I'm not sure I agree. I feel the expansion pack philosophy encouraged much more meaningful, larger and more interesting updates to the game. The expansions where also quite clearly cool things that were developed later, rather than being premium content that was withheld from the start; something that is easier to do with DLC.Ihateregistering1 said:-Expansion packs (this is what we had to rely on before DLC).
Only slightly less annoying were the ridiculous save requirements for NES Battery Paks (Hold Reset as you turn the power Off) and no save and continue option.ShinyCharizard said:I don't miss those crappy save systems that relied on passwords you had to input in order to skip to the part of the game you last got to. They were fucking annoying.
While I enjoy the mini-content availability that DLC offers, I think the way Oblivion handled it was best (Horse Armor not withstanding). Where you had several self contained quests and additions to the game through DLC, and one massive quest chain and new areas to explore released as a full Expansion, the terms are really interchangeable but I don't think they've gone away, the DLC term has just swallowed Expansion Packs (Dragonborn for Skyrim for example is every bit what you would expect an expansion pack to be).Ihateregistering1 said:-Expansion packs (this is what we had to rely on before DLC).
I had to bugger about in my old PC's config.sys file to shunt a load of processes up into higher memory, thus freeing up the fabled and precious "EMS Memory" that only a few games - the ones I wanted to the play the most, natch - needed in order to run! For some reason it didn't like boot discs so this was the only way...AD-Stu said:Easy: boot disks and everything else that came with trying to get most high-end games to run on PC back in the DOS era. I mean can anyone today conceive of a world where you'd need to reboot your machine every time you wanted to play a game?
What's funny too is that most of those games could run in a browser window these days![]()
Not only fun, but different. No matter how fun a game is, having to go through the exact same levels multiple times without getting to finish it gets old fast.MrBaskerville said:I think it depends on the game, i like games where you aren't trying to complete it but just trying to see how far you can get and how many points you can get. There's something cool about playing a game for ages and suddenly reaching a level you never saw before. It's just a different way to play a game and it obviously require that the game is fun to play from the get go.Doom972 said:Having to restart the whole game after a certain amount of tries. I don't see any good reason for this to exist.
Not to be confused with permadeath in roguelikes, which is fine.
Another thing i don't miss is FMV games with horrible mini games and QTE "Gameplay". Those games has got to be some of the worst ever made. And games as horrible as Ubik for the ps1 is also a rarity, games so poorly designed that you can barely control them and so slow loading that it would take extreme patience to wrap your head around the game. This one also ties in with the fixed camera angles as you most often die horribly becaus you can't see what the hell is going on.
You could just unload the data from the discs into the install folder and edit the config file to read from there instead of the discs. That way you'll never have to deal with swapping at all.Shaun Kennedy said:-Disc swapping. Not a big deal for some games like Final Fantasy VII, but try playing the old Baldur's Gate... it had 5 discs and certain areas were only on certain discs, causing you to sometimes have to switch out a disc 4 or 5 times in one playthrough.
Not only fun, but different. No matter how fun a game is, having to go through the exact same levels multiple times without getting to finish it gets old fast.Doom972 said:Another thing i don't miss is FMV games with horrible mini games and QTE "Gameplay". Those games has got to be some of the worst ever made. And games as horrible as Ubik for the ps1 is also a rarity, games so poorly designed that you can barely control them and so slow loading that it would take extreme patience to wrap your head around the game. This one also ties in with the fixed camera angles as you most often die horribly becaus you can't see what the hell is going on.
I tried playing Fallout for the first time last year and I couldn't make myself keep going. It may have fantastic mechanics, writing, etc. but that interface is awful. I've been gaming since 1984, I played the earlier generations when they were current, and now I can't go back to them because they're so damn clunky. It's like trying to convince someone to drive a car that needs to be hand-cranked, because it was just so great at the time.Stevepinto3 said:My occasional desire to restart Fallout is immediately shut down when I start clicking around outside of the vault and remember that the gameplay itself is slower than cold molasses, and the inventory is just a single vertical column that only displays 5 items at a time.
I remember driving my parents crazy with Command & Conquer. UNITREADYBUILDINGUNITREADYBUILDINGUNITREADYBUILDINGIhateregistering1 said:-In RTS games, putting limits on the number of units you could select at once. Also, not being able to queue units at a production facility.
I'm aware of that, of course back in the day I had Win98 on a 3.7GB HDD, unloading all the data wasn't feasible, and for multi-disc console games, full installs aren't even an option.Denamic said:Keyboard turning and other weird-ass control schemes. Some old games have a severe lack of strafing. And some games have important action mapped on the other side of the fucking keyboard. Fuck than shit.
You could just unload the data from the discs into the install folder and edit the config file to read from there instead of the discs. That way you'll never have to deal with swapping at all.Shaun Kennedy said:-Disc swapping. Not a big deal for some games like Final Fantasy VII, but try playing the old Baldur's Gate... it had 5 discs and certain areas were only on certain discs, causing you to sometimes have to switch out a disc 4 or 5 times in one playthrough.
