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GoOnKid said:
TruckOSaurus said:

I'm surprised no one has mentioned the Triforce fetch quest in Wind Waker. Even when greatly reduced in WW:HD, it's still a drag and kills the momentum of an otherwise great game.

I don't know, that never bothered me at all, honestly. It gives you a nice opportunity to swipe one last time over the entire map and collect everything you still haven't yet to prepare yourself for the final area. The same in Metroid Prime.

¯_(ツ)_/¯

Yeah, I actually don't remember hating that part of the game. I mean, I didn't LIKE it, but I was the kind of person that spent 3 hours just sailing and unlocking the map for fun so I guess I'm really not a good gauge of what is and what is not a waste of time. If I like a game enough, I don't mind some grindy nonsense. 

Ironically, I don't like Ocarina of Time but actually do like the Water Temple. I know why people hate it but I dunno, I never really felt it was all that bad or hard. No different for me than any other puzzle dungeon in the history of the franchise. 

Double-ironically, there are few areas in games I hate more than the forced steal section Yuga Tribe hideout infiltration. Breath of the Wild is one of my favourite games but that's like the one part of it where I'm like 'fuck this shit' and just brute force my way through till it's done. 

In fact, I hate EVERY forced stealth section in games that otherwise are exclusively action or adventure. MJ/Miles morales segments in Spider-Man are good examples. I know why developers do this sort of shit - they like to diversify their game - but I don't think it ever works without massive caveats. either the player's headspace isn't in the right place and they just wanna punch things, or the mechanics aren't nearly deep or well-designed enough to work without frustration. Again, I don't mind the idea behind diversifying, but I think it's best to either incorporate that sort of shit into the game throughout in a way that benefits the player and gives them options, or leave these segments out entirely. Just switching to a wholly different gameplay mechanic for segmented parts and completely ending the mission/level if you get caught is bad design and literally nobody ever likes it. 

On a related note, I hate boss battles or sections that have completely unique mechanics or otherwise completely retract all the skills you've learned up to this point. ESPECIALLY end bosses where you don't fight with your own accumulated skills and items. I can't think of any examples right now because I'm recovering from being sick, but there are too many instances where I'm playing a game, unlocking skills, levelling up, refining my abilities, and getting the best weapons and equipment...only to be told I have to play a section or boss with shit the game gives me. Like, no you're not fighting with your honed and stylish skill, you're doing a giant mech fight now. Or FFXV with chapter I think 13 where you just have the 'hold to drain enemy health' button. 

Do what Grand Theft auto or Red Dead Redemption do. If you're gonna incorporate different gameplay elements into your game, then do so and commit to it. Don't make a game 98% one gameplay style then add one mission where you're doing something else just for token variety. 



My Console Library:

PS5, Switch, XSX

PS4, PS3, PS2, PS1, WiiU, Wii, GCN, N64 SNES, XBO, 360

3DS, DS, GBA, Vita, PSP, Android