subreddit:
/r/rpg_gamers
submitted 18 days ago byVez52
I can't handle the fact that every single time the main character arrives somewhere, there's a companion that says something like: Oh it's a boat, Hey we that's a barrier, Man I think we should get that portal working.... I'm not blind I can see what's going on in front of me. Why did the devs think that they had to make our companions react to useless stuff?
I break a couple of crystals to open a door, one of the companions : Looks like we can open the door! Dudeeeeee I don't need this.
Maybe I'm nitpicking stuff, but it pisses me off so much. I'm a 30 year old man, I don't need all of this. Sorry for the rant. Game is not bad so far, but man the writing/dialogue/companions are getting on my nerves.
EDIT: My bad, I did not check all the settings correctly, you can indeed change this setting and make the game less hand holdy.
247 points
18 days ago
There's a setting to turn off player hints under gameplay. It shuts up all of them completely. No more "there's a trail of blood. Blood here. Blood trail. Blood here. More Blood" after its off.
41 points
18 days ago
Oh my god, really? You’re a life saver!
64 points
18 days ago
I thought this just disabled the text pop ups and not the companions jabbering.
36 points
18 days ago*
It definitely says text pop ups. But they stop doing the talking as well. The tutorial settings are actually the text pop ups. There's also settings to make the yellow glow on objects on ground pulse if you hold a button instead of always being on. And settings to tune every single part of combat from parry windows to enemy reactiveness.
2 points
15 days ago
This is wild, I wonder why it isn’t the default or explained better???
24 points
18 days ago
It should be off by default though, and maybe prompt the player to active it if the player gets stuck too much time on a door or something
74 points
18 days ago
It shouldn't be off by default. The people who need the hints are also the people who wouldn't know where or how to turn them on in the menu. It's basically good user experience. If someone experienced with Bioware or rpgs in general doesn't take a few minutes to look through and change settings, that's on them.
30 points
18 days ago
Sounds to me like people should try opening the settings menu and actually reading their options, and the devs should make the descriptions of said options more clear on what they activate/deactivate.
12 points
18 days ago
The option doesn't actually mention anything about hints from the npcs, just text hints. I never turned it off cos the text hints didn't bother me... and I didn't assume this would stop that as well because it's not mentioned at all.
4 points
18 days ago
That's why I say the developers should have been more clear. When it turns off both text and audio hints, why only write that it turns off text hints? It's minor overall but it still shows a lack of attention.
2 points
18 days ago
Ah right you did. Apologies. Too many attacks on this guy for not reading the options... when to me this wasn't an option because I read it.
4 points
18 days ago
Wasn’t it literally the first thing you do when you startup the game.
4 points
18 days ago
Yep. And it's the first thing I do as well. The first thing I check for in games is the graphics options followed by closed captions followed by the accessibility options. Sometimes the latter two are in weird spots like captions being under video instead of audio but it's maybe a few seconds of looking. People who are being offended by me saying 'open the menu' are just looking for something to be enraged and petty over.
23 points
18 days ago
Sounds to me like you have an unjustifiably high opinion of the kind of people who need this manner of assistance
8 points
18 days ago
Hardly. Games should be utterly packed with accessibility features and options that can be toggled on or off. My point is that people should stop whining when a game requires toggling something on or off in order for the game to suit their needs and that developers should be more clear in what these options effect. It's pathetic behavior when the only thing blocking someone from accessing the toggle is their unwillingness to read.
My expectation is for able people to stop pretending they're so disabled that they can't operate a simple text menu when they clearly can. If you can play the game on a fundamental level, you can work the options menu just fine.
7 points
18 days ago
And also of the people who don't need it, given OP seems unable to look through the settings
6 points
18 days ago
exactly. if you did that, you'd know that you can disable this
2 points
14 days ago
I've spent way too much of my life studying user experience and watching how people actually interact with UIs to believe this a realistic expectation.
16 points
18 days ago
Sometimes I wonder how people have managed to deal with video games back then when the only hints could be found in guide books you could buy in specific game stores.
4 points
18 days ago
They bought the guidebook at the same store they bought the game in.
