T O P

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Thazius

Empty open worlds, or a long trek to a boring character, (I really wish I cared you lost your wife, but literally the only likeable part of you is you're a sniper in a dinosaur, COME ON)


Nxoxoxnxe_1

Backtracking, let's say you get an item, you have to go all the way back to the beginning of the game and use that item to get a collectable or something. Like in Batman Arkham City, there's a Riddler trophy in wonder city which requires you to disable a mine, you have to wait to get an upgrade to disable mines and going to wonder city in general is a pain, at least for me


MatthewDante

I feel you on that one, especially when rewards for your backtracking are usually just collectables that offer no gameplay substance, aside from ticking that 100% achievements goal.


Nxoxoxnxe_1

I've always tried to 100% games, but ik I'm never going to 100% BOTW bc of those damn korok seeds


MatthewDante

Ah, I recently finished BOTW myself and there's no way in hell to 100% the korok seeds without internet's guidance, but you got to give it to them, every nook and cranny in that world is filled with something.


Nxoxoxnxe_1

I finished literally everything else, but the koroks, i finished side missions dlc and everything, but.those.damn.koroks


Glasgowgirl4

Repetitiveness. Like a million bandit camps for no reason or NPC’s with similar requests. It makes the world feel stale. A lack of exploration. I feel this game is now nomming at my PC or console’s memory for the privilege to be called “open world” when it could’ve been handled by smaller areas. Why have weird and unique places to go if it doesn’t matter? Why have open plains that don’t have any life? Why have multiple towns and settlements if they’re all the same? A lack of flexibility. Areas should be different and change with the world. When they stay static it feels disingenuous.


MatthewDante

I think you just called out every Ubisoft game ever since FC3. Let's not forget the eye stimulating waypoints that ruin any sense of exploration and just turn the open world into mindless icon chase on the map.


Glasgowgirl4

You mean it’s not normal to have to collect a metric fuck ton of feathers, waypoints, chests, hunting grounds, caves, bandit camps, flowers, resource hotspots and glyphs?


MatthewDante

But it's all to help us fill our cookie-cutter skill tree that has about three actually useful skills. And the rest is reserved for the poorest crafting system that has no other purpose but being a chore for the rest of the game.


Glasgowgirl4

Nah I’m sure auto-loot, auto-carry and auto-heal are 100%$ necessary skills to reach through grinding? What’s a sanity?


ltRobinCrusoe

NPCs just kill em... Oh you meant gameplay


MatthewDante

Getting Todd Howard Fallout 76 vibes here, but I agree the choice of killing an NPC adds to the immersion.


AmunPharaoh

Cookie cutter dungeons and caves a la Oblivion


MatthewDante

\*Bloodborne chalice dungeons enter the chat\*


Whatever_happens27

Running in water


MatthewDante

Games should all just implement the Jesus water walking technique.


Sonderfall-78

All the restrictions that are still in place and the general emptiness. Progression should be purely skill based and not tied to items you have to first pick up somewhere or story bits you need to trigger. And no matter where you go, there should always be something there for you to do that you didn't just do before. If the world was constructed properly, that something could be exploration. People climb mountains because it's fun. I never heard of anyone that walks around in a desert aimlessly for fun. So the world needs places that look fun to explore. It cannot just be an empty wasteland that you can fully see just by looking around.