When you spend hours creating your character and then they end up looking completely different because the in-game lighting is different from the lighting in the character creation screen.
Personally, the thing is like to see most in RPG's (or any game for that matter) is instead of increasing their HP and damage when you play on higher difficulties, they get improved AI! Becoming a "bullet sponge" doesn't increase difficulty it increases frustration!
I can't stress your point enough. I can see the reasoning behind some health and damage buffs, but when I'm unloading multiple clips into thralls, the only change in difficulty is ammo supply
Funny enough god hand have a system that increases the difficulty by making the enemies more hostile and start using new attacks that you didn't see before, and that's depending on how you play if you get your ass kicked the enemies well become easier and if you're kicking the enemies ass they become harder and start doing combos and other shit, same with bosses
I think "Not Being Able to Name Your Save File" should get a special mention. It was amazing in DAO to be able to name a save "Just did that thing but not that other thing" but EVERY Mass Effect save is "Normandy" or "Citadel". Like WTH?
2 роки тому+7
Similarly annoying, however, is when you _have_ to name your save file. Back in Fallouts 1-2 you had to name it (there was no autogenerated save name) so if you were anything like me, you just numbered them. (Oh, and you were limited to 10 save slots.)
I also hate it when the rpgs have equipment …but when you put on the new armor, your outfit looks literally exactly the same, and all it does is effect your abilities, but not your appearance
Could be worse, part of the reason I couldn't stand Tera was that the gear looks great in your inventory, but when you put it on it's just another color of the same thing you've been wearing all game, unless you pay real money to transmog. Edit: I mean I can live with it if it's just gonna be the same no matter what, or if only the level matters, but it sucks when you know there is better looking gear, and the stuff in your inventory has a completely different thumbnail that still doesn't change your look.
My additions: * A tutorial re-trainer. If I leave the game for a month or two I'd like a way to replay the tutorials (like make it a menu option). As you unlock tutorials in game, they get added to that section. Nothing is worse than finally coming back and realizing you forgot HOW to play. * Proximity respawns for games with long-range weapons (sniper rifles, bows, etc). (AKA "Magic Respawns") You spend the time to silently clear the area, only for the game to decide you are too far away so it repopulates. No proximity system should be less than the range of the weapon! * Proximity-based quest initiation. You get (too) close and a quest auto-accepts/starts. Pairs well with ... * No way to cancel or exit a quest. Maybe I don't want to do that quest right now. * Giving the player options that won't work. Much like the character one you mentioned, giving you the ability to spec full-ranged weapon (or whatever) and then throwing nothing but enemies who rush you. I don't mean occasionally. I mean that the sniper-type weapon you specced for remains holstered 90% of the time or more.
OOF yeah that last one is a BAD one. I hate when i want to play a good game a different way and try to make a "build" work and then two hours in you realize, oh, this entire system of weapons just does not actually belong in this game.
hmm not really agree on the cancel/exit question, to me it is part of the immersion experience. I understand it would make life much easier but giving that up for a better story would be fine for me
I don't get the quest one, unless the quest you're given to do has a time frame on it I'll usually just leave it for later on, might mean I have a dozen or two quests lined up, but so what. Actually, I didn't like half the things listed on the video...there's always other things you can be doing during some of those things he complained about.
One type of quest I really dislike in most RPG's, that I wish they would get rid of, is the escort quest. Or if we have to do an escort quest, make it so the person you are escorting moves faster than a paralyzed turtle. And in the games where they do move faster, they get stuck on every blade of grass there is, so you still have to wait for them to catch up.
I also hate in rpg's when ppl run and sprint everywhere as if in real life that's how ppl move around instead of just like, you know walking like a normal human being? I like realism a lot more than convenience in my rpg's
Something I would add similar to your "Beginner's Trap" is when a game's character creation has you select a voice complete with a sample dialogue, then during gameplay that voice is only audible during combat grunts and moans.
This reminds me of Jump Force. I chose a voice for my character, but doesn't talk at all in cutscenes. It's like the NPCs have telepathy when talking with me.
I like it and I hate it. I play Witcher 3 a lot. Seven years and it’s still my favorite RPG. But you can easily get to the point that main quests just aren’t a challenge anymore, which is kind of annoying (but it is nice to just one hit annoying ass wild dogs). But if you turn on level scaling, the XP reward doesn’t change for those previously underpowered enemies.
I absolutely agree on this one, if I’m gonna invest the time to grind an unreasonable amount then I want to completely destroy the enemies as my reward
The level scaling holds Oblivion back from being one of my favorite games. There is something wrong in the game design when the ideal "build" is to make all the skills you don't use the "major skills" so you can stay low level.
I remember learning, in Elder Scrolls: Oblivion that I could make my life easier by running around the map and just ducking into every cave/dungeon, but not even exploring them. This would "lock" the enemy levels to match the level I had when I opened them, for at least the first run-through. - Also, once you start seeing vampires in caves, you can just avoid all caves for about four levels and never encounter vampires again except where the story forces them to be.
I remember being "Strong enough" in Oblivion . Running into a town. Speaking with everyone. Trading with everyone. Doing some crafting and when I left the enemy could regenerate more dmg than i could make ....
@@chucsmith1925 in skyrim you can enchant armor to make better potions then make potions to increase your enchanting and just go in a loop till you have like 400% armors and weapons that sell for more then any shop has in gold
My favorite part of Ghost of Tsushima was that side quests felt relevant or expanded on the world. Just enough to NOT feel lame, to feel they weren’t better left undone.
I don’t doubt that, but there wasn’t a ton of them there just for the sake of something to do. It felt like something you could complete without being too tedious. I don’t think every side quest in a game will feel rewarding, but most of them should, and that offsets when a handful don’t now and again.
Character creation screens need to stop displaying the character I'm creating in lighting that won't exist in the actual game. Too often I find myself spending thirty minutes in creation and only six seconds after clicking "Finish" I realize that the character I thought I was making was actually just a trick of the light.
I felt like a lot of the side quests in Horizon: Zero Dawn really added to the main story. I noticed that some main quest dialogue changed if you did certain side quests prior to completing a certain main quest which made doing the side quest feel even more satisfying and meaningful.
Ya Witcher 3 and Kingdoms of Amalur are my favorite wrpg side quests. If we go jrpgs though then Falcom's Trails series and some of Namco's recent Tales games like the Xillias, Zestiria (in fact the side quests were far more interesting than the main quest...in fact i'd say it's quests are among the best of the series...and this is coming from what is almost objectively the worst game in the series as well lol), and Berseria quests were also very solid mainly cause they focused more on world lore/character backgrounds...granted didn't really have any quest chains which I'd like to see in a Tales game in the future but they were all satisfying as far as brining in more world lore (unfortunately the latest game in the series, Tales of Arise, had subquests that were far more mediocre and more fetch quests/hunts than world lore/character building...besides that though the game was great).
But then you would never have bosses like the vanguard demon in Demon Soul's or Urizen in DMC5, both of which you are supposed to lose to but can actually beat.
Right? I spent a long time locking up Cross Ward in Radiata Stories, but when you drain all his HP, it just jumps to a cutscene where you're defeated...
The fallout 4 settlement mechanic really shines when playing in survival mode. There is no fast travel so building camps to sleep/save, stock up on food and water, or even visit a clinic our trader becomes necessary. It's a difficult setting but it's the best way to play the game imo. Fallout 4 really feels like it was designed around playing survival mode.
You're exactly right. I usually didn't bother with the settlements, but they were a massive help in survival. I linked them all with Automatons based out of Starlight Theatre. Or, at least the good ones. Tenpines Bluff, Nordhagen, those got ignored
I think it was a mod I had but you could go with carvans between your settlements. It was set like fallout 2 were you could skip the walking and fast travel but would get dragged out of fast travel if an enemy appears or you could escort the caravan normally.
I got so sick of getting called to settlements in FO4 that I went to all of them and lined the borders with turrets. I also put them on all the buildings and and anywhere that looked good. My settlements take care of themselves now. 😁
In FO4, if you raise the defense of your settlement to somewhere between 250 and 350 the game will recognize the settlement as well defended and not schedule any attacks.
