guy who made his living talking about RPGs, by the way.
 
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I don't even like Daggerfall and in general I think it's poorly designed,
It is poorly designed. It is, however, one of the most fun poorly designed games ever made.

I might have made this statement before but ..... Elder Scrolls is something of a comfort zone for me for an odd reason:

You know how some people like that Megaman or Mario side-scrollers are recognizably the same game from decade to decade? Elder Scrolls is... but in sort of a less obvious way. When you start Skyrim its easy to think that its nothing like Daggerfall.... then you play it for a bit, and you see jank or things that are exploitable or other oddities and suddenly its like "Hey Elder Scrolls, I'm home."

That series is the living embodiment of "the more things change, the more they stay the same."

Not only that, they're also easier to play from the player's perspective. Just pick the thing up and play. Especially with games like Mario, Metroid, Gradius, or Ninja Gaiden. The faster a player can get to enjoying a game, the more they'll come back to it.
The funny thing is this is an argument I'm sympathetic to: I've made rants before about how RPGs have gotten too complicated (among other things), and western RPGs in some ways hit this earlier than JRPGs did. When I say "too complicated" I'm speaking of game mechanics, BTW: the story being complicated is one thing, but I hate when a game has a million mechanical variables and I have no idea what they mean or what end effect they will have, only to find out later "hey this part would've actually been stupid easy if you had put your skill points in Stuff Chef Boyardee Cans Up People's Butts perk!" or "these monsters require you to know some secret mechanic that is not explained anywhere."

It's why I don't play Pokemon--for me that translates as 150 characters I have to grind up to know their full potential. I'm not gonna do that just to find every instance of "Magikarp evolves into Gyarados." The minute the strategy guide becomes a second instruction manual, I'm done.

(a can hits Skykiii's head and a voice from the crowd says "are you coming to a point?")

............ The funny thing though, going with this Turn Based vs Real Time thing you've got going.. its usually modern attempts to "advance" the battle systems that make the problem worse. I would argue that NES Dragon Warrior is very much a "pick up and play" game. So is NES Final Fantasy, and even Wizardry, Might and Magic, Gold Box.... I know I jumped right into all those games with barely any prep, and figured out the ins and outs all on my own.

I argue that a lot of times the downfall of RPG design isn't that they remain turn-based, its that the designers don't really know what "depth" is. I hate elemental rock-paper-scissors symptoms because they don't actually add depth, they basically just amount to "use this attack until bad thing dies." Having a system where, say, one attack does half-damage but has a large chance of inflicting a status condition... THAT'S depth, because now you have to weigh your options: do I want to just beatdown or do I want to gamble for a future advantage? This is the stuff Napoleanic Dreams are made of.

(Of course, where they often go wrong there is making status conditions unlikely to ever work, thus you never use them).

Even strategy games can have the same issue. In the NES Romance of the Three Kingdoms, fire is actually a useful strategy. In the SNES sequel, its borderline useless because all that happens is rain comes and puts out the fire. So now the battles come down to just has the bigger, more well-trained army. Situations where you win with inferior forces are unlikely to happen.

.... And I'm sure this post is just what you wanted to read today, an old man screeching about niche genres.
 
............ The funny thing though, going with this Turn Based vs Real Time thing you've got going.. its usually modern attempts to "advance" the battle systems that make the problem worse. I would argue that NES Dragon Warrior is very much a "pick up and play" game. So is NES Final Fantasy, and even Wizardry, Might and Magic, Gold Box.... I know I jumped right into all those games with barely any prep, and figured out the ins and outs all on my own.
I usually don't care whether or not a game is real-time or turn-based. So long as it's fun. I love the Mario RPGs and Final Fantasy. They are turn based. I love Mass Effect and Skyrim/Oblivion/FO3/FNV. They are real-time. I love the KOTOR series to the point I keep singing its praises. It's a hybrid between turn-based and real-time. So long as the game is fun, I'm all for it. It's just that being super-traditional and saying that one side has to be the only way feels stupid to me. Yes, many turn-based RPGs were great, but so were many real-time RPGs.
 
That is the point of Skyrim; to emulate a world where things can happen without player input. Like say, your favorite blacksmith who lives by the city gates can get killed by a random vampire attack. Or that priest that prays to Talos in the center square can get killed by a dragon.

Randomness isn't really fun unless it serves an end. "NPCs can randomly die!" is not a good end to serve, and I'm only grudgingly allowing that it is an end.

