Unpopular Opinions about Video Games

Speech and persuasion checks in RPG videogames suck. Having a skill you dump points in to change an NPCs reaction or bypass a task they may give you is bad design both for the game itself and for role playing purposes.

It shouldn't be an in-game skill, it should instead be a more organic interaction with a large variety of speech options during crucial moments in which the outcome relies solely on YOU the players judgement of what may be the best thing to say to this a specific NPC given the current situation. You speak to them, you learn some of their lore, how they feel about what's going on in game, who they're loyal to, etc.

Then, when a crucial moment that would normally present as a couple of inconsequential replies alongside a "[Speech 60/60] (Perfect logical response that fixes everything)" option, instead of this you get several very different but equally plausible responses with no indication which is the perfect one, but if you've paid attention to everything the NPC said and maybe found some context clues around them or in their homes, the best reply will become more obvious. Throw in a few tricky responses as well, ones that may seem reasonable but actually greatly offend the NPC and lead to hostility, or ones that are easy misinterpretations of whatever context you were given so far. Reward the player for really observing how the NPC talks and reacts, instead of just having them put points in to a skill that makes you automatically smooth talk your way through everyone.
I'll say I'm not much of a player of that kind of game, but isn't the point that it's not your skills as a player that matter, but your characters' strengths and limitations that shape their story and what they can or cannot do?
Long dialogue trees you have access to no matter what is more like a visual novel thing.
Why bother be an RPG then? Why bother with stats like Intelligence or Perception, if the player can just think it or see it?
Hell, why bother with Strength or Speed or Dexterity, just let the player's button inputs and reflexes cover what happens in combat!

Just make RPGs into DMC with visual novel dialogue sections! What a concept.
 
I played it too years ago but the entire gameplay charm of ape escape hinges entirely on the fact it was designed around the controls as a showcase for dual sticks and it's fundamentally not the same game otherwise. all the fun is sucked out. It works completely fine on the psp, just misses the point entirely. my thing about the controls sucking isn't they don't work they just feel horrible in comparison. Like PSP also got a remake of MidEvil and it owned, that made sense. there were plenty of ps1 games they could have done but ape escape being remade for a console without the controls the game was literally created to show off and utilize is retarded.
Not sure if it's an unpopular opinion, but I find it a shame that games built to showcase a feature also tend to be the peak of that feature. I've yet to play a game that does rumble as good as Starfox 64. Early CD games were full of voice acting, music, and FMV, whereas now 200gb games just use that storage for higher res textures and uncompressed audio.
 
I thought cloud gaming would be a great supplement for gaming, but it's becoming a hinderance to even use. If it's not input latency, it's long queue times or sudden disconnections. I have gigabit Internet. Either MS or my Internet are throttling themselves.
 
I thought cloud gaming would be a great supplement for gaming, but it's becoming a hinderance to even use. If it's not input latency, it's long queue times or sudden disconnections. I have gigabit Internet. Either MS or my Internet are throttling themselves.

MS and Sony's online infrastructure has always been infamously poor. Back when I used to download PS4 stuff I never reached max download speed, and I only had 100mbps at the time, and when my ISP upped it to 300 cloud gaming with some of the 360 stuff on Game Pass wasn't playable in the slightest. While I don't live in a big town, it isn't the boonies either.

Never had a problem with Steam after ~05 though, like everybody else who used it from the start. If Gabe chose to dip his toe in, I wouldn't have a doubt it'd work flawlessly.
 
I miss Knockout City. A straightforward live service multiplayer title where you play dodgeball with other players. It was certainly interesting to fool around for a bit.
 
Gacha games have the potential to be fun because my OCD collection brain & strategy focused mindset likes it, but the pure focus on tranime, 283917 different resources for pulls & upgrades and obnoxious time gating/overly tough grind in some is what kills any of my interest in it.
The problem is, without all of that there's no audience or much money to be made.

For evidence, look no further than the bitching surrounding Mega Man X Dive's Offline version. Turns out that a 30 dollar onetime payment for everything was too much for some people, who had no problem paying that for gacha currency.

