Unpopular Opinions about Video Games

Quest markers are good actually. When I decide to do a quest I don't want to have to wander the map aimlessly in search of whatever the fuck I was told to go and get. No, I don't want to have to write down an NPC's vague directions and I don't want to 'get lost' in the world. Fuck you.
Guys on /v/ love to circlejerk Morrowind NPCs giving you directions but the problem is that I am almost a 30 year old man, I kinda have things to do so I'd prefer to get my daily dose of fun in without wandering around. That being said, you can easily wander around in an RPG and make your own fun yourself. You don't need to spend 40 minutes trying to find a cave to be creative.
 
Ghost of Tsushima does a sort of diegetic GPS via the 'guiding winds'. Gusts of winds point in the direction of where you need to go. It's still maybe a little too game-y and artificial but it's a lot better than having to stare at a mini-map.
 
Crash Bandicoot The Wrath of Cortex and Crash Twinsanity are the best Crash Bandicoot games ever made.
Naughty Troons and their B-tier games are simply no match for the greatness that was Traveller's Tales at it's peak ( 1994-2004 ).
 
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Crash Bandicoot The Wrath of Cortex and Crash Twinsanity are the best Crash Bandicoot games ever made.
Naughty Troons and their B-tier games are simply no match for the greatness that was Traveller's Tales at it's peak ( 1994-2004 ).
I am fond of the mutant games. Idk how good they are now but the monster designs are cool and the fact you can control them is cool too
 
Absolutely. But I think there's got to be some middle ground between being given no information at all and mindlessly following quest markers.

What's the point of having these huge, meticulously rendered worlds of modern games if you spend the whole game staring at a dot on a compass or minimap? What's the point of being able to talk to ten thousand fully-voiced NPCs with complex behavior when they're nothing more than a quest waypoint and everything they say is going to be boiled down to a cardinal direction anyway?
I am basically agreeing with you. IIRC, I played the Witcher III with my eyes primarily glued to the minimap in the top right of the screen. The game had excellent visuals, but it was easier to tell where the navigable path was by looking at a tiny little circle than by looking at the beautifully rendered game world. Back when computers weren't powerful enough to do that sort of thing, developers found other ways to make the game world navigable.
 
Despite my disdain for Chinese Cars IRL, because they're even more of inferno bombs than other country's EVs, they have poor build quality, China is trying to flood them on other countries to try to kill off legacy automakers, they ALL have the same interior layout of a small instrument panel display for the driver and a HUGE INFOTAINMENT screen in the center, and very few physical controls, and the amount of Chinese car companies is so high that we're only now starting to see them go bust, so good luck getting your Chinese car serviced then, I don't mind them appearing in, and driving them in racing games.
 
I do think Wrath of Cortex gets shit on unnecessarily most of the time, it's a pretty solid Crash game in spite of the performance issues it has as a result of the [then] new hardware it released on. My only real complaint is that it takes fucking forever to load but that's part of being an early PS2 title, that shit wasn't streamlined yet.
 
If anyone wants a great argument in favor of quest markers, go play Cyberpunk 2077, take the sidequest The Highwayman
Straight up impossible without a guide or external information, not a single part of the job is labeled on the map
Old-school games were impossible without guides. That's how they sold you on strategy guides or subscriptions to gaming magazines.

They mage a game that was addicting, then put in puzzles that would trounce you if you didn't know what to do, or bosses that you have to defeat in a special way that you wouldn't know if you didn't have a guide or learn it from someone else.

Why do you think sites like IGN became hot shit? They had guides for games that people can't beat on their own.
 
I am basically agreeing with you. IIRC, I played the Witcher III with my eyes primarily glued to the minimap in the top right of the screen. The game had excellent visuals, but it was easier to tell where the navigable path was by looking at a tiny little circle than by looking at the beautifully rendered game world. Back when computers weren't powerful enough to do that sort of thing, developers found other ways to make the game world navigable.
Yeah, but it was either a small space or linear, so controlling for variables was easier. Open world creates a lot of bloat that's hard to account for.
 
