Please, Stop with All the Menus | Unpacked

  Рет қаралды 68,325

Second Wind

Second Wind

Ай бұрын

This video is brought to you by Ground Branch, out now in Early Access on Steam: bit.ly/GROUND_BRANCH
This week on Unpacked, Nick wants devs to stop putting him in menus all the dang time.
Support us on Patreon: / secondwindgroup
Second Wind Merch Store: sharkrobot.com/collections/se...

Пікірлер: 648
@jerrolkay4628
@jerrolkay4628 Ай бұрын
Im not entirely sure if the issue is completely the menus or if the trend of making most recent games require rpg elements is at fault.
@Roccondil
@Roccondil Ай бұрын
I think the excessive use of menus is a symptom of the RPG-ifying just about every current game out there. And its' because developers can't lure focus groups with just story progression any more. It's all about that hidden loot, new powerup, etc. And you can't be satisfied with just story rewards, there's gotta be ~*options*~ for the player.
@shroomologist
@shroomologist Ай бұрын
I think you might be right, been finding it a little tedious for ages now honestly. It seems like everything has to be a half baked RPG as it's a subtle way of keeping the difficulty low without drawing complaints like they did during the 360 era. Players don't need to develop their skills when the character can do it for them.
@ChaoticLifemaker
@ChaoticLifemaker Ай бұрын
@@Roccondil I'm so done with "player choice" and multiple endings. Just give me a well crafted story. Also Don't care for custom characters. I think it's way cooler to learn about a character over time than never getting to, because the player character needs to be a blank slate.
@chungusumungus4004
@chungusumungus4004 Ай бұрын
Gamers themselves are demanding it too, complaining whenever a game doesn't have explicit motivation for doing things like exploring rather than just doing things because it's fun. Even more broadly, it seems like a lot of gamers want every game to try and do everything. Every game *has* to have a compelling narrative, *has* to have some sort of customizable progression system, *has* to have an endlessly grindable endgame, etc.
@SimuLord
@SimuLord Ай бұрын
@@Roccondil This is why I'm glad games like Kingdom Come Deliverance exist. Double-A and indie games that practically get up in the player's face and say "if you want AAA, go play AAA, this game is for an audience that isn't you." "Accessibility" and "for everyone" are dirty words in today's media discourse. Not just gaming, but TV, music, and movies. It's a race to the bottom I don't want to be involved with personally.
@Dracossaint
@Dracossaint Ай бұрын
I understand menus are cluttered. But I would like to take a specific bone to pick with some of Sony's games. Please give me an option in games like God of war Ragnarok and horizon forbidden west to stop yelling the answer to a puzzle within 1 minute. I'm glad it is there for people, just give me a toggle
@TheFoolishSamurai
@TheFoolishSamurai Ай бұрын
Thank DSP for that
@Vstinis
@Vstinis Ай бұрын
Playing through RDR2 right now. It really annoys me how NPC's will berate you with "do XYZ Arthur" or "are you coming or not?" if it takes me more than 3 seconds to do said things. God forbid I interact with your game systems and actually take the time to loot enemies, Rockstar.
@jonasmarshall7627
@jonasmarshall7627 Ай бұрын
But horizon forbidden west does have explorer modes and stuff that remove much of the objective markers, and there are a lot of options to hide a lot of the hud clutter when you're immersed in the narrative sections
@SimuLord
@SimuLord Ай бұрын
I'd be happy if they just removed unnecessary puzzle sections in action RPGs entirely. The fact that a critical mass of players would rather just be like "tell me the answer, I hate this, let me get back to the part that's actually fun" suggests that the whole mechanic is stupid and out-of-place for the genre it's in.
@zedudli
@zedudli Ай бұрын
It completely ruined the first Horizon game, i did not play the sequel but i heard it’s even worse 🤦‍♂️
@cyansuy3062
@cyansuy3062 Ай бұрын
It's also frustrating to have "branching skill trees" but have 90% of the options being filler skills only good for people who min-max while only 5-10% being stuff that are actually useful in gameplay. But because having an expansive skill tree is embedded in whatever algorithm they use to make games these day, you still have to sift through all of it just to find that 5-10% of skills.
@hazukichanx408
@hazukichanx408 Ай бұрын
Ah yes, those lovely skill/talent/upgrade trees where the upgrades are either things that should have been part of the weapons/powers/abilities to begin with - i.e. nuDoom's fart guns with the optional "actually do something" upgrades - or so pitifully weak and inconsequential that you could do just fine ignoring them all. Though you might pick them up anyway, just so those 500-mile boss health bars will tick down ever so slightly faster. Heeeey, are we impressed yet?
@noclipp
@noclipp Ай бұрын
That's games in their entirety.. They're so focused on being big games that it's too much bloat in every way.
@GameFuMaster
@GameFuMaster Ай бұрын
the worse skills are "get extra xp" Like, it feels like a mandatory first pick
@Alloveck
@Alloveck Ай бұрын
Yeah, and don't forget about those hardcore min-max one super-specific build only skills... I always wonder how much developers consciously recognize or intentionally create the difference between "general use" or "normal player" skills, and those skills that are only good for one super-specific build and setup, but absolutely shatter the game when used in that one super specific build, in exactly the right way. You know, the builds where you go in at 1 HP and activate 3 critical skills that interact weirdly with some other things that don't seem very interesting on their own but have some ridiculous synergy that means you either win flawlessly in 15 seconds by doing everything perfectly or definitely die in 15 seconds. I mostly assume that stuff is accidental, but every one in a while you get some optional super boss that can basically only be beaten that way, leading me to think those seemingly garbage skills that combine into a barely functional god mode that just barely lasts long enough to beat the super boss are intentionally created for that purpose.
@PunishedDad
@PunishedDad Ай бұрын
Minmaxers dont want that shit either Unless its path of exile or ffX
@scarsofthenorthjd1066
@scarsofthenorthjd1066 Ай бұрын
Also, I'm 3 meters away from a 55 inches tv but somehow half the games are unreadable because of how small and poorly designed everything is in menus.
@ramadjones
@ramadjones Ай бұрын
lol I thought devs had this figured out after the first Gears of War.
@TheOriginalDogLP
@TheOriginalDogLP Ай бұрын
I think you might need Glasses
@Taurusus
@Taurusus Ай бұрын
Bruh I recently got an actual 4k TV and it was like holy shit, those button prompts have _labels?_ Why did no one tell me! I can see the difference between the trigger/s and joystick icon! They were all indistinguishible grey smudges on 1080p upscale! Awful UX.
@CopelandPlays
@CopelandPlays Ай бұрын
Every day the triple A market get closer and closer to cookie clicker
@SimuLord
@SimuLord Ай бұрын
Worse. Cookie Clicker but every auto-clicker upgrade is a microtransaction.
@jaffa4242
@jaffa4242 Ай бұрын
At least those people who have been playing cookie clicker for 7 years will be happy Actually they're probably just going to keep playing cookie clicker
@MatthewDuguay1134
@MatthewDuguay1134 Ай бұрын
It smells like a design-by-committee thing where the game has to have as many features as possible and the only way to manage it is through endless menu surfing.
@theblancmange1265
@theblancmange1265 Ай бұрын
Shoving crafting and rpg mechanics into everything...
@jamesrule1338
@jamesrule1338 Ай бұрын
When it works, adding gameplay elements from one genre into another can be very cool. When it doesn't work it's just terrible. Just absolutely terrible.
