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What are you sick of seeing in video games?


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#26 Guest_Balore

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Posted 22 December 2008 - 10:44 PM

Yes, but those profits are largely sunk into developing new technologies for graphics, motion, and the computers/machinery to produce more cutting-edge projects. It's not like Mr. CEO rakes in a cool 40 mil. net profit and tap dances home with it. Even if that were the case (and it sometimes is), so? Those people have done something that many people don't mind paying for. They are, in a sense, providing a service. If some random sports player can pull in 10mil and an actor can do 20mil per movie, then what's wrong with gaming companies making a large profit off of something that's much harder to do than say, punt a football?The average game programmer (with a few years exp. under his/her belt) makes about 70,000 USD per year btw, so they're comfortable, but far from rich.

I was never a fan of people making insanely large amounts of cash. At least, not the ones that decide not to do anything decent with it. If they're making somewhat more than they should, it's fine. Even if they're making a lot more than they should, it's fine. All I'm saying is if they're sacrificing creativity for the sake of a lot more cash that they don't need, then I'm probably not going to remain a huge fan of theirs.

I couldn't agree more, but from a business standpoint it's not very wise to be too progressive too quickly. It's hard to go into the specifics of the "whys", predicting the consumer base's reaction is like predicting the stock market; it can go either way at any tme solely based on what people are interested in. I mean, oranges might be in high demand this week, but what about the next? Just as a new gimmick may prove fun at first, but then wears thing quickly (think the DS' touch screen; great idea, executed poorly).Besides, companies like to milk an idea dry before they move onto something else. Maybe that's what you're getting at with the greed thing, but, no one's forcing anyone to buy stale ideas, they're doing it of their own free will.

With the overwhelming amount of stale ideas out there, many are going to resort to buying them merely because there's no other option other than not buying video games period.Like I said, it's far from easy and there are many risks involved, but if you've already reached comfortable grounds for experimentation, why not? You don't need to start off with any drastic changes; just incorporate small ones into game over time and observe the reactions they get. This can help you to judge which ideas will float and which will sink. Better than that, though, is if more companies tried to gauge reactions from the public by use of the internet; posting polls on the company website forum pertaining to new ideas and whether or not the majority approves and whatnot. None of this is a surefire way of knowing which ideas will succeed or fail, but it certainly helps.

Well, as I said with how some games portray males as egotistical, bullheaded, etc, it's fair game. Personalities and appearances are exaggerated, even voices are. I mean, when's the last time you ran into a "bad guy" who was 7 feet tall, had a scar running down his face and a booming makes-Barry-White-sound-falsetto voice? Its part of the fun and fantasy of the experience, no one wants a game where the women are chatty and average looking, just as no one wants a game where the male hero is a limp-wristed insurance salesman with the dull pushover personality of an aspirin bottle.

I don't mind that they're exaggerated, really, but I do mind when they're continually exaggerated in the same manner. Variety is what I want - variety that doesn't remain essentially the same over the years, being tinkered with ever-so-slightly as the next batch of RPGs are let loose into the public.

I was talking about both. Look at the FF series; the male protagonists are usually emotional train wrecks with abandonment issues, then there's the overly tough guy as a sidekick party member, followed by the quiet, yet strong female voice, the spunky confident anatomicaly-a-little-too-correct loudmouth female to balance out the quiet one and shows obvious affection towards the protagonist, who the quiet, reserved female secretly likes also and so on. It's all a formula, to change one thing, you'd have to change many. Sure, it can be done but most people only know what they've been taught and have gotten comfortable with, they don't "think outside the box", so to speak.

It's extremely unfortunate that people are actually willing to stunt sales of a game just because a company is trying different things. Sure, if it's a drastic change that's clearly a horrible idea, then no problem, but if they're just trying to make characters with a personality different from what you'd normally expect or something, then there's no reason to ignore the game. Honestly, I wouldn't want people like that buying my games. People are far too conservative when it comes to video gaming; I see it on forums all the time - comments about how once-fans will no longer be purchasing *insert company here*'s products due to some slight, probably-not-permanent change that they happened to disprove of. It's saddening to see.

Thing is, most females aren't interested in sitting in front of a computer for 14 hours a day. Sexual bias has nothing to do with it, it's just how it is. You don't see alot of (straight) guys who work as fashion designers, do you? Because it doesn't interest them.

