Boss encounters are something I honestly believe are one of the worst gaming conventions. So many games I really wish didn’t have bosses, because they instantly make the game devoid of fun, e.g. Shovel Knight.
On one hand, I can see this, since what holds me up more often than not in a lot of games is a particularly frustrating boss fight, but...Boss encounters are something I honestly believe are one of the worst gaming conventions. So many games I really wish didn’t have bosses, because they instantly make the game devoid of fun, e.g. Shovel Knight.
Games that play like FF7 never appealed to me in the first place at any age, but they clearly have a following and people will clearly continue making them. Fundamentally I need a game to be fun to drive and menus aren't, and that's purely a matter of preference. I don't play TCGs either. Buuuuuut - TCGs also have a hell of a lot more depth, as do tactical RPGs, both of which put a lot more preparation choices on the player and then have a state of the board to consider once they're in play. When it's a game that's also "about the story" in the sense that it's about running around the world hitting monsters with swords but has a theme, I think it's reasonable to expect action mechanics to match action content. I can't have been the only person who played Tales of Symphonia and immediately asked, why the hell haven't they all been like this from the start?I say the opposite.
It's not as indefensible as tiny-ass font sizes or a lack of subtitles, but tacked-on action/skill elements in games that are primarily about story, exploration, or strategy stopped making sense when both the number of games being published and the number of gamers old enough to have declining reflexes became so much higher than they were when Chrono Trigger and FFVII were made.
I say the opposite.
It's not as indefensible as tiny-ass font sizes or a lack of subtitles, but tacked-on action/skill elements in games that are primarily about story, exploration, or strategy stopped making sense when both the number of games being published and the number of gamers old enough to have declining reflexes became so much higher than they were when Chrono Trigger and FFVII were made.
Since Grandia proved way back on the PS1 that you can have full control over a party with everyone moving in real-time (just, you know, pause when it's time to enter a command; duh), I'm going to name "inability to control party members in any game that is primarily menu-controlled" as an outdated mechanic.
Time hits in an RPG game are an out-dated mechanic.