@imALazyPanda
@imALazyPanda Ай бұрын
The shoved in crafting also takes some of the fun out of loot. It works in certain games but in others its just disappointing. When I see a chest my mind no longer thinks of the possibilities like is it a new weapon or game changing upgrade? Now I immediately think ahh thats just going to be another iron bar or piece of driftwood I need to upgrade what I have.
@tenorenstrom
@tenorenstrom Ай бұрын
Love it! Now almost all games are for me!
@atticusshadowmore3263
@atticusshadowmore3263 Ай бұрын
Oh but we can’t actually let rpgs have in depth stat mechanics for the players that like to plan around that stuff. No we have to keep rpg mechanics the same and surface level regardless of genre.
@AHungryHunky
@AHungryHunky Ай бұрын
I hate it because I like crafting and RPG elements, but I do not want them all of the time. Sometimes I just want to shoot some guys and not worry about experience or picking up 5 packs of Rare a quality junk to make a scope. So when my shooter games get filled with the stuff I play Minecraft or Elder Scrolls for, it devalues the experience across the board and makes it so I get bored easily of all of them.
@LeoJGym
@LeoJGym Ай бұрын
I love how this video ironically ends with an ad for a tactical shooter game that's filled with menus.
@The8bitSammich
@The8bitSammich Ай бұрын
This reminds me of an interview I saw with one of the developers at Guerilla Games. When asked what could have been improved in Horizon Zero Dawn, they said there are too many types of resources to manage, and it could have been more streamlined. Fast forward a few years, and Horizon Forbidden West has WAY more resources and fiddly craftables! I wonder if this is less of a design trend and more a result of overengineering to try and cater to as wide an audience as possible.
@CrabCrow
@CrabCrow Ай бұрын
I hate it. Sometimes devs use it to to force into alternative gameplay. In the first Spider-man they had several different tokens for getting upgrades and it sucked having to stop the fun stuff I was doing to go do something I wasn't interested in to get a specific token. Thankfully they streamlined most of them in the sequel.
@mrshmuga9
@mrshmuga9 Ай бұрын
That, or they have too many employees and need to keep them busy, so they give them busywork that just bogs down the player experience.
@KingOfElectricNinjas
@KingOfElectricNinjas Ай бұрын
I think they've just legitimately forgotten basic design principles, and just think 'more=betterer!' and obviously the big sequel can't have LESS things than the first game.
@QuantumHistorian
@QuantumHistorian Ай бұрын
The root of the problem, IMO, is games going for quantity of stuff for the sake of it. Somehow, developers (and reviewers / gamers) think that a game with 7214 different weapons has to be better than a game with 5. Or that increasing the number of skill trees or crafting resources or upgrade options is the same thing as adding more depth. So often you even see those numbers in how games are advertised. But adding more useless variations of the same stuff is rarely good. It adds clutter that does very little to enhance player agency or decision making, but bloats the game and clutters menus. If I have a handful of collectables or item slots, I can keep track of them mentally and care about getting a new one. If I have dozens or hundreds of them, I simply disconnect from that mechanic entirely, and only occasionally check in on it when I need a boost to my stats. And dread having to do so. Even in RPGs that are about loot, this has become crazy. Everspace 2 is a great game, but it has 80+ different crafting resources. Most of them only have a single use. Why on earth the devs thought it was important to distinguish between tier 1 of sci-fi metal 72 and tier 2 of sci-fi metal 71 is beyond me. The art of streamlining has been lost as computers became powerful enough (and UI designed improved enough) that it was possible to add infinite amounts of clutter.
@Zen.Connection
@Zen.Connection Ай бұрын
I think you hit the nail on the head. It's all smoke and mirrors to make it seem like the game has way more depth and complexity than it really does at the end of the day, and it's grating.
@QuantumHistorian
@QuantumHistorian Ай бұрын
To give an example of a game that doesn't do this badly: Jedi Survivor. The game gets a deservedly bad rep for a poor launch with terrible optimisation, but mechanically it's top notch. As you level up you gain one stat point that can be used in a skill tree, and the different branches double up as weapon choices. You have 4 weapons (called stances, but same thing) and can equip 2 at any point. On top of that, you have collectibles that boost your maximum health / force on pickup. That's it when it comes to menus and customisation. It's simple, it's tidy, it doesn't require more than 1 menu screen, and everything is rare enough that getting one of these upgrades feels like an accomplishment. There are some purely cosmetic upgrades and those are subdivided by item of clothing, and the style / colour of them, which is a bit overwhelming in terms of stuff on the map that you can collect for exploring. But it's all just aesthetic fluff so it get's a pass on that IMO.
@_Bungus
@_Bungus Ай бұрын
Yeah, I agree. When thinking of counter examples, I think of things like Bloodborne, where there's only about a dozen weapons, about a dozen armor sets, and the RPG mechanics are very simplistic and minimal. Which, I suppose that comparison is in line with your Jedi Survivor comparison since they have a similar gameplay style. They're games with a refined vision for what they want to do, and they do a good job of sticking to that vision. I don't think any of them are perfect, because even a lot of the best games have "that one thing" that, no matter how insignificant, seems like it doesn't belong and becomes useless peripheral clutter (looking at Elden Ring's crafting system, which I maybe used once in an entire 120hr playthrough). But yes, everyone seems to think every game needs to have survival, crafting, RPG, and looter mechanics regardless of whether it belongs there or not, and half of the time it gets shoehorned in thoughtlessly.
@mrshmuga9
@mrshmuga9 Ай бұрын
As per the last part, I wonder if part of it is inflated studios. If you have a team of 200-300+, you can’t have people dilly dally if their job is done. So you give them “hole digging” jobs. Do you need 80 different crafting resources? No, but part/all of the art team is done their work, and we can’t shift them to another project, so start pumping out more art in the mean time! And then that mentality probably influences the next project as something you “should/supposed” to do. I don’t know if that specific team is that big, it’s just an example of dealing with a behemoth.
@camwyn256
@camwyn256 Ай бұрын
In trying to cater to everyone, you get all this clutter
@cherubin7th
@cherubin7th Ай бұрын
When crafting became popular I was excited, now I wish not every game would feel like it needs to do crafting.
@QuantumHistorian
@QuantumHistorian Ай бұрын
Or at least for crafting to be interesting and meaningful. If you're going to have it in a game, make it something that I'm striving to do and care about. Not just clicking through menus to turn the heap of junk that I collected because it was there into some minor boost to a stat that does something I don't understand to begin with.
@beccangavin
@beccangavin Ай бұрын
I agree with this so much. Crafting can be fantastic in a game where it’s and important part of the game and just a pain in a game where it’s there because all the games need to have crafting now. If it’s just there, that means you’re wasting bunches of time collecting the crap to craft with and that’s not that fun if the rewards aren’t substantial enough.
@QuantumHistorian
@QuantumHistorian Ай бұрын
@@beccangavin Or, even worse, the rewards are too substantial to ignore, but crafting requires 25 pig hearts which (inexplicably) requires killing hundreds of the beasts, taking hours of play time wandering around the forest hoping some hogs will turn up.
@beccangavin
@beccangavin Ай бұрын
@@QuantumHistorian Oh god, that is worse.
@mikato2
@mikato2 Ай бұрын
@@QuantumHistorian Especially when pigs are only in one area, in certain field conditions, on certain days, and will be a quarter of enemy spawns in that area if you're lucky.
@manvslife271
@manvslife271 Ай бұрын
Ever since I played Metro Exodus I started rolling my eyes seeing useless loot systems and cluttered menus.
