Gaming tropes that need to change or end!

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SolidGame_basic

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#1  Edited By SolidGame_basic  Online
Member since 2003 • 45267 Posts

One gaming trope I often think about is the overarching convoluted plot in JRPGs with a million final boss variations you have to fight until you fight the real final boss lol. Also, often in those cases you can’t save and have to fight them one after another. But I love my JRPGs, so maybe we can just tweak them to be more interesting and less formulaic?

How about you, SW? What gaming tropes should change or end in your opinion?

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Archangel3371

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#2 Archangel3371
Member since 2004 • 44313 Posts

Don’t really think gaming tropes are bad on their own per se. Some games do them better then others. It all depends on how they are implemented.

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BassMan

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#3 BassMan
Member since 2002 • 17835 Posts

Designing games around micro-transactions and excessive monetization.

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Zero_epyon

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#4 Zero_epyon
Member since 2004 • 20131 Posts

Having to walk through crawl spaces, mud, or slow heavy doors to mask loading times.

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Djoffer123

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#5 Djoffer123
Member since 2016 • 2252 Posts

@Zero_epyon: why would just rather prefer actually loading screens??

My pick would definitely be crafting in rpgs… outside of a few select games I am sick and tired of hoarding every little thing you find with you, just for the off chance that you will need it in a recipe 3 chapters later!!! I mean who haven’t tried finding the recipe for the sword of ultimate doom, just to realize that you need 3 rat whiskers ( which haven’t dropped from mobs the last 20 levels) and a piece of dry wood that you haven’t seen since chapter 1….

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firedrakes

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#6 firedrakes
Member since 2004 • 4384 Posts

dark souls etc games... that have bad lvl/ game mechanics to make it hard. seeing programing real a.i. to make it challenging is very very hard.

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Zero_epyon

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#7 Zero_epyon
Member since 2004 • 20131 Posts

@djoffer123 said:

@Zero_epyon: why would just rather prefer actually loading screens??

My pick would definitely be crafting in rpgs… outside of a few select games I am sick and tired of hoarding every little thing you find with you, just for the off chance that you will need it in a recipe 3 chapters later!!! I mean who haven’t tried finding the recipe for the sword of ultimate doom, just to realize that you need 3 rat whiskers ( which haven’t dropped from mobs the last 20 levels) and a piece of dry wood that you haven’t seen since chapter 1….

With the new consoles, I'm hoping developers can take advantage of the SSDs and design their games around their fast transfer speeds. The only reason those crawl spaces exist is that they're designed around regular HDDs. It drove me nuts while playing Ragnarok.

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Warm_Gun

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#8 Warm_Gun
Member since 2021 • 2460 Posts

I refer to my Tomb Raider comment...

For all the creators' attempts at making these games cinematic, they don't actually understand movies at all. Do they think a good film director doesn't want the viewer to feel a sense of danger for the character as they walk along a ledge or whatever? The kind of automation, magnetic walking and invisible walls protecting the player nowadays are completely antithetical to what a movie scene with that same scenario tries to convey. Canned animations of the character squeezing between two walls again and again just make the thing feel more artificial and make you feel less like the adventurer in that movie you like, because of how the control is taken away from you.

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Litchie

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#9 Litchie  Online
Member since 2003 • 34682 Posts

Automated gameplay, adding fluff to make a game longer, and not trust the player to be able to do basic things are some very annoying things a lot of games do.

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ThatForumUser

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#10  Edited By ThatForumUser
Member since 2019 • 706 Posts

Frustrating design like control taken away from player. Exposition walk and talk or worst hours long movie.

Lazy design like QTE. Random generated item and prop placement. Random level generation.

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RatchetClank92

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#11 RatchetClank92
Member since 2020 • 1351 Posts

I’d say quick time events, microtransactions and crafting/upgrading equipment and skill trees. The last one can be fun if kept to a minimum, but when you have to level up your gear, skills and character and constantly craft more stuff it just gets to be a chore and tiresome.

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daredevils2k

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#12  Edited By daredevils2k
Member since 2015 • 5001 Posts

Microsoft obsession with live service games and micro transactions

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TheEroica

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#13 TheEroica  Moderator
Member since 2009 • 22784 Posts

Having to buy multiple pieces of hardware to play games when there are way more inclusive ways to bring people content and remain profitable.

Down with proprietary hardware!

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madsnakehhh

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#14 madsnakehhh
Member since 2007 • 18254 Posts

@BassMan said:

Designing games around micro-transactions and excessive monetization.

This. Easy.

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deactivated-65dd04f21decf

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#15 deactivated-65dd04f21decf
Member since 2022 • 3769 Posts

Anything woke. No changing it. Just end that shit.

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Pedro

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#16  Edited By Pedro
Member since 2002 • 69816 Posts

JRPG = tropes. When anyone that is not a weeb mentions the awfulness of JRPGs tropey game design, characters, pacing, and dialogue, the critiques are tossed under the rug. So, I hope nothing changes with JRPGs.😈

At least many developers are moving away from being exclusive and more inclusive. It is driving some folks NUTS.😂

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onesiphorus

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#17 onesiphorus
Member since 2014 • 5271 Posts

A requirement in RPGs to grind as a way to make characters stronger or more effective against boss characters.

The gacha feature to obtain new characters or items.

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mtron32

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#18 mtron32
Member since 2006 • 4432 Posts

Taking too long to get into the game action via walking cinematics. Though an extreme example, Doom Eternal is how you start a game, balls to the wall.

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uninspiredcup

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#19 uninspiredcup
Member since 2013 • 59087 Posts

Cinematic walking.

Same fucking answer everytime, but it is that.