Posted February 04, 2022
Now I realize, that some might argue that games are to entertain first, and waste time second, but there's a breadth between "enjoying the vast field" and "being forced to trudge across the field because the important quest giver can't be assed to move into town".
Things like that. Such as: (to my opinion)
The Personified Menu: Nothing says personal like being forced to find the person you want to manage settings. At best a cute gimmick, at worst, Animal Crossing: New Horizons internet connectivity menus, where they apparently took the meaning of 7 layer networking a bit too literally.
Quest Complete! Now walk: Congratulations! You found the wabberjock or Princess Flan. Unfortunately, this dungeon is a dead end, and you have to walk back 50 floors to get back to the surface. Have fun, bucko! Bonus points if the quest item disables your normal exits.
Some assembly required: Being forced to no matter how far you progress in a game, manually assemble tedious small bits to make big things; especially if their ingredients are trivial or practically innumerable.
The Haystack Beckons: Being told the location of something important with an inexact location. Bonus if the location is randomized or the item can move.
Transport! The epic saga of glorified waiting: You've been to this location at least 3 times, but you're still forced to watch the thing play out, (or worse, directly control it) instead of being able to snap your fingers and skip to the actual location. Bonus points if the developers designed a hub but forgot to utilize it.
And now the filler arc: Time/Day/Event based RPGs where there's dead air between the important events. Bonus if you can't actually do anything in that time and it's literally just wading though button prompts.
Buy it, you whale!: Any game that has microtransactions in order to skip levels or directly access later content ahead of the progression curve. Bonus if this comes with with an arbitrary stamina system too.
You got the thing! Now get the hell out!: In objective/collecting based games, getting kicked out whenever you collect one of a thing instead of being allowed to continue other objectives. Bonus if you can accidentally trigger an exit, or get shunted towards a point of no return.
Well, that's probably enough examples, what are your personal choices?
Things like that. Such as: (to my opinion)
The Personified Menu: Nothing says personal like being forced to find the person you want to manage settings. At best a cute gimmick, at worst, Animal Crossing: New Horizons internet connectivity menus, where they apparently took the meaning of 7 layer networking a bit too literally.
Quest Complete! Now walk: Congratulations! You found the wabberjock or Princess Flan. Unfortunately, this dungeon is a dead end, and you have to walk back 50 floors to get back to the surface. Have fun, bucko! Bonus points if the quest item disables your normal exits.
Some assembly required: Being forced to no matter how far you progress in a game, manually assemble tedious small bits to make big things; especially if their ingredients are trivial or practically innumerable.
The Haystack Beckons: Being told the location of something important with an inexact location. Bonus if the location is randomized or the item can move.
Transport! The epic saga of glorified waiting: You've been to this location at least 3 times, but you're still forced to watch the thing play out, (or worse, directly control it) instead of being able to snap your fingers and skip to the actual location. Bonus points if the developers designed a hub but forgot to utilize it.
And now the filler arc: Time/Day/Event based RPGs where there's dead air between the important events. Bonus if you can't actually do anything in that time and it's literally just wading though button prompts.
Buy it, you whale!: Any game that has microtransactions in order to skip levels or directly access later content ahead of the progression curve. Bonus if this comes with with an arbitrary stamina system too.
You got the thing! Now get the hell out!: In objective/collecting based games, getting kicked out whenever you collect one of a thing instead of being allowed to continue other objectives. Bonus if you can accidentally trigger an exit, or get shunted towards a point of no return.
Well, that's probably enough examples, what are your personal choices?