@arcan762
@arcan762 Ай бұрын
The Metro games are 🐐
@joshuatealeaves
@joshuatealeaves Ай бұрын
I started out my career as a web developer. I’ve since moved onto game development as a gameplay programmer. The same way our UI team over in webdev talked about menus is the same way my colleagues talk about menus for games when they’re fundamentally different mediums. Menus are easier & cheaper to produce. That’s why they’re so cluttered now. It’s a way to cut corners & save a ton of money. Implementing character progression through visuals, audio what have you is EXPENSIVE. This isn’t going away unfortunately.
@devindaniels1634
@devindaniels1634 Ай бұрын
Except game UI refuses to learn so many of the lessons Web UI has learned. One of the basic principles of modern UX is to not get in the user's way. A UI is a tool to facilitate what a user is trying to do and the way a lot of games pile on submenu after submenu is obstructing the user from what they want.
@joshuatealeaves
@joshuatealeaves Ай бұрын
@@devindaniels1634 Spot on. Well said brother 🤝🏻
@QuantumHistorian
@QuantumHistorian Ай бұрын
If character development is linear (ie, you have only 1 or 2 stats that go up), it wouldn't be _that_ expensive to portray through visuals and sound in game. But the trend is to have dozens of stats, damage type, skills, etc... and that complexity is definitely too much to portray diegetically - even if money was no barrier. The issue is that while this complexity is meant to offer player choice and agency, it's often so bloated that it becomes a chore more than anything else. And, even when done well, it's a distraction in games that are about the narrative, or world, or exploration, or anything but min-maxing a character build.
@joshuatealeaves
@joshuatealeaves Ай бұрын
@@QuantumHistorian You brought up great points with your main comment & reply here. Bloat!! 🤬
@pyopyonyo3222
@pyopyonyo3222 Ай бұрын
I was not aware of that, thanks for the info.
@electricdoor
@electricdoor Ай бұрын
As implied, I think menus are a symptom, not the core issue. The issue is 'engaaaaagement' and how every big game is full of needless manipulation to increase playtime so investors get to see number go up. Specifically, I'd say the menus are there most of the time to support all the extraneous loot so you can keep track of the 5 different types of items you need to craft that 1% stat increase armor.
@GabrielOnuris
@GabrielOnuris Ай бұрын
I think the problem is quantity: when crafting mechanics in a game are used to craft 8 weapons throughout the whole playthrough, it's immersive, cozy even. When it has 372 types of crafting materials to craft a list of 10.394 items, we have a big problem. Also, that's what I call a cold take.
@isaiahschmitt8680
@isaiahschmitt8680 Ай бұрын
Unless, of course, the game is about crafting, like Factorio.
@Veylon
@Veylon Ай бұрын
It'd be fine - or at least better - if you could turn the junk you have into the junk you need. If you need a Crimson Blade, having the option of either hunting down a Crimson Knight OR smelting down a dozen random metal items and forging it yourself would at least be an interesting choice.
@StyryderX
@StyryderX Ай бұрын
It's more like 8 weapons with 3 actual variation each, muddied by 100 stat variation that by itself doesn't do anything important unless you stack that same stat by at least 4 times.
@mouse2542
@mouse2542 Ай бұрын
remember in old games, when you, after a long slog finally get a new item, be it a weapon or an Armor upgrade which actually meant something, didn't even need stats to see the difference? now we get instant gratification by constantly getting new micro upgrades(which can be bought with a premium in game currency obviously), requiring us to look at the mouth watering useless item in a menu to equip it, and don't forget about the numbers going up that is also very pretty. all this in order to keep player engagement high and revenue going up.
@Dracas42
@Dracas42 Ай бұрын
I remember Mystic Quest for the SNES being a full blown JRPG with almost no menus required. You still got really cool upgrades, but they were automatically applied.
@KingOfElectricNinjas
@KingOfElectricNinjas Ай бұрын
@@Dracas42 Funny thing is Final Fantasy Mystic Quest, if that's the one you're talking about, was specifically made to be 'baby's first JRPG' and ended up actually being a good game on its own merits because it was made to be simple but engaging and minimise menus and needless complexity.
@Dubwolfer
@Dubwolfer Ай бұрын
Control! I really wish it didn't have loot!
@ihappy1
@ihappy1 Ай бұрын
Agreed, Control having little incremental upgrades and loot you had to sort through felt so bad. It definitely needed to hold back on that kind of thing. Just be more old school and give out specific upgrades at certain points in the story, or optional upgrades for doing specific side quests. That and the random events that popped up felt like they took a good story focused third person shooter and just crammed a bunch of unnecessary MMO or Destiny inspired crap into it for no good reason.
@nocny007
@nocny007 Ай бұрын
It's not very intrusive. You can completely ignore it untill invetory is full, choose the best gear, get rid of the rest and you're fine for an hour. Although I remember one annoyance I had with the game: no easy way to read what you pick up right away. You have to go into the menu and find an entry. Bothersome.
@Braxmegaman
@Braxmegaman Ай бұрын
It really hampered the feeling of getting a new weapon type. Instead of "oh, I wonder what new utility this can offer me!" it became "oh, okay. I'll just put this away until I have the mods to make it viable, I guess."
@JurrevanHerwijnen
@JurrevanHerwijnen Ай бұрын
@@nocny007 yes and no.. you do really want to upgrade weapons and skills or the game becomes punishingly hard at times. Also reading things to enjoy the world building.. I'd like to have had Jesse just read them out loud if you press the interaction button or just pick up and read/say it later. .. even the calls and cut scenes have longer versions in the menu most of the time. Although, personally it only becomes annoying when your inventory is full and you're not picking things up.. I wish the "tiered" level things would just die.. give me a better one and replace it or give me the XP you want me to sell it for anyway. I don't need 15 of them. That said, games with "depth" and weapon/skill/item/clothing mechanics simply can't escape the amount of menus to make it work well..
@Tigersight0
@Tigersight0 Ай бұрын
@@nocny007 I just finished Control, I loved the background lore so I read literally everything I picked up. One key (I think it was G) opened up the collectibles, and there was a toggle to only dispay unread things. So every pickup, just hit the key, and what you picked up is right there to read.
@kchgamer1788
@kchgamer1788 Ай бұрын
I feel like this covers a symptom of an overall sickness. It feels like most of AAA games now feel like they need to be open world rpgs. This is one of my biggest annoyances with this trend. I’d love to go back to early 3D platformers(Sly Cooper, Ratchet and Clank, Jak and Daxter, Spyro) and play in an semi open world with a tight story that feels like I’m constantly being pushed forwards. I know Borderlands was mentioned in this video for doing loot right, but I also feel like it has an amazing balance between the open world and the story.
@stonerhino83
@stonerhino83 Ай бұрын
I didn't mind the gear management in GoW or Horizon FW. They both have a fixed number of weapons that can be upgraded. Many of which only fit 1 playstyle. Picking one and sticking with it is totally viable. Conversely, games like Nioh have enemies that explode into loot piles, and you have to decide weather the spear with +1.3% spirit is somehow better than you current one that gives 15 more damage while falling.
@Monocular0
@Monocular0 Ай бұрын
I’m playing GOW (2018) now and also finding the amount of menu surfing to be manageable. I have just stuck with equipment that boosts strength and defense and ignored other loot, and only go to level stuff up when combat starts feeling like a grind. However, I 100% agree with the overall point of this video. It’s a huge issue in modern AAA game design, even including RPGs. (Just because a game is an RPG doesn’t mean I have to live in the menu screen.)
