Unpopular Opinions about Video Games


The recent debate of driving physics between GTA IV and V is subjective at best. I don't see what that's even a discussion to determine the games' quality. If I can adjust to it accordingly with logic, it's fine.

Ah, here's an unpopular opinion: driving around in GTA games is completely pointless. It's not like you're going to find anything that materially impacts your mission progress. You won't be leveling up your character, expanding your inventory, or anything that makes exploring open-world RPGs worthwhile. The entire "open world" is a sham. All you can really do is cause enough havoc to increase your wanted level...so that...uh...what's the outcome? Most likely, you'll just get killed and lose money. It's an incredibly stupid game concept and doesn't deserve its legendary popularity.
 
Ah, here's an unpopular opinion: driving around in GTA games is completely pointless.
Why DO you drive in a game called Grand Theft Auto? Huh. It's a mystery.

Why do you go super fast in a Sonic game? Seriously, the level design does not account for Sonic's supposed speed.
 
You won't be leveling up your character, expanding your inventory, or anything that makes exploring open-world RPGs worthwhile. The entire "open world" is a sham. All you can really do is cause enough havoc to increase your wanted level...so that...uh...what's the outcome?
Well... because it's fun to cruise around the city just screwing around and wreaking havoc?

I think driving around in GTA is the most pure, quintessential kind of video game fun, where it's enjoyable for its own sake with no instrumental value whatsoever.
 
Well... because it's fun to cruise around the city just screwing around and wreaking havoc?

"I wonder what happens when I run over civilians in this part of town? OH look, the police are doing the exact same thing they do every other time I've done that." The entire mechanic is just there to inconvenience you when you get sloppy with your steering in between missions. There's no win condition of any kind, so it's as much of a game as driving endless loops in Gran Turismo with no timer or lap counter, or a football game with no score and infinite first downs. I find it extremely boring.
 
The entire mechanic is just there to inconvenience you when you get sloppy with your steering in between missions.
Well yeah, but most game mechanics exist either to punish you for doing something wrong or reward you for doing something right. But either way, I think we'll just have to agree to disagree, because whether an activity is inherently "fun" or not is purely a matter of taste and we'll never argue our way into agreement.
 
TBF the GTA series used to have reasons for you to explore the map outside of missions. Knowing where the health/wanted level pickups were was a benefit, plus you could find the collectibles or maybe find somewhere a useful vehicle spawns reliably. Honestly, I don’t even know anybody that engaged with the story beyond unlocking the entire map before IV, the entire point of the games was just causing mayhem in a sandbox.
 
Ah, here's an unpopular opinion: driving around in GTA games is completely pointless. It's not like you're going to find anything that materially impacts your mission progress. You won't be leveling up your character, expanding your inventory, or anything that makes exploring open-world RPGs worthwhile. The entire "open world" is a sham. All you can really do is cause enough havoc to increase your wanted level...so that...uh...what's the outcome? Most likely, you'll just get killed and lose money. It's an incredibly stupid game concept and doesn't deserve its legendary popularity.
Thats not true theres collectibles, mini games, secret mission vehicles, stores and if you're playing San Andreas (the best one) there's actual stats to grind. The other thing you're forgetting is that the driving is the best part of any GTA game, their shooting mechanics generally suck.
"I wonder what happens when I run over civilians in this part of town? OH look, the police are doing the exact same thing they do every other time I've done that." The entire mechanic is just there to inconvenience you when you get sloppy with your steering in between missions. There's no win condition of any kind, so it's as much of a game as driving endless loops in Gran Turismo with no timer or lap counter, or a football game with no score and infinite first downs. I find it extremely boring.
I don't know about the new ones but it used to be that raising your wanted level got you access to stronger weapons and vehicles for high risk/high reward play. Do you even lose your weapons when you die in nu-gta? Tanks don't even exist anymore, so you'd be right if you're just talking about 4 and 5 but those aren't worth playing.
 
GTAV has various random events that can trigger around the map, some even allowing you to recruit new members for the heists.
 
You say that but it and skyrim are still some of the most played games on steam. I don't like these games but we just have to accept theyre not made for me or you.
Fallout 4's player count at the moment is currently inflated because of the sale timed with the TV series. You know it as much as I do.
But yes, I know the game isn't made for me. Just like I know McDonald's isn't made for me. It's made for the mindless cons00mers.
Ah, here's an unpopular opinion: driving around in GTA games is completely pointless. It's not like you're going to find anything that materially impacts your mission progress. You won't be leveling up your character, expanding your inventory, or anything that makes exploring open-world RPGs worthwhile. The entire "open world" is a sham. All you can really do is cause enough havoc to increase your wanted level...so that...uh...what's the outcome? Most likely, you'll just get killed and lose money. It's an incredibly stupid game concept and doesn't deserve its legendary popularity.
Every time I drive through the streets of GTA5, it feels like the "buildings" might as well be cardboard boxes.
 
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Every time I drive through the streets of GTA5, it feels like the "buildings" might as well be cardboard boxes.
The majority of the Interiors in 4 are just copy paste but they really add to the world being able to walk into them. 5 is just going from one set piece to another because "plot" and on top of that that the vehicles had to be slowed down/ max speed fucked with cause heaven forbid you go quickly through a bland open world with missions that consist of going from point a to b, shoot some npcs then drive to c to finish. Considering how big they made the map they didn't really do much to populate it with anything meaningful.
 
