Things I now hate
>Crafting
>Open World
>FPS
>Randomized Loot
>Stealth
>Horse Riding
>Bows and Arrows
>Enemy camps
>Map towers
>Dialog trees
>Zombies
>First person Parkour
>Collectathons
>Scripted action sequences
>QTEs
>Side Quests
I hate that every game made today has at least 75% of these in different combinations. Fuck horses. Fuck bows. Fuck open world.
Is crafting the worst modern video-game mechanic? why is it everywhere?
It's not important at all for rpgs.
RPG mechanics in non RPG games are cancer in general. Some manage to pull it off but mostly it's just a cheap way to imitate player growth by gimping the gameplay at the start of the game and allowing you to actually have fun once you leveled up more.
the actual reason is because those things allow the devs to stretch the game a lot more, and slowly reward you with things to make you think you're having progress, why make one treasure chest with a new weapon when you can split it in 5?
leveling up is the same shit, it rewards you for just playing the game, so you always feel like what you're doing is helping you, but in the majority of those games leveling does almost nothing, or they have a skill tree with skills that are barely noticeable (15% reload speed for 2 seconds after getting damage), they also add some important things that should be in the game in the first place, but bloat it with crap to make it seem bigger. reason for this is because it's hard to balance an actual rpg, but if the rpg part barely changes the game, you don't have to worry about balancing it, and you can benefit from the addicting aspect of it
>good example of a crafting mechanic
Aside from survival games? Bound by Flame.
Crafting is easely ignored if you don't want to pay attention to it but you can use it very easely to customize your armour and create potions without going to the shop constantly.
The minor crafting aspects or Resident Evil game is also somewhat interesting. It's not overcomplicated and deepens the inventory management mechanic.
Fuck you for reminding me about Dead Space 3
Yes it is, and because of retards and casuals
>why is it everywhere?
It's a really easy and lazy way to make gamers feel rewarded for doing menial tasks without actually giving them rewards. The player can spend dozens of hours hunting chests, doing side quests, fighting optional enemies, but in reality their only reward ended up being a decent weapon, and hundreds of excess bear skins.
The main thing that pisses me off is when the crafting requires ingredients that you can't obtain through natural side content gameplay. When you do all the sidequests but you still dont' have enough materials because you didn't think to hunt random fucking boars that spawn in the overworld, you have failed as a game designer.
dead space 3 was a fine sequel to dead space 2 and I'm tired of pretending it wasn't
dead space 1 shits over both of them anyway
>dead space 3 was a fine sequel
hpw does plots holes up the ass and not-gears of war action combat make it a fine sequel