@hazukichanx408
@hazukichanx408 Ай бұрын
My clever hack for Nioh is "just offer every non-epic weapon and armor piece to the shrine spirits for free exp and healing items, unless it looks cool enough that you actually know you want to use it". Then I disassemble the epic stuff at the blacksmith for top tier materials (not counting the postgame dungeon tier I guess) and make whatever fancy stuff I want. A fairly high amount of willingness to vendor-trash things en masse is kind of necessary, to be sure.
@cableshaft
@cableshaft Ай бұрын
With GoW Ragnarok I just played for a while, let those points accumulate, and then spend them all at once periodically. Same with equipment. Just play for a while and then eventually go 'okay now it's time to upgrade everything' after a couple hours of playing the rest of the game. Except for a few parts, the game didn't get so difficult (on regular difficulty) that I felt I had to constantly manage my stats. My main problem with GoW Ragnarok was just how much filler was in the game even just to get through the main story. It was like a 30+ hour story that could have easily been 20 hours if they didn't make all the levels so stupidly long. And for some reason it felt worse in GoW Ragnarok than the previous one. Still beat it, but I stopped trying to do any side content the last half of the game (and still ended up playing 45 hours total, because I was doing side content for the first half). Meanwhile God of War 3 gets the job done, and feels plenty epic, with only a 10 hour story.
@foregone_roulette
@foregone_roulette Ай бұрын
I love the micro and macro style analysis that you guys do, instead of limiting critique to specific games. It gives you a lot of credibility as reviewers when you prove that you understand the components that make games work!
@YggStudio
@YggStudio Ай бұрын
You accidentally made me realize part of why Helldivers 2 feels so fresh--when you're in-play, you basically never leave the action for a menu thanks to the unique stratagem system. There is loot and there are menus, but both are incorporated in ways that make them feel more optional and exciting than rote and demanding.
@alecsnider3225
@alecsnider3225 Ай бұрын
My favorite part of the Doom franchise is when you kick in a door and start fiddling with a spreadsheet.
@GUKingOfHeart
@GUKingOfHeart Ай бұрын
Tears of the kingdom had way too much menu. Why was there no favorite option for fusing weapons/arrows.
@BackdoorBarnyard
@BackdoorBarnyard Ай бұрын
Why did you have to shuffle through multiple menus and watch the same 30 second cutscenes for every upgrade of every level of armor? A what could be a 1-button chore instead means you have to stockpile pending upgrades, travel to a specific to location, then stand there for 10+ real minutes to process the upgrades. I wanted to play a game today, but instead I had to spend all my play time with the stimulated equivalent of sitting in traffic. Thanks for teaching people that every $70 game sucks, Zelda!
@zacharynovak2180
@zacharynovak2180 Ай бұрын
Yeah, I think they were trying to lead the player to experiment since there are so many different combinations with unique attributes but I think it could have been handled way better. The same goes for switching weapons, shields, and bows, and I think the holdover from what felt like a bandaid solution in BOTW should have been rethought. And funnily enough, some of the problems could have been addressed with the wii u gamepad. It’s unfortunate because the other core part of the game - building, fusing with things in the world, traversing - are all basically immediately accessible and incredibly satisfying. There aren’t many context sensitive actions that would otherwise make the game feel even clunkier and limiting the same way menus do.
@thegrouchization
@thegrouchization Ай бұрын
Been a while since I played it, but I'm pretty sure one of the options for sorting Fusion material was by "most used".
@jeremyolson6419
@jeremyolson6419 Ай бұрын
It's so wild that so many games are all trying to be the same game, while ignoring all of the huge smash hits that succeeded by being their own thing.
@celestialstar6450
@celestialstar6450 Ай бұрын
Gotta min/max those shareholder profits… 🙄
@Artista_Frustrado
@Artista_Frustrado Ай бұрын
the Dad of Boy duology would be so much better if they had the Original Trilogy's Level-up menu screen also is funny that they have Brok & Sindri talk while you upgrade because they know it takes too long, but at the same time their dialogue is distracting while you navigate the menus
@RdTrler
@RdTrler Ай бұрын
Anyone remember GoldenEye:007? The one where you bust out your watch to access all the menus? You mostly used it to do objectives, so it fit right into the whole James Bond schtick and it felt SO GOOD. Plus it helped curb speedrunning a little, since you had to let your guard down to use the watch.
@ranthalling
@ranthalling Ай бұрын
100% right - 'inventory management' is a mini-game all on its own. Yeesh!
@ardendolas
@ardendolas Ай бұрын
While I agree with you that the unnecessary complex menus and "RPG-like" elements were one factor in my dropping off on both recent GoW games, to me, it was the absolutely egregious use of the secondary characters completely SPOILING every goddamn puzzle room three seconds into entering them, that really killed it for me.
@musicmikemn
@musicmikemn Ай бұрын
I'm sure something else did it first but the Sea of Stars example was done by the Super Mario RPG. It has gear too but levelling up is just picking between 3 options to level a stat.
@potatodadave
@potatodadave Ай бұрын
As someone that has played God of war 2016 and Breath of the wild, I think a lot of issues would be solved if the gear was already at max when you acquire it. I don't think a player will want to experiment how a certain gear will change their play style when you need to upgrade everything at least 3 times to not be instakilled with one hit.
@Monocular0
@Monocular0 Ай бұрын
I agree in general, although I liked finding great fairies in BotW (maybe they could have some other function?). In particular in games like GoW or even Elden Ring, I find myself putting off upgrading equipment because why pour resources into a piece of gear I have now if I’m just going to find something else in 15 minutes? And then I have to play around with it (in low-level areas) to decide if it’s worth committing resources to, and it ended up being a big time sink.
@KingOfElectricNinjas
@KingOfElectricNinjas Ай бұрын
@@Monocular0 Oh, I'm sure you might have had reasons for liking finding Great Fairies, haw haw.
@K4RN4GE911
@K4RN4GE911 Ай бұрын
The only time I ever tolerate menus is in games like CoD or Helldivers II. You pick your loadouts, you pick your buffs, your perks, all of that and you get your ass into the mission. It's even better with the latter, because then while you're out and about, everything's diegetic, from your stratagems to the compass. It's simple, but sometimes, that's all you need.
@KingOfElectricNinjas
@KingOfElectricNinjas Ай бұрын
It works in games that actually pace themselves. In multiplayer games, you're expected to have downtime in between sessions, where you can fiddle with your stuff and unlock things, because a game session itself can't and won't wait around for you to fiddle with menus (usually)- everything is locked in and you've got ass to kick. I think part of the problem is games incorporating elements of those multiplayer games without understanding how they fit into the larger design.
@vitorpr1245
@vitorpr1245 Ай бұрын
Dead Space 1 is a masterpiece regarding to menus
@zerragonoss
@zerragonoss Ай бұрын
I feel like this along with a lot of modern AAA design is the transition of games that feel like their designed by a committee to games designed by multiple committees that don't talk to each other. Like I am guessing that half of these menus are because their is a team that does the RPG elements and so they spend all their time making those as deep and fleshed out as possible despite that fact that works against the overall game because their job is only to focus on the bit that they work on.
