Eh, maybe. PCs typically get to avoid that kind of thing so that the player has some agency in how the character is played. So I feel like it’s a pretty standard genre convention that PCs won’t be bloodbound even when that might make the most sense for somebody in that role.
That’s not to say that PCs never get bloodbound, it’s just usually not as a default part of the storyline. You’ve generally got to screw up by the numbers to get into a 2+ drink bloodbond.
Constant nitpick that keeps haunting me - characters that don’t change your name to reflect their opinion about you. No variation of, say, Ilya depending on the speaker - lover of a character named like that won’t call him Ilyusha or Lyunya, a character he has very fraternising relationship with won’t call him Ilyuha, he will constantly stay Ilya, Ilya and Ilya for everyone, no matter the relationships he has with others.
I know that this wish is largely impractical and mainly impossible, but it’d be quite sweet to have such little details for characters you’ve cultivated relationships with. Makes it feel… more earned, in a sense.
This can work if the character has a set name, but it won’t necessarily work if the player gets to choose the name. For example, my name is Anna. There’s no way to shorten that. And I’m not the biggest fan of pet names (babe and baby are especially weird), so that would leave someone with just using my name
Some games will do things like this if you pick from the preset names, or as an easter egg kind of thing if you enter a specific name, but it’s too hard to do in general with player-entered names so a lot of authors don’t bother with that kind of system at all.
I, personally, like to use the pre-selected names most of the time, in case there are things like this that pop up.
Pedantry compels me to mention that, IIRC, ‘Anna’ does have a Russian diminutive, ‘Anya’.
I feel like if this could be corrected by, say, having downtime where you could spend time with multiple characters, and having scenes that limit your choices — you are doing a task in which you can take Bob or Clarisse, but not Sam — even if you are romancing Sam, because it doesn’t make sense to take Sam for whatever reason. Or even just having story beats in which specific characters and their relationship to the MC and others in the group get to shine, regardless of player choice.
I don’t think it’s completely impractical — what I’m trying is having variable for first and last name, one for what childhood friends/family call you, and one for how you introduce yourself to others. Can always use one for the LI.
Not gonna lie, I hate the exploration part of games. Like, I just want to get to the actual game part. That’s one of the reasons why I don’t like open worlds. There are chunks of time where you’re just meant to walk around. The other reason is that I get lost
I thought I was the only one to do this! Of course, I have a bad habit of not sticking to the paths you’re supposed to and wander around the middle of the woods or whatever. Doing that gets me lost constantly, lol.
And me playing an open world game after getting told I have to get this message to someone immediately: goes part of the way and sees a cave “Ooh, a cave!!” forgets about the mission and wanders around for several in-game days
So, I’m a perfectionist. I love 100%-ing my games. But rarely there is an incentive to do that because the process is just too dull, and progression and rewards are meaningless.
I love open-worldness as a concept, but too many games execute it badly for me to fully enjoy it. This obsession with constant biggering creates worlds that are way too vast and empty with nothing of substance to do in between main missions. Majority of quests is just repetitive filler content that exists to waste your time so that the pr team can brag about how MUCH there is to do (I could never 100% an assassin’s creed game, there’s just no point, and it pains me)!
Plus, it’s not an easy task to insert a shitload of side quests into an open world that won’t mess up the overall pacing and will supplement the experience in a meaningful way instead of distracting from the main game, especially if it’s supposed to be a story driven one (bioware’s attempts at open worlds just don’t mesh with what their games are supposed to be). Developers often just don’t have enough time and direction to be able to do that. ALSO, imo vast open worlds with side quests and exploration just don’t fit some stories (fallout 4 anyone?).
If you give me an open world game that is more contained and concise, with side missions that go alongside with the main ones that fit the overall themes and narrative and don’t distract from the main goal, or interesting enough gameplay that doesn’t feel like it’s only there to waste my time, I’ll gladly take it.
This reminded me of how odd an open world is with some game stories. I can get past the nonsensical side quests because sometimes you just need a silly little break (magically rolling balls around was the highlight of my Hogwarts: Legacy playthrough). I just can’t get past having the majority of the side quests not making sense with the storyline (for example, the storyline being a time crunch).
Take Mass Effect 3 for example. ME3 wasn’t really an open world but man, it felt ridiculous to be scanning planets while the Galaxy was being invaded by super-Aliens. Especially since the previous game actually has consequences if you do too many side quests at a certain part in the game. The only thing I hate worse in games is escort quests.
I couldn’t find the comic about Fallout 4 where the Sole Survivor is shown coming out with the goal to look for Shaun but ends with them all geared up in a ridiculous outfit and being asked by Preston if they were still looking for their son (complete with a “Shaun who?” at the end) but here’s the Breath of the Wild one which always makes me laugh.
But when it comes to CoG stuff, I think the thing I dislike the most is that I’m shoe-horned into going a certain way in certain games. I understand that it can be daunting to the authors write out different options and paths for personalities but there have been games where it feels like I have to play an inherently selfless character. Sometimes I just want to have the option to choose an a-hole type answer. Or a character that always chooses to ignore the problems. Sure, it might make for a short story (depending on the game) but it makes it feel like more fun.
There’s a lot of subversions of tropes that have become basically mainstream and expected that I’m tired of mostly due to over exposure. I’ve mentioned a few here before (like the church is always evil). Here’s a couple more.
The monster hunters are actually evil, and the monsters are being persecuted. ESPECIALLY if it’s a retelling of like, Dracula. Frankenstein gets a pass though.
The ostensibly heroic military is actually evil and sinister.
Any deconstruction of the “child adventurer” trope. No, I actually DON’T want any more mocking deconstructions of one of kid me’s favorite archetypes. Shut up.
Isekai except the protag is a pathetic looser that gets curb stomped constantly and mocked for escapism. I cannot respect a work with such a seething contempt for its target audience.
My WIP actually has a heroic government – includes the royal family, military, and police. It’s all due to the backstory of the government itself being built on noble principles.
Well, if the minimum age of the adventurers is 16-17 years old and fresh out of senior high school, then they shouldn’t be the subject of mockery, unless they have some other undesirable traits such as… yeah, being an a-hole to others.
Not fully but that does make me think of some of the games where your game starts messing with you. False game over screens, fake character dying, “controller not connected” messages and the like. Probably the reason I never finished Eternal Darkness as a kid.
I saw a good writing prompt which kind of deconstructs that but at the same time isn’t too terrible. Paraphrasing here as it was a while since I saw it: A child is chosen as the champion of a god. Parent of said child confronts the god and discovers that the god isn’t too happy about a child being chosen either.
Almost made me want to write something with it but that’s probably the parent in me talking.
Another element that I don’t like is when a lot of characters get introduced really fast. Especially if there is no build up to get me used to the world first. I find romance games have this problem a lot especially when I’m supposed to choose who I want to romance early on.
The problem is that my brain is sometimes like a potato rotating in a microwave and I can’t differentiate rapid-fire character introductions or I end up adding importance (in my head anyway) to a character that never gets mentioned again.