
The Medabot was far too unkind.
There is a lot of masked data and unexplained information…
You’re saying too much!
I think it’s unnecessary to have an icon at the destination.
In that respect, fighting games don’t really change much in what you do.
It’s just becoming harder to see, right? That’s the problem…
I feel my age as I can no longer tackle huge open-world games.
Until a little while ago, there were many unfriendly UIs that were overly focused on reality.
Recently, there has been an increase in user-friendly UIs that feel more like games.
If it’s a game where exploring every corner has meaning, it might be fun, but most information gathering is just a painful ordeal.
The unbranded FF7 is hard to see and I don’t understand the destination.
The arrows can now be displayed in the international version.
If it’s around that time when it wasn’t quite settled yet,
There are also games that are specifically unkind.
Isn’t it usually the case that such user-friendly designs could be turned off in options?
I have the impression that older games have longer loading times…
It’s really true that I’ve been moving while looking at the mini-map the whole time.
Recently, it’s gotten so beautiful that it’s often hard to tell where to step.
NEXT/What should I do…
I recall that the era of cassette software was fast, but suddenly it became as slow as garbage during the CD media 3D game generation.
Even old games have plenty of great design.
To be honest, there are a lot of things like this that I didn’t care about at the time because I thought it was just how things were, but now when I look back…
In the review of Romancing SaGa 2 RS, there was a point made about being so considerate that it loses the essence of the SaGa series, but I just thought that it’s better to stop misinterpreting that lack of kindness as a reflection of the game’s actual fun.
The open beta of the game I’m currently playing is collecting feedback on Discord, but all I see are opinions like “that’s unhelpful” and “I don’t understand this.”
Compared to old games, the amount of places you can go and things you can do has become so vast that it’s impossible without a guide…
Games with poor guidance will simply lead you to proceed straight to the destination pin.
I’ve been playing the recent remaster of FF7, but the map is really hard to understand.
Where is the entrance, where is the exit, and where can I investigate…?
Getting lost on the road is probably the same as in old games… Sometimes you might not be able to come back.
Speaking of the minimap
I don’t like the mini-map that rotates with the protagonist’s direction.
Generally, you can fix or change it with options.
I think it’s amazing how some people can accurately recognize a spinning object…
“Open the correct path! That’s why I placed the treasure chest.”
Putting in mob characters that say “Talk to me!”
Games with good guidance really are impressive, aren’t they?
In the cassette era, there was no loading time.
There are really a lot of different games right now, so if you like unkind ones, you should just go play those instead of complaining without buying.
You probably like complaining more than playing games.
There are no hamburgers either.
Speaking of which, I feel like there used to be a lot of that back in the day.
After waiting for a while on “now loading,” the loading complete display appeared.
What is with making us wait even longer on a black screen?
Isn’t the road finished…?
The save system from the old days is definitely crap.
Do you want to load this data? → Loaded → (Waiting time)
There is some truth to the noisy people because there is a demand for old-fashioned games.
I often feel that “old-fashioned games” are definitely more user-friendly compared to “games from the past.”
It seems there were many elements that were tolerable back then simply because there was nothing else available.
Mystery dungeons and open-world FPSs result in a significant amount of time spent only looking at the mini-map due to efficiency.
In works with a strong science fiction color, the convenient display on the map is…
I like that you adjust your perspective to match the one displayed on the device.
If there were no hints, we used to solve it by trying everything, really, as kids back then.
That said, while playing the latest Monster Hunter game, I found myself bringing back even the features I had previously removed for the sake of convenience.
Isn’t the inconvenience of doing things like this what makes for a real immersive experience? It felt a bit off, like they were adding strange elements here without any benefit to us, which left me a bit cold.
For no reason, they go out of their way to revive both the cooler and the hot, and they’ve made it so that they can be destroyed by the fast travel base monsters…
I think that even if the map in Monster Hunter becomes larger, the difficulty will outweigh it.
Open world games tend to become a task of just chasing destination markers.
That said, without those markers, I would just be like, “Where to next?” It makes me realize I’m quite selfish.
It seems like there will be an overwhelming increase in manpower for the production side, which sounds tough…
In addition to the load time, there is a period during which you are forced to look at a logo of some unknown company.
There are stories about how in Dragon Quest, they struggled to create pathways within the constraints of storage capacity.
On the contrary, guidance is extremely important.
I think there are too many confusing features in Monster Hunter, especially since it’s my first time playing.
It’s really nonsensical that they run away when you deal damage.
I think it would be fine to delete things like bombs and paint.
It is desirable to have both a quest that involves chasing a destination marker from afar and a quest where some kind of event starts when you get close to the location.
