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<blockquote data-quote="GrahamWills" data-source="post: 7716307" data-attributes="member: 75787"><p>Does anyone else who plays video games have the same opinion as the OP? I'm curious as my experience of modern video games seems very different from the OPs:</p><p></p><p><strong>Video players of adventure/action/RP games have come to expect a "loot drop" from every monster, no matter how innocuous. </strong></p><p></p><p>Good Lord, wouldn't that be nice. You have no idea how long it took me to get the parts I needed for all my bags in HZD. I swear I'd have taken a mission to kill a herd of Thunderlizards if one was guaranteed to drop a friggin fish scale. In virtually every adventure/RP game I play, there are huge sets of posts on how to find worthwhile drops. Yes, everything drops trash, but that's as exciting as saying "every orc in OD&D drops standard rag clothing". In fact, I'd say the exact opposite to the OP's contention is true. Loot Drops are now used as a means to drag out games and make them longer and harder. Old-school video games had fixed drops -- so much easier! No more donning stupid hard-to-find armor and +2 golden rings to increase the farm rate by 0.000001%</p><p></p><p><strong>Quite apart from how you can use your save games to keep doing the same thing (such as open a chest) again and again until you get a result you really like.</strong></p><p></p><p>Doesn't work in most games I play; the chest is randomized at creation time and so you can't do this. Save-scumming is totally old-school. Not a thing in modern games. Also, I play a few MMOs and Dark Souls style game (e.g. Nioh) where there is no save. Actually curious -- have there been any major releases in the last year where you can save-scum loot chests?</p><p></p><p><strong>I've advocated an "autopilot" mode in video games for many years</strong></p><p></p><p>Don't most games now have a variable level of difficulty you can set, and the easy mode is often explicitly called "story mode; for those interested only in experiencing the story" and you can do exactly as suggested -- turn it on for specific areas if you like? The only games I know which don't do this are either pure storytelling or hyper-difficult.</p><p></p><p><strong>they're worried about polluting the pseudo-competition of comparing times taken to "beat a game."</strong></p><p></p><p>As far as I recall, in games with difficulty switching, they almost invariably have achieves that take that into account. You don't get the achieve for "winning in hard mode" if you switch out of hard mode -- dirt simple, pretty much universal. </p><p></p><p>As an aside -- the dig about "pseudo-competition" of speed-running seems a bit odd? Its not something I do, but I can't see why it's not a seriously competitive thing. It requires game skill, puzzle solving and a ton of practice. Seems pretty genuine to me. Is it a generally loathed concept?</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 7716307, member: 75787"] Does anyone else who plays video games have the same opinion as the OP? I'm curious as my experience of modern video games seems very different from the OPs: [B]Video players of adventure/action/RP games have come to expect a "loot drop" from every monster, no matter how innocuous. [/B] Good Lord, wouldn't that be nice. You have no idea how long it took me to get the parts I needed for all my bags in HZD. I swear I'd have taken a mission to kill a herd of Thunderlizards if one was guaranteed to drop a friggin fish scale. In virtually every adventure/RP game I play, there are huge sets of posts on how to find worthwhile drops. Yes, everything drops trash, but that's as exciting as saying "every orc in OD&D drops standard rag clothing". In fact, I'd say the exact opposite to the OP's contention is true. Loot Drops are now used as a means to drag out games and make them longer and harder. Old-school video games had fixed drops -- so much easier! No more donning stupid hard-to-find armor and +2 golden rings to increase the farm rate by 0.000001% [B]Quite apart from how you can use your save games to keep doing the same thing (such as open a chest) again and again until you get a result you really like.[/B] Doesn't work in most games I play; the chest is randomized at creation time and so you can't do this. Save-scumming is totally old-school. Not a thing in modern games. Also, I play a few MMOs and Dark Souls style game (e.g. Nioh) where there is no save. Actually curious -- have there been any major releases in the last year where you can save-scum loot chests? [B]I've advocated an "autopilot" mode in video games for many years[/B] Don't most games now have a variable level of difficulty you can set, and the easy mode is often explicitly called "story mode; for those interested only in experiencing the story" and you can do exactly as suggested -- turn it on for specific areas if you like? The only games I know which don't do this are either pure storytelling or hyper-difficult. [B]they're worried about polluting the pseudo-competition of comparing times taken to "beat a game."[/B] As far as I recall, in games with difficulty switching, they almost invariably have achieves that take that into account. You don't get the achieve for "winning in hard mode" if you switch out of hard mode -- dirt simple, pretty much universal. As an aside -- the dig about "pseudo-competition" of speed-running seems a bit odd? Its not something I do, but I can't see why it's not a seriously competitive thing. It requires game skill, puzzle solving and a ton of practice. Seems pretty genuine to me. Is it a generally loathed concept? [/QUOTE]
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