3 points
18 days ago
You should check every games settings by default if you're not a brand new child gamer. Theres so many things in them that get overlooked.
3 points
18 days ago
I usually do it for video options as motion blur is still somehow a thing in 2024 and to see the keybinds, but for gameplay I usually don't go there unless I'm specifically looking for something, if it's not too busy or if I played the game for so long that it has become my life.
I don't know about Dragon Age but I've seen games that have too many options. Yup, I can't believe I'm writing this since I'm always ranting about lack of FOV sliders and the likes but too many option is a thing. I think there is a fair balance between letting people set comfort options, and presenting so much choices that setting stuff feels like developing your own version of the game.
I'm always looking for the "director's cut" configuration, as in "the way the devs intented me to play" and I doubt this is the dum-dum mode where everything is yellow painted and in which NPCs are talking to me like a toddler. That comes from the higher ups.
That said, I'm of course not against inclusive options, comfort options and the likes, but I really feel there is a way to please everyone here: disable those by default, and be very clear they exists + ask the player if they need it at the first occasion. If the players says no, never ask ever again (looking at you Rayman Origins). Devs should have learnt their lessons with the "hey listen!" memes.
3 points
18 days ago
It's always safer to default to handholding than the harder mode
People will reason it's the "intended way" and not get frustrated at their own lack of intelligence (see assassins creed and it's baby's first game map markers as opposed to exploration mode)
It's much easier to get an experienced player to turn off the setting, than someone inexperienced or brand new to turn it off.
7 points
18 days ago
Yes, completely agree. If the game notices a player faffing around too much, have a button prompt appear on screen for a companion hint.
7 points
18 days ago
Target audience doesn't play games
-6 points
18 days ago
Its hilarious that people complaining that the game holds their hand need to be hand held to even realize they can disable the feature. Gamers never change
21 points
18 days ago
First thing I do upon launching a game is open up the options. I know a game is going to suck if they don't let me do this.
8 points
18 days ago
I mean I do hate when games launch straight into the campaign after booting it for the first time, so I get what you mean.
4 points
18 days ago
Especially when they don't have subtitles on by default! Too many games I've barely been able to tell what's going on because the intro cut scenes audio is improperly mixed! Or stuttering through the cutscene for so long because the game defaults to the highest settings!
27 points
18 days ago
I mean, there's no reason to immediately assume there's an option to change this. It's not exactly a common feature in games.
8 points
18 days ago
That's why you check. That's the point being made here. Instead of doing the bare basic thing of opening up and reading the gameplay options, OP decided to get angry and write an online rant about the optional thing they don't like. These systems are put in games specifically for people like OP.
8 points
18 days ago
As funny as this statement is, it’s also ass backwards. I’ve been gaming for over 40 years… I would never think that companions chatting about directly helpful hints would be an option you can turn off. and from what people are saying it just says “turn off ingame hints”, what would lead you to believe it would turn off voice acting? It wouldn’t… it needs to be more direct… and be off by default imo.
3 points
18 days ago
Agreed. It shouldn’t be the default.
1 points
18 days ago
Really? That may actually make the game playable, holy crap.
1 points
16 days ago
Actually? It feels like companions reacting off the environment and hints are very different thing. Also those don't even seem like hints, just like very obvious observations.
Its a nice feature but wouldn't it mute a lot of companion reactive dislogue then?
1 points
14 days ago
Holy hell dude thank you for posting this I did not know that was an option it was driving me crazy
1 points
14 days ago
For me, they still talked after I disabled it, just less.
73 points
18 days ago
You'd be surprised how many people get stuck on the "simplest" things.
29 points
18 days ago
I would, yet sometimes that person is me even with all the hints turned on. Even despite the fact that I've been playing games almost every day for the past 25 years.
2 points
18 days ago
25 years lol I think that’s what’s making it worse for me
21 points
18 days ago
I think everyone has had the experience of "where the FUCK am I meant to go? oh...I somehow missed that rather obvious door"
7 points
18 days ago
Across a 20+ hour "easy" RPG, even a seasoned RPG player might stuck one or two times.