I had a 500MB HDD back then. It was amazing. I think it still works, but I've no motherboards compatible with it any more.Shaun Kennedy said:I'm aware of that, of course back in the day I had Win98 on a 3.7GB HDD, unloading all the data wasn't feasible, and for multi-disc console games, full installs aren't even an option.
I fail to see how that changes the fact that because of my relatively poor in-game dexterity, having use-on-pickup health packs in a game frequently eventually puts me in the position of having 15 health, 0 armor, and about fifty enemies between me and the next health pickup.gyrobot said:Thing is, most competitive medpack layouts are along contested paths, it's not traditional cover but it is the predecessor of regenerating health but unlike regen health where you aare encoruaged to play defenseively, you are encouraged to keep on the offensive to pick up the +5 bonus as a reward for gracefully avoid getting killed and 25 for quick detours from the main health paths with the tricky to get ones being the big reward.shrekfan246 said:Health packs-
I'm not very good at shooters. I tend to tunnel-vision and periodically stop moving while firing, and I'm terrible at leading targets even when the character is standing still, so I actually prefer games like Deus Ex: Human Revolution or Mass Effect, which have slower, generally cover-based shooting and health bars that either regenerate over time, can be healed at will by inventory items, or both. Scrounging for health and armor packs is one of the biggest things I hate about old-school shooters.
You must not have been looking very hard.teebeeohh said:wait, you liked infinite as a shooter? you would honestly be the first one i heard say that, generally people seem to dislike the shooting, especially because it interrupts the rather excellent story.Pink Gregory said:Well judging by the other thread - and to be fair that's not exactly all people ever doing the talking - I get the impression that people think that DK3D type shooter design is inherently superior to any other.Zachary Amaranth said:Could you elaborate some? I don't know what you mean.
Much as there is much to be praised to that kind of design (open levels filled with content, enemy variety, weapon variety, just variety really); all the bugbears seem to come down on two-weapon limits and regenerating health/shield. You get the impression that people seem to think that their shouldn't be room for both schools of design.
For context, I enjoyed Duke Nukem 3D, Blood, Serious Sam et al, but it can be done wrong. Painkiller bored me immensely, my favourite shooters are the Brothers in Arms series and the Bioshock series (loved Infinite).
I just don't subscribe to the idea that certain mechanics are inherently superior to others, rather than simply being design choices.
but why?shrekfan246 said:You must not have been looking very hard.teebeeohh said:wait, you liked infinite as a shooter? you would honestly be the first one i heard say that, generally people seem to dislike the shooting, especially because it interrupts the rather excellent story.
Allow me to be the second person you've seen say that they loved Bioshock Infinite's gameplay. So much so that I played through twice, first on the Normal difficulty and then a second time on 1999 Mode.
Well, on the PC at least, the sound assets for the guns were absolutely phenomenal, making even the pathetic little starting pistols feel like they had a hell of an impact to them. Compare to the first Bioshock or many other pseudo-realistic shooters, where the guns feel like they might as well be shooting wads of paper. I also loved the skyhook, and the larger areas that had you jumping to and from the skylines to various different sections of the arena for better vantage points or to escape Handymen.teebeeohh said:but why?shrekfan246 said:You must not have been looking very hard.teebeeohh said:wait, you liked infinite as a shooter? you would honestly be the first one i heard say that, generally people seem to dislike the shooting, especially because it interrupts the rather excellent story.
Allow me to be the second person you've seen say that they loved Bioshock Infinite's gameplay. So much so that I played through twice, first on the Normal difficulty and then a second time on 1999 Mode.
what elements does the gameplay have that other games haven't done better? and what about all the stuff that was done better in the original bioshock that they just removed for no reason?
Nope.and didn't it bother you that scavenging for resources and murdering everybody you meet make no sense if the game world is in ruins and/or overrun by zombie monsters? or that the tonics don't make a lot of sense except that it's what people expected from a Bioshock game.
It had a freedom of movement that I don't generally find from "bunny-hopping" games or "brown is so real" games, combined with a regenerating shield that was a buffer between the need to gather health packs and a weapon and ammo limitation that often meant needing to race around the arenas in the middle of a firefight to find another weapon with ammo so you didn't die (or racing to a vendor if you had enough money). Mix in the gun + tonic dual-wield from Bioshock 2 for smoother combat with some truly wonderful tonics like Bucking Bronco, and yeah, to me it did feel like something fairly special.i get that the gameplay is enjoyable, i liked about the first half before it got tedious but i if you say you loved the gameplay i guess it must have had something special.
*ahem*...scorptatious said:Unskippable cutscenes. JRPG's are pretty guilty of this IMO. An example being Chrono Cross. There's a couple of instances in the game where there is a lot of story and exposition before you actually face the boss. And if you screw up on the boss, you need to reload your last save and go through the entire thing over again before you can try again.