This is easily my biggest pet peeve in modern games. At some point major game devs decided players couldn’t be trusted in any way and have to be pushed, cajoled, and hand-held through the game. Nevermind that those same devs spent untold hours and days filling in the game environments and world with details that are well worth admiring - it’s clearly better for players to be nagged at incessantly to keep to the path allotted for the prescribed experience. And if they are on that path, they better be reminded what they’re doing a million times anyhow. Uggghh. 🙄
Also, include these dialogues in a game where there are hidden collectibles, so you have to hear that fuckass dialogue repeat while trying to make sure you don’t miss anything, only to accidentally take the correct path instead of the secret path with the collectible because the secret path was more obvious than the main path so you guessed that the most hidden one was for the collectible…
I want my games to have very obvious in-game or UI elements showing me which way is the ‘correct’ storyline path to take. Not because I want it to be easy to find the correct path – because I want to make sure I avoid the correct path while I explore elsewhere, and I don’t accidentally trigger the next storyline event before collecting all the loot in this stage.
“Gotta find that item”
30 seconds later
“Hmm, that items gotta be around here somewhere”
30 seconds later
“I can’t be messing around right now, gotta find that item.”
This is easily my biggest pet peeve in modern games. At some point major game devs decided players couldn’t be trusted in any way and have to be pushed, cajoled, and hand-held through the game. Nevermind that those same devs spent untold hours and days filling in the game environments and world with details that are well worth admiring - it’s clearly better for players to be nagged at incessantly to keep to the path allotted for the prescribed experience. And if they are on that path, they better be reminded what they’re doing a million times anyhow. Uggghh. 🙄
Also, include these dialogues in a game where there are hidden collectibles, so you have to hear that fuckass dialogue repeat while trying to make sure you don’t miss anything, only to accidentally take the correct path instead of the secret path with the collectible because the secret path was more obvious than the main path so you guessed that the most hidden one was for the collectible…
I’M COMPLETELY FINE
Exactly, lol.
I want my games to have very obvious in-game or UI elements showing me which way is the ‘correct’ storyline path to take. Not because I want it to be easy to find the correct path – because I want to make sure I avoid the correct path while I explore elsewhere, and I don’t accidentally trigger the next storyline event before collecting all the loot in this stage.
5 seconds later
“Hmm, I wonder if the item is in the location it’s in”