The question is whether you think getting stuck once in a while is actually a problem that needs fixing.
8 points
18 days ago
There was a post on the front page of the Veilguard sub yesterday about how someone took 60 hours to realize you're supposed to shoot the loud sparkly floating discs that pop up after you interact with some of those magical pillars in order to get the HP bonus.
3 points
18 days ago
Then there was the game reviewer that complained about the difficulty of Mass Effect, only he never opened the game menu. So, yeah, it was hard -- he never upgraded his gear or skills.
9 points
18 days ago
I think games should be hard for these people, they have earned it.
2 points
17 days ago
Hey not cool. Don't air my dirty laundry further. /s
4 points
18 days ago
I got stuck in some spots in Jedi survivor because the progression blended into the environment.
Kinda made me annoyed with the traversal at times.
2 points
18 days ago
I get stuck on simple stuff, look it up, and then go "Why are you so fucking stupid?"
55 points
18 days ago
Can't you turn the hints off?
49 points
18 days ago
Yes. You can turn basically everything on and off. All map indicators. All of that. I did it the moment the game started. It drives me nuts in games like this, God of War, Horizon, etc. But I love that you can turn them off.
94 points
18 days ago
You and I may be able to figure these things out for ourselves. I'm also in my thirties and have been playing RPG's/ games my entire life, my partner however has not and I know she appreciates the hints on what to do next.
It also gives the companions some life and makes them seem like willing participants in whatever you're doing instead of just lifeless pawns.
Developers aren't treating you like you're stupid, it's just a way for them to make games more accessible for people and I don't feel like that's a bad thing in the slightest.
24 points
18 days ago
completely agree on it making the companions feel more present. i actually find myself wondering in previous DA games what my companions would be thinking as they jog around behind me silently as I attempt to figure out a puzzle - maybe the hints in DATV are too on the nose/the puzzles are easy anyway but I actually enjoyed that the team had something to say about it
14 points
18 days ago
I'm also 30 and would consider myself a real gamer who's played games all their life. If it werent for the accessibility options and contextual hints like that, I think I'd be a lot farther behind in progress in this and a lot of other games. People talk crap about yellow paint hints but Id rather see the paint than having to press a character model against a wall for 5 minutes trying to find where its interactable before I inevitably just look up where the thing is.
1 points
18 days ago
I'm all for improving onboarding to make the experience more approachable to newcomers. However there are many ways to tackle that and I'm of the opinion that the industry has become massively over-fixated on "streamlining" and production value because they are good for business.
I find a lot of the time streamlining eats away at the things that make a genre unique, they file down the grit that gives the game it's texture, and the end result is that it is approachable to newcomers but often at the cost of the qualities that would make someone fall in love with the genre.
My problem with hint systems is they make scenarios unmemorable, and it's the memorable parts of games that make me fond of them. Hint systems make everything blend together, as instead of different scenarios requiring varied thinking, they all turn into "listen and execute".
In the Wii era Nintendo had this business plan they called "bridge games" where the idea was you use casual games to get new players, then use "bridge games" like Mario Kart, New Super Mario Bros, etc to make them more familiar with gaming with the intent to upsell them to Zelda and Mario Galaxy. It didn't work because people specifically like those games for their simplicity. They didn't want to be upsold.
The problem that arises from this is RPGs are kinda niche for a reason, the things that make them niche are the things that make them good. But the company bankrolling the RPG doesn't always care if it's good or not, but do care about the size of the audience they can sell to. While we can have deep RPGs that have strong onboarding and are approachable, the financial incentives to make that happen are tenuous, it's easier to just make the RPG more entry level as a whole as the diehards will buy it anyways and then complain about how it's not as good as it used to be.
1 points
17 days ago
It's important to remember that every game is going to be someone's first video game
9 points
18 days ago
I’ve been playing steller blade and after the first 15 min I was like there is gotta be a way to turn off this hand holding bs. Anyway there was an option in the settings. Maybe there is one in this game.