Reality is, people like the exclusivity implied by lucky gacha rolls and doing dailies, not the strategy or anything like that.
 
Gacha games have the potential to be fun because my OCD collection brain & strategy focused mindset likes it, but the pure focus on tranime, 283917 different resources for pulls & upgrades and obnoxious time gating/overly tough grind in some is what kills any of my interest in it.
Gacha games are flawed from the start because in a gacha-pon, the characters are """earned""" via rolls. A complete antithesis to original games where characters are earned by either a questline or earning their trust. It also hurts from a story perspective where the character of a featured questline is locked in a gacha-pon, and you didn't roll for the person.
 
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Gacha games are flawed from the start because in a gacha-pon, the characters are """earned""" via rolls. A complete antithesis to original games where characters are earned by either a questline or earning their trust. It also hurts from a story perspective where the character of a featured questline is locked in a gacha-pon, and you didn't roll for the person.
Yes, in character based games sure.
I more had in mind something like a racing game where you have to make do with what you get.
Say you complete a cup and get x amount of tokens to spend on y amount of different pull pools.
That's what I meant with the strategist mindset, I like games that make me make do with what I get so I don't get the chance to autistically min-max something to perfection.
It's also a side effect to how modern racing games are, handing you new and pricey super cars ASAP.
I just want to be made to drive a 90s shitbox and make do with it.

The problem is, without all of that there's no audience or much money to be made.

For evidence, look no further than the bitching surrounding Mega Man X Dive's Offline version. Turns out that a 30 dollar onetime payment for everything was too much for some people, who had no problem paying that for gacha currency.

Reality is, people like the exclusivity implied by lucky gacha rolls and doing dailies, not the strategy or anything like that.
Yeah, I know it isn't a feasible business model in practice.
I don't mean getting everything at once mind you. Something like the bit I wrote before is what I'd like best.
 
I thought cloud gaming would be a great supplement for gaming, but it's becoming a hinderance to even use.
Never had a problem with Steam after ~05 though, like everybody else who used it from the start. If Gabe chose to dip his toe in, I wouldn't have a doubt it'd work flawlessly.
Gaben wouldn't do cloud gaming because the idea is flawed from the start. I think Gabe even mentioned this once in one of his interviews.

The demands of gaming and networks means pushing everything as close to the user as possible. Cloud gaming pushes things as far from the user as possible. While it's presumptuous to say it'll never be viable, from what we have at the moment it will never be viable. The simple physics of it mean it never really work as the latency of sending the input, compressing the video, sending that video, and decompressing it is enough to kill any games that rely on fast reflexes like platform and fighting games.
 
Cloud gaming will NEVER be possible, it defies the laws of physics. Even considering a connection at the speed of light, the lag would still be noticeable depending on the server location.

speed light earth.gif
 
Cloud gaming will NEVER be possible, it defies the laws of physics. Even considering a connection at the speed of light, the lag would still be noticeable depending on the server location.

View attachment 5403234
Quick maths:
1 millisecond * speed of light is equal to 300 kilometers or 186 miles
Considering that the connection needs to make a round trip, halve that to get 150 kilometers or 93 miles.

Allegedly fiber speed is around 200,000 km/s, so with fiber speed for a 1 ms round trip, we get 100 kilometers or 62 miles

So, yeah, apparently that seems to be the idea, have servers and data centers be at most 100 kilometers away from the end user
Which would make it completely unfeasible outside of generally wealthy and sufficiently densely populated areas
Which would make it completely unviable as the people in those areas can typically afford games and gaming systems
 
TTYD is the same game that added that crossdresser character (and we all know this means in current year), so no
Based old-NoA fixed that.
Vivian was never trans or a crossdresser to begin with--in the original Japanese the old woman of the group would insult her by calling her a "man" (implying she's ugly) and a bunch of troons latched onto this and tried to spin it as Vivian being representative.

She's not. She never was. She's just a girl who got insulted by her sisters. Period.

Don't believe everything you read on TV Tropes.
 
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