What features are videogames lacking that you rarely see?

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ultrachicken

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Dec 22, 2009
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Varied protagonists. Most AAA games just have 30-something brown-haired white guys with perma-stubble. Not saying those protagonists have no place, but it's embarrassing how rare it is to find a game with a female or minority protagonist who isn't a stereotype or flat character.

Also, on a smaller note, the ability to realistically see your own limbs in first person games. The ability to see some of your legs is becoming more common, but look down right now. You can see almost everything up to your neck. I realize that the protagonist is often carrying a gun, which would affect that, but only making the toes/knees visible implies that the protagonist has a massive hunch.
 

Nouw

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Dirty Hipsters said:
Fully re-mappable controls. Fuck these developer presets! I'm the consumer, and I know what's comfortable for me than the developer does. If I want the X button to shoot instead of jump, by god, you better make it so that I can assign the shooting function to that button, even if you don't understand why in god's name I would want the controls set up that way.
I can't imagine that but nevertheless, that would make shooters more interesting. I second this remappable control notion, more games need to have this!
 
Jan 13, 2012
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Thrilling and exciting boss fights. Nowadays it seems a boss is an enemy with jacked up health and a few special moves.

Also, a protaganist that I can relate to. I'm sick of all these steriod junkies that don't have any fears or emotions.
 

sagitel

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Feb 25, 2012
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A.I! some intelligence for the computer! i played unreal tournament III and all of my team was stucked in a tank in a corner and i was alone against 9 enemies! and i couldn't be the driver of the tank.

also in many RTS games i have clearly ordered a unit to cross the bridge. then they start going up and down on the battle field!
 

Bostur

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Mar 14, 2011
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Pausable loading screens. When the game is done loading it waits for a key press to continue. I would love to see that feature back.

If my phone is ringing and a new level is about to load, I just know I will be dropped right into a pool of acid with enemies firing at me.

A more common occurence with fast loading screens. I see a really clever loading tip and only get to read 4 random words because it only takes three quarters of a second to load.

I'm a modest person, pausable loading screens is all I ask.

In reality I would also love to see most of the other things people have mentioned.
 

Hazy992

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Aug 1, 2010
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Karutomaru said:
Games have been missing open worlds. Xenoblade is the ONLY game of this generation that had a truly expansive world rather than a mission select screen.

Have you heard of a little game called Skyrim?! Or Red Dead Redemption? Or GTA IV?
 

BiggyShackleton

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I'd like to see more emphasis on couch co-op (couch multiplayer in general) but more regular co-op will do. I'm still waiting for a proper successor to the Conflict: Desert Storm games. They were funny as fuck.
 

Epona

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Austin Howe said:
And now, two from Chrono Cross that has yet to be implemented in it's genre:

1) Instead of being lazy and just refilling my health, there's a menu after battles in Cross that shows you what heals you can use at the time as you're collecting spoils and shit. It's awesome, and because MP isn't a concept in that game you don't have to worry about spending it.

2) Being able to run away instantaneously, on command, even from boss fights. Now on boss fights, you'll just restart the fight, but it's great if you realize something is wrong about your setup, of if, mid-fight, you realize your entire setup needs reworking. (Say you've got a lot of Blue elements, and the boss is rocking blue, so you can go switch to red.)

These are AWESOME in that game, and it's a damn shame they haven't been in other games.
#2 is in FF 13
 

Qitz

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Mar 6, 2011
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The removal of invisible walls and set progression.

I loved DE:HR because you could go through a front door or sneak around the back vents to gain access and were rewarded for it, but more games need to take advantage of this.

I'd love to see a game like Red Faction (2?) where you could not only shoot through walls but you could blow holes through them and continue on through that hole. It would be a great tactical shooter if you were allowed to blow a hole through any wall any where, or hell even through floors and roofs, instead of only doing it at pre-determined places.
 

YicklePigeon

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Hazy992 said:
Karutomaru said:
Games have been missing open worlds. Xenoblade is the ONLY game of this generation that had a truly expansive world rather than a mission select screen.
Have you heard of a little game called Skyrim?! Or Red Dead Redemption? Or GTA IV?
I think Karutomaru is alluding to the fact that the majority of "open world"-type games are but quest hubs. Sure there are sandbox features to mess around with, but to actually complete the game? It usually does boil down to finding the next quest giver. And if truly open worlds are what Karutomaru wants? Then I wouldn't want to be the one - nor on the team - that would build such a game.

