Stamps in games
Games like to repeat themselves and they also have their own cliches. What are you specifically sick of?
I dislike final boss marathons of already defeated bosses and final levels in shooters overwhelmed by enemies
[member = 'zhenia13'], so I'm telling you. Between the infection and its dying glitches, about an hour or two passes. That is, Bats would have fumbled there. But we can find in this interval all the riddles and go through all the sides available at the moment. In general, you know what I mean.
Modified Jul 9, 2015 by SnakeEaterYou are always a hero 100% of the time.
Especially for you there is a simulator of a collective farmer, plumber, bus driver
[quote name = 'Raggamuffin' timestamp = '1436451665' post = '4889015'] all stamps are stamped with red exploding barrels [/ quote]
It's more of a gameplay mechanic that came from the past.
[quote name = 'Xexyz' timestamp = '1436454632' post = '4889069'] RPG inventory weight (eg Witcher 2, Dragon's Dogma). Loot constantly overflows inventory (I like to collect everything), it often has to be thrown away. Terribly annoying. [/ quote]
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You should find out what a stamp is
https://ru.wikipedia.org/wiki/Kliche_(art)
[quote name = 'Knuck Knuck' timestamp = '1436455873' post = '4889095'] In general, the plot games are just as bad as Hollywood blockbusters, you constantly feel that the world revolves around you and everything happens like it should. [/ quote]
And what is the point of playing as an ordinary person? For example, take the CODE, you are just a resident of the city where there is war, you sit under the table for 40 hours and wait for salvation. It would be a gorgeous game, gorgeous)
This is definitely not a stamp
[quote name = 'Tem4ik' timestamp = '1436458599' post = '4889131'] you always take any weapon out of your pocket, be it a shotgun or an RPG [/ quote]
This is also not a cliché, but a simplification in favor of gameplay.
Let's just admit that 90% of all stories in games are clichés. And they will be used more than once.
stamps are not plot, but rather from game design laziness. For example, the moments when in the "slasher" the player enters the arena, where all exits are closed, until the last enemy falls. This is not a gaming convention, but just a primitive way to tighten up the gameplay.
[member = 'Shibito'], this is fine for linear games. otherwise the player will just run to the final.
things like this shouldn't be annoying. since the mechanics must deliver. if not, then it is rather the bad combat system or the monotony (enemies, arenas themselves, etc.) that can really spoil the impression.
[member = 'Brontozyvr'], also noticed that people here confuse stamps with convention
In general, I'm even not very good at coming up with annoying gameplay clichés, because these are most often game conventions, without which everything would just break down and turn into shit.
Immediately I remember the cockerels with their shouts "the hero of the GTA takes a minigun out of his pocket", "in the RPG you can easily run and jump at a load of 199/200, but at 200 you can barely walk", "who scatters cartridges at the enemy base", "they put a clip into the hero, and he sat out and ran on "
As the creator of D&D said, there is one flaw in the game mechanics that he could not defeat:
- It doesn't matter what game you play, for lawful good or chaotic evil, mountains of corpses still remain after you
And this saying applies to almost all games except simulation games.
Modified on July 9, 2015 by Xopekthings like this shouldn't be annoying. since the mechanics must deliver
Yesterday in Broodburn I got lost and did not bathe at all, went there and here, drove mobs for about 3 hours, probably until it became clear that I was pumping a little ...: icon_cool:: icon_mrgreen:: rasta:
But I would look at the [member = 'Shibito'] claim a little differently. You can think of a reason to stay in the arena more interesting than in most games, while by default the player should really enjoy the process, some game design conventions need to be explained.
This was one of the main problems of perception of Tomb Ryder (the latter), despite the fact that I liked the game as a whole, I was just jarred when the heroine, a fragile girl armed with a bow and arrow like Rambo, takes out a company of soldiers, and then cries that she killed a man ... No problem, we all know that Lara Croft is an aristocrat, she studied in the best educational institutions and probably went in for mountaineering and shooting in college-university school. So why not show small flashbacks, for example, at the time of a deer hunt, show how she remembers her sports shooting teacher, how she won an archery competition, how she scrambled through the mountains with friends. Thus, it was possible to revive the character and connect the cutscenes with the gameplay, but the developers did not do this for some reason.
[quote name = 'ACE' timestamp = '1436476076' post = '4889356'] this is fine for linear games. otherwise the player will just run to the final. [/ quote]
under Stalin, ninja Gaiden did not seem to be like that
[member = 'Azzy'], I AND IN A REGULAR SCHOOL, REINDEER WASTE))
[member = 'Shibito'], there were such challenges I remember exactly
and in some places, love had to kill everyone, otherwise it’s impossible to advance further along the plot
[quote name = 'ACE' timestamp = '1436482700' post = '4889407'] there were such challenges I remember exactly [/ quote]
Challenges by choice, and if there were such moments in the main game, then they were veiled, there were no obvious barriers (as in GoV for example)
[member = 'Shibito'], gov1-2 is an action adventure game, not a slasher, and everything is cool there, except for the wrong high level of difficulty and a moronic section with spiked columns at the end of the first part
this is normal for linear games. otherwise the player will just run to the final.
under Stalin, ninja Gaiden did not seem to be like that
It happened more than once, in all parts, you probably played simply for a long time.
I am annoyed by the current tendency when in shooters they take you out at once, and the enemies are several times stronger than you.
I am annoyed by the current tendency when in shooters they take you out at once, and the enemies are several times stronger than you.
What kind of shooters are they? Maybe you should just put the difficulty level lower
[quote name = 'Brontozyvr' timestamp = '1436532444' post = '4889859'] What kind of shooters are they? [/ quote]
hailo)) 00
but in general I did not see this in the military, the enemies are more vulnerable, they take in numbers mainly
[member = 'MWorld II'], only in the second part, where the legends are inadequate. and so you can take out with snipers very quickly.
There was such a topic in spec ops. You are a rag, but the enemies are the same.
In general, it is an extremely bad idea to keep you behind cover and, like, force you to play carefully, although the enemies cannot do anything in fact.
Heilo is generally a different topic. There is a balance in place and a bunch of other little things.