Yeah, and that's also unfortunate, but there are definitely a good amount of females out there that wouldn't mind the job. The problem is reaching them.

Well, "good" art is an extremely relative term. Something could be perfectly drawn, shaded, yadda yadda, but still be crappy because it's unoriginal, uninspired, etc. Look at the Simpsons, when they first came out the cartoon looked like it was drawn by a four year old, but people still liked tem because they were original and had a style to them that, at the time, other shows didn't.Not the best example, but I'm sure you see what I'm getting at here.As for being lazy. well, I'm kinda lazy sometimes myself, so I just force myself to do something I have to do until I like it. =/

Sure, it's a relative term, but it isn't always hard to tell if you're a poor artist. All you have to do is take a look at other artists' works and then take a look at your own, and it's pretty easy to see.I'm terrible at forcing myself to do anything (which is probably why I'll never be a video game designer); I usually resort to what I enjoy doing within a matter of hours.

Edited by Balore, 22 December 2008 - 10:46 PM.

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#27 Guest_boristhedog

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Posted 23 December 2008 - 12:33 AM

i hate random encounters and missions when you cant be spotted or alert the enemy :foldarms:
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#28 Guest_ligthknigth

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Posted 23 December 2008 - 01:06 AM

There is a serie of things that I don't like:1.The final dialoges of the hearth and that type of crap.2.That the goods always win.3.The antagonist cliches objectives: rule/destroy the place/world/galaxy/universe/race.4.The good one, I mean, come on, can't it be a sociopath that was paied to do the job.5.Some of the loves stuff.6.In almost all games, look always the same.7.Can't the bad one just threw some thermonuclear bonbs?8.Can't the good one change o bad one.9.Ethical, religious and moral stuff.10.Bad voice actors.11.An all-in-good-moral-and-ethical-stuff hero.12.Can't the hero take a better reward, like sleeping with the princess.
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#29 Guest_jamearl

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Posted 23 December 2008 - 01:41 AM

I get tired of stepping like 3-5 steps and getting into a random battle.I also hate the voice acting if its bad.
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#30 Guest_boristhedog

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Posted 23 December 2008 - 01:55 AM

random flamboyant gay guys that always seem to be in RPG's
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#31 Ragamuffin

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Posted 26 December 2008 - 08:55 AM

I was never a fan of people making insanely large amounts of cash. At least, not the ones that decide not to do anything decent with it. If they're making somewhat more than they should, it's fine. Even if they're making a lot more than they should, it's fine. All I'm saying is if they're sacrificing creativity for the sake of a lot more cash that they don't need, then I'm probably not going to remain a huge fan of theirs.

Well, one argument is that we as a society are the ones paying these people's salaries. Sure, we may think that some game company CEO makes too much or that Al Pacino shouldn't be making $15-20mil. per film, but we're buying what they're selling, so really we have nobody to blame for their wages but ourselves. I understand that games could be made cheaper, but in comparison to 20 years ago, games are the cheapest they've ever been. The SNES was originally $200, and games were $50-60 each, and this was 18 years ago. Look at how much everything has gone up since then with inflation. Now, the PS3 and 360 didn't start at $200 or even anything comparable to what $200 back in 1991 would be now (save for the 360 basic/core package, which was $300), but the price of games remains the same, despite the cost of games, without factoring in inflation, costs many times more than it used to. This is mostly because in the old days, a single programmer could make a game for say, the Atari 2600. Then it became a team of 3-6 people, then a dozen, now hundreds of people are needed just to make a single game.I do realize, however, that video games are alot more popular now than back then, so the chances of a game selling well are much higher.

With the overwhelming amount of stale ideas out there, many are going to resort to buying them merely because there's no other option other than not buying video games period.

Well, personally, I'd rather save my money than go out and buy something that I've essentialy have played twenty times before. Maybe if more people followed suit and didn't buy the same crap in a different disguise or didn't buy into the whole "hey let's re-release a game 5 or 6 times on each system and add one or two little things every time" garbage then maybe the companies would realize that their sales tactics, as well as their material were growing stale.

Like I said, it's far from easy and there are many risks involved, but if you've already reached comfortable grounds for experimentation, why not? You don't need to start off with any drastic changes; just incorporate small ones into game over time and observe the reactions they get. This can help you to judge which ideas will float and which will sink. Better than that, though, is if more companies tried to gauge reactions from the public by use of the internet; posting polls on the company website forum pertaining to new ideas and whether or not the majority approves and whatnot. None of this is a surefire way of knowing which ideas will succeed or fail, but it certainly helps.

