This is a followup to @SorosFootSoldier@hexbear.net ‘s recent thread for completeness’ sake.

I’ll state an old classic that is seen as a genre defining game because it is: Myst. Yes, it redefined the genre… in ways I fucking hated and that the adventure game genre took decades to fully recover from. It was a pompous mess in its presentation and was the worst kind of “doing action does vague thing or nothing at all, where is your hint book” puzzle gameplay wrapped in graphical hype which ages pretty poorly as far as appeal qualities go.

So many adventure games tried to be Myst afterward that the sheer budgetary costs and redundancy of the also-rans crashed the adventure game genre for years.

  • boletus
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    82 years ago

    Do you mean the input queuing? I like them but alw found the aggressive input queueing made the game feel shit sometimes.

      • boletus
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        82 years ago

        That’s cos it is heavy, the game will queue inputs for over an entire second it’s crazy. I think I would have enjoyed dark souls 3 more if it didn’t have the aggressive input queueing

    • 1nt3rd1m3nt10n4l [he/him]
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      62 years ago

      I mean, my understanding is that that’s deliberate. You’re not really supposed to be able to just sweep bad inputs under the rug with cancels & stuff. Sometimes, you just make the wrong call & get your ass kicked because of it.

    • WittyProfileName2 [she/her]
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      52 years ago

      The input queuing is by design, it’s supposed to make you pay more attention to attack telegraphs and the move sets of bosses since you can’t just cancel an attack into a dodge.

      • BeamBrain [he/him]
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        42 years ago

        Yeah, I understand the design intent, I just don’t like it. To me it makes the game feel unresponsive and clunky.

        • WittyProfileName2 [she/her]
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          62 years ago

          Ok, I get that.

          Imho I feel it helps to add weight to attacks that a lot of RPGs are missing but I can see why you wouldn’t like it.