The remake of Dragon Quest 3 was comfortable and fun, but having the next destination glow on the map during orb hunting felt somewhat forced.
That said, wandering around the world without any hints these days is just too unkind, so it’s a tricky balance.
An open world with a balance similar to Breath of the Wild is ideal.
Retro games are already out of the question just because they don’t have a save feature.
I’m really grateful that the hardware side has provided a pause function now.
I can no longer tolerate games without auto-save or checkpoints.
I definitely do not want to play FF7’s combat in this day and age.
Let me fly Bahamut Zero and Knight of the Round.
If you keep following the game’s instructions endlessly without creativity or room for decision-making, you might find yourself thinking, “I don’t need to play this…”
In today’s world, where options exist, the video generation is even more so.
There’s no need to struggle with the gimmick; the answer is already there…
There is a certain enjoyment in inconvenience, but it’s not uncommon.
I hope it’s an inconvenience that is enjoyable.
Even if they say it’s just obeying the game.
Good games have always been guided well by their creators…
Are there people who don’t understand why software on CD media takes a long time to load?
It’s obviously due to the structure.
I think it’s pretty reasonable to just look at the mini-map.
I think it’s quite a problem for the game that the graphics have become too beautiful, making it hard to identify objects and people.
I want freedom, but not real freedom; I want a completely controlled freedom where whatever I do, the other person reacts to it.
There are times when I want to move straight toward my goals.
There are times when I want to take a detour along the way.
The play style changes depending on my mood that day.
In 3D, movements can’t be disguised, so everything feels sluggish and slow compared to 2D.
There was definitely a pleasure in slowly figuring out a game I bought second-hand without knowing anything about it.
I feel like it’s difficult now due to youth and various other factors.
When I feel like I’m being played with, I end up thinking I don’t need to do it…
The guidance was excessively meticulous, and the progress management was so rigid that I wasn’t allowed to go to the places I wanted.
The CD drive of the PS is constant speed, isn’t it…
It’s often said that being beautiful leads to immersion, but I can’t relate to that, so it doesn’t resonate with me much.
What people seek in games varies from person to person.
When I played Metal Solid 1, I was always looking at the soliton radar, so I kind of understand.
Just do what you want to do and that’s it.
Some people want to have fun without getting caught and stress-free.
Some people want to think for themselves and do various things.
If you want to struggle, you can just play games that are marketed as high difficulty.
There’s nothing fun about the unnecessary time and stress that comes from frustrating games that aren’t like that.
Even if they say it’s the latest ultra-beautiful, it’s still disappointing when the latest hardware doesn’t properly handle the grass fields, among other trivial things.
Looking at the minimap while it spins around is really confusing! It’s a common situation.
It’s even harder if you can’t set it to fixed north in the settings.
In open-world games, having beautiful graphics is definitely better.
The episodes where Karo-chan gets angry were pretty boring, wasn’t it, Ricopin?
Monster Hunter was good until P2G…
Since then, it has leaned too much towards refreshing action.
It is really great to broaden the entry point for beginners.
Lowering the ceiling is not allowed.
I really appreciate the guide because getting lost in a 3D map is not fun at all…
I like open worlds because I enjoy exploring freely and setting my own goals, so I can’t quite accept the idea of just following directed objectives.
The city being too large is somewhat unsatisfying.
At least the stores should all be adjacent.
Open worlds can feel less fun when you can go anywhere.
I feel like I’m in a fictional world where there is only one road in the miniature garden! I am taking the appropriate road B to get to place A!
I want to do it while reading the manual, not the tutorial.
It’s not that analog is good or inconvenience is good, but I don’t want time where I can’t operate freely.
Only when it becomes crispy do you realize the wasted time of past works.
Games like “Dying” and fighting games are globally trending, but I won’t play them because they’re a form of suffering for me.
It’s entertainment, so that’s all that matters.
I wish old RPGs would lower the encounter rate and increase the experience points.
Even in the high difficulty games from FromSoftware, in the end, the most convenient one, Elden Ring, was well-received.
Open world games are fun, but there’s something about doing missions that makes it even more enjoyable.
Running decreases stamina even when not in combat.
It was a bad culture, and I’m glad it is gone.
Breath of the Wild is fun just by walking around.
Unless it’s a pressing issue, I get so absorbed in just moving around that I get increasingly sidetracked.
It is completely different in quality from the conventional open fields that merely cut through beautiful but uneventful nature.
The joy I feel just standing here and walking around is something all open-world games should take note of.
Lately, exploring has become tedious.
When you move the camera, the terrain changes according to the angle, and the places you can advance to also change in the city! I’ve seen that done recently, but only the people creating it find it fun…
Even in a challenging game, everyone enjoys being defeated by the boss multiple times.