I agree, but the game programmers aren't usually the ones to decide what goes in a game, and even the directors/producers have the big-wigs to answer to, and what they say goes. The biggest problem with that is people in those positions usually didn't get there by being original or creative, they got there because because they went to a $50,000 per year business school.The thing with testing games online is a great idea, I have no clue whether that's been done by any major companies yet.

I don't mind that they're exaggerated, really, but I do mind when they're continually exaggerated in the same manner. Variety is what I want - variety that doesn't remain essentially the same over the years, being tinkered with ever-so-slightly as the next batch of RPGs are let loose into the public.

Same thing with stale storyline/design/etc, and what I said before about having to change alot just to make something new "fit" right. I agree that many characters are cookie-cutter, but they became that way because those types of personas work in (game), not to say that there's never anything different in games these days, it's just not as often as it used to be. Look at Hollywood today; for the past 5 years or so directors have been churing out boring sequels or crappy remakes of old movies. Well, game companies are essentialy doing the same thing; plagerizing themselves from 10 years ago and churning out boring "remakes" or "extended" versions of a game. There's really no way that can be solved on the part of the consumer, besides not buying (company's) products.

It's extremely unfortunate that people are actually willing to stunt sales of a game just because a company is trying different things. Sure, if it's a drastic change that's clearly a horrible idea, then no problem, but if they're just trying to make characters with a personality different from what you'd normally expect or something, then there's no reason to ignore the game. Honestly, I wouldn't want people like that buying my games. People are far too conservative when it comes to video gaming; I see it on forums all the time - comments about how once-fans will no longer be purchasing *insert company here*'s products due to some slight, probably-not-permanent change that they happened to disprove of. It's saddening to see.

Well, then you're not gonna like this article much, an example of what happens with "different" games. (link stolen from BR btw)http://www.destructo...wed-87774.phtmlIt's so stupid. I mean, look at Disgaea. People thought that it would be a waste of money to bring that game to the western world, but guess what? It was a sucessful game and brought many other games of the like with it (though, now even Nippon Ichi has even resorted to copying themselves, but at least they keep it interesting). That was a gamble on NI's part, because if that game would've tanked, then they would've lost a few million. But instead, not only didn't they make a tidy profit from western sales, but the games that (likely) wouldn't have been released here otherwise had desent sales, by and large, as well, so they made much more than they could've potentially lost. That's the gamble right there, you never fully know how your audience is going to react, despite reviews from "regular" gamers who've tested a game and so forth.

Yeah, and that's also unfortunate, but there are definitely a good amount of females out there that wouldn't mind the job. The problem is reaching them.

Well, I see tons of commercials with the whole "I'm a single mom and I'm going to (crappy college) for a degree in (whatever). I can be both a mommy and a career woman now!" spiel, so people are trying to get more women working in professional fields, whether it's to look new-age or sexually unbiased, or maybe the new female CEO just happens to be a feminist douchebag. Basically, trying to get people to do something that doesn't interest them is like trying to sell newspapers to blind people.

Sure, it's a relative term, but it isn't always hard to tell if you're a poor artist. All you have to do is take a look at other artists' works and then take a look at your own, and it's pretty easy to see.

I dunno about that, unless it's the same exact drawing done in the same exact style. My friend Kenny was a fantastic artist, he could draw just about anything and you'd swear it was a picture he took with a camera, but he couldn't draw anything even remotely cartoonish, and only had one basic style. I, on the other hand, can't draw realistic portraits and such very well, but I can draw non-living things and cartoons great and I have alot of different styles that I'm comfortable with using and often combine a few to make something inventive.So, Kenny can draw very realisticaly, but isn't very creative, and I'm the opposite; I have great ideas and can draw just about anything except portrait-realistic people. Who's to say who's the better artist? Remember, being an artist isn't just about skill, far from it, you need motivation and creativity to come up with truly inspirational concepts (yet another reason why I smoke pot, is that cheating?).

I'm terrible at forcing myself to do anything (which is probably why I'll never be a video game designer); I usually resort to what I enjoy doing within a matter of hours.