I found that quite endearing. I kept thinking "this guy again!" I really began to feel like that one man and one woman who seem to play *everyone* were my friends...
I actually enjoy it! My first proper RPG experience was TES:Oblivion and I loved that I felt like there was an omnipotent presence following me on my journey 😂
It depends on the game when it comes to the grind. If they pull it off well then u really don’t notice bc u want to go through it. Other games can make u absolutely dread the grind.
Definitely, for example Witcher 3 the side quests feel in sync with your character progression and lore, finding Witcher gear, destroying monster nests, completing monster contracts, solving mysteries they all fit the "Witcher life" perfectly hence doing them is fun and engaging. Ubisoft grinds in comparison are dull and lifeless because they put the grind in for the sake of the grind unlike the Witcher where the "grind" is woven fully into the experience
@@adambainbridge4539 exactly. Great example bc honestly it never felt like u had to do it move on. U wanted to do it. Where as assassins creed odyssey was like wtf for me at least. I hated that grind.
I love cooking systems and crafting systems in game where the crafted and cooked items actually have late game value as well if you focus a little on those mechanics from the start, it feels good to make your own powerful gear from the ground, it's automatically worth more to you too
Oddly enough I felt that Outer Worlds didn’t have enough side quests. That’s my one other complaint besides the small hub worlds barely having anything in them as far as environmental story telling goes.
You don't means those side quests like "You there, go to another side of the map and bring something tp me/talk with somebody then I will give you something", right?
@@zakray1885 For me it is NieR: Automata, maybe those side quests in that game are also boring to play but at least most of their stories are unforgettable. Or maybe Zelda: BotW, maybe some of those side quests are not better than Ubisoft games' side quests but at least the game itself is pretty fun to play so those quests won't bothering you.
@@zakray1885 witcher 3 side quests are enjoyable from a narrative perspective but from a quest design perspective they are all the same doesnt matter if you are in Velen or white orchard or skellige , quest design stays the same All of the quests usually follow Follow foot prints using witcher sense Follow red aura using witcher sense Investigate area using witcher sense Flaw in this repetitive quest design is even if I try to I cant make mistake , I will never fail a quest because the game is constantly telling me where to go or what to do , even high lighting my path Not to mention the hand holding , in one of main quests inside novigrad winery Geralt is told to open a passage by placing a bottle inside a correct slot based on Ciri or Dandellion birthday , in the actual game all you have to do is press right click & E , thats it So question is why was I given the intel in the first place because all I am doing is following a dotted line
Agreed. But I do like how Assassin’s Creed Odyssey sidestepped that issue by letting your change your armor’s appearance. Get to keep the stats AND look awesome.
My god you were right about unskippable cutscenes. Back on the PS2, in FFX I kept failing the fight against Lady Yunalesca, so of course that means watching that extremely long cutscene before the fight again and again and again and again. When i brought the PS4 version 15 years later I remembered that scene, nearly word for word.
I love how Dark Souls and every other Fromsoftware game tells the story through items, enemies lore, gameplay and only use cinematics during boss fights to change to the second phase .
Yeah some of the things in some rpgs are fun. Other times it's annoying as hell. One of those things are side quest that are continuous, which is okay I guess if you're doing it for money and small exp, but it can be a pain if you leave the game for a month or so and you're trying to figure out what quest you left off from.
On the other hand, you have sidequests that are too short they feel meaningless. Like in a lot of Ubisoft games. You don't remember any of the npcs or side stories because they start and end so abruptly.
A game with a good amount of side quest that did it great was Kotor 2. Each planet had plenty but not an overbearing amount. Plus some, such as on onderon with the star port visa quest you can help people or give them to people with items. On Nar Shadda you need to do side quest that made you feel something to advance the story. I wish more games did that.
@@alexfarrell3250 that’s true, in Kotor 1 and 2 they ran off a similar formula for the quest set ups. The only difference is the Kotor 2 is darker so the quest more often feel darker in tone.
I didn’t realize this until I played KCD, but I actually like radiant combat quests because sometimes you just wanna fight and get some reward. These should definitely scale.
What we WANT in RPGs. HQ upgrade and character recruitment progression over time akin to Suikoden II. I don’t know why more rpgs don’t use this mechanic.
When it came to grinding, I loved how tales of series and dragon quest allows the AI to take full control. This allowed me to focus on other stuff irl.
Or, as it happened to me in TES O, spend an hour on creating the least shit looking Argonian and get the whole progress DELETED because you waited too much afk, because you wanted to learn what the specific classes do, and the game rebooted.
I have light brown skin so when I try to create a character that looks like me, it sometimes ends up being either too dark or too light compared to what it looked like in the character creation. Games should allow you to run around with your character in a small map with samples of different environments so you can see how your character will actually look like in the game's world before finishing your character creation.
Too many vs too little side missions/content, is something many Devs need to consider when making a game. When it's plenty it's great, but since some side missions are usually tied to the main story, it can be hard to figure out which one continues the story. And when there's too little, the game begins to feel empty, with a lot of potential left unused.
I forget which game but there was one I bought didn't have any tips on the main quest other then talk to a guy, and he refused to talk to me, turns out that I had to talk to like 10 side quests to talk to him or something, but nothing indicated this. It was pillars, or divinity forget which one I was enjoying the game, but that level of hands off got a bit frustrating.
i actually like it when you dont know of it continues the story, cuz it means your getting lost in the game and little stop off points to branch out then to find your not on the main story i get excited again to realise i got even more to play, that happened to me with skyrim
You should start putting game titles somewhere on the screen, because sometimes when you're talking about something, you're showing something entirely else and if it catches my eye it's really hard to find out what game it was...
The Fallout 4 mod Sim Settlemonts was amazing for the settlement system. If they could implement that organically in the next one in 10 years it would be awesome
Never actually played that mod, but I love the settlement building regardless. Not against other people hating it, but a lot of the complaints can be dealt with by learning the system.
I agree with everything except for the cooking part, I love it when RPGs have sim like mechanic. Plus I get to fantasize about getting to cook a five star meal while eating kraft mac and cheese IRL.
I do like cooking and food buff mechanics in games but some take it too far and make it bloated and overwhelming to the point where it feels like a chore.
@@chainuser1774 that's the key. Make it enhance the gameplay enough for there to be a reason to do it, but don't make it insanely broad with minimal buffs just to pad out the play time. I feel like cooking was one of the only things FFXV got right.
You know the worst to me is when they give you a boring side quest like "go fetch 5 bear pelts all the way to the other side of the map" and then you come back after like 5 months of playing the game to deliver that boring quest and instead of ending, they are like "oh somebody stole this while you were gone and took it to the other side of the map, I can't accept to end the quest until you go finish this pointless objective"
I'm so glad the new Assassin's Creed games let you turn enemy level scaling off; I hate it with a passion. It literally defeats the purpose of leveling up; why even waste time leveling up if the enemies will level up with you and everything will feel the same!?
I know Odyssey doesn't really allow you to turn scaling off, but at least it gives you the option of making the enemies only scale up to several levels lower than you, so they're not complete pushovers, but at least don't go down in one hit.
I'd like to put forthe having a custom name in voiced RPG, which of coarse the NPCs can't say so it just feels like all they view you as not even human, just a tool to be used.
Crafting is a big issue when you craft something with a powerful name (weapons, armors etc), and then BAM!, next thing you know the shop sells something waaaay better than what you crafted (after spending hours grinding for the crafting material)
Yeah im not a big fan of level scaling..cuz u work your ass off to get to a high level and that should make things easier for u, u would think..it takes away the purpose of level progression! Great video man👍
AC Origins was actually so much fun when it came out. EVERYONE was skeptical and it turned out different and really fun... then they did made the same thing two more times but with different setting. Now I'm talking about every Ubisoft game
I imagine that it’s not that the developers have a quota for side quests, but a quota of playable hours. When crunched for time, like many studios are nowadays, the best option that they tend to have is to throw in a few pointless side quests to fill up time
agreed, i wanna play just to join my friend, but ended up deleting it 3 days later. the gameplay is repetitive, story is so boring, trying to make a character a badass and failed miserably, boring and plain world, getting ar is so slow, p2w, and on multiplayer there's nothing to do. boss are way too hard or way too easy, but not in enjoyable way like Dark souls. dont know how some people even last longer than a week just watched the video, a lot of the problem is in the game
@@justlixian293 I've invested probably around $100 so yeah I'm staying till it loses its relevance. Is it fun? No. But I did make great friends along the way.
