Permanently missable content is just shit game design 99% of the time.
This includes being locked out of previous areas where you didn't complete everything, branching story choices, failing quests before you even knew about the, multiple endings etc. Every player should be able to see everything a game has to offer in one playthrough if they're willing to put in the work and effort backed up with skill.
Agree but that’s a barely related pic
The problem is that those that ask for multiple endings or multiple playthroughs barely make an effort to make the ng+ cycle interesting or faster
see: elden ring
You were never meant to get anything in classic rpgs, just like real life more often than not choosing something means leaving something behind.
me on the bottom
Games should have different paths and rewards at several points and they should randomly disable a few of them for each segment whenever you start a new game.
>a few of them
thinking too small
disable all but one of them and then pretend the game is a linear experience
You know what... has there ever been a game that RNGs a linear story for you? Sounds like an interesting concept that would immediately multiply the amount of attention the game would get when people catch on. But then again I think there would still be autistic speds who would look for guides on "best ending" via rerolling a save file until they get the signs of the ending they were told is best, or gives the best items. Especially in the early game if certain items are good.
Not a problem. Make the rng roll some two hours in, and the game autosaves after the roll but before the player can notice. That way you're locked into the path, and if you wanna be an autistic frick and reroll it wastes you 2 hours.
>Dev
>I want to make different choices
>Also dev
>I'll make sure to take a shit on everyone that doesn't pick the best choice
Every fricking time
name 4 times this happened
Every game with moral choice so Fable, Mass Effect, etc.
In Pathfinder Kingmaker your kingdom is arguably at its best if you’re lawful evil
Main reason I hate games with multiple endings, you get a choice but they frick you over if you pick something the dev doesn't like.
Every single "adventure" made prior to the early 1990s had some flavor of this, especially Sierra games, where if you missed something or used it too early, you'd be completely fricked later in the game.
It wasn't just Sierra and Infocom that did this but the the original computer versions of Shadowgate did this as well.
the first playthrough needs to be blind
everything is fine game after
walkthroughs? longplays? cheats? mods? sure
but not on the first go
very few exceptions
Everything is fine if the time investment required is low
Replaying a 1 hour game for a missable is fine.
Replaying a 40 hours JRPG where 30 hours are loadings and walking is awful
Most people will just look up the alternate versions on YouTube, it's a waste of time and money
It's a waste of time because the people who care about experiencing 100% of the content will get pissed they can't do everything in one save file while the people autistic enough to RP in a single player video game and consider the "paths" their character would realistically chose will self-govern.
>who care about experiencing 100% of the content will get pissed they can't do everything in one save file
just make NG+ feature
>NG+
>Have to walk 30 hours while avoiding encounters as much as possible just to pick left instead of right at the end of a cave
>Doesn't actually change anything because only shit games do that
Semantics, they don't want to replay the game either way.
The people he's talking about specifically don't want that.
>waaa i need to see everything in 1 playthrough, every play must be the same
frick off, watch a movie.
There's a big difference between every player CAN see everything in one playthrough and every player WILL see everything in one playthrough
My favorite experience is hearing about shit I missed in games I played thoroughly, not because the game locked me out of them, but because I didn't look hard enough
Depends on the game for me. A game where it's divided into levels that I can replay easily? Yeah great put as much middle shit as you want I will get it on a second playthrough of level.
50 hour JRPG where if i miss something out means my next chance to see it is a second playthrough that isn't happening any time soon, if ever? Frick you. Just let me see everything in the game. Even if I did replay the game I wouldn't remember the alternate to every path I took anything like that.
>nooooo my choices cant just have consequences, you cant just have choices mattering in a game
I can always pick the best choice of all, not buying that shit game and hopefully have enough people not buying and have the studio close.
Good, you should stick to movies!
the point of hidden paths back in the day was to sell game guides
it's why you had bullshit like "if you don't loot this chest on the first visit to a dungeon, it contains the best item in the game when you revisit during the end game"
which is intentionally counterintuitive
This behavior always existed, the only difference is it's harder to sell guides
Chrono Trigger did this really well
>Open the chest in the future with the special amulet
>Upgraded powerful item
>Go back to earlier time period
>Still get the weaker version of it
You just had to think a little
You have to tell the chest in the past you don't want it first otherwise it won't be upgraded in the future. It's fricking dumb.
>game has missable items
>dev makes a room with two separate paths
>one goes to the item
>the other goes to a boss and locks the previous room
>theres no way to know which path leads to what
Why is it such a common thing in older games?
>older
>Implying it's gone
>Missable item in game is a high value NFT.
>Cannot replay the game because game save is on a server.
>Forced to work poor under other players because I made a wrong choice at the begining of the game.
I hate Metaverse.
As long as the routes are long enough I hope they are closed tomorrow in time the next year is tir lol ok y
Having an obsession with seeing all the content and collecting everything in a game to the point it bothers you if you missed something can really ruin your enjoyment of the game and make it feel like work. Take it from me, I played games like this for years and hated it, I still have trouble turning off the hoarding instinct sometimes. There are games I can't enjoy like Prey because it lets you search every nook and cranny of every room and pick up every last bit of garbage off the floor to convert into currency, and I just feel compelled to scour every room top to bottom looking for the last random scrap of paper before I can get on with the game.