Not to sound dated or anything, but that'll change with age. XD
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#32 Guest_Balore

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Posted 26 December 2008 - 02:25 PM

Well, one argument is that we as a society are the ones paying these people's salaries. Sure, we may think that some game company CEO makes too much or that Al Pacino shouldn't be making $15-20mil. per film, but we're buying what they're selling, so really we have nobody to blame for their wages but ourselves. I understand that games could be made cheaper, but in comparison to 20 years ago, games are the cheapest they've ever been. The SNES was originally $200, and games were $50-60 each, and this was 18 years ago. Look at how much everything has gone up since then with inflation. Now, the PS3 and 360 didn't start at $200 or even anything comparable to what $200 back in 1991 would be now (save for the 360 basic/core package, which was $300), but the price of games remains the same, despite the cost of games, without factoring in inflation, costs many times more than it used to. This is mostly because in the old days, a single programmer could make a game for say, the Atari 2600. Then it became a team of 3-6 people, then a dozen, now hundreds of people are needed just to make a single game.I do realize, however, that video games are alot more popular now than back then, so the chances of a game selling well are much higher.Well, personally, I'd rather save my money than go out and buy something that I've essentialy have played twenty times before. Maybe if more people followed suit and didn't buy the same crap in a different disguise or didn't buy into the whole "hey let's re-release a game 5 or 6 times on each system and add one or two little things every time" garbage then maybe the companies would realize that their sales tactics, as well as their material were growing stale.Same thing with stale storyline/design/etc, and what I said before about having to change alot just to make something new "fit" right. I agree that many characters are cookie-cutter, but they became that way because those types of personas work in (game), not to say that there's never anything different in games these days, it's just not as often as it used to be. Look at Hollywood today; for the past 5 years or so directors have been churing out boring sequels or crappy remakes of old movies. Well, game companies are essentialy doing the same thing; plagerizing themselves from 10 years ago and churning out boring "remakes" or "extended" versions of a game. There's really no way that can be solved on the part of the consumer, besides not buying (company's) products.

I think we owe a great deal of thanks to apathy and the sense of hopelessness when we talk about the prolongation of bland, overdone careers/cinema/etc. It's very easy for the average person to realize how frequent companies milk ideas and actors/actresses, but when it comes to confrontation and activism, it's suddenly not so simple. Almost no one is going to grow or remain optimistic about being able to truly aid in impacting the direction of any given form of media, so they then face the fact that, yeah, they're probably not going to be able to change many minds, even if they're fully committed. And then what can you do? You still want to be entertained, but at the same time, you don't want to continue to give the people in charge of all this any sort of monetary support. This is largely why piracy is such a popular form of attainment.What does this have to do with companies choosing to sacrifice creativity? Well, my theory is that if creativity was a more valued trait in the gaming world, or any form of media, piracy rates would decline at least slightly. It's difficult to rate the reasonings behind piracy on a scale, but I would venture to say that distaste for excessive, repetitive material ranks among one of the most common reasons. Others, of course, include cost, convenience, and just plain old apathetic greed.So while giving their consumer base what they seemingly want (and sure, some people actually do enjoy familiar conventions) may initially seem in the best interest of large gaming corporations, I think if they're not careful about this, it'll reach a point where either games go out of style or they're just not purchased anymore, instead being downloaded and enjoyed as much as one can enjoy recycled material.Like I said, it's nothing easy to solve.

I agree, but the game programmers aren't usually the ones to decide what goes in a game, and even the directors/producers have the big-wigs to answer to, and what they say goes. The biggest problem with that is people in those positions usually didn't get there by being original or creative, they got there because because they went to a $50,000 per year business school.The thing with testing games online is a great idea, I have no clue whether that's been done by any major companies yet.

This is why I'm thankful for independent gaming companies. Regardless of the difficulty, it's always possible to implement a little more creativity into a game, even if it's nothing too big to be objectionable to the big-wigs.I'm sure some companies, such as Nintendo, do it to some extent. It could certainly use a popularity boost, though.

Well, then you're not gonna like this article much, an example of what happens with "different" games. (link stolen from BR btw)http://www.destructo...wed-87774.phtmlIt's so stupid. I mean, look at Disgaea. People thought that it would be a waste of money to bring that game to the western world, but guess what? It was a sucessful game and brought many other games of the like with it (though, now even Nippon Ichi has even resorted to copying themselves, but at least they keep it interesting). That was a gamble on NI's part, because if that game would've tanked, then they would've lost a few million. But instead, not only didn't they make a tidy profit from western sales, but the games that (likely) wouldn't have been released here otherwise had desent sales, by and large, as well, so they made much more than they could've potentially lost. That's the gamble right there, you never fully know how your audience is going to react, despite reviews from "regular" gamers who've tested a game and so forth.