Particularly when the world can only respond negatively. Which is all Skyrim can do. If an NPC dies, the NPC is gone. That's it. Nobody really cares, nothing really changes, 99% of the time nobody will even respond beyond a canned "Shame, that" dialog. The game world never adjust to compensate for their absence... No new merchants move in, seeing an opportunity. A new blacksmith never moves in, for example. Nobody builds a ballista to shoot at dragons after the first attack so they're better prepared for it. There's no funeral for the beloved priest, his body just lays there until it eventually despawns.

All Skyrim - and honestly, most RPGs - make negative changes. Removing content. Because removing content is easy. Anything else takes work.

Randomness to no creative end is just wacky and frustrating NPCs deaths.

The fact that attacks can happen randomly in Skyrim IS part of the appeal of the game; the fact is, one day, the game can just choose to send vampires or dragons to attack the city, and you'll have to defend it. I can't count how many times I saved Adrianne Avenicci from vampires raiding Whiterun, but hey, that actually got me feeling involved in saving her life, because she was useful to me whenever I show up in Whiterun with a pile of dragon bones and I need to sell them.

And how many times was it fun saving the same NPC from the same random vampire attack?

Yet it still bolts on a DnD leveling system to a game that isn't DnD.

What does that even mean, "a DnD leveling system"? The fact that it has levels, in general? Because honestly the Skyrim system is very different from DnD... It's a classless system where experience progression and advancement is tied to skill use. If anything it's closer to something like Runequest.

So again, by "DnD" do you really just mean "RPG"?

Which again, it's all a waste of time because you need to be good at everything.

Except you really don't. Hell, you don't even in Skyrim, which you say was designed specifically to let you.

If it's not a good DnD RPG, and it's not a good power fantasy, then what is it?

... It's own thing? A mean, I think there's an argument to be made that "Besthesda RPG" is almost a genre unto itself. But I don't see a reason to try to define it as either "a DnD RPG" or "a power fantasy". It's not that simple.
 
Randomness isn't really fun unless it serves an end. "NPCs can randomly die!" is not a good end to serve, and I'm only grudgingly allowing that it is an end.
That's your opinion. Some people like randomness in a game, especially those who have played games back to back and want something new to pop up. It's part of the reason why I liked Skyrim; many other RPGs did not have the randomness it had. It was something Skyrim could hold on to that was its own-a living, breathing world that can throw challenges at you even when you're not expecting it.

And how many times was it fun saving the same NPC from the same random vampire attack?
More than several times. That was, until I solved the vampire quest and the vampires stopped showing up.

What does that even mean, "a DnD leveling system"? The fact that it has levels, in general? Because honestly the Skyrim system is very different from DnD... It's a classless system where experience progression and advancement is tied to skill use. If anything it's closer to something like Runequest.
Which is a marked improvement. A classless system makes sense in a game with no party members. In Morrowind, you have to level up your character and get to work just to make it functional; which is bullshit. A game should be functional from the start, and it shouldn't necessitate me pumping points into a stat because I could want to pump those points in some other stats for my roleplay.

So again, by "DnD" do you really just mean "RPG"?
No. Because Skyrim and Mass Effect do not have DnD systems, and they're still RPGs.

Except you really don't. Hell, you don't even in Skyrim, which you say was designed specifically to let you.
Yes you do. Especially since it's really easy to level everything up. I was surprised to find out that I maxxed healing skills, I was just naturally using healing spells during and after battle. Then suddenly the game tells me that I've maxxed out healing. The same thing happened with my sword skills. That is a natural development that's far better than me grinding a skill by hitting something again and again just to grind. Granted, you can still do that, but you don't have to.

... It's own thing? A mean, I think there's an argument to be made that "Besthesda RPG" is almost a genre unto itself. But I don't see a reason to try to define it as either "a DnD RPG" or "a power fantasy". It's not that simple.
Its own thing, which is a jumbled mess that is neither a good DnD RPG that fully understands and takes advantage of the DnD game structure, or a good power fantasy where you can quickly get in the game and start killing big shit to have fun. It is that simple.

I mean, even Sonic 06 had its own thing that was different from Sonic Adventure 2 and Sonic Generations, but that doesn't make it better than those two games.

Bethesda RPGs are mostly power fantasies; especially when they just expect you to level up every skill. I mean, in Oblivion and Skyrim, it couldn't be more obvious; the protagonist in the latter is a demigod, and the protagonist in the former is a mad god. So leveling up and becoming OP quickly makes perfect sense.
 