@@justlixian293 I agree on almost everything but Genshin is not p2w, you'd think that's a good thing but the artifacts grind relies entirely on rng so whatever, it's just as bad.
MMORPGs are notorious for the whole "systems on top of systems" issue, and I'm not just talking about shitty "free-to-play" ones that use it to milk microtransactions. World of Warcraft is one that is currently suffering from player loss due to this obsession with constantly adding in system after system after system, (on top of other "issues"), when players just want more content. Hell! I'll take "repetitive" side quests or activities that just make use of core mechanics over piling on convoluted systems that make the game less fun. In other words, I like a game that keeps things simple for the most part. Sometimes adding a new system can be fun. Ironically, I find the settlement system in Fallout 4 quite engaging especially with mods. Although I can see how many people don't care about it because it can seem tedious and frustrating at times. Definitely could benefit from an "auto-build" option that just let the player pick out a layout for the settlement, set up some basics, and let the settlers build it over (in-game) time. For example where adding systems did NOT work look no further then Fallout 76. It added online play, emotes, mandatory survival settings, microtransactions, and battle royal. All of that just contributed majorly to the game being garbage, and in many ways remaining garbage.
I like the settlement system too. Only I usually wait until the main quests is done before diving in. It feels weird to me that the character would bother with building infrastructure when he's/she's on quest of vengeance in search of his/her son.
If you want a how-to of what not to do, look no further than Bungie. Destiny could have been a generational franchise in gaming, but Bungie chopped the game up into DLC before it ever came out. They ignored bugs and player experience, and cut corners on everything. It got so bad, *_Activision_* of all scummy publishers had to say enough and cut off their funding. Now, Bungie is financed by the Chinese state due to no other western interest, and Destiny functions exactly like you'd expect from a Chinese free-to-play lure, where new levels are added every so often (for a scheduled fee), but more is taken away with each "expansion". If you go to any of Bungie's social pages, it's all microtransaction advertisements, which are also pushed in-game with each new exotic weapon acquisition. "Congrats! Buy the ornament now and show off!!"
"Definitely could benefit from an "auto-build" option that just let the player pick out a layout for the settlement, set up some basics, and let the settlers build it over (in-game) time. " You want Sim Settlements.
Good example of #5: WoW crafting. You spend AGES grinding materials, some of which can actually have time locks on them (like you can only get them from the first 5 dungeons of the day etc), only to find that it's not as good as basic raid loot.
My best friend and I both played through the first dragon age, and we both still talk about it today. Our choices actually mattered in the end. We both loved it. Nowadays, it's so difficult to get that same thing. Yes, your choices mattered a little. But in the end, they really didn't. Not on the same level. Even a message just saying.. "character A chose to leave the area because of this choice they made in the middle of the game. Whereas, character B chose to stay to run things in their place. But if the choice was made the other way, then it happened in reverse." That kind of thing would go a really long way in the storytelling department.
“When you die and have to rewatch the cutscene.” Guardians of the Galaxy in a nutshell. I still enjoyed my play through, but it could have been better.
Building on number 10. Not having the ability to pause or rewind cutscenes in case that's the time when your mom, wife, whoever decides that it's a good time to try to talk to you.
I would honestly prefer for people to stop calling the new assassins creed games RPGs just because they have stats and random dialogue choices doesn’t automatically make a game an rpg
@@mohammadashikurrahman7530 nah they’re not, they’re open world action games. There’s no actual role playing in them. Just an occasional dialogue choice here or there and some arbitrary stats do not an rpg make
@@VulturePilot three things makes an rpg game. choices, different paths and multiple endings. assassins creed has all of these. am i missing something here or is it just you didnt play odyssey or valhalla?
"What makes an RPG" is the most ridiculous and honestly boring debate in video game history. Who cares if someone calls it an RPG and you disagree? So what?
It's nice to see one of the biggest gaming channels call out some of the lazy bloating a lot of developers have made their bread and butter, rather than just crank out video after video just praising everything that comes out. Nicely done, guys!
My biggest complaint- developers not putting enough energy into making fun, unique quests/side quests. I am MUCH less worried about having state of the art graphics than I am about having fun, unique quests throughout a game.
I remember playing Neopets: the Darkest Fairy as a kid and getting completely stuck on this one boss fight. It told me to run away, but the way out was so unclear to kid me that I literally didn't figure it out until I remembered it like 10 years later and looked it up online out of curiosity.
Important to note that some of these problems were caused by dev companies wanting to bring the RPG genre to the casual player group. Nowadays a piece of log with a skill tree is called RPG.
Going to do a, potential, hot take. Fallout 76 evolved the Fallout 4 settlement building system AMAZINGLY well! Making camp anywhere and having blueprints for your house is really cool! The vault shelter thing was also really cool (even if it doesn't make logical sense). The workshops were also much more fun. You take them over temporarily and defend them from enemies but only if you want to. There is no major loss to letting it go if you have moved on from the area. Having lots of materials already available in the workshop to build basic stuff and defenses also was a nice touch because you didn't lose a lot of valuable resources for a temporary claim. It really worked well and I hope it stays for future Fallout games in some fasion.
Side quests particularly fetch quests can be super tedious but they can also be a great way to get the player to explore a part of the map they otherwise wouldn't have visited 😀
I just wish not every game was trying to be an RPG lately. We still love action/adventure games without the hassle. Horizon Zero Dawn would have been better without the dialog choices with plastic character models that didn't even matter.
The dialogue choice is not even important in horizon zero dawn its just there for more dialogue conversation but mechanics wise its not the same as Fallout that the dialogue choice matters and actually affects the story and gameplay scenario.And horizon is not an rpg it is an action adventure game with rpg mechanics
Games that required us to grind a lot just to make a character become stronger are really tiring and I always feel burnout after playing it for some time 😪
One example of “not telling you a boss fight is un winnable ” is the weird forest that you have to fight through in Phantasy Star 4. I spent so long trying to fight through thinking I would win until I finally realized I was simply supposed to run away
If I die right after a cutscene I force myself to watch it again even if it’s skippable as punishment for my own failures. Idk how many times I watched Gael ask if what was dripping from him was the blood of the dark soul. It was too many times though, that’s for sure.
I would say for the cooking mechanic, I have only seen it in two extreme forms: it is either useless and can be ignored completely or it is so powerful that you don't really need regular healing items at all anymore. Skyrim is of the first variety, Fallout 3 (after you figure out food sanitizer, mole rat wonder meat and ice cold nuka cola) and especially Fallout 4 are of the latter variety.
Final Fantasy 6 had some of the best utilized sidequests ever! Mostly got you awsome gear or secret characters, and the character ones in the world of ruin, which tackled their demons were pure writing magic!
Two thoughts: 1) It is only "grinding" if it is crap, otherwise it is "level building". 2) You should have made a distinction here between actual and intentional mistakes as in the trope of the unreliable narrator (which is a truly underutilized concept imo, also I'm not talking about unintentional mistakes that are intentionally left in, like using a bucket over a shopkeepers head in order to steal from them or chickens reporting you for murder in Skyrim)
My biggest gripe with Skyrim was being un feasibly able to make a pure mage build. I went in later with the modding option they introduced on the Xbox and realized it was kinda impossible to realistically make a mage that wouldn’t get one shotted. Cause you would have to put SOOOO many points into having enough mana to do cool stuff and put up a fight you couldn’t get around to putting new points into health!! It was such a waste
any game that cant really level the boss with rest of the game...should be forced to gave back money, i wanna play, i dont wanna stress myself on something that is out of proportion
6:00 Lufia II has a good compromise: The first fight against Gades you're supposed to lose (and it's actually the same internal enemy as his post-PoNR fight) but if you beat him you get a cool weapon that's one of the strongest in the game, then he unleashes his full power in a cutscene and the game progresses as normal. #5 Japanese animu JRPGs in particular seem to be obsessed with this in an attempt to maintain relevancy.