You're right: I certainly didn't like that article; it's exactly the sort of stuff I'm talking about. I can understand having to let some people go when experimental games are released and fail, sure, but firing people for daring to be different? I just don't get it. Yeah, I know; these people are potentially hurting the company's profits, but surely they realize that gambles are necessary in the gaming industry, or are they just riding the wave of uncreative familiarity until they finally reach the shore, which they seem to believe is imaginary? It's all so depressing to read.

Well, I see tons of commercials with the whole "I'm a single mom and I'm going to (crappy college) for a degree in (whatever). I can be both a mommy and a career woman now!" spiel, so people are trying to get more women working in professional fields, whether it's to look new-age or sexually unbiased, or maybe the new female CEO just happens to be a feminist douchebag. Basically, trying to get people to do something that doesn't interest them is like trying to sell newspapers to blind people.

I'm speaking of the women who are interesting in such a career; those are the ones we should be trying to reach.

I dunno about that, unless it's the same exact drawing done in the same exact style. My friend Kenny was a fantastic artist, he could draw just about anything and you'd swear it was a picture he took with a camera, but he couldn't draw anything even remotely cartoonish, and only had one basic style. I, on the other hand, can't draw realistic portraits and such very well, but I can draw non-living things and cartoons great and I have alot of different styles that I'm comfortable with using and often combine a few to make something inventive.So, Kenny can draw very realisticaly, but isn't very creative, and I'm the opposite; I have great ideas and can draw just about anything except portrait-realistic people. Who's to say who's the better artist? Remember, being an artist isn't just about skill, far from it, you need motivation and creativity to come up with truly inspirational concepts (yet another reason why I smoke pot, is that cheating?).

I was just speaking generally. Anything can be considered good art, but if you know that what you're producing isn't what you actually want to be producing, then the art will remain bad in your mind until you're able to reach a satisfactory amount of skill or a certain style.

Not to sound dated or anything, but that'll change with age. XD

Let's hope your prediction is validated.
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#33 Ragamuffin

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Posted 29 December 2008 - 04:45 PM

I think we owe a great deal of thanks to apathy and the sense of hopelessness when we talk about the prolongation of bland, overdone careers/cinema/etc. It's very easy for the average person to realize how frequent companies milk ideas and actors/actresses, but when it comes to confrontation and activism, it's suddenly not so simple. Almost no one is going to grow or remain optimistic about being able to truly aid in impacting the direction of any given form of media, so they then face the fact that, yeah, they're probably not going to be able to change many minds, even if they're fully committed. And then what can you do? You still want to be entertained, but at the same time, you don't want to continue to give the people in charge of all this any sort of monetary support.

The short answer is that many people are either too lazy or uninterested in changing the state of games/media today, or simply don't know where to start. Also many are content with how things are simply because they haven't thought of anything better, at least anything that could be backed up with concrete ideas.

This is largely why piracy is such a popular form of attainment. What does this have to do with companies choosing to sacrifice creativity? Well, my theory is that if creativity was a more valued trait in the gaming world, or any form of media, piracy rates would decline at least slightly. It's difficult to rate the reasonings behind piracy on a scale, but I would venture to say that distaste for excessive, repetitive material ranks among one of the most common reasons. Others, of course, include cost, convenience, and just plain old apathetic greed.

True, I know it is for me anyways. If I truly enjoyed something, then I'll go out and buy it to support the people behind it, otherwise I'm saving my money for something more deserving.

So while giving their consumer base what they seemingly want (and sure, some people actually do enjoy familiar conventions) may initially seem in the best interest of large gaming corporations, I think if they're not careful about this, it'll reach a point where either games go out of style or they're just not purchased anymore, instead being downloaded and enjoyed as much as one can enjoy recycled material.Like I said, it's nothing easy to solve.

Well, while it may not be an easy problem to solve, people can always turn to independant programmers, sites dedicated to homemade programs, and so forth. Of course, this doesn't do much for your run-of-the-mill gamer or the mainstream in general, but it's at least an alternative.

