Unpopular Opinions about Video Games

HMs in Pokémon weren’t a negative aspect of the game at all, and lent themselves to the adventure aspect of the games. Having them become separate items that you just use, rather than refining them to overcome obstacles to progress or optional areas, diminished the quality of the later games.
 
HMs in Pokémon weren’t a negative aspect of the game at all, and lent themselves to the adventure aspect of the games. Having them become separate items that you just use, rather than refining them to overcome obstacles to progress or optional areas, diminished the quality of the later games.
I'm just saying, having to drag around a Bidoof/Bibarel in Sinnoh just so the rest of my team wasn't stuck with required HM's that I didn't want was not a great time
 
I'm terrible at any game that takes any real skill and I'm obsessed with the elder scrolls because I can put it any of the games on easy and just explore and lore. oblivion is my favorite beause I played it first, morriwind has best combat and lore but I like voice acting, and Enderall for Skyrim blew me away. I hope I live long enough to see eso 6 or Skywind. Also never beat banjoo kazooie as a kid because of that sewer fish level so I'm a fraud.
 
Games aren't hard like they used to be. Noteworthy examples include Shovel Knight, which has good stage design, but a poor difficulty curve along with unbalanced gold amounts and general item strength.

Developers are so eager to make games with infinite lives, which kind of takes away the tension of older games, as you need to put in more effort to learn the enemy layouts and general feel of upcoming challenges. Lots of people will eat up this design aspect, too. That isn't to say that games with infinite lives are all bad, quite the opposite. However, I do feel that many game devs will ignore actually synergizing with these fundamental game mechanics in order to slap another selling point on the product, which can end up poorly and leave a dedicated player with an underwhelming and/or unbalanced experience.

I only consider this an unpopular opinion due to the nature of the vocal gaming community nowadays. Call me a cane waving grandpa, but I suppose it's just in my nature to appreciate older game design tropes.
 
Developers are so eager to make games with infinite lives, which kind of takes away the tension of older games, as you need to put in more effort to learn the enemy layouts and general feel of upcoming challenges. Lots of people will eat up this design aspect, too. That isn't to say that games with infinite lives are all bad, quite the opposite. However, I do feel that many game devs will ignore actually synergizing with these fundamental game mechanics in order to slap another selling point on the product, which can end up poorly and leave a dedicated player with an underwhelming and/or unbalanced experience.
I actually like having a life system because it requires me to actually try. It's like a mental thing whenever I play a game with infinite lives; I end up dying way more often and generally doing poorly, versus a game with lives that requires me to not screw up. I end up doing better when I don't have that large a safety net.

Not to mention, some games hand out lives like candy, like Donkey Kong Country and Crash Bandicoot, to the point where the life system isn't nearly as punishing as people make it out to be. I distinctly remember people praising the infinite lives mode of Crash 4 and commenting how impossible retro mode must be because you have to deal with a life system. Except if you play Crash 4 like literally any other Crash game, you'll max out at 99 lives very quickly which kinda makes the choice between the two modes moot.
 
Exactly, they didn't even get that part written into the contract, it was just some sort of verbal "agreement". When new management came into Lucasarts, they enforced the contract as it was originally written. While it would seem that Lucasarts was being dicks from a glance, it was on Obsidian to get the contract properly amended.
Contract law should be taught in high school.
 
Games aren't hard like they used to be. Noteworthy examples include Shovel Knight, which has good stage design, but a poor difficulty curve along with unbalanced gold amounts and general item strength.

Developers are so eager to make games with infinite lives, which kind of takes away the tension of older games, as you need to put in more effort to learn the enemy layouts and general feel of upcoming challenges. Lots of people will eat up this design aspect, too. That isn't to say that games with infinite lives are all bad, quite the opposite. However, I do feel that many game devs will ignore actually synergizing with these fundamental game mechanics in order to slap another selling point on the product, which can end up poorly and leave a dedicated player with an underwhelming and/or unbalanced experience.

I only consider this an unpopular opinion due to the nature of the vocal gaming community nowadays. Call me a cane waving grandpa, but I suppose it's just in my nature to appreciate older game design tropes.
I prefer infinite lives, because I dislike getting kicked out of the game and having to start over. Games are way too easy though with multiple checkpoints, turning down the difficulty when dying, and giving out a bunch of health upgrades right before a hard battle. I want the thrill of making it through a level by being good enough.
 
Can you imagine shooters with a lives system? Especially when you crank up the difficulty and the AI cheats?

Regenerating health and checkpoints don't exactly help too much when you're in a death cycle.
 
I actually like having a life system because it requires me to actually try. It's like a mental thing whenever I play a game with infinite lives; I end up dying way more often and generally doing poorly, versus a game with lives that requires me to not screw up. I end up doing better when I don't have that large a safety net.