Unwinnable bosses are complete shit in my opinion. I see no value in them whatsoever. If my actions don't change the outcome, then just make it a cutscene. Fighting against an enemy you literally can't beat is just a complete waste of time. It's especially bad when you have to survive for a certain amount of time or get them to a certain HP threshold to make the story advance but you still lose, but it doesn't really tell you that, so you either start blowing all these items trying to win the fight and then they're wasted, or you just intentionally die to speed up the pointless fight, but then it's a game over because you didn't not die long enough. So dumb. If I'm doing actions in a game, they should have consequences, even if the consequences are just win or lose. I don't want to auto-win a fight, and I don't want to fight an unbeatable boss.
Trails of Cold Steel is good with the unwinnable boss fights. If you get to certain thresholds, you actually get a reward, no penalty for not making it.
Well there are some cutscenes in RPGS that i don't mind watching depending on the game but God there some that aren't even worth watching. I only like watching the cutscenes from Persona 5 Royal since it's my favorite RPG game.
5:40 dragon quest 9 had a GREAT unbeatable boss fight. It played in with the story well, it was clear by the numbers of damage AND in battle dialogue that you couldn’t beat the boss while also giving you this sense of hopelessness. It was amazing. Idk if there’s clips of it anywhere, but it is pretty far into the game so that’s why I’m not explaining it in detail here.
I liked the first fight against McBurn in Trails of Cold Steel 2 myself. Though it isnt clear you cant win unless you beat one of the bosses (if you do, McBurn just does double your max hp in damage with every hit), but even if you lose without beating either, its not a game over. And you get a bonus if you manage to beat one of them.
For me, the settlement system in fallout 4 is actually genius and make the game has more variation other than doing quests but the execution isn't that good but still a solid 9/10 for me.
I agree it definitely needed more content and it needed more time to work out the bugs but I really enjoyed my time building up all my settlements with the minutemen
Well yeah, it's based on one of the most popular mods to ever be made for a Fallout game, the Real Time Settlers mod series. It added a lot to the games. They basically jacked the whole foundation of that mod. Problem is they didn't improve on it, so it still feels like a mod. That's forgivable for a mod, but not for something built into the base game.
@@ledumpsterfire6474 Oo yeah you're right I actually forgot about the mod, thanks for the information and lets just hope starfield will fix the wrong things bethesda did in their previous games.
@@InternetMenace8526 I'll admit the Starfield building system looks completely different. Actually, from the little bit of gameplay footage we've seen, it almost looks like they might've finally ditched the Creation Engine after 20 fucking years of just iterating on antiquated software lol, so I have mild hopes we may even be past the Bethesda jank memes. Imagine if Valve tried to make Half Life: Alyx in an iterated version of the modified Quake 2 engine they used for Half Life 1, and that's basically what Bethesda has done for literally every game since Morrowind.
For the love of Gawd... i do hope they wont "simplify" RPG too nowadays... after everything with the word "shooter" nowadays is basically Quake with different skin and better graphic.
chrono cross on PS1 had a star level ststem, it went up and gave major boosts to stats every main boss battle you completed. you could grind for small boosts to stats, but there was a cut off on amount of times you could do this and wasnt mecessary at all. still one of the best battle systems imo.
“I asked him what his name was, and he stared at me without speaking and morphed between genders and species”
😂
That's basically the modern teenagers description
He you! You are finally awake
That's 2021 for ya
@@robertdriscoll84 Wow, Skyrim was really ahead of it’s time.
When you spend hours creating your character and then they end up looking completely different because the in-game lighting is different from the lighting in the character creation screen.
🙄 Absolutely agree. It’s so annoying. Also, when you spend hours creating your person and then pretty much never see their face.
I know its horrible
to the point you just say fuck it and continue playing wkth a derp face
Facts!💯 That happens to me a ton of times and most recently in Nioh 2.
@@meghanachauhan9380 😅
Personally, the thing is like to see most in RPG's (or any game for that matter) is instead of increasing their HP and damage when you play on higher difficulties, they get improved AI! Becoming a "bullet sponge" doesn't increase difficulty it increases frustration!
I can't stress your point enough. I can see the reasoning behind some health and damage buffs, but when I'm unloading multiple clips into thralls, the only change in difficulty is ammo supply
Reminds me of that Metal gear solid game where the game adapts to how you play
@@dizzyheads 5?
This is why Bethesda games become unbearable on higher difficulties.
Funny enough god hand have a system that increases the difficulty by making the enemies more hostile and start using new attacks that you didn't see before, and that's depending on how you play if you get your ass kicked the enemies well become easier and if you're kicking the enemies ass they become harder and start doing combos and other shit, same with bosses
I think "Not Being Able to Name Your Save File" should get a special mention. It was amazing in DAO to be able to name a save "Just did that thing but not that other thing" but EVERY Mass Effect save is "Normandy" or "Citadel". Like WTH?
Similarly annoying, however, is when you _have_ to name your save file. Back in Fallouts 1-2 you had to name it (there was no autogenerated save name) so if you were anything like me, you just numbered them. (Oh, and you were limited to 10 save slots.)
@ Morrowind was the same way. It makes it a pain to remember or come up with a new file name that tells what is saved.
Naming your save “ballz”
I also hate it when the rpgs have equipment …but when you put on the new armor, your outfit looks literally exactly the same, and all it does is effect your abilities, but not your appearance
Could be worse, part of the reason I couldn't stand Tera was that the gear looks great in your inventory, but when you put it on it's just another color of the same thing you've been wearing all game, unless you pay real money to transmog.
Edit: I mean I can live with it if it's just gonna be the same no matter what, or if only the level matters, but it sucks when you know there is better looking gear, and the stuff in your inventory has a completely different thumbnail that still doesn't change your look.
Let’s not forget when the stats are useless or they don’t tell you anything
definitely, It's 2021 this needs to stop.
or wwhen you upgrade the armor and it looks the same
@@forgottens7712 yep
My additions:
* A tutorial re-trainer. If I leave the game for a month or two I'd like a way to replay the tutorials (like make it a menu option). As you unlock tutorials in game, they get added to that section. Nothing is worse than finally coming back and realizing you forgot HOW to play.
* Proximity respawns for games with long-range weapons (sniper rifles, bows, etc). (AKA "Magic Respawns") You spend the time to silently clear the area, only for the game to decide you are too far away so it repopulates. No proximity system should be less than the range of the weapon!
* Proximity-based quest initiation. You get (too) close and a quest auto-accepts/starts. Pairs well with ...
* No way to cancel or exit a quest. Maybe I don't want to do that quest right now.
* Giving the player options that won't work. Much like the character one you mentioned, giving you the ability to spec full-ranged weapon (or whatever) and then throwing nothing but enemies who rush you. I don't mean occasionally. I mean that the sniper-type weapon you specced for remains holstered 90% of the time or more.
Great list
OOF yeah that last one is a BAD one. I hate when i want to play a good game a different way and try to make a "build" work and then two hours in you realize, oh, this entire system of weapons just does not actually belong in this game.
hmm not really agree on the cancel/exit question, to me it is part of the immersion experience. I understand it would make life much easier but giving that up for a better story would be fine for me
Try ghost of Tsushima. It fixes many of those issues like the “I want to come back to this quest later”
I don't get the quest one, unless the quest you're given to do has a time frame on it I'll usually just leave it for later on, might mean I have a dozen or two quests lined up, but so what. Actually, I didn't like half the things listed on the video...there's always other things you can be doing during some of those things he complained about.
One type of quest I really dislike in most RPG's, that I wish they would get rid of, is the escort quest. Or if we have to do an escort quest, make it so the person you are escorting moves faster than a paralyzed turtle. And in the games where they do move faster, they get stuck on every blade of grass there is, so you still have to wait for them to catch up.
Right. It's not fun! It feels the exact same in every game. STOP ITTTTT
I don't mind them when you can use fast travel to perform the escort(some do allow this and it's much easier if less immersive).