This is why I'm thankful for independent gaming companies. Regardless of the difficulty, it's always possible to implement a little more creativity into a game, even if it's nothing too big to be objectionable to the big-wigs.

Aye, though the smaller budget that these companies have usually show. Still, I'd rather have a well-thought out, original game that's a little rough around the edges than a polished cookie-cutter one.

I'm sure some companies, such as Nintendo, do it to some extent. It could certainly use a popularity boost, though.

I ran across a Mirror's Edge 2D test level, that's all I've found as of late.

You're right: I certainly didn't like that article; it's exactly the sort of stuff I'm talking about. I can understand having to let some people go when experimental games are released and fail, sure, but firing people for daring to be different? I just don't get it. Yeah, I know; these people are potentially hurting the company's profits, but surely they realize that gambles are necessary in the gaming industry, or are they just riding the wave of uncreative familiarity until they finally reach the shore, which they seem to believe is imaginary? It's all so depressing to read.

Square-Enix has come to the point where pretty much nothing outside their flagship FF series gets much attention. Call me crazy, but I think that has alot to do with it. After all, one FF game to another, there's really not a whole lot of difference besides the occasional battle system tweak.

I'm speaking of the women who are interesting in such a career; those are the ones we should be trying to reach.

But if those women are interested, then no one would need to reach them, it's not like would-be female programmers are sitting on the couch eating cupcakes wondering why a job hasn't fallen into their laps.

I was just speaking generally. Anything can be considered good art, but if you know that what you're producing isn't what you actually want to be producing, then the art will remain bad in your mind until you're able to reach a satisfactory amount of skill or a certain style.

Well, they say you're your own worst critic, so don't be so quick to think something you made sucks until you get a few opinions. Though, I understand what you mean; a drawing can't be "right" unless it's exactly how you want it to be.

Let's hope your prediction is validated.

;)
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#34 Guest_Balore

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Posted 30 December 2008 - 07:32 AM

The short answer is that many people are either too lazy or uninterested in changing the state of games/media today, or simply don't know where to start. Also many are content with how things are simply because they haven't thought of anything better, at least anything that could be backed up with concrete ideas.

I can understand their lethargy and apathy for the most part; it really is hopeless unless you're able to band together a significant number of people, and let's face it: the chances of that happening are minuscule at best. To be honest, the way things are don't bother me all that much either, but it's obviously chalk full of problems. I guess most people have just gotten used to them.

True, I know it is for me anyways. If I truly enjoyed something, then I'll go out and buy it to support the people behind it, otherwise I'm saving my money for something more deserving.

Yeah, I'm sure a lot of people have roughly the same mindset. I know I do. For instance, I have basically all of Pink Floyd's music on my computer at home, but when I seen one of their albums, it didn't prevent me from buying it. Of course, if none of the members were still alive, I probably wouldn't have, but some still are. I'm sure they're hardly receiving anything from my purchase, but a little is still alright to me for now. I believe it's much more sensible to get a good sample of someone's music before throwing your money away on it.

Well, while it may not be an easy problem to solve, people can always turn to independant programmers, sites dedicated to homemade programs, and so forth. Of course, this doesn't do much for your run-of-the-mill gamer or the mainstream in general, but it's at least an alternative.

I can see such alternatives becoming much more popular in the future, which will probably be for the best. I just hope I'm worrying too much.

Aye, though the smaller budget that these companies have usually show. Still, I'd rather have a well-thought out, original game that's a little rough around the edges than a polished cookie-cutter one.

I find that it's usually the graphics that suffer the most, and I'm perfectly fine with that; I've never cared much for graphics, anyway. What I enjoy the most is probably a good, unique storyline.

I ran across a Mirror's Edge 2D test level, that's all I've found as of late.

Neat. Giving fans of a game an example of a level is a great idea to draw them in more and attract further attention. I can't think of any reason why it isn't more frequently seen. They certainly have the ability.

Square-Enix has come to the point where pretty much nothing outside their flagship FF series gets much attention. Call me crazy, but I think that has alot to do with it. After all, one FF game to another, there's really not a whole lot of difference besides the occasional battle system tweak.

I understand that the fans enjoy the formula just as much as I enjoy Castlevania's formula. What I don't understand is how some people are seemingly uninterested in new ideas being implemented. It's not as if a change to a game has to be large or permanent - why are they so paranoid about it? Change is what brought them the current design they love in the first place.