@stevenneiman1554
@stevenneiman1554 Ай бұрын
The thing which I've been saying for a while is the main problem with AAA design is that they've trapped themselves with their own propaganda. There are things that can only be done with 400 people and $100M to spend. Next-gen photorealistic graphics. Huge amounts of writing and especially voice acted dialog. Massive worlds. Sprawling interconnected mechanical systems. Massive open worlds filled with handcrafted locations and scenes. The AAA industry, in its desperate quest to avoid an unwinnable battle with the endless sea of indie titles, has pushed a narrative that those things are the markers of quality. And they've been pushing that narrative for so long that the standards have reached a point where not even a AAA studio can make good games while meeting them. You know how purple dye used to be extremely rare? The modern AAA games industry is like if rich painters started claiming that purple was how you could tell if a painting looked good, and then they kept on one-upping each other in how much purple they were putting in until they reached a point where they couldn't actually draw anything because the only way to be taken seriously was to slosh a whole bucket of purple paint over the canvas. Menus are just yet another example of that, because systems too bulky to integrate into the game seamlessly require menus, and if the choice is between good design and more systems, AAA studios will always make the same choice.
@KingOfElectricNinjas
@KingOfElectricNinjas Ай бұрын
I'm fairly sure there's been trends almost exactly like that in the art world. Hell, that's basically the Hollywood studio system that famously collapsed from making bigger, longer, more expansive Epics with thousands of extras and massive sets that were increasingly dull and tedious to actually watch because they were so formulaic.
@stevenneiman1554
@stevenneiman1554 Ай бұрын
@@KingOfElectricNinjas There have been budget dick-measuring contests in other mediums (not sure if that's the right plural, but "media" sounds wrong to me), but I don't think any other medium has ever been so afflicted in its large studio space that it became rare to find a big budget release which *wasn't* ruined by it. I could be wrong though, I don't know as much about the history of any other form of art.
@morgaknightgames
@morgaknightgames Ай бұрын
Thank you for this! I'm currently chipping away at Horizon Forbidden West and I'm absolutely annoyed with the character progression trees and the sheer number of bloody weapons Aloy is carting around. I didn't understand why they didn't give you ONE weapon of each type and let you craft whatever arrows you wanted at that time. But no, hang on while I pause and swap my hunter bow to a fire hunter bow for this one enemy before I swap back to the regular one - literally pausing the combat to do so in a menu both times. Its been awhile since I played the first game, so I don't remember it being this bad before, but my gut says the RPG elements are significantly more present in this one, and it's absolutely hurting my immersion this time around. I don't want to fiddle with stats in an adventure game to this degree.
@jorgemontero6384
@jorgemontero6384 Ай бұрын
Yep, they added 95% of the itemization and crafting of Monster Hunter... except in Monster Hunter, you specialize in one weapon, so in practice, it has more nonsense, and without the payoff of having the kills be big experiences that feel important. Forbidden West and GoW: Ragnarok are two games that could easily be improved by just getting rid of things that aren't helping.... but then we'd see that the good parts are basically clones of the previous games. Almost nothing added in actually transforms the game in a positive direction.
@hefoxed
@hefoxed Ай бұрын
I played H:ZD a year ago I played a third of H:FW a few. weeks ago then shelved it for now This was one of the reasons.Overall, the game was too much juggling for me at the time. Tho, I think i'll give it another go eventually. I played it after AS: valhalla, and that was a mistake (I need other types of games between giant openworld games). Comparing the two, valhalla (and H:ZD) had less armors, but each meant more -- H:FW added a bunch more armor and reused armor looks with different stats... similar to weapons, tho AS: valhalla did have a good amount of weapons, but I didn't need to switch between them much. I am glad that H:FW did allow for better combat then H:ZD, but I sorta found the combat system a bit overwelming -- like, the special moves, I kept forgetting about, too focused on trying to use the 'right' weapon and aim.
@morgaknightgames
@morgaknightgames Ай бұрын
@@hefoxed oh absolutely. I think I've only used some of the special combat weapon unlocks once or twice, and against machines, they did nothing, so I'm back to tear arrows and then just aiming at weak points.
@AwesomeWookiee
@AwesomeWookiee Ай бұрын
This is absolutely because of the "what do we fill the world with" problem. When it's Apples of Idunn or weapon skills, or even when it's money, no problem. When upgrades need you to go hunt down special bosses, that's all good too, just don't ask me if I opened enough crates of Boar Hide or whatever. It's one level of abstraction too far and doesn't ask the question "is it fun?"
@KingOfElectricNinjas
@KingOfElectricNinjas Ай бұрын
Even then the trick is that there genuinely is a lot of ways to answer that question and discussion to be had over the best way to do it, but a lot of games go way too goddamn far in having too much shit to the point where it loses all possible novelty. And it's not even necessary! You build a big map with barely anything actually in it and people will still explore every inch just because if they're enjoying themselves! How many of us spent hours hooning around in Grand Theft Auto just enjoying the ambience or hunting for easter eggs?
@wdcain1
@wdcain1 Ай бұрын
_Tomb Raider_ 2013 was when I first noticed this. I've always loved Lara's adventures but I was constantly stopping progression to find material to upgrade gear and skills.
@justinsinke2088
@justinsinke2088 Ай бұрын
"Get out of my show". Love that little crossover bit.
@PVS3
@PVS3 Ай бұрын
Zelda did something very right in BoTW and ToTK that I only recently noticed and appreciate: If you open the inventory after picking up an item, it jumps directly to that item so you don't need to hunt. ELDEN RING, PAY ATTENTION!
@wesleybrehm9386
@wesleybrehm9386 Ай бұрын
I can tell you exactly how many hours I spent in menus in Dragon's Dogma 2. Steam shows I had 59 hours played when I beat DD2. The in-game time counter showed 47 hours. To wit, I spent roughly 12 hours in menus throughout my first playthrough. Yuck.
@TheStrangeSandwich
@TheStrangeSandwich Ай бұрын
My main issue with Forbidden West was that I always felt upgrading my blue lvl 15 bow was a waste of time because in 5 hours I'm gonna get a purple lvl 25 bow and I can't get the crafting materials back out of the blue bow then. Also because the upgrade just gave tiny stat boosts. At the same time the game didn't give me enough weapons to cover all the 7 elemental types in a way I wanted in my loadout. Zero Dawn had the better elegant balance with like, 3 tiers of meaningful progress across about 8 weapon types.
@araonthedrake4049
@araonthedrake4049 Ай бұрын
What's even worse is when the game puts an unnecesary ammount of effort into trying to make the menu immersive or interactive. Animations, sounds, whole ass cutscenes, just to navigate inventory or skills... it's cool the first 7 times, and then just gets annoying forevermore. I want to go in, do what I need to do and get back in the game, not watch the same "isn't this cool" animation for the 150th time
@theshuman100
@theshuman100 Ай бұрын
honestly want to find the guy who pitched GOW "no camera transitions for immersion" and have them sit through all the menus while an extemely indecisive person reads through each and every option
@BryanSolo_1
@BryanSolo_1 Ай бұрын
Thanks for making this. I think about this often but couldn’t quite put it into words how games have changed over the past 15 years or so. Feels like after Minecraft came out, all game developers collectively decided that their games MUST include a massive inventory of items & BS crafting mechanics
@muhammad_zaman1990
@muhammad_zaman1990 Ай бұрын
i assume they have data that it improve overall player engagement. but i agree, not all game need to be rpg that bogs down the action and break immersion
@PicklesRTasty
@PicklesRTasty Ай бұрын
I've been screaming about endless menus for over a decade. It has destroyed so many games for me when I realize I spend a third of my time in menus.
@Highlander77
@Highlander77 Ай бұрын
See...I like menus and gear screens and all that kinda stuff. And I like the RPG elements. Maybe that's because I like RPGs, in theory, but don't really have the time or patience for real hardcore RPGs days. So I like having some of the elements that I enjoy integrated into games that don't require such a huge time commitment or have an enormous learning curve. I like having things to look through with information about the game and the characters and the items. And I like having gear choices, not just scripted points in the game where you get character upgrades. I don't think narrative focused games necessarily need to have dumbed down gameplay or challenge.