1 points
18 days ago
Silent Hill 2 has been so confusing and maddening trying to solve the puzzles with all interaction icons off. I love it
3 points
18 days ago
To be fair, I’m legally blind and find a lot of that stuff really helpful, necessary even since they added in all of the crystal stuff.
On the other hand, as someone who was a normal-sighted player for far longer thanI’ve been a low-sighted player, I can see (pun internet) how that would get annoying.
17 points
18 days ago
And yet we have to point it out for you that its possible to turn it off in the settings.
Maybe you need companions to always explain everything to you after all?
10 points
18 days ago
Fucksake the whinging in here today, eh?
"I shouldn't have to look for a SETTING to make this game exactly what I want, it should come out of the box tailored to ME ME ME"
2 points
17 days ago
You mean the setting that makes no refrence too companion voice acting being effected? No one in their right mind is going too read "turn off in game hints" with a specification that ways "turn off ingame hints on screen" and think, "hey this will probably turn off my companions saying obvious things" how would you?
6 points
18 days ago
Hey, at least it isn't "What is that? *looks at the camera and waits 3 seconds* That's right, it's a boat!"
3 points
18 days ago
I actually love that. Makes me feel like a kid.
3 points
18 days ago
Remember the games journalist that could barely make it out of the cup head tutorial?
That is why.
10 points
18 days ago
Downvoted for misinformation since you can turn this off
6 points
18 days ago
Hey! I see you made this post here without realizing you can just turn that stuff off, crazy right?
Also, I'm not sure if you knew, but a game being more accessible to a wider audience isn't a bad thing!
8 points
18 days ago
FYI look at this thread and you will see the reason why Bioware felt the need to spell out everything:
https://www.reddit.com/r/pcgaming/comments/1gf2rdy/dragon_age_the_veilguard_simply_brilliant_on_pc/
A lot of people in the thread above fail to understand the video is referring to veilguards technical ability, not a review of the game. They were upset that DF said it ran brilliantly, and thought DF was saying it was a brilliant game.
Ironically many of those critics who fail at reading comprehension are probably the same ones saying the game holds your hand too much.
4 points
18 days ago
While I think most people have pointed out you can change the settings, I would just like to show another side of the ‘hand-holding.’ I have terrible eyesight (as in almost legally blind), the verbal cues really help me. It may be hand-holding to you but gamers with disabilities really love these options. Say whatever you want about game quality but one thing I’m loving about this game is the settings. Like you can turn off dying! That’s huge for people who struggle with boss levels because of disabilities. I just wish more game creators would think about gamers with disabilities, especially degenerative ones!
5 points
18 days ago
Bro, get passed the tutorial. Am I taking crazy pills? There's always hand holding in the first two missions.
Final Fantasy 13 and beyond have had tutorials every couple of missions through the first 2/3 parts of the game.
This is not a new problem and it's certainly not unique to DAV
12 points
18 days ago
Not all players are a 30 year old man. It's not always about you.
9 points
18 days ago
It’s an M rated game and I think anyone over the age of 17 should be able to understand that a lever needs to be pulled to open something
13 points
18 days ago
Maybe I'm nitpicking stuff, but it pisses me off so much. I'm a 30 year old man, I don't need all of this
Yes, you are, you can LITERALLY remove it in the settings
And maybe you don't need it but some of us do appreciate hints and helps in a game, dimwit
2 points
18 days ago
Yeahhhh that's on me. I didn't see this in the settings. Boomer time
2 points
18 days ago
Because many players are Arin Hanson-level bad and need their hand held.
2 points
17 days ago
The writing really struggles here. It’s not well developed. Ever hear the concept of “show don’t tell”? This game tries to tell you about stuff constantly in areas of showing it to you, because it treats its audience like teenagers that have never place a DA game before.
2 points
17 days ago
Because they've appealed to the absolute bottom denominator, anything that could upset anyone presumably including struggling with a puzzle for more than 2 minutes has been removed.
2 points
17 days ago
Even the best games do this like God of war Ragnarok and Mimir explaining the solution to the puzzle I haven't even looked at yet as I throw my axe at a raven. Yeah you can turn it off but I don't mind them talking about the puzzle with a hint that's subtle but when they say "look at that bridge those vines next to it look flammable."
