kohlrak: [ I'm more honestly surprised that people played it at all when the no-NPC thing was announced. They effectively admitted that they aren't interested in doing more than a bare minimum game, and that all this time they were really working on something else.
Deadmarye: Oh no, I get ya. As soon as it was announced to be a MP game, I dropped my interest. Never understood that will to play a TES/Fallout in MP, but yeah, the No-NPC was a no brainer.
I get it. I got it right from the bat. The problem is, peoples' perception of multiplayer doesn't always match the way multiplayer is, so people wanted multiplayer for the idea of co-op, to bring their friend or girlfriend into the world they enjoy so much. Also to have companions that don't suck. The world is immersive, and you want to share it. Prior to playing morrowind, i never played a game before where the people in the game acted like regular people, that if you stole something they'd try to catch you for being a thief. A game where you had the ability to break the law, but were not obligated to, and got heavily punished for doing so. The game feels real and immersive. Naturally, someone would want to share this with others, and do co-op with someone to help them find their way, to share the obscurities of the quests with (ever notice when you talk about the games people end up sharing their stories about the more obscure quests?), etc. However, the realization that multiplayer would just end up with you getting paired with someone who acts like a dumbass and causess trouble knocks this idea right out of you.
I've played and replayed every TES/Fallout through the years and own multiples copy of each iteration, but when Skyrim came out ? I felt it was mediocre. Yet, you couldn't say that at the time. Fallout 4 ? Same deal. Yet time had changed and people started realizing Bethesda weren't trying anymore.
You could, and many did. Which was a good thing, too: when people said that Skyrim sucked compared to it's older games, that convinced people to try the older games. Honestly, Bethesda hasn't been trying for a while longer. I'm playing through New Vegas right now, and it's plagued with the same thing 3 was: most of the quests aren't even marked, so most quests you pass over, and the game ends up feeling really, really short. Oblivion needed the difficulty tweaked, and it got it. Skyrim disabled the magic system that made the previous games awesome, 'cause they couldn't balance magic. So Morrowind was the first and last game that they really put alot of effort into.
But Skyrim/F4 could at least be improved and tweaked at leisure, so much so that even the DLCs fiasco couldn't ternish their reputation too much.
I don't know about fallout 4, but for skyrim i don't see the DLC fiasco (at least for the standard iterations).
Even if many people played the beta, I still know people that defended F76 up untill its release and the newly fresh debacle around refund. I predicted fans would be more vocals, seems Bethesda really did destroy everything.
Well, to be honest, I could say the same about Blizzard.
Most companies these days really are doing that. They're trying too hard to appeal to new bases to get more customers, to the degree that they're loosing track of what people really wanted. The modern fighting games are showing this clearer than any other genre, IMO. They want more people to play, so they make it so that there's more ways to make "comebacks," which is especially good for tournament hype, but the core fans are getting jaded and new players aren't comming. They lost track of what the old players want, and they have only terrible guesses at how to get new players in (instead of really good training programs in the games, with really good tutorials, they focus on turning it into mario kart, while newer fighting games like Skullgirls seem to be doing way better, since they address the problem).
Deadmarye: Whenever a game is marketed as "Hard/difficult/hellish" from the start, it's a good point. People know what they are going into and are willing to put the effort to beat that game. Whether it is to prove to themselves they are bigger or to put up the challenge for someone watching.
There's as much hype train (look at Red Dead Redemption 2, for a recent example) as there is a hate train (same example). Oh, and for that "difficulty rage", same example again. A streamer I like to watch disliked Red Dead 2 so much 'cause he kept dying. "Buggy mess", "awful gameplay" "way too hard".
PixelBoy: That's a very good point.
These days people grade and even value moneywise games based on how long it takes to finish the game. "I completed the game in four hours, it's not worth the money."
At the same time, people expect games to be easy, not involving any backtracking or trial and error, there must be hint buttons in the game, and if there are any puzzles which require thinking, there should be some autosolve to pass them.
Well, this comes from the lack of addressing issues properly. People want more content, and they want it without "cheap tricks" like backtracking (though backtracking is good if there's alot of stuff that was hidden before). People like Metroid, but Risky's Revenge simultaneously encourages and discourages back tracking. Rehashing the same bosses, like Ookami did? But i kinda understand the ease thing: how many times have we been burned by a ridiculous challenge that was poorly planned, thought out, etc, and the actual solution didn't make sense or had a difficulty curve beyond the final boss, yet wasn't optional? How many times have you spent hours upon hours for something really stupid? The problem there is, like with TES multiplayer, people who say "that horribly done stealth section of a non-stealth oriented game" don't understand that there's an overton window involved with that. That said, the
final blockhead of Ookami was just plain wrong, as the game was not about this kind of memorization.
But, you'll find people appreciate roguelites like crazy, arcade games like starfox 64, etc. And remember, too, that everyone's different. The same people complaining about completion time usually aren't the same people complaining about difficulty.
I guess some people want those Steam achievements very bad and very fast.
There's money and prestigue in achievements. It's kind of like welfare, really: people want easy money very bad and really fast, despite not knowing that it invariably degrades the value of said currency. People are actually making money and fame off of "gamer score." I heard people saying that some guy who left Rooster Teeth "has the highest gamer score in the world" and therefore "is the best gamer in the world." Wait, there's a market for being good at gaming, and this market can be manipulated by cheating? Could you imagine if there was a competition for reading bo--oh wait, there is... I can understand for competitive multiplayer games, but why the hell would you want to be "the best person at skyrim" or something like that, when it would basically mean you're not even enjoying the content of the game. IMO, having a low "gamer score" should be a badge of honor at this point.