Lol
I also hate in rpg's when ppl run and sprint everywhere as if in real life that's how ppl move around instead of just like, you know walking like a normal human being? I like realism a lot more than convenience in my rpg's
The first type is Skyrim and the last type is Morrowind
Something I would add similar to your "Beginner's Trap" is when a game's character creation has you select a voice complete with a sample dialogue, then during gameplay that voice is only audible during combat grunts and moans.
This reminds me of Jump Force. I chose a voice for my character, but doesn't talk at all in cutscenes. It's like the NPCs have telepathy when talking with me.
I hateeeee level scaling. I love grinding to a high level then enjoying the steamrolling of enemies. It gives me so much satisfaction.
I like it and I hate it. I play Witcher 3 a lot. Seven years and it’s still my favorite RPG. But you can easily get to the point that main quests just aren’t a challenge anymore, which is kind of annoying (but it is nice to just one hit annoying ass wild dogs). But if you turn on level scaling, the XP reward doesn’t change for those previously underpowered enemies.
If the game can be modded removing level scaling is one of the first mods I get
I absolutely agree on this one, if I’m gonna invest the time to grind an unreasonable amount then I want to completely destroy the enemies as my reward
The level scaling holds Oblivion back from being one of my favorite games. There is something wrong in the game design when the ideal "build" is to make all the skills you don't use the "major skills" so you can stay low level.
I remember learning, in Elder Scrolls: Oblivion that I could make my life easier by running around the map and just ducking into every cave/dungeon, but not even exploring them.
This would "lock" the enemy levels to match the level I had when I opened them, for at least the first run-through.
-
Also, once you start seeing vampires in caves, you can just avoid all caves for about four levels and never encounter vampires again except where the story forces them to be.
I remember being "Strong enough" in Oblivion . Running into a town. Speaking with everyone. Trading with everyone. Doing some crafting and when I left the enemy could regenerate more dmg than i could make ....
I figured out in oblivion I could enchant armor with 20% chameleon and you have 5 armor peices.
@@chucsmith1925 in skyrim you can enchant armor to make better potions then make potions to increase your enchanting and just go in a loop till you have like 400% armors and weapons that sell for more then any shop has in gold
My favorite part of Ghost of Tsushima was that side quests felt relevant or expanded on the world. Just enough to NOT feel lame, to feel they weren’t better left undone.
GoT had some of the most boring side quests I've ever done. Settle down
I don’t doubt that, but there wasn’t a ton of them there just for the sake of something to do. It felt like something you could complete without being too tedious. I don’t think every side quest in a game will feel rewarding, but most of them should, and that offsets when a handful don’t now and again.
I found it a refreshingly beautiful world, so even tedious quests, like the ones where you hunt out shrines and follow a fox, were actually fun.
@@PopsR true
lol Ghost of Tsushima does not have good side quest what are you smoking
I love detailed character creation systems
Especially with lots of beard options
Nioh 2 probably has the best character creation system I have ever seen!
Way more hairstyles and skin tones across all ethnicities would be nice also
@@MidoriDad bUT isNT THaT CuLTURal APProPriAtIoN??
@@dippinoutfool4977 lol, not when the CuLtUrE is askin' for it.....
@@dippinoutfool4977 ?
0:10 - Unskippable Cutscenes
1:50 - Boring Forced Grinding Sections
3:30 - Awkward or Overly Complicated Menus
4:56 - Unclear Whether Boss Fights is Winnable or Not
6:14 - Out of Control Level Scaling
7:40 - Tons of Unnecessary and Confusing Systems (Cooking, Crafting etc)
9:06 - Filler Sidequests
11:17 - Saying Choices Matter When It Actually Don't
12:26 - Beginner Traps (Character Creation, Classes etc)
13:48 - Wrong Informations (Status, Item or Skill Descriptions etc)
You’re a saint
@@popcornfilms1 Do you happen to know all the games featured here? Some of them I want to play but don't know what they are.
I actually have all those games except FFVIII
@@shiningdragon8737 Do you know the game that’s a 13:45
@@MagicLeFay Baldurs Gate 3
Character creation screens need to stop displaying the character I'm creating in lighting that won't exist in the actual game. Too often I find myself spending thirty minutes in creation and only six seconds after clicking "Finish" I realize that the character I thought I was making was actually just a trick of the light.
I whole heartedly agree
Considering how realistic lighting is these days in games, there's no reason to not just have it in the game's lighting.
I felt like a lot of the side quests in Horizon: Zero Dawn really added to the main story. I noticed that some main quest dialogue changed if you did certain side quests prior to completing a certain main quest which made doing the side quest feel even more satisfying and meaningful.
The Witcher 3 perfected sidequests. Always animated, each with their own storyline which sometimes interlace with each other.
The combat was absolutely trash though….
@@DissTrackTed no u
@@philipchurch8772 no the witcher.
@@DissTrackTed I dont know if absolute trash is the right word. But yes its combat is the weakest part of the game
Ya Witcher 3 and Kingdoms of Amalur are my favorite wrpg side quests. If we go jrpgs though then Falcom's Trails series and some of Namco's recent Tales games like the Xillias, Zestiria (in fact the side quests were far more interesting than the main quest...in fact i'd say it's quests are among the best of the series...and this is coming from what is almost objectively the worst game in the series as well lol), and Berseria quests were also very solid mainly cause they focused more on world lore/character backgrounds...granted didn't really have any quest chains which I'd like to see in a Tales game in the future but they were all satisfying as far as brining in more world lore (unfortunately the latest game in the series, Tales of Arise, had subquests that were far more mediocre and more fetch quests/hunts than world lore/character building...besides that though the game was great).
Un-winnable bosses should just be a skippable cutscene.
But then you would never have bosses like the vanguard demon in Demon Soul's or Urizen in DMC5, both of which you are supposed to lose to but can actually beat.
@@mappybc6097 If you can beat them then they are not un-winnable
@@mappybc6097 but those are "winnable" despite being designed for you to lose and progress the story.
Right? I spent a long time locking up Cross Ward in Radiata Stories, but when you drain all his HP, it just jumps to a cutscene where you're defeated...
@@ARIXANDRE Which would disappear if every battle you are supposed to lose was resolved in a cutscene.
The fallout 4 settlement mechanic really shines when playing in survival mode. There is no fast travel so building camps to sleep/save, stock up on food and water, or even visit a clinic our trader becomes necessary. It's a difficult setting but it's the best way to play the game imo. Fallout 4 really feels like it was designed around playing survival mode.
I hadn't thought of that, but that seems pretty cool.
You're exactly right. I usually didn't bother with the settlements, but they were a massive help in survival. I linked them all with Automatons based out of Starlight Theatre. Or, at least the good ones. Tenpines Bluff, Nordhagen, those got ignored
I think it was a mod I had but you could go with carvans between your settlements. It was set like fallout 2 were you could skip the walking and fast travel but would get dragged out of fast travel if an enemy appears or you could escort the caravan normally.
I got so sick of getting called to settlements in FO4 that I went to all of them and lined the borders with turrets. I also put them on all the buildings and and anywhere that looked good. My settlements take care of themselves now. 😁
In FO4, if you raise the defense of your settlement to somewhere between 250 and 350 the game will recognize the settlement as well defended and not schedule any attacks.
I'm going to assume having one voice actor voicing 400 characters will be on the list (I'm looking at you, Skyrim).
I found that quite endearing. I kept thinking "this guy again!" I really began to feel like that one man and one woman who seem to play *everyone* were my friends...
The real reason we have to wait so long for ES6 is because Wes Johnson has a sore throat.
Wes Johnson has got a great vocal range.
I actually enjoy it! My first proper RPG experience was TES:Oblivion and I loved that I felt like there was an omnipotent presence following me on my journey 😂
Fallout 3 is way worse then Skyrim fallout has like 8 different voice actors for hundreds of NPCs
It depends on the game when it comes to the grind. If they pull it off well then u really don’t notice bc u want to go through it. Other games can make u absolutely dread the grind.