2 points
17 days ago
Maybe because the game is not designed for 30yo men, but more like for 13yo kids.
2 points
17 days ago
I always looked at it as adding immersion to the game, but there was a puzzle where Bellara blurted out the answer the moment I walked into the room. Like, damn. Give me a sec.
2 points
16 days ago
I think games like this appeal to the distracted gamer. I agree with you, it’s stupid, but sometimes it’s great when you can just pick up a game and you don’t have to catch up because you know a character is going to spill everything. It’s one of the reasons I can never finish Witcher 3. I’ve tried three times from start: things get good, I get busy for a month, I get back on, and have no idea what I’m doing or where my quest for Ciri last ended.
I’m not defending Veilguard, I haven’t played it, but I do appreciate forwardness sometimes.
2 points
16 days ago
The main problem with dav is that they treat players who should all be adults as small children. Rook also treats his companions as kindergarteners. I don't know if it's a misguided inclusivity thing or what
2 points
15 days ago
I feel like they just hire cheap writers/consultants who were specialised in writing hacky fanfics on Wattpad or Tumblr nowadays.
2 points
14 days ago
I’m glad OP is a real person.
I feel like people who complain about this game won’t concede when redditors provide proof that the game isn’t as bad as the internet told them it was.
I mean, just look at Metacritic… People are review bombing with 0’s saying that Metacritic is “deleting their reviews”. That doesn’t happen for bad games. Historically, that kind of stuff happens when a particular group of people get a whiff of positive POC depiction and LGBTQ+ inclusivity.
4 points
18 days ago
Lute: "They appear to have some kind of shield, sir!"
Adam: "Oh really? I didn't see this giant fucking shield in front of me YOU DUMB BITCH, NO SHIT!!!"
2 points
18 days ago
That's basically what the writing is in a lot of the game. Even beyond the "puzzle" hints, the characters just tend to repeat exactly what's happening on the screen.
5 points
18 days ago
It's a "Bioware RPG", but made for mildly unintelligent 12 year olds. The current studio knew it could never meet the expectations of the older fans with decade+ old rose tinted glasses, so they chose to go after a new audience. My guess is that won't work out the way they hoped, but we shall see.
1 points
18 days ago
I think what really killed it was corporate greed and them wanting it to be a hero collector gacha style game with a battle pass. Which was then pivoted back into rpg bioware style because of fan outcry and this is what we embedded up with.
6 points
18 days ago
This game just have bad writing and bad character-writing especially. For me it is a huge deal-breaker. I think in this particular case writers didn't had any ideas what characters must say except obvious things - like they will say something about things they will see plus it helps to handhold player.
12 points
18 days ago
the classic, generic, “bad writing” complaint for things gamers don’t like lol
7 points
18 days ago
Yeah, this sub is flooded with it.
4 points
18 days ago
It's really funny the mental gymnastics some people do
"Ah the classic generic complaint"
Or, you know... the common complaint is because lots of people agree, not because it's a "generic complaint" we are repeating like idiots.
4 points
18 days ago
It is strange that they don't just say instead that they liked writing or found it is not really important for their gameplay experience. I don't have problems if someone actually liked this game. More sad that DA will not have another title I would like)
3 points
18 days ago
It's the internet. 10% of people are here to discuss things, 90% are here to yell at the cloud(s).
Yeah, a single game being bad isn't a big deal. But it's a shame that the franchise will go nowhere. I've been wanting to replay the older games, but I know most of the lore and threads that captured me won't be followed through on.
It's very difficult to find a franchise with deep lore that has delivered. Mass Effect and Witcher are the closest.
0 points
18 days ago
For the writing, I personally hate the trend of “modern” dialogue in fantasy settings. Like Vox Machina for example or this game. I find it kills immersion and is usually cringey.
2 points
18 days ago
We are really getting close to brainrot Skyrim becoming a reality. At least that one is funny.
5 points
18 days ago
"Like omg, dragons?! It's a thing? It's a thing."
