Game features you like, but nobody else does?

Roofstone

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Considering the quicktime thread currently going on. That and I had a discussion with a friend earlier, and we ended up on the subject of the usual 2 weapon limit many games impose.


And you know what? I really like this, and it is something I sometimes force on myself. A recent example would be gta V or Watch Dogs. I only ever use the pistol and shotgun. It just feels more tactical and forces me to be careful. It is just more fun.

So, any other game features that people usually dislike, that you do?
 

Keoul

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Apr 4, 2010
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Some repetition, not really sure how to describe it.
In Assassins Creed (the first one) before the assassination you did a few 'research' missions which varied from spying, interrogation, you get the idea. Thing was you had to do like 3 of em for each assassination and a lot of people didn't like that. I actually enjoyed it and saw it as a kind of routine to get into.

Maybe it's just me, being put in a routine before doing something exciting makes the exciting part seem even better to me, I prefer this to exciting things all the time.
 

MetalDooley

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Turret sections tend to receive a fair bit of hate but I've always enjoyed them as long as said turret isn't a pain to control
 

Casual Shinji

Should've gone before we left.
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Backtracking

If I like the environments in question, I have no problem wandering through them once more, and in fact take great pleasure in it. The more I'm exposed to a certain area, the more familiar and at home I'll feel while I'm there.
 

Liquidprid3

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I have played many games, hundreds of games across dozens of genres, and honestly, escort and vehicles missions do not bother me that much. Sure there are occasionally terrible ones, but I seem to rarely come across those.

Also, grinding. It's kind of relaxing grinding for an item for two hours in Dark Souls, and I actually find it rewarding afterwards. A nice sense if relief.
 

Elfgore

Your friendly local nihilist
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Quick-time Events. A large majority of them are not as bad as people make them out to be. They're intense and give a little cinematic flare to the battle. Nothing better than seeing some dude kick a boss's ass with moves I could never preform. Now, some are total crap. They either give you two seconds to click the button, Tomb Raider. Or but them in hard to see locations on the screen, Dante's Inferno.
 

Luca72

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Casual Shinji said:
Backtracking

If I like the environments in question, I have no problem wandering through them once more, and in fact take great pleasure in it. The more I'm exposed to a certain area, the more familiar and at home I'll feel while I'm there.
Good call! I wouldn't have thought of this but I totally agree with you! If the game is heavy on combat I find myself getting into the "flow" of it and not stopping to admire my surroundings. I actually like the moments where the game forcibly stops and makes you either solve a puzzle and take a closer look at the surroundings you just breezed through, or go back and revisit an area entirely. Games like System Shock 2 and Dark Souls are particularly nice in this regard because you start to build a map in your head of the entire game, making it feel contiguous and logical instead of just a series of rooms. I mostly play single player games to see new art anyway, so I find these moments very relaxing.

The obvious * here is that if an environment is stale or repetetive I absolutely don't want anything to do with it. This has stopped me from finishing a lot of turn-based RPG's.
 

DementedSheep

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Defending the structure/npc and escorts.
For example I liked defending the little sisters as they gather in BS1 and 2.
Not all the time. It can be done really badly like if the npc you are protecting runs into the middle of battle, keeps walking even when you are already fighting enemies (metro 2033 and that bloody amoebae level is a nightmare) or is just really slow but in general I like them. Forces you pay attention and play in a different way especially if you generally play in defensive or opportunistic way. It's nice for a change of pace.

Rail shooting or turret sections so long as they aren't to long.
 

MaAlGon3

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Nov 5, 2011
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I'd have to say grinding, it was said by a fellow escapist earlier but it really is relaxing for me. Just mindlessly beating on lower level enemies over and over, especially in turn based rpg's.
 

Colin Bagley

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"Save Scumming."

When you can save the game just before a risky part, and upon failure, load the save and actually be Where You Saved, and not at the start of the level or something.

Like in Dishonoured.
If there are some guards that are patrolling in such a way that means I have about 5 seconds to take one or both out without detection: I'll save in my hiding place, give it a go, then if I'm spotted, instead of fighting, Load and try again.

Some dislike this, as it's a type of cheating.
But I can't begrudge any Non-Horror game for giving the player MORE control.
 

Someone Depressing

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The ability to pick your won stats when you level up. I feel it just gives me more control with my chatacer(s, assuming you pick your entire party's stats) and it makes combat much more tactical.

Other people don't like it though, because it's usually in harder games, where worrying about wasting stat points is a problem that can only be added to an evergrowing list of difficulties in the game.
 

bbchain

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As a general rule, linearity. If a game has a good story, i'll play it first and foremost for that, so I like it when the game is tight and focused, especially if it's an RPG. Open worlds have their place, but when I'm not absolutely dedicated to completion, it becomes a game of "Get through the main story, then MAYBE go back and do a handful of side missions".
 

Meximagician

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Maze levels, especially when you have a map (or better, an auto map) and there is little to no non-euclidean geometry.

Also, the multiple keys like in Doom and such, I know they're a bit arbitrary, but I liked having an item that you just know is attached to some horrible alarm system or guarded by a massive hoard of barons of hell.

captcha: patience, child. Well, that's either chilling or letting me know a retro FPS will come out soon. Or both. Hopefully both.
 