Definitely, for example Witcher 3 the side quests feel in sync with your character progression and lore, finding Witcher gear, destroying monster nests, completing monster contracts, solving mysteries they all fit the "Witcher life" perfectly hence doing them is fun and engaging. Ubisoft grinds in comparison are dull and lifeless because they put the grind in for the sake of the grind unlike the Witcher where the "grind" is woven fully into the experience
@@adambainbridge4539 exactly. Great example bc honestly it never felt like u had to do it move on. U wanted to do it. Where as assassins creed odyssey was like wtf for me at least. I hated that grind.
The problem I have is if a game doesn't give you the choice. If you absolutely have to grind, no thanks.
MHW is a good grind. MGSV is a pretty cool grind too
If you enjoy it you wouldn't call it grind, the word itself implies tedium.
I love cooking systems and crafting systems in game where the crafted and cooked items actually have late game value as well if you focus a little on those mechanics from the start, it feels good to make your own powerful gear from the ground, it's automatically worth more to you too
bufffood! bufffood! :D
Oddly enough I felt that Outer Worlds didn’t have enough side quests. That’s my one other complaint besides the small hub worlds barely having anything in them as far as environmental story telling goes.
I like the side quests .. I just want them to be good side quests.. makes me feel like the world is really alive
You don't means those side quests like "You there, go to another side of the map and bring something tp me/talk with somebody then I will give you something", right?
I think the game with the best side missions is the Witcher 3. Most are different and enjoyable
yeah side quests are some of my favorite things in games being able to meet different characters
@@zakray1885 For me it is NieR: Automata, maybe those side quests in that game are also boring to play but at least most of their stories are unforgettable.
Or maybe Zelda: BotW, maybe some of those side quests are not better than Ubisoft games' side quests but at least the game itself is pretty fun to play so those quests won't bothering you.
@@zakray1885 witcher 3 side quests are enjoyable from a narrative perspective but from a quest design perspective they are all the same doesnt matter if you are in Velen or white orchard or skellige , quest design stays the same
All of the quests usually follow
Follow foot prints using witcher sense
Follow red aura using witcher sense
Investigate area using witcher sense
Flaw in this repetitive quest design is even if I try to I cant make mistake , I will never fail a quest because the game is constantly telling me where to go or what to do , even high lighting my path
Not to mention the hand holding , in one of main quests inside novigrad winery Geralt is told to open a passage by placing a bottle inside a correct slot based on Ciri or Dandellion birthday , in the actual game all you have to do is press right click & E , thats it
So question is why was I given the intel in the first place because all I am doing is following a dotted line
What bothers me the most is that I have to dress like a clown so I can have good stats whether armor, weapon or any sort of wearings
Gerhalt is a good example his best armour is his first armour.
Agreed. But I do like how Assassin’s Creed Odyssey sidestepped that issue by letting your change your armor’s appearance. Get to keep the stats AND look awesome.
@@LeedsunitedfanRyan who?
@@bsgfan1 that as the best ideia ever tbh i liked to dress my mercenary like a persian our with lighter looking armor
God I feel this so hard with SMT IV's armors...
My god you were right about unskippable cutscenes. Back on the PS2, in FFX I kept failing the fight against Lady Yunalesca, so of course that means watching that extremely long cutscene before the fight again and again and again and again. When i brought the PS4 version 15 years later I remembered that scene, nearly word for word.
I love how Dark Souls and every other Fromsoftware game tells the story through items, enemies lore, gameplay and only use cinematics during boss fights to change to the second phase .
Fromsoft has transcended into a new dimension st this point
Yeah some of the things in some rpgs are fun. Other times it's annoying as hell.
One of those things are side quest that are continuous, which is okay I guess if you're doing it for money and small exp, but it can be a pain if you leave the game for a month or so and you're trying to figure out what quest you left off from.
Yeah man i just start over again lol
I just leave a note on my phone.
On the other hand, you have sidequests that are too short they feel meaningless. Like in a lot of Ubisoft games. You don't remember any of the npcs or side stories because they start and end so abruptly.
A game with a good amount of side quest that did it great was Kotor 2. Each planet had plenty but not an overbearing amount. Plus some, such as on onderon with the star port visa quest you can help people or give them to people with items.
On Nar Shadda you need to do side quest that made you feel something to advance the story. I wish more games did that.
damn i forgot about that quest i t was funny
I'd say the first KOTOR did the same. A few side quests for each planet but nothing ridiculous and nothing incredibly tedious
@@alexfarrell3250 that’s true, in Kotor 1 and 2 they ran off a similar formula for the quest set ups. The only difference is the Kotor 2 is darker so the quest more often feel darker in tone.
Know what Kotor 2 was missing? A quest where you have to bring the NPC 10 flowers 🤣
I didn’t realize this until I played KCD, but I actually like radiant combat quests because sometimes you just wanna fight and get some reward. These should definitely scale.
I personally like the grind in RPGs. Just find u a fun and quick then totally destroy any enemy in that area
What we WANT in RPGs. HQ upgrade and character recruitment progression over time akin to Suikoden II. I don’t know why more rpgs don’t use this mechanic.
@Seer-of-things end I give it 108 stars.
Exactly, same with FF3/6.
Yes.
suikoden!
Yeah hq like a small town that you can build up.
So you want base building huh?
But the Character Recruitment part should be improved in the genre.
Thanks for saying the things we need to say, plain and simple no bias opinions, no harsh insults just valid issues that all of us have.
it hasn't been out for a minute....
you're quite desperate for some likes are you?
@@skilledkilla3119 i usually dont like comments, but i couldnt resist liking your reply
@@low-endpc9309 you're a scholar and a gentleman.
I hate level scaling. I like when I grind my character and go around 1-shotting everything
When it came to grinding, I loved how tales of series and dragon quest allows the AI to take full control. This allowed me to focus on other stuff irl.
Oh yes, character creation, spend hours creating a character only to dislike it in the first five minute of actual game play
That's why I love when games give you the option to change or re-do your character.
Or, as it happened to me in TES O, spend an hour on creating the least shit looking Argonian and get the whole progress DELETED because you waited too much afk, because you wanted to learn what the specific classes do, and the game rebooted.
Or worse, decide you're not quite sure about the shape of your character's nose...20 hours in lol
I have light brown skin so when I try to create a character that looks like me, it sometimes ends up being either too dark or too light compared to what it looked like in the character creation. Games should allow you to run around with your character in a small map with samples of different environments so you can see how your character will actually look like in the game's world before finishing your character creation.
Too many vs too little side missions/content, is something many Devs need to consider when making a game.
When it's plenty it's great, but since some side missions are usually tied to the main story, it can be hard to figure out which one continues the story.
And when there's too little, the game begins to feel empty, with a lot of potential left unused.
Or timed missions, when you have complete them before a certain point.
I forget which game but there was one I bought didn't have any tips on the main quest other then talk to a guy, and he refused to talk to me, turns out that I had to talk to like 10 side quests to talk to him or something, but nothing indicated this. It was pillars, or divinity forget which one I was enjoying the game, but that level of hands off got a bit frustrating.
i actually like it when you dont know of it continues the story, cuz it means your getting lost in the game and little stop off points to branch out then to find your not on the main story i get excited again to realise i got even more to play, that happened to me with skyrim
So long as they're not heavily recycled
You should start putting game titles somewhere on the screen, because sometimes when you're talking about something, you're showing something entirely else and if it catches my eye it's really hard to find out what game it was...
The Fallout 4 mod Sim Settlemonts was amazing for the settlement system. If they could implement that organically in the next one in 10 years it would be awesome
One of the best mods ever made.
Never actually played that mod, but I love the settlement building regardless. Not against other people hating it, but a lot of the complaints can be dealt with by learning the system.
When having texts without the charecters talking is really hard to sometimes just sit and read it all
I agree with everything except for the cooking part, I love it when RPGs have sim like mechanic. Plus I get to fantasize about getting to cook a five star meal while eating kraft mac and cheese IRL.
I do like cooking and food buff mechanics in games but some take it too far and make it bloated and overwhelming to the point where it feels like a chore.
RPG let you live your best life
@@chainuser1774 that's the key. Make it enhance the gameplay enough for there to be a reason to do it, but don't make it insanely broad with minimal buffs just to pad out the play time. I feel like cooking was one of the only things FFXV got right.
