- 1 month
Football games. I don’t see any gameplay difference between one made in 2007 and the latest football game, so why people still decide to drop 60$ for the very same game every year is something i don’t get.
lorty@lemmy.mlEnglish
1 monthAny gacha.
“Oh I got so lucky! It only took 20 pulls to get Boobina!”
Yeah man, bet that felt a lot better than just unlocking her by doing her story quests like any normal game. Maybe you need to be a gambling addict or something.
squirrel@cake.kobel.fyiEnglish
1 monthWork simulators and games which gameplay loops turn out to be work simulators in disguise.
∟⊔⊤∦∣≶@lemmy.nzEnglish
1 monthBeat saber. There’s 1001 better games for VR that are so much more fulfilling
- Zahille7@lemmy.worldEnglish1 month
Idk, it’s just a more interactive Guitar Hero imo.
I have not played it myself.
- Zahille7@lemmy.worldEnglish1 month
I’m just giving a reason why people might like it so much. Rhythm games, especially interactive ones, are pretty popular.
Why do you think they made so many Guitar Hero and Rockband games?
- belunos@lemmus.orgEnglish1 month
If your first post had been this, I would have upvoted and moved on. I agree. There’s just so many ways to read that first post.
- Deestan@lemmy.worldEnglish1 month
Any game with grinding where microtransactions can invalidate weeks of grind.
It’s already a big ask to make players find fun in a grind, but some C-level dipshits found a way to stamp that fun out too.
- GriffinClaw@lemmy.zipEnglish1 month
IMO, that method is valid, but it is HIGHLY dependent on the gameplay loop and the game company.
Take Warframe for example, one of the grindiest games in existence:
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The game is mainly PvE (and the PVP stuff has near to no impact on the raw skill needed), so someone buying their way to power doesn’t feel so bad.
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The ingame premium currency (Platinum) is fully tradable by all players. Getting extras of stuff is also common. Grinds often reach the ‘unfun’ level. So EVERYONE is encouraged to skip grind once it gets too much.
TLDR: Microtransactions are encouraged and available for free for ALL players, once you’ve reached your grind tolerance level.
- Korhaka@sopuli.xyzEnglish1 month
Nope, I hated the freemium grind crap in Warframe. Killed my enjoyment of the game and uninstalled.
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ISOmorph@feddit.orgEnglish
1 monthMost souls likes. The marketing on those games is pure genius. No budget for an actual story? No problem! Let’s hide some nebulous lore in item descriptions so youtubers can sell their head cannon as “the story”. Oh there’s only enough money for 8 hours of gameplay? I have a solution! Let’s remove the save system everyone got used to these past 20 years so the player has to constantly redo our content just to get to the boss he’s trying to beat. We’ll sell that unecessary tedium as “difficulty”. And people are gobbling that stupid mechanic up because it allows them to flaunt their e-peen, although it just shows they have more time time than skills.
- NannerBanner@literature.cafeEnglish1 month
It’s the nebulous lore part that really gets me. Other games have done the items=lore part before, but weren’t so fart-sniffing about it.
- mohab@piefed.socialEnglish1 month
Maaan, easy: soulslike. Combat so slow, they’re the closest real-time combat will get to turn-based. Everything moves at a snail’s pace in most of those games, holy shit.
If I want difficulty, I’ll just play Bayonetta or Ninja Gaiden or something, it does not need to be slow and boring AF.
- TheOakTree@lemmy.zipEnglish1 month
I don’t find soulslike games to be slow, but that may just be a result of me being used to the controls and therefore having a lot more agency of what my character does.
What I will offer as an actual rebuttal is this: the committal nature of slower movement and attacks really forces you to identify the right approach for a situation. Same reason why I prefer Greatsword/Hammer in older Monster Hunter games. You reach a point where your character looks like they’re demolishing enemies in a relatively effortless manner, but only because the player understands exactly what needs to be done.
The initial challenge is pattern recognition and strategy, the long-term challenge is consistent execution.
- mohab@piefed.socialEnglish20 hours
What I will offer as an actual rebuttal is this: the committal nature of slower movement and attacks really forces you to identify the right approach for a situation. Same reason why I prefer Greatsword/Hammer in older Monster Hunter games. You reach a point where your character looks like they’re demolishing enemies in a relatively effortless manner, but only because the player understands exactly what needs to be done.
This is my issue with soulslike combat: all of this is also applicable to fast-paced action games, specifically on higher difficulties. You won’t Platinum Jeanne on Infinite Climax in Bayonetta if you don’t know what exactly needs to be done.
Furthermore, in fast-paced action games, you don’t only need to know timing, spacing, specific boss exploits, but you also need to master mechanically challenging techniques. The latter is replaced with RPG consumables/builds in souls-like, which you get by exploring—another reason that bogs down the game’s pace.
I’m not shooting down the value of soulslikes; I’m fully aware Dark Souls has no intention to play like Bayonetta, and that does not indicate it’s worse in any way. Just pointing out why their slow pace puts me off.