@KingOfElectricNinjas
@KingOfElectricNinjas Ай бұрын
I think the problem is that it isn't just menus, it's them being done *so badly*. Constant immersion-breaking popups and fiddling with tabs that are often entirely unnecessarily complex. They take just every opportunity they have to break the flow of gameplay.
@Highlander77
@Highlander77 Ай бұрын
@@KingOfElectricNinjas I didn't find that to be the case with the recent God of War games.
@xizar0rg
@xizar0rg Ай бұрын
Hogwarts was last year's epitome of "a difference that makes no difference is no difference"; loot there should have just unlocked cosmetics (because Fashion Souls is the end game for all third-person perspective games). State of Decay has that same endless cruft of garbage where weapons trivially differ outside of sometimes imperceptible cosmetic changes. The Cary Elwes game, A Bard's Tale (2004) handled loot very well in the sense that it didn't get in the way of gameplay, even if it made no sense in terms of the game. When finding an upgrade, it was auto-equipped and your old junk immediately transmuted into gold.
@subtlewhatssubtle
@subtlewhatssubtle Ай бұрын
I initially misread this as "stop with all the memes" and was extremely confused for a good thirty seconds.
@TheLordDracula
@TheLordDracula Ай бұрын
Preach it brother. I quit both gow games because of it. Went back and played the first on story mode and didn't change my equipment once. Such a difference. Especially in a game that's literally one shot from start to finish
@brandonsuhargo5423
@brandonsuhargo5423 Ай бұрын
Folks have probably already said this, but really love the opening musical riff for "Unpacked"
@slimchelmi6940
@slimchelmi6940 Ай бұрын
it sounds a bit cringe, but what I love about you guys is that you just *get* gaming, you know? that games are great because of their interactivity, that's what sets them apart from other media that stopping the player from playing the game or making them do something that isn't fun is bad! I'm so glad this channel exists
@Rakotacivet
@Rakotacivet Ай бұрын
And PLEASE bring back words, not ambiguous icons.
@Thumper17
@Thumper17 Ай бұрын
Icons make translating the game slightly easier.
@mrshmuga9
@mrshmuga9 Ай бұрын
The extent to how convoluted RPG/equipment stats are in games, is akin to math homework. Attack +6, Speed -3, 10% more damage if enemy is poisoned on a Tuesday wearing a sombrero… I want to rack up combos, not do calculus.
@MariaVosa
@MariaVosa Ай бұрын
I was waiting for a BG3 mention... I know a lot of DnD players loooove spening time on their tables and stats, but I got so frustrated having to deal with menues for all of my team, time that I wanted to spend exploring, fighting and most of all interacting.
@ATRStormUnit
@ATRStormUnit Ай бұрын
Idea. Offer auto skill options for those who don't want to spend time doing that. Early on, give the player a simple choice (e.g. "I wanna hit hard in melee", "I wanna be a sniper or "I wanna focus on talk no jutsu) and the game levels automatically for you. There could even be a community skill feature where you can easily import builds of other players.
@netmonmatt
@netmonmatt Ай бұрын
FF7 Remake/Rebirth is an interesting example, because its a remake of an rpg where menuing was important, and its arguably even more important in the remakes. Materia builds were fun in the original, but the game rarely pushed back, while encounters in Re will absolutely stomp you if you go in without a plan. It still feels like a an evolution of ATB combat, even with all the extra action trappings. Its more down to the "vapidity" of the mechanics, how much they matter. I'm here for it if I'm making decisions about if I want to deal with specific enemy mechanics, as opposed to getting a 5% bonus to ass-scratching.
@HeroDarkStorn
@HeroDarkStorn Ай бұрын
There is also the forgotten art of "Connected Menu". You know, you need to equip armor? No, you cannot click your armor-slot and pick available items, you have to go to inventory, armor section, and then select item to equip. Now you want to improve it? You cannot just click your armor-slot, you cannot do it from inventory, there is separate enhance/crafting system you have to go to. All menus must be strictly trees of selections, and if enhancing is in the forge, no other menu will let you to enhance your items. No shortcuts, no alternates for people who like different kinds of menus.
@spoooky_matt
@spoooky_matt Ай бұрын
Don't forget Elden Ring, and the sheer amount of pickups that you can't use unless you craft them into something else. It sure would have been simpler if they had just put those crafted items into the game as pickups, instead of forcing the player to craft them.
@Gnomable
@Gnomable Ай бұрын
AAA games tend to have so many systems now, I don't know how you'd get away with having less menus, but it would be cool to see more developers try.
@BackdoorBarnyard
@BackdoorBarnyard Ай бұрын
It's easy: save development money by cutting the bloat and have less systems. But they won't do that, because the bloat is there on purpose to sell -micro transactions- fake products that cost more than the game itself.
@raymondstewart3350
@raymondstewart3350 Ай бұрын
Here's an idea: less systems!
@BrickInTheHead
@BrickInTheHead Ай бұрын
This made me think about my time with god of war and starfield where i found the menu time extremely tedious. Then i compare it to paper mario games where you spent a good chunk of time in menus but it felt so central to the experience. Those games did a similar "increase health/mana/inventory" leveling scheme that was fast and easy. It really was great. You could make it as simple or as complex as you wanted. It was always easy and fun to manage.
@KesSharann
@KesSharann Ай бұрын
+1% to X is just a waste of my time. I have to go to a menu multiple times to not only equip or buy that thing but also to potentially see if I even can swap it out with the next thing. Stop wasting my time.
@dudeguy2330
@dudeguy2330 Ай бұрын
This is one of the things that I found the (3)DS and WiiU were really good for: Not necessarily the management of overly-detailed RPG mechanics that are being shoehorned in because the design committees say people like them (and people do like them, but there's a fine line between adding character customization and growth that enhance the sense of progression and just sticking loot score in for the sake of having it), but for taking simpler menu interactions and turning them into something that can be handled on the fly is *huge* for maintaining immersion and momentum. Wind Waker's HD remake on the WiiU single-handedly turned it from being an okay game to being a serious contender for the best 3D Zelda in my books, simply because I could just glance at the gamepad to see the map instead of needing to pause every time I wanted to see it. That meant the ocean navigation and exploration that were some of the game's biggest strengths went from being something that interrupted my gameplay to being something that just happened smoothly and intuitively. It's not necessarily going to solve menu interactions that force you to stop and make decisions, but I think there's real potential for games to start taking advantage of second screens to streamline simpler menu use, whether we're talking second monitors for PC games or integration with phones for consoles (which is probably a more viable option than trying a WiiU 2.0).
@cybertramon0012
@cybertramon0012 Ай бұрын
Nick’s right about how there’s genres of games where spending a lot of time in the menu is expected of them. Turn-based combat and old RPGs did that a lot. But at least they had the benefit of whenever you reached a new town, you’re expecting better gear to upgrade your character with, so you don’t have to jump in every 10 seconds.
@bird3713
@bird3713 Ай бұрын
When I saw that Hogwarts Legacy had separate menu areas for "Inventory", "Gear", and "Collections", I knew things were getting out of hand.
@RandomPerson964
@RandomPerson964 Ай бұрын
This kind of topic always reminds me of Egoraptor's sequelitis video about Castlevania, way back in the day. Specifically the part where he described Castlevania 2 as killing monsters, to collect hearts, to go back to town, to buy an item you need to progress the game. Whereas Castlevania 1 was you kill monsters who are impeding your forward progress to the next part of the game.