--

Anyway, as for me? As with others: it's (at least) good writing. Especially in stories that adapt to how one plays the game throughout. I do have to ask though, does anyone really want a player character that basically comes with a 300-page biography? That's required reading beforehand? Okay, a gross exaggeration I admit (it'll be at least 2 pages, in size 10 Arial) a better question would be: just how much background is tolerable?

An example would be No One Lives Forever. All we know at the beginning is that Cate Archer is a) a woman (OMG! ;) ), b) highly trained secret agent, c) facing extreme sexism and d) that Bruno had recruited her in the first place from her "other line of work".

(inhale...)

By around the half-way point of the game, we knew her background fairly well - and perhaps the best quality of all this, is that I can remember these details without having to Google and not having to replay the game: born in Scotland and raised there initially, Cate lived a fairly good life until the age of eight when her mother died and her father, unable to cope, let everything go to rack and ruin. Then she lost her father and, during this time and ever since, no one of her former world wanted to know her and Cate became an orphan.

In her adult life, she established herself as a petty thief/cat burglar of whom made a point not to steal from those who were poor. It was only when she pickpocketed Bruno, a watch with a built-in tracking device (if I remember correctly) and Bruno apprehended Cate in her own place at the time and offered her a position in UNITY.

(...and exhale)

And this means that we, as gamers, have had at least one well-written character who just also happened to be female...and what happened? "The cutscenes are too long! Waa waa!" or so said the twitch-gaming crowd that can't understand books unless they're less than 30 pages long, no more than a paragraph per page and with big pictures. The same kind that would watch the two hour version of the first Lord Of The Rings and feel *that* was too long and not comprehend how the book could be out beforehand (in paperback no less! ;) ). And finally, the same kind of people that would rather set a microwave at 88 seconds rather than 90...because it's fractionally quicker (for them) to enter 88 than 90.

Then there were those who wouldn't even entertain the game because they didn't want to be playing as a woman in the first place. The same who didn't really like playing as Garrett in Thief with their reasoning being "he's too weak". Cue the facepalm...

All that being said, all the back story to the character of Cate Archer was to be found in-game as the game progressed. And if we as a gaming community want strong writing and with protagonists that aren't white human males with brown hair that go to coat shops where the only choices are either 3/4 length or full length black coats of varying fabrics, then we're going to have to accept that there are points where cutscenes are going to take place in order to provide much needed exposition.

And for those that don't want actually want a story? And just shoot things? Then I suggest a mode of play that skips the story bits entirely and presents everything as just a bunch of so many levels without any rhyme or reason for being there. Or I dunno, such people can just go and play Space Invaders instead... ;)
 

darkcalling

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DoPo said:
The ability to press a button and punch annoying people in the balls. It will really change the way multiplayer works. Oh, but I'm being sexist - let's say it punches people in the mouth. Twice.
Dunno if it works in multiplayer but Saint's Row the Third actually has a dedicated nut shot button. Just walk up and click the left thumbstick. Works with most weapons.
 

Pumpkin_Eater

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Mar 17, 2009
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Karutomaru said:
Pumpkin_Eater said:
Good writing.
Whoah whoah whoah whoah whoah whoah whoah.... What?
Madworld, Batman: The Brave and the Bold, Trauma Team, Xenoblade Chronicles, and Call of Duty Black Ops, to name a few. WHAT HAVE YOU BEEN PLAYING?!
Mass Effect 3.
 

veloper

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Jan 20, 2009
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1. WASD movement for topdown action RPGs is too rare.

Let's you use the mouse exclusively for aiming, whenever you want to, which makes a game more responsive and has absolutely no downsides.

2. Maintenance/corruption mechanics are missing in most newer strategy games.

Keeps a big strategy game from becoming effortless after you win a few battles.
Civilization (up till #4) always had it and civ4 perfected it, so it's not like other TBS developers never could have figured.

It's the ultimate proof that the game industry fears all change, that they'll ignore great improvements that are not really all that new and not hard to reinvent either.
 

LilithSlave

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dessertmonkeyjk said:
You see that gamepad over there? The one with two sticks on it? The poor right stick needs a little more love besides being just camera controls.
I agree with this, and am reminded of Nights into Dreams and how having two sticks confused me so much at first. But that I thought that using two sticks for different 3D controls was the future, at least of platforming.

I want that mentality to be back and actually matter. Sure, it feels like patting your head and rubbing your tummy at first. And a real mind bender. But once you'd get used to something like that, I think it would be awesome. There needs to be a LOT more 3D games with more complex movement.

