Outdated game mechanics.

The Mighty Mollusk

Scream all you like, 'cause we're all mad here
Citizen
Damage sponge fights. Now, I don't mean "has high HP but is reasonably manageable if you learn the game/fight mechanics", and I don't mean "there's a gimmick that cuts big chunks out of the fight so it's mostly irrelevant", or even "scripted hopeless boss fight you're not actually supposed to win anyway" (although I'm not overly fond of those, either). I mean enemies that have fifteen quintillion HP for no valid reason other than to drag a fight out forever. It's a waste of time, it's not fun, and it's just annoying.
 

Blot

Well-known member
Citizen
You know when even Mario abandons a mechanic, it's well and truly dead.
Sunshine abandoned the idea of being a fun game but they brought it back for the games made afterward, so don't write it off yet.
 

Caldwin

Woobie Destroyer of Worlds
Citizen
Sunshine abandoned the idea of being a fun game but they brought it back for the games made afterward, so don't write it off yet.
It's hard for me to speak to that. I mean, I own and played several 3D Mario games, maybe completed 2 or 3. But 3D platformers in general just don't do it for me. I mean, Mario Odyssey is that weird one that I love beyond reason. But in general, I prefer my platformers 2D.

For that matter, I don't really care much for 3D Metroids or Castlevania. I'll still play 3D Metroids to support the franchise. But whereas I've beaten every 2D metroid, I have never been able to stick the landing for any of the Primes. I want my 2D Metroidvanias back!
 

Princess Viola

Dumbass Asexual
Citizen
I understand online multiplayer games not having this, but beyond that, there is no excuse.
I mean doesn't every modern console have a suspend feature that functions as an alternative to a pause button anyways?

IDK I'm mostly a PC and Nintendo gamer, but if Nintendo systems have that feature, I'd assume then it's been a standard on PlayStation and Xbox for at least five years prior to Nintendo doing it.
 

Tm_Silverclaw

Active member
Citizen
I mean doesn't every modern console have a suspend feature that functions as an alternative to a pause button anyways?

IDK I'm mostly a PC and Nintendo gamer, but if Nintendo systems have that feature, I'd assume then it's been a standard on PlayStation and Xbox for at least five years prior to Nintendo doing it.

Actually the game often keeps running when you bring up the menu on the Xbox or I think PS5 unless you do it correctly. Kinda annoying actually.
 

CoffeeHorse

*sip*
Staff member
Council of Elders
Citizen
Sunshine abandoned the idea of being a fun game but they brought it back for the games made afterward, so don't write it off yet.

I actually enjoyed Sunshine despite how frustrating some parts are. I actually didn't have too much trouble with the pachinko level. The sandbird was tough though.

But just to be on the safe side, maybe videogames should never have a pachinko level ever again.
 

LBD "Nytetrayn"

Broke the Matrix
Staff member
Council of Elders
Citizen
I mean doesn't every modern console have a suspend feature that functions as an alternative to a pause button anyways?

IDK I'm mostly a PC and Nintendo gamer, but if Nintendo systems have that feature, I'd assume then it's been a standard on PlayStation and Xbox for at least five years prior to Nintendo doing it.

Actually the game often keeps running when you bring up the menu on the Xbox or I think PS5 unless you do it correctly. Kinda annoying actually.

Wow that's dumb lmao.
I don't know how commonplace it is, but I was surprised to learn that Contra: Rogue Corps works this way. Yeah, I thought I'd figured something out, but nope! No pausing.

For any other faults the game has (and I won't get into that here), that was by far the most egregious to me.
 

mx-01 archon

Member
Citizen
If it's Contra, that feels like it's by design. Either that, or they do a full black-out pause screen. They probably didn't want you to be able to pause the game to reassess your situation.
 

LBD "Nytetrayn"

Broke the Matrix
Staff member
Council of Elders
Citizen
I mean, every other game in the series had a pause function. Even the arcade versions, if you're willing to count home releases. So I don't think that's it.
 

CoffeeHorse

*sip*
Staff member
Council of Elders
Citizen
I hate random encounters. I like how Zelda 2 handled them. You can see them pop up before you bump into them, and if you are just not in the mood you can usually avoid them. I wish that became standard.
 

wonko the sane?

You may test that assumption at your convinience.
Citizen
I always hated how ABRUPT the intro to random encounters were. Especially in those early FF games.
 

Pocket

jumbled pile of person
Citizen
I'm amazed that random encounters without overworld sprites survived past the age of turn-based movement and platforms that couldn't handle more than a few sprites on screen at a time. Even roguelikes made enemies your character could see visible, and being bullshit on toast was the entire point of that genre!
 

CoffeeHorse

*sip*
Staff member
Council of Elders
Citizen
It's amazing because we have had the solution since the 80s. They could just do it right. They know how.
 

Pocket

jumbled pile of person
Citizen
Oh, I'm sure it was a deliberate choice even back then. Random encounters are how most fights work in tabletop RPGs too, right? The DM just goes "there's a monster in this room; everybody roll for initiative"? With the logic being that as soon as you can see it, it can see you too unless you're deliberately in stealth mode or something.
 

Copper Bezel

Revenge against God for the crime of Being.
Citizen
Random encounters are how most fights work in tabletop RPGs too, right? The DM just goes "there's a monster in this room; everybody roll for initiative"? With the logic being that as soon as you can see it, it can see you too unless you're deliberately in stealth mode or something.
That's an incredibly reductive interpretation of the concept from pen and paper RPGs, but so is the JRPG implementation, which makes it accurate in that respect.

But no, pen and paper RPGs aren't designed or written that way, and to my knowledge never have been. In a JRPG, you're interacting with the world in 1:1 realtime or navigating a world map that's a representation of longer distance travel, and either way, you step on an explosive pixel and have a fight scene come at you like a porn popup ad.

In a pen and paper RPG, especially D&D and the games closest to it, you can have a combat encounter randomly happen during a long travel, which is mechanically similar to the overworld of JRPGs but narratively happens after you've made your travel decisions and cut away from the party, so you're cutting back either to a rest scene or a fight. Compare the colony game Rimworld, which has exactly these kinds of travel encounters - in context they make sense.

Dungeon enemy encounters usually aren't randomized in pen and paper games, which makes them a lot more like setpiece enemies than random encounters. Whether you see them before they see you has more to do with how you're scouting around. There's a reason MMOs call dungeons "runs" and pen and paper games call them "crawls".
 

CoffeeHorse

*sip*
Staff member
Council of Elders
Citizen
At least have a mechanic so that if you've just finished a random encounter, the very next tile you step on cannot be another one, like how Minesweeper got updated so that the very first square you click cannot be a mine.
 

Andrusi

Lun!
Citizen
I think most games that still have "pure" random encounters do have that feature, or at least are intended to.

(I think games with "on-field" enemies similarly should be designed so you can't get chain-attacked.)
 


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