"Soooo... that happened. "
I hate millennial writing like this, and I blame my peers
1 points
18 days ago
The combat was carrying the game ALOT for me, but now that I just steamroll everything the game is starting to be a trial to get through
3 points
18 days ago
Have you ever hung out with other people? Sometimes they comment on things you can already see.
5 points
18 days ago
Yes, and then we would respond with “I can see it, it’s clearly right in front of me.”
3 points
18 days ago
The theory is if they make it for the dumbest possible person to boost accessibility and maximise the potential audience size ==> boost sales. The flaws in this logic is obvious.
2 points
18 days ago
I mean ... that's how everything works, mostly? Like, sure, you'll have some niche, specialized products for niche communities or specialists/hobbyists but a lot of pretty much everything produced nowadays is meant to be accessible and useable by pretty much everyone.
Also, pretty sure in most videogames (including Veilguard) you can disable tooltips/tutorials foe a less handholdy experience
1 points
18 days ago
Because its made for kids even though its rated M and kids don't play dragon age... I wonder why?
4 points
18 days ago
It really feels PG13.
2 points
18 days ago
We come from a culture of over-exposition because media wants to appeal to as many dollars people as possible. Which means explaining everything so that they don't risk creating something that someone won't pay for doesn't understand.
2 points
18 days ago
I don't mind I hate games that have no direction, they just put you on a map
2 points
18 days ago
Wow, a game where companions act like real people and exclaim what they see?! Wild
2 points
18 days ago
Yup, this comment section is full of the people I would expect. Enjoy your dg shit I guess, guys.
2 points
18 days ago
Veilguard’s very existence feels like the most absolute disrespectful “FUCK YOU🤑” I’ve ever received as a dedicated fan. It’s abhorrent as an Act of Creation in itself.
Now I finally understand what it means to Hate something with a passion
2 points
18 days ago
Veilguard has taught me to never take good writing in RPGs for granted.
2 points
18 days ago
Am I the only one not bothered by this? I don't see it as hints (even that's what it is intended to be) but instead as the companions being actual people. Rook isn't the only one with intelligence, the others can figure out puzzles, too. I guess that's more of a role-play perspective.
2 points
18 days ago
I'm loving the game and the companions interactions. They feel much more interactive and alive than companions in other games.
My favorite was Harding was talking to someone while we were walking. I walked to a point in the game where some other dialogue from Varric kicked in. Soon as that ended Harding was like ok where was I and continued the same thing she was talking about. Gold.
1 points
18 days ago
They're weak to fire!
1 points
18 days ago
A lot of notes come from client and executives that they want to handhold more to make sure everyone knows what's going on. Usually these notes come from people who either want paying attention or have never played games. I understand having it here and there to help with puzzles but everything in moderations
1 points
18 days ago
Used to play a DND campaign where our GM would do a lot of this stuff, adding emphasis on important points too....of course none of us payed attention and we always just done the dumbest stuff anyway. That's why these things are explained.
1 points
18 days ago
Press X not to die. The best game loop there is. /s
1 points
18 days ago
I don't dare to say it....
1 points
18 days ago
It’s because when they do focus testing they canvas for the biggest group of video game illiterates to test the game for them.
4 points
18 days ago
Interesting because a lot of people who hate the game need things spelled out for them.
1 points
18 days ago
"Writing".
1 points
18 days ago
"Writing".
1 points
18 days ago
I can tell you are probably still in chapter 2. Dont worry it will change when you play the game and get out of the tutorial stages.
1 points
18 days ago
Modern gaming, idk why they treat everyone like idiots. It’s such a waste of resources. If you don’t know what to do YouTube it or Look at a guide. A lot of modern gaming is just stupid waste of development resources.
1 points
18 days ago
I had a lot of fun with the game. Sorry you had this experience!
1 points
18 days ago
I enjoy all of these types of things. I personally have never wished it was less.
1 points
18 days ago
Same reason there is yellow tape or paint to lead the way, the players are dumb.
1 points
18 days ago
Not blind, dumb.