World interactivity has been nerfed to hell in recent years.

Fallout New Vegas is downright primitive by modern standards but probably 90% of the time you see a building you can go inside it and there's something in it even if it's just some random loot or 1-2 enemies.

In probably at least half of recent games I've played outside of scripted missions you can't go inside buildings they're just static props to look at from a distance.
 
World interactivity has been nerfed to hell in recent years.

Fallout New Vegas is downright primitive by modern standards but probably 90% of the time you see a building you can go inside it and there's something in it even if it's just some random loot or 1-2 enemies.

In probably at least half of recent games I've played outside of scripted missions you can't go inside buildings they're just static props to look at from a distance.
>half life 2
>throw a grenade into a room
>clutter goes flying everywhere, breakable objects explode, ragdolls get sent flying
>FNV
>throw a grenade into a room,
>clutter gets sent flying, ragdolls go flying and get gibbed
>modern quadruple ayy, 400 million dollar videogame
>throw a grenade into a room
>scorch_mark.png on the floor, broken window, door maybe opened or closed

Many such cases, sad.
 
>half life 2
>throw a grenade into a room
>clutter goes flying everywhere, breakable objects explode, ragdolls get sent flying
>FNV
>throw a grenade into a room,
>clutter gets sent flying, ragdolls go flying and get gibbed
>modern quadruple ayy, 400 million dollar videogame
>throw a grenade into a room
>scorch_mark.png on the floor, broken window, door maybe opened or closed

Many such cases, sad.
Even good games I like do this shit.

Baldur's Gate 3 has this big sprawling city in act three but almost all buildings unrelated to quests are inaccessible or if you can go in them are completely empty with no loot or NPCs. Makes the world feel dead and artificial.

Meanwhile go back to 2015 and Geralt can go into any random peasant's shithut and steal all their alcohol like a true Slav.
 
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I think driving around in GTA is the most pure, quintessential kind of video game fun, where it's enjoyable for its own sake with no instrumental value whatsoever.
Sometimes, the value IS the drive. Get a nice car, play a hit song on the radio, drive in the sunset. What other games give you that sort of freedom?
 
Sometimes, the value IS the drive. Get a nice car, play a hit song on the radio, drive in the sunset. What other games give you that sort of freedom?
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Games don't know how to have proper lighting anymore, I swear everything looks like some default yellow sun filter bullshit.
Sometimes, the value IS the drive. Get a nice car, play a hit song on the radio, drive in the sunset. What other games give you that sort of freedom?
Case in point, GTA V looks like fucking shit and I would never want to do this in that game, because the lighting is horrible and the game is aesthetically disgusting. GTA IV at least makes me feel something when I drive, especially when it rains. I agree that there need to be more mechanics to make it fun, but thatd require devs with balls.
Even good games I like do this shit.

Baldur's Gate 3 has this big sprawling city in act three but almost all buildings unrelated to quests are inaccessible or if you can go in them are completely emptying with no loot or NPCs. Makes the world feel dead and artificial.

Meanwhile go back to 2015 and Geralt can go into any random peasant's shithut and steal all their alcohol like a true Slav.
If NFT collections have done one good thing for humanity is make unique randomizable bullshit attainable. Why the fuck cant I enter every single randomized building/apartment in a city, kill the person living there, and claim it and the randomized loot inside as my own yet? There's so much fun shit you could get from that premise.
 
Games don't know how to have proper lighting anymore, I swear everything looks like some default yellow sun filter bullshit.
Game devs usually let the lighting designer do color grading even though they don't have much experience with it. Everyone tends to default to that yellow/brown muddy look because they don't know what else to do.

Sifu had an actual color grader and it shows, particularly in the museum level.
 
Game devs usually let the lighting designer do color grading even though they don't have much experience with it. Everyone tends to default to that yellow/brown muddy look because they don't know what else to do.

Sifu had an actual color grader and it shows, particularly in the museum level.
Unreal engine does have a ton of settings you can tweak in the default project lighting settings, its just that the unimaginative nepotism hacks making these games don't care to do anything but trend chase and ban anyone with any constructive criticism or bug reports + steps to replicate the bug under the guise of "hate".
 
I think the peak of fart huffing for indie games was the walking simulators like Gone Home.
Gone Home was the moment i realized something was going wrong with video games. i wasn't sure what it was at the time, but a walking sim game that didn't even seem like it had artistic merit like Dear Esther getting so much attention was weird. especially because it was obvious critics only liked it because it centered around a whiny lesbian teenager. if only i knew how bad things would get

thread tax: after all these years and games Assassin's Creed 1 is still the best game in the AC franchise
 
The biggest “strength” of those walking simulators is that it required no talent or skill to put together. So it allowed for a bunch of woke activists to create their own walking simulators. You just wandered around and looked at leftist propaganda and then the game ends. You even had some made by pee oh cees. So naturally game journalists were all over it. People got tired of them and it’s more effective to be in companies like Sweet Nigger versus going out of your way to buy a walking simulator. Not surprising that they eventually faded away.
 
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