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>Defeat a difficult boss
>10 minute unskippable cutscene before you can save
>>
>>4098714
Becoming too powerful and the game becoming too easy to require any thought or effort as a consequence
>>
>>4098717
>Becoming too powerful and the game becoming too easy to require any thought or effort as a consequence
Skill issue
>>
>NPC I don't like: "Hey, wanna do this thing for me?"
>Me: "Yeah, I'll definitely go do that" [Lie]
>Me: "Hehe, now I'm going to betray him, and take the McGuffin for myself before doing the other path for this quest"
>All other paths are locked out now because you made your choice.
>>
>>4098714
Games that insist on excessive multiclassing until most characters are a homogenous blob of stats and skills
>>
>NPC: Having a good day?
>Answer Yes: Forever locked out of acquiring NPC as a companion and his questline with the best sword in the game.
>Answer No: First of a dozen more arbitrary behind the scenes checks to lock you out.
>>
>>4099434
Should've bought the game guide.
>>
>>4098714
Giving you a ton of freedom and space, but then requiring you to talk to a small handful of uninteresting npcs, or perform some tedious series of tasks, just to progress from the first area. Ironically, a lot of pre-2000's rpgs lack this issue. Another thing i hate is the arbitrary need to emulate stupid mechanics from classic rpgs, like dnd stat modifiers (hidden behind higher numbers), or spells being fired after the target is dead. There are plenty i could mention... though, enemies scaling to the players level takes the cake as the most blatantly poorly designed mechanic to add to an rpg.
>>
>>4098714
My least favourite are enemies that cast a poison spell where you take damage each step taken, so you're forced to stock up on 99x antidotes or waste all your MP healing or just accept that you're going to be 1hp for most fights.
>>
>>4099460
that sounds like the best solution is to stock up on antidotes?
>>
>>4098714
>Defeat a difficult boss
>He actually survives
>Cutscene followup which is when he ACTUALLY dies
Holy... Cringe...
>>
>>4099464
*omnislashes you*
Heh nothing personnel kid
>>
>>4099463
you'd think, but it's often better or easier to just avoid fighting enemy types that inflict status effects, strangely a lot of RPGs will feature a dungeon early on where this is the case, you simply don't have the funds to buy x99 antidotes or you haven't unlocked the healer yet, so you can stock up the antidotes but it has the risk that you wasted time.
>>
>>4098714
>Enter X Dungeon
>Enemies are all of X type
>Boss is X type
>After defeating the boss you unlock anti-X weapon/capabilities
>No other dungeons feature X
>>
>>4098714
>main party are presented as being the best of friends and lifelong companions
>they're pretty much all only friends with the MC and have little if any interactions with each other
>>
>>4099483
>>Enter X Dungeon
>>Enemies are all of X type
>>Boss is X type
>>After defeating the boss you unlock anti-X weapon/capabilities
>>No other dungeons feature X
I dont know a single game that does this though, its just plain illogical game design, its usually you get loot that helps you in the next area or maybe the area after.
>>
>>4099489
What games?
>>
>>4099489
There's a lot to be said for how Tales of skits try and give the cast their own dynamics with each other, although it does vary per game
>>
>>4101678
I remember feeling that way about Persona 4 and 5
Like Chie and Yukiko after they're both in the party never really interact more, all their further character growth in their social links comes from hanging out with the new guy in town 10+ times. If you date one or both of them, they apparently never tell their best friend that they've known forever
>>
>rpg presents quest/activity as normal
>you do it and its grinding through a bunch of stuff, doing repetitive actions and get rewarded with nothing
>you realize it wasn't a an actual quest, it was equivalent of an mmo daily quest youd do to grind points to get gear or access to a raid
>except its a single player game where the the only reason to do it is to waste your time and feel bad
>>
>>4102205
I remember this being an issue in Fallout 4. It was difficult to figure out which quests were useless filler and which actually had unique content.
>>
>>4098714
>10 minute unskippable cutscene right before a difficult boss
>who can only be defeated through trial and error, with many cycles
>>
>yes/no option
>no just gives flavor text then repeats the question
harvest moon friends of mineral town was great for ending the game instantly for picking "no" when the game asks if you want to become a farmer.
>>
>>4105564
Soul Hackers
>>
dungeons that lock you in with no escape until you beat them with no warning you can't backtrack (tower of babel, zophar's domain are the worst offenders)

pixel remastered fixed the temple of time. there's a portal for non magic users to escape back to present time, but at least there are no save points within it
>>
>>4098717
I wish more games would do the '80s CRPG thing that dark souls copied where you have to actually go somewhere and train to get a level up rather than it just happening on the spot. That way you naturally keep progressing until you feel really weak and you go back to civilization to train, and if you're already stomping you naturally don't feel the need to make a trip just to make the game even easier.
>>
>>4098714
>>Defeat a difficult boss
>>10 minute unskippable cutscene before you can save
Xenosaga...
>>
>>4106267
To add to this; i wish it would be standard to have genuine moving parts in rpgs, since even mechanics-heavy crpgs tend to feel static the moment you leave the first town. Being able to recruit trainers, merchants (accountants), tradeworkers, guards, etc... from towns would make the world feel more alive, and make exploration feel meaningful, given that it'd actually help to talk to different npcs of the same occupation. Interchangeable single-use npcs vs distinct multi-use optional party members.
>>
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I know many will disagree, but i wish miniature town/dungeon overworlds would become commonplace within computer rpgs again. It was considered a jrpg trope for the longest, and now that the japanese don't care for it anymore, i hope that the wave of retro-style crpgs will put the aesthetic into the western gaming spotlight once again.
>>
>>4106952
Looks super comfy. Reminds me of the Aethra Chronicles
>>
>>4106952
this feels kind of like a modernised gold box game
>>
>>4098714
>Game has job board in town A
>Person next to job board tells me to meet person in town B about a job
>Trek to town B
>Find person
>Person tells me they need my help and will post a job on the job board
>Go back to job board in town A and accept job
>"please come and see me in the town B"
>>
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>quest has a choice
>weigh my options and pick what feels right for my character
>dialogue afterwards implies a different motive for the choice that's incongruent with my character
>>
>>4098717
This happens to me in NES RPGs so much. I'll get lost and wander around for hours, gain a bunch of levels due to that, and then when I finally figure out where I'm supposed to be I just kill everything easily.



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