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Timmo

Minor changes to games that would make huge differences

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Doesn't necessarily have to be positive!

 

Two for me:

 

Sekiro

 

Sekiro faced a lot of criticism for not providing an easy setting or ways to modify the difficulty. From's games have traditionally had summoned help and over-levelling to help players brute force their way through should they so wish, but Sekiro has none of that.

 

The game revolves around kanji attacks, explicitly telegraphed attacks which are essentially a rock/paper/scissors situation. Thrusts must be blocked or parried, sweeps must be jumped and throws must be avoided. As it stands, the exact same red icon is used for all three, meaning the player has to use his experience and reactions to adjust on the fly. One minor change which would make the game a lot easier would be to give kanji attacks a different colour depending on whether they are a sweep, a thrust or throw. There could be an item in game giving the player this ability.

 

Metal Gear Survive

 

I enjoyed this game more than most but there's no denying that the hunger/thirst system is a bit of a joke. You basically need food and drink every five minutes of real time. Adjusting hunger and thirst to diminish at a third of the rate would strike a good balance. This would allow the better parts of the game (combat, exploration) more room to breathe. It's certainly the case that as the game goes on hunger and thirst become almost trivial, but with them set as they are the first 10 hours or so prove to be more of a slog than they should be.

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TLOU (and all other games with forced walking sections)

 

A button which makes the game take control of your character for you during forced walking sections, with fast forward and skip controls once activated.

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3 minutes ago, robdood said:

Bloodborne

 

Blood vials & bullets always fill to max upon death.  

 

I was in the middle of writing this! An alternative would be to link the drop rate to the player’s stock (both on his character and in storage) - when you’re running low, bullets/vials/spirit emblems would drop from all sources. :) 

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7 minutes ago, cohen205 said:

Most open world games with vehicles

 

Better vehicle handling

 

(GTA and Mafia 3 are better examples of how to do it right)

 

Better vehicle handling isn't a quick fix, this is for things that could conceivably be changed very quickly and easily.

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3 minutes ago, hazeredmist said:

Pool Panic

 

Add camera control 

 

Don't bother making it

 

 

Fixed.... it was a bit shit to be fair

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Just now, Timmo said:

 

Better vehicle handling isn't a quick fix, this is for things that could conceivably be changed with a very minor patch.

 

But you had no issue with my idea of wiping your memory after completing BOTW? :lol:

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3 minutes ago, Qazimod said:

 

I was in the middle of writing this! An alternative would be to link the drop rate to the player’s stock (both on his character and in storage) - when you’re running low, bullets/vials/spirit emblems would drop from all sources. :) 

 

I like this one. I work (a bit) in games user research and the goal is to identify issues and fixes that improve the player's experience while making minor or no changes to what the developer is aiming for, and this is a nice minimal fix. 

 

We primarily try to assume that devs had their own reasons for doing something a certain way.  (Actually, that's not always the goal: later in the development lifecycle we're more interested in whether players appreciate features/mechanics, while earlier on we look mostly at usability and understanding issues.) In BB we might say, hey, are you sure you want players to be running around picking up health vials and ammo?

 

If they did have their reasons, the limited stocks in BB were an example of a not-very-well-appreciated mechanic that probably could have been left in and fixed with usability tests and relevant tweaks. Maybe when they leave the hunters dream, players could be clearly shown their remaining stocks of vials and ammo, and given the chance to convert their remaining echoes into stocks on the loading screen. Maybe the doll could do that converting instead of buying them at the fountain dudes: and say, are you sure you want to level up, given that you've got no health vials? Just clarify the mechanic a bit and maybe it wouldn't have been so grating.

 

Great thread @Timmo

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7 minutes ago, Alex W. said:

RE4 needed a run button.

 

Apparently.

RE4 had a run button.

 

Definitely.

Spoiler

That's the joke?

 

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Just now, the_debaser said:

Splatoon - remove the interminable description of the stages and modes available when you first boot the game.

 

Everything else in the game is so instant and snappy it’s a mystery why this is a thing. 

 

This a thousand times.... its so annoying

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2 minutes ago, the_debaser said:

Splatoon - remove the interminable description of the stages and modes available when you first boot the game.

 

Everything else in the game is so instant and snappy it’s a mystery why this is a thing. 

 

Is this a loading thing, maybe? It's incredibly annoying, regardless.

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Trials Rising

Friends leaderboards made front and centre when looking at / selecting tracks, as in previous games of the series.

This probably isn't a minor change to make, but the map UI is absolutely atrocious and everything would be much better if there was just a linear track progression list... again, as in previous Trials games.

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12 minutes ago, the_debaser said:

Splatoon - remove the interminable description of the stages and modes available when you first boot the game.

 

Everything else in the game is so instant and snappy it’s a mystery why this is a thing. 

 

Oh god, this... Sitting hammering A every bastard time you turn the game on... Irritating as hell!

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Quick ruiners:

Halo: swapping recharging shields for pickups, and/or removing the two-weapon limit.

Original Doom series: swapping pickups for recharging health, and/or adding a two-weapon limit.

 

Quick improvements:

Mirror's Edge Catalyst: remove the levelling system, instead starting the game with all abilities; remove all combat-based challenges.

Xenoblade Chronicles 2: remove the gacha mechanics, fire the character model designer.

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16 minutes ago, Eighthours said:

 

Is this a loading thing, maybe? It's incredibly annoying, regardless.

 

I was going to say I just leave the Switch in sleep mode with Splatoon running...but it still does it if a Salmon Run has started since you put it to sleep. Or there's any other news, like a Splatfest. So it'll probably do it once a day, anyway.

 

Otherwise, every time you start the game, you get it. That it doesn't do it on waking from sleep mode is one advantage 2 has over the original on the WiiU.

 

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Burnout Paradise: Put a sat nav on the on screen map. 

 

Any story based game : allow the player to skip any section where you control a character that walks slowly through an area talking to another character.  Also allow cut scenes to be skipped.

Also, in games that set up a story at the start, allow subsequent playthroughs to start when the action starts.  I'm looking at Resident Evil 7s opening 20 minutes specifically there.

 

 

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Mass Effect - put skip dialog text and select dialog option on different buttons (or require the player to hold the button for 1s to select an option). I think they may have sorted this in 3.

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