But if those women are interested, then no one would need to reach them, it's not like would-be female programmers are sitting on the couch eating cupcakes wondering why a job hasn't fallen into their laps.

Yes, I know what you mean. It's just that some women might not feel welcome in the gaming business due to it's male-dominated base. There's always a better way to draw people into something. I just hope more women eventually get involved in the future.

Well, they say you're your own worst critic, so don't be so quick to think something you made sucks until you get a few opinions. Though, I understand what you mean; a drawing can't be "right" unless it's exactly how you want it to be.

Thing is: I'd be seeking critical opinions, so I wouldn't be able to rely on friends, and there's always the possibility that others just don't want you around due to jealousy or something. It's just difficult to go by opinions in general. I'd rather just work at pleasing myself, which seems an impossible task in most cases.

:(

Cute. :3
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#35 Guest_Mikeorama

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Posted 04 January 2009 - 02:43 PM

Monster Closets. MGS4 and COD4 immediately come to mind as examples/culprits. It's annoying, because one of MGS4's touted features is choice. Choose to aid the rebels, aid the PMCs, or ignore the battles entirely; that's what was promised.But it doesn't work that way. The PMC soldiers can never be your allies, and you can only help the rebels so much. During the mission where you're looking for Naomi in South America, you come upon a mansion where the rebels and PMC are engaged in a heated firefight. Being a rebel sympathizer, I figured I'd help them win this confrontation. I climbed onto the roof of the mansion, got in perfect flanking position, and then proceeded to decimate an entire platoon of PMC soldiers. I even got the "you enjoy all the killing" memory, if any of you know what I'm talking about. But they just kept coming. The battle was there as a set piece. I couldn't actually affect its outcome. It would go on forever until I left, because PMC soldiers would never stop spawning out of the mansion.It's such a perplexing design decision, because MGS2 and 3 (hey, even MGS1) never had any crap like that, and they were running on much inferior (technically) hardware. But MGS4 literally had a moment where I cleared an entire area, turned the corner for a moment, went back, and ran into 10 soldiers who just mysteriously appeared out of nowhere! It killed my immersion level big time. And it's annoying.COD4 has the same thing. It's amazing how many terrorists can fit inside such tiny buildings. Both of these games seem to be doing this in the name of creating larger, more "epic" battles, but there's got to be a better way. Halo 3 has pretty epic battles, for example, sans Monster closets. I've got my fingers crossed for MGS5 and COD5.
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#36 Guest_Charles Fodmotherington

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Posted 05 January 2009 - 11:51 AM

Too-smart-AI that knows your every possible move and will counter it, making the enemies difficult to the point of having to cheat/console mash to an excessive degree just to get past what, you have to admit, is a minor early stage in the game that after another hours worth of training will be easy to crush, also the knowledge that the game will, in most cases, repeat this process again and again, with no real reward at the end. Im looking at Lord of the Rings Fellowship of the ring for PS2, dont get me wrong I like LOTR, but this game, with its annoying characters cant level up but creeps can approach, LOTR ending (ie Two Towers on the horizon) and game breaking glitches (Gandalf fell into a pit and died, luckily I had a single save game that loaded gandalf who fell into a pit and died, I learned that there was supposed to be a lift where there was a chasm....) It just makes a mockery of what could have been a beautifuly constructed game, and to re-iterate what many other people have said, the acting could be so much betterSave points, rather than a "save when thou wills it" attitude, is very annoying, especially when save points are few and far between.My pet peeve with Fable was the fact that once you start a quest you must see it through to the bitter end before you can save, exit or even return to the Heroes guild! why?Thats all. Rage at glitches etc.
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#37 VenomousX

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Posted 05 January 2009 - 12:59 PM

Many of my complaints were already stated so I won't repeat those.However, as a female gamer I'm sick of so many female characters being the magic user/healer always and all the time. A few more melee girls wouldn't kill a series. (No, female knights aren't historically "realistic" But I believe that's only because the men didn't allow them to become knights. Also magic isn't all that realistic so who cares?"Also cookie cutter and repeated character developments (How many average-girl-is-really-a-princess have you run into?)
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#38 Ragamuffin

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Posted 06 January 2009 - 07:15 AM

However, as a female gamer I'm sick of so many female characters being the magic user/healer always and all the time. A few more melee girls wouldn't kill a series. (No, female knights aren't historically "realistic" But I believe that's only because the men didn't allow them to become knights.

