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What are some things in video games everyone seems to hate, but

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What are some things in video games everyone seems to hate, but that you like; or don't particularly mind?

If an ARPG has shooting mechanics, I vastly prefer the RNG aim approach where increased stats makes your crosshair tighter , instead of simply doing more damage.
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I can't think of any widely hated mechanics that I like. There's a reason why those are so universally hated.
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I like chromatic aberration, lens flares, filters. I like fourth wall breaking effects in general.
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>>387407818
More /v/ specific, but I think things being simple or easy to grasp isn't really a problem. I won't lie and say a lack of depth is a good thing, but surely something being enjoyable is more important than how impressive it is.
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>>387407818
Open World. I Adore open world and for action-oriented RPGs(TES, Dragon's Dogma, etc.) it's the way to go for me.
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>>387407818
Escort missions.

For me, the Escort Mission is a reminder that my character is a fucking badass and can handle loads of shit, while a normal person in that same universe will get ruined by one or two standard mooks

Feels good to be the protector and really shows the difference between the PC and an NPC
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>>387407818
I tell you what everyone seems to love but i hate: playing online with or against random people you don't know. Why spend time with someone that, more often than not, acts like a faggot?
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Empty Open Worlds.

I think there's an appeal in a game not stuffed with endless collectables and tasks around every corner and is instead just focused on taking in the enviroment.
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Morrowind unironically has better combat than Oblivion and Skyrim because you actually have to take your stats into consideration.
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DF ascii graphics
D44M's glory kills
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>>387407818
Regenerating health (which seems more like a thing hated by "hardcore" wannabes rather than a widely hated thing).

Whether it's the multiplayer shooter "Wait five seconds and you're fixed" or some slow "recover 1% HP per second" thing, I love regeneration over things like using items (bloated inventory, can easily spam healing on yourself), pickups (backtracking and camping) and dedicated medics (have to do it yourself or you have to hope someone else is around to help you).
It's a self-sufficent system that is inherently balanced in multiplayer games. Almost every encounter is one you have to fight with both parties at full health. If you break contact, both parties return to full health. If you want to take advantage of a wounded enemy, you have to be very aggressive and pursue immediately.

>>387408307
I agree. I find that most "streamlining" is often for the better, and it rarely if ever actually removes "depth". There wasn't much depth there in the first place, just a lot of bloated figures with nothing behind them. Ocean-wide, puddle-deep. Many new games often combine several very specific skills into a one more broad skill, and then add something like Perks to have actual build options and unique traits rather than just pumping a lot more numbers to 100.
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