Dcully wrote: » Modern gaming in general with their almost 100% hold your hand type gameplay, i really hate this BS that seemed to start with console games.
gizmo wrote: » It's a little more complicated than that. It really started when companies started tracking metrics in games and analyzing completion rates and when and where people gave up on certain titles. Combine that with the rising cost of development and reliance on focus testing on the publisher side and we're left with the current situation where content is kept tight and completable with a low barrier of entry to ensure it has a broad appeal. For a particularly galling example, check out the retrospective of the cancelled Legacy of Kain sequel and Square Enix's input regarding the difficulty level.
dickiepower wrote: » Dying that's not really dying like in the old days. Now it seems to be a case of re-spawing a couple of meters away or from one of the numerous checkpoints and continuing where you left off with no consequences.
Stone Deaf 4evr wrote: » Ooh, just thought of another one, elevators (mass effect), doors that require a cutscene to open (gears of war), large blank areas with nothing in them (destiny) - all doing a piss poor job of hiding loading screens.
bigphil2 wrote: » Stupid Friendly AI (Ellie in TLOU im looking at you!)