If it's something you can miss that locks you out of substantial, fun new content like new areas or secret bosses I get it, that sucks, but feeling like you need to have something just for the sake of having it and insisting nothing should be missable because of it is a bad habit you should train yourself out of.
To me personally, I don't HAVE to see it in my playthrough, but if I miss something and then hear about it online, I prefer being able to boot up my save and go find it myself, rather than having to start anew and go through contrived decisions to see it, or just looking it up on YouTube. I just prefer that sort of game design.
>Honest dev
>childish, greedy gamer
>subtitle: mental development!
devs unironically need to bully the player even harder
>80 hour game
>A sequence where you must pick specific dialog options
>If not you miss the entire final part of the game and instantly get a bad ending
Mary Skelter?
I hated that the correct path in Persona 4 was to stall for time instead of actually defend the suspect.
i only mind when you miss out on content and have to do the whole game again, travel and figure shit out by talking to every possible npc, some weird wording like white box and black box shit or grind for a drop that isnt explained.
Other than that, if it's easy to find, go for it.
Barely any games do this anymore. Half of the times if you choose the "bad" or "evil" option you'll get fricked, get nothing and sometimes miss content. One of them that comes to mind is sekiro
>"Betray" kuro even though technically im just doing my job
>Expect branching story
>Nope
>Now I have to kill the only woman in the game. As if natality in japan wasnt low enough
>And also her gramps who is also my mentor
>The game inmediately ends afterwards lmao get fricked
>See you in NG+
the picture you posted explains why you're a moron. Fascinating, you're an idiot twice.
>game permanently fricks over your save file for missing an impossible choice you weren't warned about
I need a wojak edit to repost this meme on rebbit and get 50k upboats
>missable content because the game want you to replay it
>replaying it is exactly the fricking same every time, no changes or variety to how you play
how about frick off
replayability is fine if your game is actually good
if your game is mostly fricking boring filler and it's like 15% of it that's different that you need to do new playthroughs for nobody wants to play through that same filler 5 times for the minor differences
The absolute worst offender of this kind of shit is time-gated stuff thats not even about choosing A or B but just that you didnt visit x place within an unknown amount of time so now you dont get to see that content.
Or quests that are secretly time-gated so that if you delay doing something on the way there or decide to do something else first you are fricked.
Looking at you Pathfinder games.
So I was just playing Legaia and found out you had to pick up hidden items in missable dungeons to get 100%. Frick this shit.
the only decisions to be made in the games I play is how to style on my enemies
The only thing I hate was in old rpgs where if you didn't do one innocuous thing you would miss out on the best weapon or even the super secrete dungeon with the hardest enemies.
Your picture is at odds with your nonsense BS words.
Consequence is what makes choice matter. Without it, choice is masturbatory.
Your brain has been smoothed by judaic media and thus you cannot appreciate what has been taken from you.
Enjoy your AAA trash. Where you can do everything and anything but none of it matters or means anything.
>Where you can do everything and anything but none of it matters or means anything.
Oh man this guy actually thinks any videogame matters or means anything beyound shallow entertainment
>man has passing interest for a medium, postures self as knowing better as an excuse for low quality.
Name one game with meaningful choices that's not made by early BioWare, Black Isle, or Obsidian
The game with the most meaningful choices Ive played is actually Witcher 2, but its one choice that changes how most of the game plays out. The way it was done it was actually enjoyable to replay and choose the other path since you saw a lot of new stuff and not just an hour being different out of 70
Wasn't this the case of pyre where the moron devs forgot to make the game fun so no ever did multiple playthroughs?
I haven't played it but that could be true given how Hades is also not worth the "die many times to see the whole game" meme approach
No game is worth replaying just because of choices making 5% of the playthrough slightly different, and games that are fun enough to replay would be fun to replay even if the story was exactly the same each time.
No bad game was suddenly replayable simply because you can choose slightly different paths or get different dialogue lines
Thats exactly the point you tard... it's to get you to play it more than once. Stop using media as purely disposable.
If the game is so shit it need to bait people with multiple choices then it's not worth playing period
>i'm just going to ignore the last part of that post because... i just have to...
watch movies instead
Well duh, neither of us would be on Ganker if we played video games
>moron can't critically think
the issue is that it is done in games way too long. Persona 5 Royal has multiple endings and missable content. you can miss out on a whole dungeon. the game is over a hundred hours long and it's drag to go back through the beginning after getting to see end gameplay just so you can go back and get the dungeon again. similarly the tales of series has the same problem. They have strange triggers for sidequests. When you find out, you missed them, it's frustrating because you have to play it all over again. it makes you feel like you didn't get the whole experience as opposed to having a unique experienced. This could work in shorter, sub 10 hour games where replaying isn't such a drag.
My personal belief is missable content should be available to get during the post-game. It gives you something to look forward to. You missed out on it early but you can get to it after the story.