Let's see, like Katamari Damacy. Did a really good job of using BOTH sticks for movement.

Admittedly, that stick works really well for camera movement. And it was one of the improvements of Kingdom Hearts II over Kingdom Hearts. Using the R buttons for movement in Kingdom Hearts could lead to some awful camera angle lockups. Which were (mostly) alleviated in Kingdom Hearts II thanks to the control stick and just designing some areas better for the camera, than say, Wonderland in the first game. Made you even wonder why they didn't do that to begin with.

It's as if we need 3 analogue sticks sometimes. One for camera angle, and two for movement.

Because you could DEFINITELY put two analogue sticks, both used for movement, to good use. I really want another freeform flying game like Nights into Dreams about it.
YicklePigeon said:
I think Karutomaru is alluding to the fact that the majority of "open world"-type games are but quest hubs. Sure there are sandbox features to mess around with, but to actually complete the game? It usually does boil down to finding the next quest giver. And if truly open worlds are what Karutomaru wants? Then I wouldn't want to be the one - nor on the team - that would build such a game.
Ah, World of Warcraft syndrome.

"Go kill 3 birds", total immersion.

What I think would be good is a big, dramatic, melodramatic, even(I don't see why people hate melodrama), war game that's open world. Something like, say, Final Fantasy Tactics, but an open world sandbox.

Oh hey, speaking of this sort of thing. You know what I want in an MMORPG? Role-Playing. I want to make a character who's dealings with their friends and family and politics mean more to the game than the level and armor of the their character. I want areas where interacting with characters are a more major part of the game than the monsters you fight, and meeting with a major political figure is more like a boss fight than taking down a tough monster. I want my character to die when they are killed, let my account level up, then, that'll pay for the fact my character has died, permanently. And if my character had friends and family, let me experience a nice funeral after they're gone. How about even just letting crafting be more important than the combat?

Most sandboxes, especially MMORPG sandboxes, feel fairly lifeless and unbelievable. Predictable and completely static, instead of dynamic. Heck, Terraria on a roleplaying server can feel more real than an MMORPG.

Oh hey, speaking of this, there needs to be more RPGs, where that grinding is not only not necessary, but impossible. I especially want that in an MMORPG. Chrono Cross was a game that made grinding impossible, and was still a good game. Why not try to do that in an MMORPG?
 

dessertmonkeyjk

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LilithSlave said:
dessertmonkeyjk said:
You see that gamepad over there? The one with two sticks on it? The poor right stick needs a little more love besides being just camera controls.
I agree with this, and am reminded of Nights into Dreams and how having two sticks confused me so much at first. But that I thought that using two sticks for different 3D controls was the future, at least of platforming.

I want that mentality to be back and actually matter. Sure, it feels like patting your head and rubbing your tummy at first. And a real mind bender. But once you'd get used to something like that, I think it would be awesome. There needs to be a LOT more 3D games with more complex movement.

Let's see, like Katamari Damacy. Did a really good job of using BOTH sticks for movement.

Admittedly, that stick works really well for camera movement. And it was one of the improvements of Kingdom Hearts II over Kingdom Hearts. Using the R buttons for movement in Kingdom Hearts could lead to some awful camera angle lockups. Which were (mostly) alleviated in Kingdom Hearts II thanks to the control stick and just designing some areas better for the camera, than say, Wonderland in the first game. Made you even wonder why they didn't do that to begin with.

It's as if we need 3 analogue sticks sometimes. One for camera angle, and two for movement.

Because you could DEFINITELY put two analogue sticks, both used for movement, to good use. I really want another freeform flying game like Nights into Dreams about it.
I'm kind of hoping for something like Ape Escape actually and it shows that the devs took the position of the fingers seriously. R Stick controls the gadgets, L1 centers the camera, action buttons select gadgets, R1 jumps, L stick moves, etc. It keeps in mind that the most used actions are mapped to the easy to access buttons. You essencially can preform 3-5 actions at once.

This makes me want to experiment with a 3D arena beat'em up using the L stick for movement, R stick for attacks, Hold L2 to aim weapons , Hold R2 to fire/tap to quickfire, etc.
 

Veldt Falsetto

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Karutomaru said:
Games have been missing open worlds. Xenoblade is the ONLY game of this generation that had a truly expansive world rather than a mission select screen.
...you talking JRPGs or games in general?

JRPGs...shall I point you to Tales of Vesperia?
Games...you haven't played an Elder Scrolls or Fallout game have you?