ITT: Amazing game mechanics hated by casuals

ITT: Amazing game mechanics hated by casuals

For me, its saving/checkpoints as a spendable resource.

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lack of map and pointers/obscure progression through main story

The limited amount of time in Dead Rising

Expendable ink ribbons are great because they force you to take more “risks” before each save. Because they’re valuable and limited, you feel as though you have to make ample progress without them. However, because you can easily die if you’re careless, it means the possibility of losing all the progress since your last save.
That balancing act is what ultimately converted me from thinking they were bullshit to top tier game design.

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This. Classic RE was great at keeping tension through out the entire game, making it seem a lot harder than it actually was.

I love the limited ammo in RE just wish you found less and they have you a good melee weapon

I really like the idea of a timer-based game that ends no matter what after a set period and you get an ending depending on what you've done.

Does any other game other than Dead Rising do this?

Meh there's 1 ink ribbon per save room, usually save rooms are 15 minutes apart from each other.
It's far from being the HARDCOAR challenge people make these to be. Unlocking Hunk on the other hand, was actually challenging feat that required planning and patience.

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Unironically umihara fucking kawase.

strategies lol

Persona is the obvious answer, but you have to be brain dead to run out of time

Pikmin 1. I can't recommend it enough. Pikmin hits the perfect balance between the time limit urge and the exploration of the world and stuff

The only re game where ink ribbons were ever in a somewhat short supply was the very first game on ps1. They shower you with them in 2 and 3 and cv and remake and 0.

Dead rising 2.

I think the bigger issue with Ink Ribbons isn't just having limited saves, it's also having to spend inventory space to do so. If they were in their own dedicated slot it would be fine.

Atelier games before Ryza unless there were games after the Arland trilogy that I missed.

Permanent death and rng

The supply was plentiful, they are not an issue even in the first playthrough, let alone subsequent ones where you only need two saves or even just one.

Speaking about first playthroughs in RE, it's very funny how the games are designed around screwing with you as much as they can in your first playthrough, but I can get why people might get pissed off about having to restart a game because their resource management was subpar.

I wish more games would do this desu, it would both force players to get through games more fairly and also encourage devs to avoid unfair levels of difficulty that make people want to quicksave

>unlocked Jedi in star wars galaxies when there was still permadeath
>in exchange for permadeath you got godlike fucking powers
>an entire class was devoted to deleting your character from existence and you would get hunted
>Winning 1v20 pvp battles on the edge of your seat because you knew if you lost your character and all its progress was gone forever
I will never experience anything that kino again

I really like Thief's map system where it often gives you a vague idea of the layout and your location because Garret usually has limited knowledge of the location before going.

This. Also limited inventory.

>malaria, jamming, healing, respawns in Far Cry 2
>durability, stamina in BOTW

Christmas starting on December 23rd with zero hint at it whatsoever.

>Ink ribbons were never a problem for me!

I think you underestimate how much some people save scum. I would know.

Darkseed 1

Ok, tell me how this mechanic is "amazing".

Off The Record's free roam mode proved that no time limit ruins the game.

ink ribbons are a cool idea but they are too plentiful for their own good, it should be a hard decision to know when to use one

This would make sense if it's a game you can save anywhere. If there are set save point locations, it's pointless.
Has any game does this?

It's just about mentality, I savescum a shitton in RPGs, strategy games and in general any game that allows it to test out different strategies, mechanics and how my decisions impact the plot. However when I get into an RE game I try to avoid experimenting and instead focus on making it through the game regardless of what's most "efficient", which is frankly very fitting for a survival game and means the mechanic has accomplished its intended goal.
Maybe in RE1, but RE0, RE2 and RE3 really like throwing you into unannounced boss fights that you can't quit from.

Playing Morrowind again lately.
>no waypoint, have to follow directions given by characters
>you have to be trained in a weapon/armor/magic to use it effectively
>can't just become the leader of every faction, have to actually choose where your loyalties lie

Precise inputs and no buffers

I miss when most games had adventure design like this.

>making things obscure and confusing as well as placing progress points in locations absolutely unrelated to the previous location is "adventure"
trannies have taken over the game industry.

The atmosphere of that game is so good too. The timer makes it feel all the more dire.

Don't worry, we will have Elden Ring soon enough

If they had a individual inventory slot just for them i'd say they are perfect. The bullshit of having to store them back after reloading is annoying