Not having a map or terrible maps (Mass Effect) is one of the things that can really annoy me in RPG's. Especially in Open world games
You know the worst to me is when they give you a boring side quest like "go fetch 5 bear pelts all the way to the other side of the map" and then you come back after like 5 months of playing the game to deliver that boring quest and instead of ending, they are like "oh somebody stole this while you were gone and took it to the other side of the map, I can't accept to end the quest until you go finish this pointless objective"
I'm so glad the new Assassin's Creed games let you turn enemy level scaling off; I hate it with a passion. It literally defeats the purpose of leveling up; why even waste time leveling up if the enemies will level up with you and everything will feel the same!?
I’m the same way, but I can see why people like level scaling for difficulty and maybe for emersion I guess
yeah i hate that too, i didnt know you could turn it off though.
I know Odyssey doesn't really allow you to turn scaling off, but at least it gives you the option of making the enemies only scale up to several levels lower than you, so they're not complete pushovers, but at least don't go down in one hit.
I'd like to put forthe having a custom name in voiced RPG, which of coarse the NPCs can't say so it just feels like all they view you as not even human, just a tool to be used.
Crafting is a big issue when you craft something with a powerful name (weapons, armors etc), and then BAM!, next thing you know the shop sells something waaaay better than what you crafted (after spending hours grinding for the crafting material)
I didn’t realize the final boss in Senua’s Sacrifice was unwinnable until after I fought so hard for 30 minutes
I hate when you find a weapon but you need to level up a shit ton of levels to actually be able to use it
but remember when you hit that level requirement you already have better equipment.
The witcher 3 can have as much quests as they want and ill play them all, theyre so good that i can still remember the detail of so many side quests
Right??
It’s the game where the Shrek quest meme actually applies to it. Side question blends right in the main quest
One thing I hate about character creators is when they don't let you turn your character all the way around
#3 is the cake for me. If all of our dialogue options are railroaded into the same damn direction then DONT GIVE US AN OPTION
Yeah im not a big fan of level scaling..cuz u work your ass off to get to a high level and that should make things easier for u, u would think..it takes away the purpose of level progression! Great video man👍
15:28 Am I the only one who noticed the double "right here on Gameranx" XD nice default-dialog-edit-mistake xD
This is the second video where I noticed this)
AC Origins was actually so much fun when it came out. EVERYONE was skeptical and it turned out different and really fun... then they did made the same thing two more times but with different setting. Now I'm talking about every Ubisoft game
I imagine that it’s not that the developers have a quota for side quests, but a quota of playable hours. When crunched for time, like many studios are nowadays, the best option that they tend to have is to throw in a few pointless side quests to fill up time
To be able to skip boring dialogues.. I'm looking at you Genshin
taking a break off the game because I got tired of that
agreed, i wanna play just to join my friend, but ended up deleting it 3 days later. the gameplay is repetitive, story is so boring, trying to make a character a badass and failed miserably, boring and plain world, getting ar is so slow, p2w, and on multiplayer there's nothing to do. boss are way too hard or way too easy, but not in enjoyable way like Dark souls. dont know how some people even last longer than a week
just watched the video, a lot of the problem is in the game
@@justlixian293 I've invested probably around $100 so yeah I'm staying till it loses its relevance. Is it fun? No. But I did make great friends along the way.
But for real though, I played for the gameplay, not the lore.
@@justlixian293 I agree on almost everything but Genshin is not p2w, you'd think that's a good thing but the artifacts grind relies entirely on rng so whatever, it's just as bad.
MMORPGs are notorious for the whole "systems on top of systems" issue, and I'm not just talking about shitty "free-to-play" ones that use it to milk microtransactions.
World of Warcraft is one that is currently suffering from player loss due to this obsession with constantly adding in system after system after system, (on top of other "issues"), when players just want more content.
Hell! I'll take "repetitive" side quests or activities that just make use of core mechanics over piling on convoluted systems that make the game less fun. In other words, I like a game that keeps things simple for the most part.
Sometimes adding a new system can be fun. Ironically, I find the settlement system in Fallout 4 quite engaging especially with mods. Although I can see how many people don't care about it because it can seem tedious and frustrating at times. Definitely could benefit from an "auto-build" option that just let the player pick out a layout for the settlement, set up some basics, and let the settlers build it over (in-game) time.
For example where adding systems did NOT work look no further then Fallout 76. It added online play, emotes, mandatory survival settings, microtransactions, and battle royal. All of that just contributed majorly to the game being garbage, and in many ways remaining garbage.
I like the settlement system too. Only I usually wait until the main quests is done before diving in. It feels weird to me that the character would bother with building infrastructure when he's/she's on quest of vengeance in search of his/her son.
If you want a how-to of what not to do, look no further than Bungie.
Destiny could have been a generational franchise in gaming, but Bungie chopped the game up into DLC before it ever came out. They ignored bugs and player experience, and cut corners on everything. It got so bad, *_Activision_* of all scummy publishers had to say enough and cut off their funding.
Now, Bungie is financed by the Chinese state due to no other western interest, and Destiny functions exactly like you'd expect from a Chinese free-to-play lure, where new levels are added every so often (for a scheduled fee), but more is taken away with each "expansion".
If you go to any of Bungie's social pages, it's all microtransaction advertisements, which are also pushed in-game with each new exotic weapon acquisition. "Congrats! Buy the ornament now and show off!!"
"Definitely could benefit from an "auto-build" option that just let the player pick out a layout for the settlement, set up some basics, and let the settlers build it over (in-game) time.
"
You want Sim Settlements.
now i could be wrong but im p sure world of warcrafts losing its playerbase due to the whole scandal that just happened
Good example of #5: WoW crafting. You spend AGES grinding materials, some of which can actually have time locks on them (like you can only get them from the first 5 dungeons of the day etc), only to find that it's not as good as basic raid loot.
My best friend and I both played through the first dragon age, and we both still talk about it today. Our choices actually mattered in the end. We both loved it. Nowadays, it's so difficult to get that same thing. Yes, your choices mattered a little. But in the end, they really didn't. Not on the same level. Even a message just saying.. "character A chose to leave the area because of this choice they made in the middle of the game. Whereas, character B chose to stay to run things in their place. But if the choice was made the other way, then it happened in reverse." That kind of thing would go a really long way in the storytelling department.
Boring grinding is an integral staple to RPG’s for as long as I can remember…unfortunately.
“When you die and have to rewatch the cutscene.” Guardians of the Galaxy in a nutshell. I still enjoyed my play through, but it could have been better.
Building on number 10. Not having the ability to pause or rewind cutscenes in case that's the time when your mom, wife, whoever decides that it's a good time to try to talk to you.
I question some of this, RPGs have already been watered down so much already. We already have numerous one button slashers claiming to be RPGs
I would honestly prefer for people to stop calling the new assassins creed games RPGs just because they have stats and random dialogue choices doesn’t automatically make a game an rpg
nothing changes if you dont call it rpgs. new assassins creed games are rpgs. thats it.
@@mohammadashikurrahman7530 nah they’re not, they’re open world action games. There’s no actual role playing in them. Just an occasional dialogue choice here or there and some arbitrary stats do not an rpg make
@@VulturePilot three things makes an rpg game. choices, different paths and multiple endings. assassins creed has all of these. am i missing something here or is it just you didnt play odyssey or valhalla?
"What makes an RPG" is the most ridiculous and honestly boring debate in video game history. Who cares if someone calls it an RPG and you disagree? So what?
It's nice to see one of the biggest gaming channels call out some of the lazy bloating a lot of developers have made their bread and butter, rather than just crank out video after video just praising everything that comes out. Nicely done, guys!
My biggest complaint- developers not putting enough energy into making fun, unique quests/side quests. I am MUCH less worried about having state of the art graphics than I am about having fun, unique quests throughout a game.
I remember playing Neopets: the Darkest Fairy as a kid and getting completely stuck on this one boss fight. It told me to run away, but the way out was so unclear to kid me that I literally didn't figure it out until I remembered it like 10 years later and looked it up online out of curiosity.
