Genre exclusive problems

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IllumInaTIma

Flesh is but a garment!
Feb 6, 2012
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Question is quite simple, do you think there are any problems that are exclusive to some particular genre of videogames?

So, I'm playing The Incredible Adventures of Van Helsing, pretty good, but rough around the edges, ARPG. And again and again I notice one problem that I is exclusive to ARPGs and "Grind-fest" type of games. The problem is that money is mostly either useless or used only for one thing! In Diablo 3 you use almost all of your money on repairs. In Torchlight 1 and 2 you spend all your money on enchanting or gamble. In Borderlands 2 all my money went on buying ammo and gambling. That's it. Even if I see some nice gun or sword that I can buy from a merchant I never do, because at the back of my head I have that knowledge that very soon I'm just gonna find a weapon just as good as that one.
 

shrekfan246

Not actually a Japanese pop star
May 26, 2011
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I've actually got my own problem with ARPGs, which has stemmed from all the time I've put into Diablo III: I hate auto-attacks. Torchlight and Torchlight II, Titan Quest, Path of Exile, even Diablo II, having a plain old melee or ranged attack with your weapon as the primary click is so boring and monotonous to me. And putting one of the dedicated spells on the button instead is usually not an option, at least early-game, because you'll always run out of mana. I absolutely adore the way Diablo III does it with the whole silly 'Signature Spells' thing.

I'm not going to start asking for ARPGs to become Devil May Cry or anything, but I wouldn't be complaining if auto-attacks in them went the way of the dodo.

EDIT: Actually, I'd like to correct myself. I don't particularly like slow or loose auto-attacks. I think what might put me off is that in most of these games, the animations just look so pathetic for auto-attacking, or they swing very slowly and clunkily and it just feels like something is off, because looking at the alpha for Grim Dawn, I actually get a good impression from the auto-swinging.

'Course, it could just be that I like seeing numbers...
 

IllumInaTIma

Flesh is but a garment!
Feb 6, 2012
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shrekfan246 said:
I've actually got my own problem with ARPGs, which has stemmed from all the time I've put into Diablo III: I hate auto-attacks. Torchlight and Torchlight II, Titan Quest, Path of Exile, even Diablo II, having a plain old melee or ranged attack with your weapon as the primary click is so boring and monotonous to me. And putting one of the dedicated spells on the button instead is usually not an option, at least early-game, because you'll always run out of mana. I absolutely adore the way Diablo III does it with the whole silly 'Signature Spells' thing.

I'm not going to start asking for ARPGs to become Devil May Cry or anything, but I wouldn't be complaining if auto-attacks in them went the way of the dodo.

EDIT: Actually, I'd like to correct myself. I don't particularly like slow or loose auto-attacks. I think what might put me off is that in most of these games, the animations just look so pathetic for auto-attacking, or they swing very slowly and clunkily and it just feels like something is off, because looking at the alpha for Grim Dawn, I actually get a good impression from the auto-swinging.

'Course, it could just be that I like seeing numbers...
I think the main problem is that auto-attacks very often don't provide enough feedback. For example, compare your average melee attack in Titan Quest and in Torchlight. In Titan Quest your hero just whales his sword in enemy's general direction and there's almost no indication that he was hit. Now look at Torchlight. There's always that satisfying "THOMP!" when you hit a bunch of enemies and there's always clear visual indication. Maybe that's what it boils down to.
 

KarmaTheAlligator

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Mar 2, 2011
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Money and RPGs in general, as you tend to find all the equipment you'll ever need, especially those ultimate weapons. The only exception I've seen was the Phantasy Star series, where money was important as you didn't find (all) your gear[footnote] you'd still find some, but usually not the best stuff[/footnote], you'd at best find the recipes for them, and you'd still need to buy the materials (some being extremely expensive).

Platforming games and pixel perfect precision, where being off even a little would cause you to fall down or fail to reach the next ledge (seen a lot with indie games, I'm looking at you Cave Story!).
 

shrekfan246

Not actually a Japanese pop star
May 26, 2011
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IllumInaTIma said:
I think the main problem is that auto-attacks very often don't provide enough feedback. For example, compare your average melee attack in Titan Quest and in Torchlight. In Titan Quest your hero just whales his sword in enemy's general direction and there's almost no indication that he was hit. Now look at Torchlight. There's always that satisfying "THOMP!" when you hit a bunch of enemies and there's always clear visual indication. Maybe that's what it boils down to.
That's part of it too. But at the end of the day, I'm willing to admit that I'm a sucker for flash and pizzazz, which is just something that auto-attacks rarely have. There's no flourish in the animations, there's no dizzying array of colorful spell effects, it's just a person swinging a weapon.
 

krazykidd

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Mar 22, 2008
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Wrpgs .

Dwarves , elves , humans . Warriors , healers , mages .

So much tolkien . Okay we get it , he's an inspiration . But for the love of all that's holy mix it up a bit .
 

Shoggoth2588

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Aug 31, 2009
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Currency grinding in ARPGs comes down to how good the A is. In a game like Dyanasty Warriors or Devil May Cry you're either going to absolutely love the grind or you're not going to buy the game.

FPS and multiplayer. I'm tried of seeing every other FPS with a multi-million dollar budget being touted as the next-best-multiplayer experience only to then be slapped with the same old restrictions: You have to play online, offline/couch co-op is either extremely limited or non-existent (ie: no story-co-op), 3-hour single-player campaign as a direct result of a multiplayer focus, lack of bot matches to compensate for the inevitable decline/death of that game's online multiplayer etc.