Not to mention, some games hand out lives like candy, like Donkey Kong Country and Crash Bandicoot, to the point where the life system isn't nearly as punishing as people make it out to be. I distinctly remember people praising the infinite lives mode of Crash 4 and commenting how impossible retro mode must be because you have to deal with a life system. Except if you play Crash 4 like literally any other Crash game, you'll max out at 99 lives very quickly which kinda makes the choice between the two modes moot.
Games where lives are given out like candy seem to be the best compromise. You’re forced to practice the first few levels over and over if you keep getting game overs, but you won’t be screwed by random bullshit levels later on where you’ll burn through like 30 in a row.

Plus it’s another number you get to keep increasing over time, and that’s always fun
 
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Games where lives are given out like candy seem to be the best compromise. You’re forced to practice the first few levels over and over if you keep getting game overs, but you won’t be screwed by random bullshit levels later on where you’ll burn through like 30 in a row.

Plus it’s another number you get to keep increasing over time, and that’s always fun
If you're gonna have 1-Ups it should be limiting enough where it adds some pressure, not just be a number to inflate. On the good end of the scale I think Retro's DKC games do a good job of this, you get a lot of lives, but the game's difficult enough and live cap low enough where a challenging level can make you worry about your live count. On the other hand Super Mario 3D World has such a high cap and it's so easy to get lives that it might as well have infinite continues, lives add nothing to that game.
 
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Oh man I'm going to make the hardest video game ever, because I watched some youtube videos of old games and all gamers are pusssies!
*doesn't know how to code*
*hit boxes are fucked*
*can't fix his own game*
*designs overly complicated levels that can be easily walked around*
*play tests his game exactly once and can't beat it, therefore the difficulty is perfect*

The one good thing dark souls did was having the edgelord retards fall into the development hole of soulsborne clones. None of them are capable of making a functioning game

The "hueuheueheue I'm so sadistic and twisted" retards don't understand you also have to be competent,. sit one down infront of a bullet hell shooter and watch them fall to pieces.
 
I actually like having a life system because it requires me to actually try. It's like a mental thing whenever I play a game with infinite lives; I end up dying way more often and generally doing poorly, versus a game with lives that requires me to not screw up. I end up doing better when I don't have that large a safety net.
I think a good balance would be to have extra lives pay for checkpoint respawns when you die, but if you run out of lives you have do the whole level again. It gives the player a chance to practice the sections they're stuck at while also punishing them and hopefully making them want to improve. This would only probably only work for arcade-style or platforming games, since the levels are generally short enough that it's not TOO punishing.
 
I'm just saying, having to drag around a Bidoof/Bibarel in Sinnoh just so the rest of my team wasn't stuck with required HM's that I didn't want was not a great time
I mean, he's not entirely wrong, but hell, we joked about having Cut and Strength slaves all the way back in Gen I. Flash I hated so much I willingly bumped around in total darkness until I found the exit. Diamond/Pearl/Platinum were the absolute worst for it, though.
 
I actually like having a life system because it requires me to actually try. It's like a mental thing whenever I play a game with infinite lives; I end up dying way more often and generally doing poorly, versus a game with lives that requires me to not screw up. I end up doing better when I don't have that large a safety net.
Lives are just another way to get the player invested, it can be done in others ways. In a Metroidvania it would be pushing further into an area than you should, get some good stuff, then carefully get back to a save point. Or carrying a lot of souls in DS.
 
I don't know how to feel about limited lives to be honest, i mean, in a difficult game, the "pick up and die" kind of game, like Super Meat Boy or Celeste, i can understand having unlimited lives, those games extremely hard platformers and you can die dozens, if not hundreds of times, so having unlimited tries makes sense to me.

On the other hand, in more traditional platformers like Donkey Kong, Mario or Crash, i don't know, unlimited lives feel kinda weird, when i play something like Donkey Kong Country 2 i usually get dozens of lives since i'm more or less a competent player, so i don't even hace the need to grind for lives, taking lives away from that game would make it feel completely different, like i don't even need to learn how to overcome certain obstacles since i could beat any level by just brute force.

I guess infinite lives work better in certain kind of games.
 
I agree, though I’ve heard the biggest problem with Source is that it can’t do big open worlds where the map loads in chunks for whatever reason.
It loads the world all at once. that's it. it doesnt really support "streaming".
but then again it can load a whole titanfall 2 level voice clips and animations and all so maybe if it's somehow insufficient for the latest furbait collectathon platformer the player should go fuck thesmselves and so should you
 
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>/vp/ is shilling a shitty game
Why am I not surprised?
There are quite a number of Digimon circle jerk threads that pop up on /vp/ with a good amount of sucking off the newer Digimon games. And speaking of the newer games you have overzealous fans who worship the current director like he can do no wrong.
 
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