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Sometimes it doesn't work well in actual D&D, either. At least in computer versions, where there's no DM to mitigate stupidity.

Not to keep using BG3 as an example, but, again, it's fresh in my mind:

Having my thief fail to lockpick a chest that I needed only a 5 or better to lockpick, because i got a nat 1... then a 2.. then a 4... then a 3...

Particularly with any system where a 1 always is a failure regardless of your bonuses, and you're only rolling a single die? Like someone said a ways back in the thread, something to the effect of "would you go to a surgeon that had a 1 in 20 chance of killing you?"

It's not fun. It's not realistic. It's just stupid and frustrating.
Nat 20s/1s work in games where the gms create gunny situations.
 
One of my favorite moments in gaming was when I was 10 and I started playing Street Fighter 2 at the arcade. A couple of other boys around the same age saw I was a newbie, so they taught me some of the basics and a few quarters were spent that afternoon. Modern gaming culture has to much gatekeeping for its own good. Isn’t the whole point to have fun?
 
What does that even mean, "a DnD leveling system"? The fact that it has levels, in general? Because honestly the Skyrim system is very different from DnD... It's a classless system where experience progression and advancement is tied to skill use. If anything it's closer to something like Runequest.

So again, by "DnD" do you really just mean "RPG"?

Maybe that a DnD system is where skills and attributes actually matter? His big bitch with Morrowind is that you start out a weakling that can barely jog for more than a town's length, but praises Skyrim for starting the player out as competent in everything.

Which I of course agree with what I assume he's saying, but the problem with Skyrim is that the player is always merely competent, from getting off the prison cart to endgame. Morrowind had very obvious player growth, starting out with the lows of casting the starting heal spell being a coin flip and fights against a common large rat being dangerous, to the highs of flying across the map and handing the false god Vivec his ass.
 
One of my favorite moments in gaming was when I was 10 and I started playing Street Fighter 2 at the arcade. A couple of other boys around the same age saw I was a newbie, so they taught me some of the basics and a few quarters were spent that afternoon. Modern gaming culture has to much gatekeeping for its own good. Isn’t the whole point to have fun?
That is indeed the whole point. The gaming culture has all that gatekeeping because they're paranoid about political radicals infiltrating the hobby, but that still has the negative effect of shooing away people who want to get in, which explains why kids today play too much Minecraft and Roblox and too little of everything else.

Maybe that a DnD system is where skills and attributes actually matter?
A DnD system is one that not only makes your skills and attributes matter, but that you have party members that can make up for the weaknesses of your skill set, while your skill set can compensate for the skills they don't have in spades, meaning that the game is based on cooperation and working together in a tactical wargame sort of scenario, which is what DnD is.

His big bitch with Morrowind is that you start out a weakling that can barely jog for more than a town's length, but praises Skyrim for starting the player out as competent in everything.

Which I of course agree with what I assume he's saying, but the problem with Skyrim is that the player is always merely competent, from getting off the prison cart to endgame. Morrowind had very obvious player growth, starting out with the lows of casting the starting heal spell being a coin flip and fights against a common large rat being dangerous, to the highs of flying across the map and handing the false god Vivec his ass.
That ''growth'' that you praise so much really doesn't matter in the long run; at most, it's just semantics. And the thing with Skyrim is that it's easier to get to the meat of the game and have fun, which explains why so many people find the game appealing. You can bitch about how that skips the long drudgery that you call ''growth'', but in the long run, it's just grinding that's not really that fun. Meanwhile, that dork who chose Oblivion instead of Morrowind is already fending off demons in his first story quest and having fun with it, while the Skyrim dude is killing dragons within the first hour or so.

Like I said before, there's a good game underneath all that jank in Morrowind, but if you have to spend time to dig through that jank to get to the good shit, then it's not fun until you get to that point where you're good enough to be basically competent. Most good RPGs don't do that; they start you off with easy opponents and easy tasks early in the game until you get your bearings, then start throwing in the real heavy-hitting enemies and more complicated quests once you're ready for them and you're more than well-equipped to handle yourself.

If you have to do work to make your game functional, that's just a waste of time, as opposed to a game where it's functional from the start.
 