Open world creates a lot of bloat that's hard to account for.
Outer Wilds did open world well. It sounds obvious, but the solution is to remove the bloat. Compare a regular open world map where there's tons of fluff, collectibles and side missions to this planet from OW. In that game, even if you don't know what you're looking for, it's very obvious what's explorable and what's connecting tissue between relevant places. That also applies to the size of the map. Making maps bigger isn't useful, especially if they're only gonna be filled with useless stuff to pad game time.

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Yeah, but it was either a small space or linear, so controlling for variables was easier. Open world creates a lot of bloat that's hard to account for.

Old RPGs were neither small nor linear. Typically having a labeled map and a journal for your quests was enough.

Old-school games were impossible without guides.

The only game I have ever needed a guide to beat was King's Quest IV, and that's because point-and-click games were always bullshit. If you needed to go to IGN to beat PS2 games, it's because you were a child, and children are dumb.
 
Old RPGs were neither small nor linear. Typically having a labeled map and a journal for your quests was enough.



The only game I have ever needed a guide to beat was King's Quest IV, and that's because point-and-click games were always bullshit. If you needed to go to IGN to beat PS2 games, it's because you were a child, and children are dumb.
Because the map made up for everything, obviously.
 
Guys on /v/ love to circlejerk Morrowind NPCs giving you directions but the problem is that I am almost a 30 year old man, I kinda have things to do so I'd prefer to get my daily dose of fun in without wandering around. That being said, you can easily wander around in an RPG and make your own fun yourself. You don't need to spend 40 minutes trying to find a cave to be creative.
But 40 minutes of exploration in morrowind is far more fun than 40 minutes of fast traveling to a linear dungeon in skyrim.

I just don't get this argument. If all you want to do is jump to the combat, play a different game. TES has the worst combat imaginable. Just play god of war at that point. Playing skyrim for the combat and looting is like playing a mobile game.
 
And then the player wonders why gameplay feels so shallow, repetitive, and unengaging.
I can see this being an issue for someone with zero impulse control, I suppose, but not me. When I want to wander I wander, when I want to get a job done I want to do it efficiently.
Guys on /v/ love to circlejerk Morrowind NPCs giving you directions but the problem is that I am almost a 30 year old man, I kinda have things to do so I'd prefer to get my daily dose of fun in without wandering around. That being said, you can easily wander around in an RPG and make your own fun yourself. You don't need to spend 40 minutes trying to find a cave to be creative.
This is pretty much where I am at too. Morrowind is the obvious example people jack off regarding this. I still love big RPGs with lots to do and see but when I want to do rather than see I find deciphering vague directions about "Heading West out of Balmora" to pick flowers or kill a mudcrab annoying rather than immersive. Especially bad when NPCs vomit literal paragraphs of text at you at a time.
But 40 minutes of exploration in morrowind is far more fun than 40 minutes of fast traveling to a linear dungeon in skyrim.
Nobody said anything about the combat or not wanting to explore. It's about deciding to accomplish a task and being frustratingly devoid of the ability to complete it because you're at the mercy of unclear directions and questionable level design.

Also you act like dungeon clearing and combat is like pulling teeth, but wandering across an empty road for 40 minutes is somehow riveting content.

Combat and dungeon crawling is not bad at all in any Elder Scrolls game, they're your reward for trekking across the overworld, and it's fun to clear a place out and make bank off the treasures you loot.
 
But 40 minutes of exploration in morrowind is far more fun than 40 minutes of fast traveling to a linear dungeon in skyrim.

I just don't get this argument. If all you want to do is jump to the combat, play a different game. TES has the worst combat imaginable. Just play god of war at that point. Playing skyrim for the combat and looting is like playing a mobile game.
Didn't say a single word about combat but alright
 
Didn't say a single word about combat but alright
Thats all skyrim has. It removed all its social engineering mechanics. It removed any reason to trade since items dont have value. All of its auxiliery systems have been funneled into combat.

While you can attack town npcs theres no reason for it. They dont obstruct your objectives, there's no benefit to being able to cast spells on them since all spells do damage in skyrim if they cast on living creatures.

In Morrowind the ability to kill, pickpocket, control or blind npcs served a purpose since many objectives in towns were guarded and you didn't want to make an enemy of the town. In skyrim the only reason you can attack friendly npcs is to be a mass murderer.
 
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