The journey to challenge the boss was a real pain, but now you can retry from just before the boss.
Despite saying that we don’t need destination icons, people often complain about the range display that indicates “it’s generally around here” in search-type quests.
I’m not sure if the thread’s image is intentional, but the picture resembling Skyrim as a representation of modern games is noise.
The opposite of what you pointed out is that there is no minimap, it’s not user-friendly, and it’s not efficient!
In the cassette era, there was no loading time.
Secret of Mana 3? I wonder why there is loading time on the menu screen…?
I’m very sorry for using a lot of money and people, but I’ve already gotten used to the beautiful graphics.
It’s fine to check the distance to the destination, but putting out a guide beacon is a bit much…
How about playing a game where you collect instruction manuals that were scattered around, starting without any explanation?
If you’re not bored, then you don’t have to play games.
If you put it in the format of an explanation, you know.
This time, there will be many complaints like “This aspect of the game is inconvenient! (It’s written in the tutorial)”.
I really like mahjong games that provide very thorough guidance.
Playing old games now can be boring, right?
The unclear parts will be covered in a tutorial at the beginning (which only happens once, is super long, and can’t be reviewed again).
A cruel game that starts from the development stage!
Let’s come up with an interesting plan and get approval from the higher-ups!
Breath of the Wild is a latecomer among that type of game.
The base is Assassin’s Creed.
Recently, it seems to be Elden.
It was unkind, and I was left wondering what this is.
When playing old RPGs, it’s really frustrating that they don’t even list the items for sale or the abilities of magic.
Baldur’s Gate 3 has very little explanation, yet there is so much to do that I have memories of struggling.
I don’t feel like we can go back to the refinement of the system like in the past.
I still think I can enjoy rough 3D games on Steam with beautiful graphics.
I thought it would be difficult if the horse didn’t warp when called in Tears of the Kingdom.
Memories are really strong, aren’t they?
Will you buy the new medicine?
Okay, then let’s throw away the old medicine.
No, then let’s throw away the medicine we bought.
What I recently felt the brilliance of in design was Metroid Dread.
It feels amazing to be naturally guided…
It’s an era where even manuals don’t come along, so enhancing it within the game is probably the right thing to do.
Breath of the Wild just has Hyrule Field and Guardians, and it’s not that interesting; I don’t think it’s particularly special or always fun.
Equipment that becomes unusable after purchase.
After playing Romancing SaGa 2 and then the remake, I really think the mask data is garbage.
I think the graphics can still be refined further.
Just being pretty gives characters a mannequin-like feel more often than not.
Humans quickly get used to good things and take them for granted.
I still feel stress from bad things forever.
Even if there are games that sell unkindness,
There is no game that becomes unpopular while being kind.
As long as it’s not high difficulty, it’s perfectly fine to be more user-friendly.
I feel that a certain level of beauty is honestly enough.
I had an infinite number of Koroks, but that element isn’t very interesting, so I got bored.
(The circumstances of characters that are not particularly reflected)
(An illustration that looks nothing like the play, resembling a typical shoujo manga.)
(A weapon design different from what I imagined)
In that regard, Elden Ring was different.
No minimap! You can’t open the map when being chased by enemies! No quest list! No NPC list!
I no longer feel impressed by games with amazing graphics.
It’s an unpleasant feeling to think that a game from a little while ago seems more lackluster than expected.
I used to think that the graphics in Monster Hunter were good enough with World.
When I returned after touching Wiles, everything felt a bit flat.
The idea of marking the destinations and climbable areas with yellow paint in bio-related activities is very good.
I’ve been playing games like Assassin’s Creed recently and thinking that the graphics have really advanced.
After playing a remastered version of a game that runs at 60fps for a while, going back to the original 30fps can be really tough.
If it’s too beautifully 2D, let me into the background too!!
That happens.
I felt that the level design was quite subtle due to the high degree of freedom.
Both Breath of the Wild and Tears of the Kingdom
There’s nothing good about the Famicom, but I also think that the trend of assuming a mini-map is necessary is questionable.
In Dragon Quest XI, it’s a bit disappointing that they placed a save point goddess statue at the entrance of the demon lord’s castle, as it’s too user-friendly.
If you don’t like such a nice game, then I think you might as well play Famicom’s Dragon Quest II, Romancia, or PC’s Wizardry IV.
If you want to do something difficult, you can tie yourself up.
If you’re saying to learn from open worlds, I want everyone to learn from Spider-Man.
I think nostalgia can often bias opinions about games, but personally, I find that modern open-world games suit me better than the RPGs that were popular during my childhood, and I enjoy my gaming life more now.
The system of Tsushima, where the wind guides you to the next destination, is wonderful.