That's true. The games are for the most part, charming and fun. But the dungeons are slogs, and there's a lot of grinding involved in making money. The battle system's really unique and fun, but you always have to be on because of how tricky some enemies can be, and you can't just zone out and grind for a while. You have to be paying close attention, and you can't just speedup through it all. So that makes replaying them a pain, and I wouldn't blame anyone for just money cheating.
Great points, even though I love the series their replay value is pretty low for those reasons. RPGs already have pretty weak replay value just due to the time sink, the only ones I've beaten a ton are Chrono Trigger, SMRPG, Earthbound, and Pokemon Yellow/Crystal.

Modern gaming culture has to much gatekeeping for its own good. Isn’t the whole point to have fun?
That's what I thought until extremely recently, but i can't deny that the more mainstream and "inclusive" the hobby has become, the worse it's gotten in virtually every way.
 
That's what I thought until extremely recently, but i can't deny that the more mainstream and "inclusive" the hobby has become, the worse it's gotten in virtually every way.
I remember the old days when it was the freaks of society, the nerds, the autistics, the over-achievers, they were the gamer stereotypes that were all over the place. And gaming was all about skill, patience, and strategy. If a boss kills you like you're a pleb, try to figure out how to beat him. If a formation of enemies constantly defeats you, figure out how to get past them. Now it's all lootboxes and sticking androgynous girl-boys into everything because the current media elite hate virtual hot chicks. It's a fucking joke.

Back then, gaming gatekeeping was about skill and dedication. Now, it's about keeping the liars and political has-beens out of the hobby.
 
One of my favorite moments in gaming was when I was 10 and I started playing Street Fighter 2 at the arcade. A couple of other boys around the same age saw I was a newbie, so they taught me some of the basics and a few quarters were spent that afternoon. Modern gaming culture has to much gatekeeping for its own good. Isn’t the whole point to have fun?
The gatekeeping now is with secret discords channels and companies like fandom owning every single wiki and strategy guide. And trying to monopolize and control basically all information about a game in some way that monetizes it. Instead of spreading game knowledge it's about controlling the spaces where people share knowledge so you can dump mass advertising or harvest user data.
 
BG3 is popular because it's a porn game. And you need to be way too dishonest to disagree with that.
Is it? I heard early on that the game was woke with it's character designs and the bear sex scene. Though fans inform me that people at the company that tried to add wokeshit got the boot. I don't know which is true.

Oh, you specced out a diplomat who can handle himself in a melee? GUESS WHAT, FAGGOT, THERE ARE NO HIGH-LEVEL MELEE WEAPONS HAHAAHAHA WE GOT YOU LMAO.
I've heard Grimrock and Wasteland 2 did this, but I never got far enough in either game to see it.

In Wasteland 2, only small arms and melee have enough ammo to use regularly, but energy weapons are needed for the robots in high level areas. Specing into one or the other means you're dead weight in the early or late game.

Grimrock supposedly has some weapon and armour types that have easy to obtain high level gear compared to others. It's all hand placed, so you can look it up ahead of time, but not ideal.

I'm kind of surprised. Reading through the thread made me notice that there are quite a few Oblivion and Skyrim apologists. I guess it's not unreasonable, Skyrim especially has been getting flack ever since PatricianTV made his obscenely long and boring two-part 20 hour video about the game.
There's a great deal of "it's popular so it sucks!" to Bethesda games, and people are in such a hurry to nit pick they end up focusing on the wrong things. There was a famous Fallout 3 video that asked "what do they eat", and since that video Bethesda has focused on making sure there's farms and water sources by their settlements, instead of actually fixing the cause which is bad writing and not thinking things through.

The problem with Fallout 4 wasn't that Jet was in the wrong place or that your character spoke, it's that the system didn't allow for fun or meaningful ways to roleplay.



I don't get the appeal of farming games. People really want to spend over 9000 hours doing that?
I don't like most farming games. However, Stardew Valley is a really good game in it's own right, and the trailer and intro spells out the appeal that game (and many other cozy games) has.

This is where I piss off all the boomers and political junkies, but there's a reason things like homesteading and off-the-grid living are aspirational dreams of millennials and zoomers. Modern life is stressful and complicated. The convenience offered by things like smart phones and online shopping has disconnected people from each other. I could go on about this topic, but I'll cut to the point.

Living in a cozy cottage far away from the constant nightmare of the big cities, social media, and 24 hour news is as much of an escapist fantasy as being a globe trotting explorer or a bad arse space marine.
 
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