Only slightly less annoying were the ridiculous save requirements for NES Battery Paks (Hold Reset as you turn the power Off) and no save and continue option.ShinyCharizard said:I don't miss those crappy save systems that relied on passwords you had to input in order to skip to the part of the game you last got to. They were fucking annoying.
While I enjoy the mini-content availability that DLC offers, I think the way Oblivion handled it was best (Horse Armor not withstanding). Where you had several self contained quests and additions to the game through DLC, and one massive quest chain and new areas to explore released as a full Expansion, the terms are really interchangeable but I don't think they've gone away, the DLC term has just swallowed Expansion Packs (Dragonborn for Skyrim for example is every bit what you would expect an expansion pack to be).Ihateregistering1 said:-Expansion packs (this is what we had to rely on before DLC).
On that note however, I don't miss the expansion packs that added entirely separate campaigns. I want to expand my basic experience in the game I'm already playing not play a bonus or side chapter. I don't want to choose my campaign, I want the new content right in the game from the start.
As for the real things I don't miss? Well...
-FMV Cutscenes, primarily I'm speaking about any cutscene in a game that doesn't fit the game's graphical style, that is like live action or just noticeably better 3D rendering than what the game produces. The dissonance of it still makes me cringe when I play older games.
-Games with a 3D worldspace sans thumbsticks. Remember the old 3D action adventure games on the PS1 that you had to rotate the camera with the shoulder buttons because they didn't have dual-shock thumbsticks yet? Yeah I hated that!
-In-game Loading bars. The "Cell Loading" thing in Morrowind drove me NUTS, and so many older games were like this where you are either plagued by frequent loading screens or loading bars because the game couldn't background load anything.
-Disc swapping. Not a big deal for some games like Final Fantasy VII, but try playing the old Baldur's Gate... it had 5 discs and certain areas were only on certain discs, causing you to sometimes have to switch out a disc 4 or 5 times in one playthrough.
-Limited Save Slots. Whether it be a 15 memory card slot limit or a three save battery backup limit, these limited save slots were terrible if you ever had more than one person wanting to play the same game. It still shows up sometimes, I had to buy Dragon Quest IX twice so both me and my G/F could have our own playthroughs.
-Highscore based game objectives. When I think classic or retro games my Nostalgia doesn't go back to the Atari, a lot of those classic games had no win scenario, there was no real plot, it was keep going until you die and beat your high score. I hated those games so much, for me there needs to be a definite final goal to reach and hopefully a story to tell.
-Text Parsers, any fan of old adventure games will know these.
-Water is a wall. Most noticeable in old school RPGs but lots of games made water either an instant death pitfall or just an impassable object you couldn't swim in.
-Tag Team Co-Op, similar to my disdain for Highscore based game objectives, I dislike games like the original Super Mario Bros. or Donkey Kong Country where the co-op was taking turns each level or each lost life, it wasn't true co-op, it was just another form of "beat the highscore" with a friend.
-Invisible Enemies. A plague in old-school RPGs was the invisible random encounter that took you to a separate battle screen (which I also hated)
-Your entire keyboard is hotkeyed to something. This is arguably why I still dislike most MMOs, I don't want to memorize what 50 freaking buttons do, either give me an easy option to access everything or limit all my actions to the left half of the keyboard only and don't force my hand to travel any. Finger gymnastics suck.
-Game Overs. I like a good challenge, and I like a bit of a penalty for failing, but completely making you start from absolutely na-da zilch just made me go play something else, not try again.
-Action elements in menu driven RPGs. I love turn-based RPGs, and was never a fan of the whole active time battle system, the time bar was more of a gimmick for difficulty instead of programming enemy encounters to have ACTUAL difficulty. I also hated the "press the button now for a more powerful attack" systems like in Super Mario RPG even though I loved that game. The worst things though is when a completely out of place action mini-game is thrown into the story of an RPG (Looking at you Final Fantasy 7 Motorcycle Chase).
I bet I could go on but I'll give this thread room to breathe.