@armelior4610
@armelior4610 Ай бұрын
As someone who is really into cRPG I'm glad that people from the other side can also be annoyed that every. single. game. is a "RPG" now, since it just means numbers going up - also menus + controller = extra clunky compared to mouse + keyboard
@Zanryu1337
@Zanryu1337 Ай бұрын
The Elden Ring, Borderlands and Diablo example makes it perfectly clear, that this is a personal thing. I enjoyed Ultra Hard for the 2nd Horizon game. And I came to the game because of it. And others want to play Elden Ring for the lore. AAA games need to cater for the largest audience possible, and that includes people who want to stretch the systems to the maximum, or only that want to enjoy the story. Story Mode and such exist for exactly that reason. One could argue that disabling the menus in Story mode would probably even further your desired appeal, but then again, would increase work load for the studios.
@merman1974
@merman1974 Ай бұрын
Absolutely with you on this. The original Final Fantasy VII was bad enough, forcing you into the menus to constantly swap Materia around. The remakes double and triple down on this. Oh, and kudos on the Yahtzee cameo, made me laugh.
@ZackRToler
@ZackRToler Ай бұрын
Stop mouse navigation when using a controller.
@jason2mate
@jason2mate Ай бұрын
The issue is none of the games listed (God of War being a major one), needs to be an RPG looter game and is for some reason.
@Dragonzero642
@Dragonzero642 Ай бұрын
Instructions unclear, made a game entirely out of menu surfing.
@KaBeeM
@KaBeeM Ай бұрын
this is one of my biggest pet pieves with games in the last decade or so as well. I really like Rise of Ronin but the itemization is so fucking uselessly huge. I have auto-sell on for the lowest 2-3 rarities already and my inventory is at something like 700/2000 items and I'm just not looking into it because it's just a chore.
@silverlight6074
@silverlight6074 Ай бұрын
There is some fun to be had in customizing a build in these games, but I think the problem is entirely quantity over quality. For a comparison example, let's look at Ratchet & Clank: Rift Apart vs Ratchet: Deadlocked. In Deadlocked, your weapons go up to level 10 in normal mode, and each level boosts the power and grants a mod slot. You can mix and match your mods so a weapon has boosted fire rate, ammo capacity, auto-target accuracy, knockback, AoE, money generation, even healing. The mods stack, and each individual mod is a noteworthy increase for the weapon. It takes a few seconds to set up, and all you really have to do is unlock the mod slots (and once you're in challenge mode, you can buy spare mods for bolts, so there's eventually unlimited customization). In Rift Apart, your weapons level up from use, but they also have an upgrade grid where you spend raritanium, a separate resource from bolts, to get very minor upgrades. You tend to need more than one upgrade to notice the difference in effect (except +1 ammo cap, but *bruh*), and all the major upgrades require you to pick up every upgrade around them, which means buying 6 to 10 other minor upgrades in order to get one upgrade that, on its own, is significant. The first example allows for the player to mess around, move some utility upgrades between weapons, and see what happens if you make a rocket launcher fully automatic. The second is an unnecessary upgrade grid that could have just been implemented in the weapon levels, and/or be cut down to three or four upgrades that are major bonuses instead of single digit increases.
@xeruexe1624
@xeruexe1624 Ай бұрын
Gotta say: I'm loving all the show intros in the new channel. Top marks.
@onedeadsaint
@onedeadsaint Ай бұрын
-Think i'll try out that new God of War game _menu pops up_
@richtheobald4390
@richtheobald4390 Ай бұрын
Starfield... and why can I pick up desk organisers and succulents? Ohhhh...that's how I decorate my penthouse in Neon
@Daniel-qt5ib
@Daniel-qt5ib Ай бұрын
I was quite happy with how FF16 handled this. Clive gets a weapon slot, 2 armour slots, 3 accessory slots. No fucking around with "ooh this is +0.5% slashing damage, much better than my current +0.3% piercing damage" - just bigger number unga bunga. Having said that, most of the accessories were a bit dumb in regards to stuff like "this specific ability no recharges 0.5s faster", cause that will always lose out to shit like "15% extra EXP" and "flat 5% damage increase", but hey. No fucking around with party members equipment. Dumping points into upgrading eikon abilities is exactly the amount of shit I care to give (given the rate at which you unlock them).
@SimuLord
@SimuLord Ай бұрын
The only time I want to see small incremental increases to stats is if it's part of a passive skill progression, not a chosen perk or piece of loot. Mount&Blade II: Bannerlord, for example. You level up your skills as you use them Skyrim-style, and each "level" is a piddling increase (a 0.1% improvement to trade prices or 0.2% improvement in accuracy with a bow, something you absolutely will not notice at the time)... ...until suddenly you're at 50 skill, or 100 skill, you've added a couple of genuinely meaningful boosts from perks on top of that slow progress, and you're making big profits at the markets or hitting the enemy king in the head from the back of a moving horse from 200 meters away with an arrow shot like it's nothing. It's those "hey, wait a minute, my character got _good_ at this when I wasn't looking!" moments that are my favorite part of Bannerlord.
@rumotu
@rumotu Ай бұрын
Agreed on this one in sense that I don't understand why there should be "RPG elements" which imply in reality only tons of useless gear and "skill points trees" in every modern game. I played games for decades where those were not a thing. And I enjoyed them. There was progression. You would unlock new ability after boss fight or at some point in game, but it was happening in game. No need for menus shuffling, bars filling and deciding "where to put my skill points? Into +1% swing speed or -1% damage recieving"
@fearsomefawkes6724
@fearsomefawkes6724 Ай бұрын
Yes! I hate when I'm looking for a good story, or just a good flow state, and instead I'm basically stuck navigating excel spread sheets using a playstation controller. Sure, the spreadsheets in videogames have fancy skins to make them look nicer, but they're less user friendly a lot of the time because they don't have the same functionality of an actual spread sheet. It's like the worst of both worlds
@TheJavert113
@TheJavert113 Ай бұрын
Tim Rogers quantified his exact time spent in FF7R menus (as well as everything else he did in that game) for the Action Button review. I recall it being a significant amount of time.
@mightycw7309
@mightycw7309 Ай бұрын
Story mode, or as i call it, “sorry I’m a dad now, I don’t have time to learn new game systems anymore” mode
@940825151
@940825151 Ай бұрын
One of the aboslute best changes between Mass Effect 1 and 2 was the removal of all the damn weapons and armour and upgrades you got. So much simpler and more enjoyable in 2 and 3.
@omegahaxors3306
@omegahaxors3306 Ай бұрын
I'm honestly floored the affinity system from Megaman Battle Network 2 and 3 has never come back. Play aggressively? Buster style. Use a lot of abilities? Custom style. Defensives? Shield style. The game molds to your playstyle and encourages you of trying new ways of play. Three makes the even smarter decision to give you permanent upgrades that you can use cross-style such as the coveted BugStop from mastering bug style which allows you to completely disregard the rules of the puzzle and place pieces wherever you want at the cost of just a few slots. Yes the ability comes back in future games but honestly in those it's basically just a progression check since you can get it just by playing normally. It's nowhere near as cool as specifically playing wrong and suffering a ton of downsides so that you earn the immunity to them.
@Zarkonem
@Zarkonem Ай бұрын
As someone who has been able to call themselves as a gamer for 35 years and has taken a particular liking to the RPG genre, these menus haven't been bothering me at all. In fact, when the game has a robust talent tree system or something like that, it makes me giddy.