Not being able to skip cut scenes is a war crime
Important to note that some of these problems were caused by dev companies wanting to bring the RPG genre to the casual player group. Nowadays a piece of log with a skill tree is called RPG.
Going to do a, potential, hot take. Fallout 76 evolved the Fallout 4 settlement building system AMAZINGLY well! Making camp anywhere and having blueprints for your house is really cool! The vault shelter thing was also really cool (even if it doesn't make logical sense). The workshops were also much more fun. You take them over temporarily and defend them from enemies but only if you want to. There is no major loss to letting it go if you have moved on from the area. Having lots of materials already available in the workshop to build basic stuff and defenses also was a nice touch because you didn't lose a lot of valuable resources for a temporary claim. It really worked well and I hope it stays for future Fallout games in some fasion.
Side quests particularly fetch quests can be super tedious but they can also be a great way to get the player to explore a part of the map they otherwise wouldn't have visited 😀
I just wish not every game was trying to be an RPG lately. We still love action/adventure games without the hassle. Horizon Zero Dawn would have been better without the dialog choices with plastic character models that didn't even matter.
I agree completely.
The dialogue choice is not even important in horizon zero dawn its just there for more dialogue conversation but mechanics wise its not the same as Fallout that the dialogue choice matters and actually affects the story and gameplay scenario.And horizon is not an rpg it is an action adventure game with rpg mechanics
I wholeheartedly agree. I am a huge RPG player and so tired of the genre.
Games that required us to grind a lot just to make a character become stronger are really tiring and I always feel burnout after playing it for some time 😪
One example of “not telling you a boss fight is un winnable ” is the weird forest that you have to fight through in Phantasy Star 4. I spent so long trying to fight through thinking I would win until I finally realized I was simply supposed to run away
Kingdom Hearts menu was crazy. Also learning abilities that Sora should already now was a huge pain.
If I die right after a cutscene I force myself to watch it again even if it’s skippable as punishment for my own failures. Idk how many times I watched Gael ask if what was dripping from him was the blood of the dark soul. It was too many times though, that’s for sure.
Maybe they don’t want you to skip just to show you all the hard work the developers put towards the cutscene
I would say for the cooking mechanic, I have only seen it in two extreme forms: it is either useless and can be ignored completely or it is so powerful that you don't really need regular healing items at all anymore. Skyrim is of the first variety, Fallout 3 (after you figure out food sanitizer, mole rat wonder meat and ice cold nuka cola) and especially Fallout 4 are of the latter variety.
Final Fantasy 6 had some of the best utilized sidequests ever! Mostly got you awsome gear or secret characters, and the character ones in the world of ruin, which tackled their demons were pure writing magic!
Two thoughts:
1) It is only "grinding" if it is crap, otherwise it is "level building".
2) You should have made a distinction here between actual and intentional mistakes as in the trope of the unreliable narrator (which is a truly underutilized concept imo, also I'm not talking about unintentional mistakes that are intentionally left in, like using a bucket over a shopkeepers head in order to steal from them or chickens reporting you for murder in Skyrim)
I hate that I have to manage my inventory every 10 minutes in fallout. Feels like I'm spending more time in my inventory than playing.
First point on the list about unskippable cut-scenes is not only for RPG games, the Forza Horizon 5 this is a HUGE issue and annoying as hell.
My biggest gripe with Skyrim was being un feasibly able to make a pure mage build. I went in later with the modding option they introduced on the Xbox and realized it was kinda impossible to realistically make a mage that wouldn’t get one shotted. Cause you would have to put SOOOO many points into having enough mana to do cool stuff and put up a fight you couldn’t get around to putting new points into health!! It was such a waste
any game that cant really level the boss with rest of the game...should be forced to gave back money, i wanna play, i dont wanna stress myself on something that is out of proportion
"You know why? Because people are people..."
Best godamned sentence in the entire video.
Falcon, you the best!
I would add 2 things. Not being able to do a manual save and not being able to adjust the screen size settings manually.
6:00 Lufia II has a good compromise: The first fight against Gades you're supposed to lose (and it's actually the same internal enemy as his post-PoNR fight) but if you beat him you get a cool weapon that's one of the strongest in the game, then he unleashes his full power in a cutscene and the game progresses as normal.
#5 Japanese animu JRPGs in particular seem to be obsessed with this in an attempt to maintain relevancy.
Unwinnable bosses are complete shit in my opinion. I see no value in them whatsoever. If my actions don't change the outcome, then just make it a cutscene. Fighting against an enemy you literally can't beat is just a complete waste of time. It's especially bad when you have to survive for a certain amount of time or get them to a certain HP threshold to make the story advance but you still lose, but it doesn't really tell you that, so you either start blowing all these items trying to win the fight and then they're wasted, or you just intentionally die to speed up the pointless fight, but then it's a game over because you didn't not die long enough. So dumb. If I'm doing actions in a game, they should have consequences, even if the consequences are just win or lose. I don't want to auto-win a fight, and I don't want to fight an unbeatable boss.
I have experienced them so many times, when I get destroyed I thought I was supposed to lose. In reality, I actually suck
Trails of Cold Steel is good with the unwinnable boss fights. If you get to certain thresholds, you actually get a reward, no penalty for not making it.
Well there are some cutscenes in RPGS that i don't mind watching depending on the game but God there some that aren't even worth watching. I only like watching the cutscenes from Persona 5 Royal since it's my favorite RPG game.
5:40 dragon quest 9 had a GREAT unbeatable boss fight. It played in with the story well, it was clear by the numbers of damage AND in battle dialogue that you couldn’t beat the boss while also giving you this sense of hopelessness. It was amazing. Idk if there’s clips of it anywhere, but it is pretty far into the game so that’s why I’m not explaining it in detail here.
I liked the first fight against McBurn in Trails of Cold Steel 2 myself. Though it isnt clear you cant win unless you beat one of the bosses (if you do, McBurn just does double your max hp in damage with every hit), but even if you lose without beating either, its not a game over. And you get a bonus if you manage to beat one of them.
Oblivion had amazing side quests.
Once got trapped in a painting full of trolls.
For me, the settlement system in fallout 4 is actually genius and make the game has more variation other than doing quests but the execution isn't that good but still a solid 9/10 for me.
I agree it definitely needed more content and it needed more time to work out the bugs but I really enjoyed my time building up all my settlements with the minutemen
@@stevenh5149 Yeah, agree
Well yeah, it's based on one of the most popular mods to ever be made for a Fallout game, the Real Time Settlers mod series. It added a lot to the games. They basically jacked the whole foundation of that mod.
Problem is they didn't improve on it, so it still feels like a mod. That's forgivable for a mod, but not for something built into the base game.
@@ledumpsterfire6474 Oo yeah you're right I actually forgot about the mod, thanks for the information and lets just hope starfield will fix the wrong things bethesda did in their previous games.
@@InternetMenace8526 I'll admit the Starfield building system looks completely different.
Actually, from the little bit of gameplay footage we've seen, it almost looks like they might've finally ditched the Creation Engine after 20 fucking years of just iterating on antiquated software lol, so I have mild hopes we may even be past the Bethesda jank memes. Imagine if Valve tried to make Half Life: Alyx in an iterated version of the modified Quake 2 engine they used for Half Life 1, and that's basically what Bethesda has done for literally every game since Morrowind.
For the love of Gawd... i do hope they wont "simplify" RPG too nowadays... after everything with the word "shooter" nowadays is basically Quake with different skin and better graphic.
Putting basic weapons in vendors. What’s the point in having a vendor sell a weapon, that will be useless after 1 use because you find a better one
I would like the idea of side quests that make the final mission a bit easier but not required
Great games with a 1000 side quests.. I love!! Such as Witcher or Dragon Age. They needed more actually. I need my money worth.
#4 is so true for Black Desert Online. Rather than fixing their game, Pearl Abyss just decides to add more content.
Just BDO things.
chrono cross on PS1 had a star level ststem, it went up and gave major boosts to stats every main boss battle you completed.
you could grind for small boosts to stats, but there was a cut off on amount of times you could do this and wasnt mecessary at all.
still one of the best battle systems imo.
one of the things that I enjoyed the most was the settlement system in fallout 4. I hope they include it in the next one.