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Thread: Deal Breakers

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    Memento Mori Site Contributor Wolf Kanno's Avatar
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    :monster: Deal Breakers

    We've all had this happen before. You hear about this really cool game and then when go to investigate it further, you hear it has that one gameplay/story/character quirk that completely changes your excitement into general apathy. So what are some of your gaming deal breakers?

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    Iím actually having trouble with thinking of any deal breakers. Only thing off the top of my head is when games have that sort of generic anime/cheap mobile game art style. I also donít get too excited about open world games generally since I get burnt out on those pretty quick. For instance, my excitement for Breath of the Wild wasnít very high when it came out. I ended up loving that game when I played it though.

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    Slothstronaut Slothy's Avatar
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    The biggest deal breakers for me these days would have to be random loot boxes and QTE's. I don't even think QTE's are all that common anymore, but still. smurf em.

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    Open World
    Loot Boxes
    Multi-player focused

    You know, the things most big developers now think we all want.

    Bork Bork

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    *permanent smite* Spuuky's Avatar
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    I've really never understood how "open world" could be a dealbreaker, personally. What is it that is intrinsic to open world that is the problem, exactly?

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    Memento Mori Site Contributor Wolf Kanno's Avatar
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    Quote Originally Posted by Spuuky View Post
    I've really never understood how "open world" could be a dealbreaker, personally. What is it that is intrinsic to open world that is the problem, exactly?
    From personal experience, "open world" generally stands as short hand for sandbox game, which most lazy developers basically make a large and uninteresting map filled with tedious side content that they expect to be 85% of the experience while the 15% of actual plot is usually nothing worth writing home about. That is not to say Sandbox games are inherently bad, but more that lately it feels like developers are kind of lazy about them.

    There is a difference to the way "open world" as a concept is utilized in an example like Fallout 1 versus Fallout 3. They're both the same concept of open world, but I feel we can argue that one handles the idea in a more fun and inventive way than the other.

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    I have to agree. Open world games are never a deal breaker for me but a lot of publishers make games open world to tick off a marketing check list rather than because it makes the game better. A lot of them end up more empty than compelling and open worlds without a lot to do just bore me. Doesn't mean I stay away from them all though. If the rest of what's there is fantastic I can overlook it. I mean Just Cause 2 is one of my favourite games but its open world is little more than a place to blow up things, attach things to each other with a grappling hook, and blow stuff up while parachuting and grappling around the island. If the mechanics they give you to play around in that sandbox weren't so damn fun it'd be a pretty boring game.

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    *permanent smite* Spuuky's Avatar
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    I can name plenty of "open worlds" with painstakingly detailed and handcrafted worlds that are interesting to explore. The problem you have described is with bad open world games, not open world games. Just like I could name examples of bad action games, bad story-driven linear games, and bad puzzle games in addition to the good ones.

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    Memento Mori Site Contributor Wolf Kanno's Avatar
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    I did say there wasn't anything inherently wrong with the concept and that there are good examples of the genre, the issue of why I think most people are not exactly thrilled to hear it is may stem from the genre kind of exploding last gen to the point where many people may have been burnt out by it, especially when some publishers *cough* Ubisoft *cough* were being kind of lazy and unimaginative with it. The game concept still works, but I feel fans have dealt with so many apathetic attempts at it in recent years, that they would rather just ignore it at this point and wait until a review comes in to save it from the bargain bin rather than take a chance the concept wrapped around the sandbox will be enough to keep them interested.

    As for my personal feelings on open-world/sandbox titles, I love the idea of having a massive breathing world to explore, but have been disappointed in the past by how developers handle it as I'm not the type who necessarily feels a world needs to keep my constant attention with "stuff to do" as much as I just generally like to explore, and wish more emphasis was placed on that. I also prefer having focus in a main narrative/objective which is where most of these games tend to lose my interest cause often the "main point" is not anymore interesting than the dozen of "non-important" things the game gives me to do, so I quickly lose interest in resolving the game. I'm well aware that there are likely dozen upon dozen of games that fulfill these requirements, but I also have thousands of other games of different genres I can be playing as well, so I'm not exactly in a rush to find all those great gems that get it right. I've played games within the genre that do the concept well, but again, I'm not in a hurry to play the rest of the gems to change my less than stellar views of the genre either. There is sadly just not enough time in the world to play every good game that comes out.

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    Developers not caring enough about the balance, or content in the game. NetherRealm games tend to have great production value, a sizable online community and decent fighting mechanics, bt their utter refusal to balance their gameplay properly, their insistence to break the roster through DLC, often making it a pay2win in the process, and their notoriously horrible animation have turned me off what should be one of my favorite game developers complete.y.
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    I donít have anything wrong with open world/sandbox games necessarily, I just get burnt out quickly from them. This is especially the case if doing a lot of the same fetch quests and such. I honestly donít know why breath of the wild was different for me, but I loved exploring the world. Just Cause 2 is another I just liked exploring and finding amusing ways to grapple stuff together. Of course, I had that game in college and played it with friends, so that was the main reason it was fun.

    Either way, I just donít get excited by that genre just because Iím rarely in the mood to play it.

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    *permanent smite* Spuuky's Avatar
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    I think there is a very, very sizable gap between "not excited by x" and "x is a dealbreaker."

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    Of course I never said it is a deal breaker since I said I couldnít really think of any deal breakers. Itís just one of the closest things to a deal breaker for me because I generally have no interest in any sandboxy, open world games I hear about.

    Iím still struggling to think of any deal breakers though. Iíll play pretty much anything.

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    First person RPG combat (as seen in Earthbound, Etrian Odyssey, or most Shin Megami Tensei games). I don't even know why, but I just find this system utterly immersion breaking, and as much as I try to enjoy these games, I wind up abandoning them rather swiftly.
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    Terrible control schemes coupled with the inability to remap them. I've really taken a dislike to games that are heavy on the face buttons and I try to remap all the key commands to the shoulder buttons as soon as possible as it creates much less strain on my wrists.

    On open worlds, I completely agree that it's now become a gimmick that games simply feel they have to have because it's the in thing, and we're seeing a lot of half-assed and generic worlds. With that said, when done right it's superb. My personal preference is for smaller open worlds that you can get to know your way around like Bully, the earlier PS2 GTA games and the first Dead Rising. Special mention to Saints Row 2 which had a city with lots of different areas like a trailer park, a university campus, casinos, etc. and so it felt really different depending on where you were.

    When a game advertises a massive open world which is 25 times the size of Skyrim (hi Just Cause) that's great and all, but what's actually in your open world? How is this square kilometer any different from the one next to it? Why is it worth me traveling across the map to get there other than for repetitive quests?

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