Valkrex

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Jan 6, 2013
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The Soul Memory system in Dark Souls 2. It matches people together for PVP and Co-op based on the total number of souls that character has collected over the course of the game. The soul memory tiers are actually rather large when one looks at the numbers, depending on the form of PVP/Co-op the player can reach players a certain number of tiers above and below their own, and there are items in game that can expand your range. For those unfamiliar with the Dark Souls series, souls are dropped by enemies and double as experience and currency to be used both for leveling and acquiring items and equipment.

I really like this system. It allows me to continue leveling my character without risk of reaching a deadzone for multiplayer, as happened in previous games which matched players together based on their character level. This lead to a really aggravating "community level cap" and if you went any noticeable amount above this, then the online portions of the game were essentially cut off entirely. No co-op, PVP was rare, and one of the best parts of the game ceased to exist, forcing you to plan your character from the beginning of the game with with very little room for experimentation lest you put too many points into the wrong stat and end up too far above the cap. All it did was encourage min/maxing from the get go, and allowed devious players to avoid leveling, acquire VERY powerful elemental weapons that don't scale based on your stats but had VERY high base damage, and then invade and repeatedly kill newer players.

People say Soul Memory leads to build homogenization for PVP, but honestly nothing more than what I saw in Dark Souls 1, and allowing the player to continue leveling allows them to experiment with new things and try some truly crazy combinations of gear and spells. That coupled with limited weapon/armor/spell slots means that people will gravitate towards equipment that suits their play-style. Also, I can still get summoned at higher levels to help people, and still am able to find assistance for tricky fights myself.
 

Pseudonym

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I like the level design of halo:CE. It works with the gameplay.

Colin Bagley said:
"Save Scumming."

When you can save the game just before a risky part, and upon failure, load the save and actually be Where You Saved, and not at the start of the level or something.

Like in Dishonoured.
If there are some guards that are patrolling in such a way that means I have about 5 seconds to take one or both out without detection: I'll save in my hiding place, give it a go, then if I'm spotted, instead of fighting, Load and try again.

Some dislike this, as it's a type of cheating.
But I can't begrudge any Non-Horror game for giving the player MORE control.
Well, there is save-scumming and then there is save-scumming. It get's bad in strategy games, worse in turn based strategy games, and outright cheating if the random seed is reloaded upon reloading the game. I'll agree that it isn't as bad in dishonored but in strategy games things are a little different. For example, if I savescum enough in civ 4 I cannot lose any battle as a 10% victory chance can be reloaded 10 or 20 times so it becomes in effect a 100% victory chance. This means that my stack of 20 maceman can actually kill a stack of 20 rifleman through reloading the game 200 times and saving it in between victories over individual enemy units. Not because on my thirtied attempt I did anything better but because I got luckier. This means that even if the AI has superior strategy through my reloading it can never win. Even without abusing the save function to that extreme extend (which you should be able to restrain yourself from), in a strategy game your planning should matter and you should be able to fail because you fucked up 5 hours earlier, cruel as that may be. So that's a very different story from save-scumming in more action oriented games where upon death you just replay the same section again. I haven't played dishonored but I've played Crysis (the first one) and in that game save-scumming is highly recommended as you can lose 30 minutes of play by dying in some instances. Even if I don't die once, the stress of not savescumming would ruin that game for me.
 

Vern5

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Someone Depressing said:
The ability to pick your won stats when you level up. I feel it just gives me more control with my chatacer(s, assuming you pick your entire party's stats) and it makes combat much more tactical.

Other people don't like it though, because it's usually in harder games, where worrying about wasting stat points is a problem that can only be added to an evergrowing list of difficulties in the game.
I actually feel the opposite these days. If there is an option for auto-leveling, I usually take it, as long as it doesn't completely gimp me. I think of it as staying true to the developer's intended image of their beloved characters and as a personal challenge to see if I can harness abilities I never chose.
 

Wunderhund

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Jan 16, 2013
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Tank controls, fixed-camera perspectives, and static pre-rendered backgrounds, though I suppose all those have received enough criticism to semi-permanently disappear. Unfortunately.
 

Ihrgoth

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Most people I know seem to not like the leveling and combat of mass effect 1. I loved it. I loved that with some thought you could make yourself so powerful the game was easy even on hardcore. Also the ability to use bottomless pits to your advantage with biotics was fun. Benezia died really easily because I lifted her into a bottomless pit. That and the micromanaging your party's armor and weapons, I loved that.
 

ThreeName

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Colin Bagley said:
"Save Scumming."

When you can save the game just before a risky part, and upon failure, load the save and actually be Where You Saved, and not at the start of the level or something.

Like in Dishonoured.
If there are some guards that are patrolling in such a way that means I have about 5 seconds to take one or both out without detection: I'll save in my hiding place, give it a go, then if I'm spotted, instead of fighting, Load and try again.

Some dislike this, as it's a type of cheating.
But I can't begrudge any Non-Horror game for giving the player MORE control.
I couldn't think of anything until I saw this. I save scum like a ************.

Also slightly related, "Easy" mode or at least "Easiest" mode. I'm not here for a challenge, I just want to achieve some stuff, have some fun and get on with my life.