@holycowitsdave
@holycowitsdave Ай бұрын
I think modern game developers have forgotten that good gameplay is supposed to be your reward for making progress through a game. You know what your reward is for completing a level in Halo? You unlock another level. That’s a reward. You know what your reward is for beating a boss in the old school God of War games is? You get a new weapon to play with. That’s a reward. You know what your reward is in most modern games? You get a sword that's identical to the one you used to beat the challenge, but this one is +1 and has orange particle effects instead of green. Getting a new level is a good reward if you made a good game. Getting a new weapon is a good reward when all the weapons are unique and interesting to play with. Skyrim literally has skill checks that reward you by cutting content. If your reward for succeeding a skill check is that you DON’T have to do a quest to progress, that’s probably a sign that you need to reassess your quest design to make it actually interesting.
@Fjonan
@Fjonan Ай бұрын
Love your game analysis. One suggestion, could you put the name of the game currently being shown in the corner somewhere? Not everyone knows every game and might be interested what you are showing. Thanks!
@soulofmen
@soulofmen Ай бұрын
Lets not forget that annoying DOT to tell you "Look you dope, take a look at this garbage you got. NOW!" I dont care, I really do not care one bit.
@nivbarshem2674
@nivbarshem2674 Ай бұрын
I'm a Grand Strategy enthusiast, I can move my why around menus. But I feel your pain, if I wanted to look at menus for 90% of game, I have my own Paradox branded drug.
@Jagdedge
@Jagdedge Ай бұрын
What was especially irksome about the God of War games' constant menu surfing is that they went through so much effort and there were so many concessions and so much hubbub for their "one continuous shot" approach. It goes through so much trouble to laboriously ensure there are no hard cuts and to take its time with everything, but it's so hamstrung by there being the meta hard cut via constant menuing to rifle through equipment and upgrades.
@Gutsquasher
@Gutsquasher Ай бұрын
Imagine it's 1950 and you start talking about "generations" of cinema. It feels big and different because we're in it. It's hard to see the large trends when we've barely scratched the surface.
@sladedes
@sladedes Ай бұрын
I'm one of those weirdos who likes clicking around in the menus. I just find something soothing about it.
@bubbafug00gle51
@bubbafug00gle51 Ай бұрын
4:54 "I just wanna look cool, adventure and destroy a bunch of shit when I'm doing it" That's what I said to my guidance counselor Freshman year... they kicked me out and made me go to a special school... so, I guess I levelled up or something
@Dlstufguy2
@Dlstufguy2 Ай бұрын
I wonder if the menus, inventories and such have a connection to all of microtransactions and cosmetics
@ManwithoutfearJDK
@ManwithoutfearJDK Ай бұрын
I really enjoyed this, even if I don't entirely agree. Odd as it may sound I find the gear grind in games like Borderlands actually *more* annoying. Maybe it's because I'm a long-time table-top gamer. But I enjoy buildcrafting and tweaking in most of my games. I love thinking that if I try this armour set and buff that stat I can be more kill-y. For me the fun is as much the game outside the game. But, to each their own. I do get where you're coming from. Even if I'm in a different menu screen. :p
@burningsheep4473
@burningsheep4473 Ай бұрын
Shadow Warrior 2 was one obvious case where it was pretty pointless. Having so many options for customizing the large arsenal of guns was good, but it being done via gems that accumulate more and more over playtime, was not. All of this could easily have been attached to the guns themselves, thus minimzing the time needed to engage with the upgrade process. Especially since the vertical inventories were obviously not built with the ever-increasing number of gems in mind.
@ItsHyomoto
@ItsHyomoto Ай бұрын
I never considered it a form of ludonarrative dissonance, one accepts it is "because video game," but I will stand by the idea that a 1% reduction to stagger is not a treasure worth pursuing. I think this is the difference, those "better done" upgrades were either minor and out of the way, or large and symbolic. You didn't have to actively give a shit about a 1% damage reduction, the game just said you were stronger and you kept going. Conversely, if the game took the time to give you a rocket launcher you could reasonably expect it was a real, tangible upgrade. You didn't need it quantified, "I have two rocket launchers now." was sufficient. And for what it's worth this was true of RPGs as well, the obstinately incremental nature of these things is a modern abomination, not a requirement of the genre.
@johnpolsen
@johnpolsen Ай бұрын
Now, did any MMO ever beat this problem? Or is incrementalism inherent to that genre?
@ItsHyomoto
@ItsHyomoto Ай бұрын
@@johnpolsen I'm not familiar enough with MMOs to say none have avoided it, but it does seem that incremental upgrades are fundamental to the MMO as a distraction to prolong engagement. You can't just have one good sword, you have to have a few hundred slightly better ones. Though if I shine a more positive light on it I think this is the same problem as Dragonball Z where the power doesn't actually matter, you just need the next thing to be more than the thing that was before it and thus the hero must gather up a new sword because the all-ending sword of evil endingment wasn't evil endingment enough for this new evil.
@RobertMcGovernTarasis
@RobertMcGovernTarasis Ай бұрын
Thank you, yes! I’m grateful for changes to NMS so that I can focus my og save to exploring rather than grinding and in & out of menus
@Some_Cat_
@Some_Cat_ Ай бұрын
I wouldn't mind seeing immersive games with no HUD, no menus (beyond quit/resume when pausing), no maps and no title screen. It just fades in and off you go.
@BigDaddyWes
@BigDaddyWes Ай бұрын
For whatever reason, studios think they NEED to have player choice and RPG elements in EVERY game, or it simply isn't "video game" enough.
The Bright Side of Gaming | Cold Take
12:34
Second Wind
Рет қаралды 125 М.
Are Health Bars Making Games Worse? | Design Delve
11:54
Second Wind
Рет қаралды 103 М.
1 класс vs 11 класс (неаккуратность)
01:00
БЕРТ
Рет қаралды 4,7 МЛН
WHY DOES SHE HAVE A REWARD? #youtubecreatorawards
00:41
Levsob
Рет қаралды 35 МЛН
Boeing: Last Week Tonight with John Oliver (HBO)
32:36
LastWeekTonight
Рет қаралды 8 МЛН
Where League's Champion Design FAILS (And Dota's Succeeds)
15:47
Explaining SIMULTANEOUS Enemy Attacks
14:21
Signals and Light
Рет қаралды 1,3 М.
Simmerstats: The genius old tech that controls your stovetop
36:31
Technology Connections
Рет қаралды 1 МЛН
Cross Generation Games - Scott The Woz
19:12
Scott The Woz
Рет қаралды 3,7 МЛН
Drinker's Chasers - Civil War Was Incoherent And Pointless
17:03
Critical Drinker After Hours
Рет қаралды 92 М.
Fallout: New Vegas Is Genius, And Here's Why
1:37:42
hbomberguy
Рет қаралды 11 МЛН
AAA Studios Sued for Addictive Games | Cold Take
40:12
Second Wind
Рет қаралды 213 М.
СОБИРАЕМ РАДУЖНУЮ ИГРУШКУ #shorts
0:41
Ал Плей
Рет қаралды 3,9 МЛН
Cars VS King Kong 🚗 | BeamNG.drive #shorts
0:57
DriveTrickX
Рет қаралды 69 МЛН
HEROBRINE vs NIKOCADO AVOCADO Rank Up Challenge
0:20
Mazizien
Рет қаралды 8 МЛН
SONIC VS AMY w WYSCIGU
0:30
Śpiący
Рет қаралды 6 МЛН