That, and because armor back then weighed over 100lbs. on average.
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A state of war only serves as an excuse for domestic tyranny. -Aleksandr Solzhenitsyn


#39 Guest_chan1aj

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Posted 06 January 2009 - 07:50 AM

i dont like bad story lines like or repeated ones
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#40 Guest_Flier

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Posted 06 January 2009 - 05:25 PM

Definetly repetition is the worst thing video games, same style of protagonist/antagonist, same storylines, same weapons, same annoying hrs of leveling up, which could be better spent on a more interesting story
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#41 VenomousX

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Posted 07 January 2009 - 12:02 AM

That, and because armor back then weighed over 100lbs. on average.

They could either design lighter armor for women or only allow women (admittedly probably butch lol) into the army. Either way that fact remains it was illegal for women to join.But anyway this it getting off topic. I was just saying I'm tired of seeing girls being reduced to healers all the time.

Edited by VenomousX, 07 January 2009 - 12:03 AM.

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#42 Guest_Silas Dogwood

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Posted 07 January 2009 - 12:34 AM

I am sick of plot twists the gamer can see coming a mile away. There are enough stories about a commoner who turns out to be the late king's long-lost descendent. And I'm sick of item collection quests in MMORPGs, especially when the item can only be found in one place by killing one monster that spawns once every 15 minutes, and everyone is trying to do the same quest.
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#43 RoyMastr

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Posted 07 January 2009 - 12:36 AM

only able to play as link in zelda games zelda/sheik need to be playable characters
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I am the ULTIMATE FIRE EMBLEM FAN EVA!!!!!!!!

#44 Ragamuffin

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Posted 07 January 2009 - 04:18 AM

But anyway this it getting off topic. I was just saying I'm tired of seeing girls being reduced to healers all the time.

Actually, I can think of quite a few games where women aren't healers, and are even the main character, or at least one of them.Disgaea - Etna wasn't the main character but was one of them.Shadow Hearts 2 - KarinXenosaga series - Shion, KOS-MOS (does a robot count?) ;oParasite Eve 1&2 - AyaFinal Fantasy X-2 - Yuna, Rikku, Paineetc etcAll of those games are quite mainstream.
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A state of war only serves as an excuse for domestic tyranny. -Aleksandr Solzhenitsyn


#45 Guest_samsta458

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Posted 07 January 2009 - 05:53 AM

reused character models for multiple units.nothing to do in a game but grind on monsters.imba bosses or items that ruin the game.
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#46 VenomousX

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Posted 08 January 2009 - 02:24 AM

Actually, I can think of quite a few games where women aren't healers, and are even the main character, or at least one of them.Disgaea - Etna wasn't the main character but was one of them.Shadow Hearts 2 - KarinXenosaga series - Shion, KOS-MOS (does a robot count?) ;oParasite Eve 1&2 - AyaFinal Fantasy X-2 - Yuna, Rikku, Paineetc etcAll of those games are quite mainstream.

Well of course there are SOME games that think outside the box, and I love all those series (never played PE though). I'm complaining about the many games that don't =PI suppose on the flipside I should be annoyed there aren't more male healers :lol:

Edited by VenomousX, 08 January 2009 - 02:25 AM.

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#47 Guest_Dr4g0n43v3r

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Posted 08 January 2009 - 04:24 AM

Im am sick of seeing those long intro/cut seens without being able to skip them.
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#48 Guest_thuc_dang

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Posted 08 January 2009 - 05:49 AM

I freakin HATE random encounters. Then there's the level grind...so bad. I would also like to be able to fast-forward cutscenes.
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#49 Ragamuffin

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Posted 08 January 2009 - 09:38 PM

I freakin HATE random encounters. Then there's the level grind...so bad. I would also like to be able to fast-forward cutscenes.

So...no random encounters and no watching the cut-scenes...what would be left besides boss fights?
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A state of war only serves as an excuse for domestic tyranny. -Aleksandr Solzhenitsyn


#50 Guest_Jehovah14

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Posted 08 January 2009 - 09:51 PM

i hate bad story linesPOINTS were deducted for this post by The ArchbishopPlease refer to the forum rules to find out why your points were deducted.
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