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Thread 718413783

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Anonymous No.718413783 [Report] >>718416025
Post game stuff everyone hates but you love

>missable content
I'm specifically talking about content that's easy to overlook rather than content you get locked out of for stupid reasons, but I love looking up a game years later and seeing that there's stuff that I missed especially if it's extensive and didn't get the bare minimum effort just because it's not mandatory, it makes the vidya world feel more real and like things happen without me

I don't understand the obsession with 100%ing games and demanding tracker checklists that objectively tell you when the game is squeezed dry
Anonymous No.718415729 [Report]
>make shitty content early on in dev cycle
>don't want to cut it because it's kinda cool just janky and/or unfinished
>stick it behind 3 illusory walls
>normies miss it and play the fun polished part of your game
>nerds can go find it and get a little extra fun
i dont mind it. it's cool
Anonymous No.718416025 [Report]
>>718413783 (OP)
Short games.
It feels nice to blow through a 10 hour game in a weekend, roll credits and move onto something else. I get tired of playing the same two 200 hour open world games for months. More short games would be appreciated.
Anonymous No.718416172 [Report] >>718418482
Time limits
I love having a true fail state, I love planning my next move, I love being pressured to make suboptimal long term choices in the pursuit of not losing the game
Anonymous No.718416336 [Report]
many rpgs would be improved with random battles over enemies you can see coming.
unless your combat has an actual physical dexterity component to it all that's actually being tested by rpg fights is how willing you are to spend resources, not knowing when the next fight is coming up = you have to guess instead of knowing for sure that you can blow all your meter and run back to the save point
Anonymous No.718418482 [Report]
>>718416172
Yeah time limits really do bring out the casuals