And the problem is that Assassin's Creed (AC) had 420 of them. And they had no effect. None whatsoever. Developers seem to have forgotten that there should be a reward for finding the spots and the ability to do it unhindered.Dygen Entreri said:I hate collectables with a passion when they have no perpose though. The Assassin's Creed series is a huge offender, with pennants, feathers, treasure chests which barely give any money, paintings, weapons, armour, and that's just what I remember from games 1 and 2.
If it's a "fuck you, do this for me before I do something for you" quest, then yeah it always sucks. It's not so bad if they're done properly. "Do something for me first" quests are THE most irritating thing to me, if an NPC tells you to go do something (s)he is perfectly capable of doing on their own.SmashLovesTitanQuest said:Fuck pacing then. If a part of a game is boring and feels pointless, the devs fucked up, no matter why you are forced t go there. These "Do something for me first" quests feel boring and pointless 99.9% of the time.Steagony said:I don't think it's that bad. Imagine if the game just let you go wherever you want, whenever you want.SmashLovesTitanQuest said:"Oh hero, you want to pass through this gate? I will let you, but first you must do something for me."
Every RPG, ever. Ugh.
Pacing, dude. Pacing.
this, add the fact that the checkpoint is before the cutscene and you got a recipe for disaster, atleast if your going to have them make an abridged version for the multiple times your going to watch them.Tohuvabohu said:Interesting question. There's quite a bit of low tricks devs can pull to force more hours into their games. But after reading through your list, what instantly began to grind my gears just by the mere thought is: Unskippable Cutscenes.
But are unskippable cutscenes really the technically worst way to add more length to a game? After all, cutscenes... SOMETIMES, don't last too long. Whereas endless grinding can take hours.
In my eyes, I still think unskippable cutscenes are the worst because with endless grinding for example, you are still actually playing the goddamned game. Unlike with the cutscenes, that seems to throw the fact that it's a GAME out the window and says "Fuck you" while you sit there and watch.
Or... you used your refinement abilities with the massive amounts of 'vendor trash' the monsters drop that you can't sell anyways, turned them into spells, and saved drawing for the GFs, and one spell at the end of the game just to see it.Arqus_Zed said:This! Dear God, this!HardkorSB said:Drawing magic in Final Fantasy 8?
They actually invented a whole new kind of grinding with the "draw magic"-mechanic. And why? Just so they could fuel the most paradoxical stat-enhancing mechanic ever.
Imagine if magic wasn't just a series of spells used to attack, heal or buff; but also a form of equipment. Now imagine that magic doesn't work with something silly and easily rechargeable like a "mana" or "MP" statistic. Instead, each spell has its own quantity, up to a 100 max. Now imagine that each time you use a spell, your quantity of that spell decreases with one and as such the statistic bounded to that type of magic gets weaker. And imagine that every time you use a spell, you've got to go and find an enemy that has that specific spell, so you can draw it from him again. For each of your 6 characters. At an average 0 - 3 spells a pop for the stronger (and actually useful) magic and an average 6 - 11 spells a pop for the weaker (and pretty useless) magic.
Welcome to hell.
Yes, well, you could spent hours on end drawing Holy and Flare from Diablos by beating him over level 30. And you could spent a lot of time drawing Aura for everyone when fighting Seifer on disc 3.DracoSuave said:Or... you used your refinement abilities with the massive amounts of 'vendor trash' the monsters drop that you can't sell anyways, turned them into spells, and saved drawing for the GFs, and one spell at the end of the game just to see it.Arqus_Zed said:This! Dear God, this!HardkorSB said:Drawing magic in Final Fantasy 8?
They actually invented a whole new kind of grinding with the "draw magic"-mechanic. And why? Just so they could fuel the most paradoxical stat-enhancing mechanic ever.
Imagine if magic wasn't just a series of spells used to attack, heal or buff; but also a form of equipment. Now imagine that magic doesn't work with something silly and easily rechargeable like a "mana" or "MP" statistic. Instead, each spell has its own quantity, up to a 100 max. Now imagine that each time you use a spell, your quantity of that spell decreases with one and as such the statistic bounded to that type of magic gets weaker. And imagine that every time you use a spell, you've got to go and find an enemy that has that specific spell, so you can draw it from him again. For each of your 6 characters. At an average 0 - 3 spells a pop for the stronger (and actually useful) magic and an average 6 - 11 spells a pop for the weaker (and pretty useless) magic.
Welcome to hell.
I mean, yeah, you COULD draw 100 cure spells, or you could buy 15 cottages with your salary, turn them into 100 curaga spells, and never think about it again. Turn the Sacred card into dino bones, now you have 2000 quake spells, more than enough to last the entire game. When you get to Esther, buy Hypnocrowns, turn them into aura stones, which then become Aura spells.
And that's without playing the card game.