Schnee117
Too Majestic for Gender
Well if you click one of the links...As for pre-order bonus's, that reminds me of Goro being a pre-order bonus in MKX.
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Well if you click one of the links...As for pre-order bonus's, that reminds me of Goro being a pre-order bonus in MKX.
Ahh, silly me.Well if you click one of the links...
In the old days we called these "expansion packs."But DLC like Bloodborne: Old Hunters and Witcher 3: Blood & Wine
Well it doesn't work for console games with controllers.If you want to blame anyone for that, blame PC devs.
The simple fact is that it's a lot more convenient to have multiple menus on the fly as opposed to scrolling through multiple submenus. Combine this with a copious amount of keys available and you'll see why multiple-menu design is so ubiquitous.
Honestly, I like it better to have different menus be set to different buttons.Different buttons to access different menus. For example in Skyrim (PS4) you have the pad to access the 'wait/time of day' menu, the triangle button for 'map/items/magic/leveling up' and the 'options' button for saving/loading, stats and quest journal. Why? Let's bring back one pause screen and submenus.
The problem with Skyrim is, lets say you want to find a quest destination, you press 'options' for the journal, find the quest then press square to show on map. Now you're on the map screen. But if you want to go back and look at quests more you have to close the map menu, wait a split second while the gameplay returns, then press 'options' again, and wait for the options menu to come up again. Similarly, if you're looking at the map and want to see quest details you must close the map menu, returning to gameplay, and open the journal menu. If you accidentally press the PS4 pad, because 'options' is in an awkward position, then you have to go through 'the close this menu, gameplay, open that menu' process.Honestly, I like it better to have different menus be set to different buttons.
Honestly, a vast majority of console games I've played use this for menus. Betheseda just sucks at making their games playable on consoles.I prefer something like the Ocarina of Time menu system where you can simply press L/R to flip to the next menu. :/
It really seems like Capcom doesn't give a **** about the consumers or even the games themselves, and are just banking on the games being a major fighting game esport to lure new players and viewers. I honestly think Capcom might be done for after MvC:I unless they completely revamp SFV with Super SFV and make the right decisions, but we all know they would manage to still **** it up and give us another half baked game.It also doesn't help SFV that it doesn't even have good enough content for the people they tried to dumb it down for either.
Still waiting on a proper arcade mode.
Over a year after launch.
GG Capcom.
Now let's talk all about MvC:I and how the DLC for that game is ****ing awful based on the two characters we know of.
Sigma - One of the main villains in story mode. DLC.
Black Panther - Wakanda (His home) is a stage (crossed with Monster Hunter I think) and he seemingly has a role in the story. DLC.
Probably be similar for other DLC characters in the 2017 fighter pass thing as well.
That's just one of MvC:I's many issues plaguing it right now
My biggest issue with waifus is that it means that devs can just reach into the grab bag of female archetypes to fill out their game and a notable number of people will eat it and that character's merchandise like its Thanksgiving. No need to put effort into making an engaging and complex character, just shove your -deres into your anime inspired game and money will come.Waifus.
Also, overpriced DLC.
Also, waifus.
I remember hearing about that years ago in the last generation with I think Call of Duty or some other game where XBox would get DLC earlier than all other platforms.The Destiny approach to exclusivity - withholding DLC from other platforms so that one has more content for a considerable amount of time.
Not a widespread problem yet, but I'd really hate to see it become more common in the future.
I was almost triggered.The Paper Mario series is a good example of this.
I mean, you got your wish. Ever since the start of the HD era in the mid 2000s JPRG devs have desperately spitballed combat with awkward, clunky mechanics that are different for the sake of being different. Turn based combat pretty much only lives on in handheld games and the Persona series.Turn based combat in RPGs. So many good storylines and worlds ruined by lazy, immersion destroying gameplay.
Do elaborate.Reminder that one of the best games to release this year (and last year in Japan) is a turn based RPG and probably wouldn't work well with real time based combat.
Do elaborate.
I'm actually fine with loot boxes in free to play games. It's when its in full priced games (Battlefront 2 2017 and Overwatch for example) that its a problem. I already bought the damn game, adding real money gambling on top of it is just ridiculous.Loot boxes. They are fundamentally exploitative, and making them purely cosmetic doesn't reduce the lack of ethics. They are mere slot machines.
I am aware that financial realities involving players being unwilling to pay more than 60$ yet demanding greater and greater budgets are an important factor. Loot boxes are symptomatic of a broken and unsustainable industry. Companies are incentivized not to break even but to claw for maximized profits in any way possible.
In conclusion, **** capitalism.
It depends on the company. Games are made with passion too. Take Shovel Knight; it had 2 entirely free DLC campaigns that more than doubled the game.Doesn't matter what I want game developers to get out of their games because video games are developed with profit as their ultimate and main purpose, and therefore video game developers will use every sneezy and underhanded tactic in the book to milk as much money out of their customers.
True. You make many valid points about Dlc and video game design in general. I am not against dlc as long as it adds value to a game. Dlc worth purchasing would be anything along the lines of extra characters, maps or levels and etc that add replay value to a game. Imo Dlc not worth purchasing would be extra costumes, skins for weapons and other trivial features that don't add anything to a player's experience...of course you can purchase these more trivial Dlc if you like...I am not stopping you and sometimes I've even purchased these too. Dlc that is definitely not worth purchasing and is sneezy and underhanded on the company's behalf would be the type of dlc that unlocks features and content that are otherwise already installed in the game (everyone remember what Capcom did with one of their Street Fighter games where certain characters--who were already pre installed on the original game--could only be unlocked if you paid to unlock them). And the most annoying Dlc would be the type were the player, who buys the Dlc, is given an unfair advantage over other players from a competitive gameplay perspective. Or the developers of a game make a rpg excessively grindy , and you need to buy a Dlc that helps you unlock weapons/equipment/experience faster since the weapons, equipment and other loot is randomly generated and would otherwise take too much of your precious time to unlock and gain.It depends on the company. Games are made with passion too. Take Shovel Knight; it had 2 entirely free DLC campaigns that more than doubled the game.
Games need to bring back the pause feature to their offline/solo modes. Monster Hunter World and DS3 can't be paused at all. Some of us have kids/phone calls/pets etc who need immediate attention.