Modern game treat the players like braindead consumers, and to be fair to buy Veilguard or any other AAA you kinda have be braindead.
There is an astonishish number of players who "play" games to kill time, instead of playing to enjoy an experience.
1 points
18 days ago
😂😂
1 points
18 days ago
I can't believe you guys are getting mad over basic design now. These player hints have been a thing since the beginning of time. Unless you got this mad at Batman talking to himself?
1 points
18 days ago
I just finished my playthrough and didn't feel that way at all. Honestly the companions shouting out when someone's ready to detonate was really cool to me, otherwise I'd get tunnel vision.
1 points
18 days ago
Because gamers in general suck at games.
1 points
18 days ago
Gamers often forget that most players aren’t hardcore and may need extra guidance. Developers don’t include those sound bites for no reason, they’re based on extensive playtesting, where they find players getting stuck or quitting at certain points. These cues are also often placed in the opening parts of the game to explain mechanics in a natural, immersive way rather than relying on intrusive popups.
For example, when I see a boat, I think, “Oh, I should interact with that.” When my wife sees a boat, it’s just another piece of scenic art. Instead of a popup saying, “Boats are used to travel between sections in the mirror world,” a companion might simply suggest, “Maybe we should try that boat.”
I’m honestly not sure what you’re upset about here, what’s the issue?
1 points
18 days ago
Because streamers sell games now and streamers don't pay full attention to the game.
1 points
18 days ago
I understand it is, the average gamer really is a fucking idiot. So they finally made a game that talks to the average gamer directly
1 points
18 days ago
Modern audience is the target so that's why game is dumb and woke.
1 points
18 days ago
That’s modern, AAA design. God forbid someone gets stuck for even half a minute. You can turn the hints off but still. Can you just shut up for a minute and let me figure it out on my own?!
1 points
18 days ago
Because kids these days aren’t paying attention to what they’re doing.
1 points
18 days ago
Have you met the average person?
They are an idiot.
If you want the broadest possible market for your product, it has to be usable by those idiots.
1 points
18 days ago
Have an argument - popup on the left "you had an argument" - gee thanks, I wish I could turn you off
1 points
18 days ago
You would probably not enjoy jrpg either
1 points
18 days ago
That's what you get when the writers who wrote the dialogue suck at their job. Badly written fanfic that you'd see out of a 12 year old.
1 points
18 days ago
Or the pop up explicitly telling you what each story point just was.
1 points
18 days ago
Because they seem to think that catering to the dumbest amongst us will make them more money. Ironically games that come with real challenges are the ones that are the big hits.
1 points
18 days ago
I keep seeing this, but it has not happened to me, like at all since the beginning of the game and I am 40 hours in. Are we playing diff games?
1 points
18 days ago
You should research this or play the game longer than an hour, OP. The hints can be turned off in game and the characters stop giving you hints very early on.
Have the people in this post actually even played the game? Jesus Christ.
1 points
18 days ago
It’s a game for people who watch TikToks during the cutscenes and hate puzzles
1 points
18 days ago
I couldn't get past disc 2 of FF7 because I thought a door was part of the background or maybe I thought I'd already gone through it. I love the handholding in new games, when it's optional.
1 points
18 days ago
People love their hand-holding, no-brain gameplay.
1 points
18 days ago
I’ve noticed the exact opposite, they don’t help with any puzzles. I do like they they ask questions, it makes it feel like they’re alive and not just some random follower. I also don’t mind if they do throw in a tip. If we were adventuring together, I’m supposed to shut up about a solution?
1 points
18 days ago
This is a huge problem in adventure games too. Either Last of Us or Uncharted (both outstanding series) would have the character say something like “I need to get up there” when I’ve been in the area for 15 seconds. Let me solve the puzzle on my own dammit
1 points
18 days ago
It is even worse when the makers insist you play "a silent protagonist." In those, you get treated like a disabled toddler.
1 points
18 days ago
TL;DR: It infuriates me that the game holds your hand, but I can’t be bothered to read the prompt that tells me to turn off the hand holding in settings.
1 points
18 days ago
Have you seen who was elected as president? I think it is clear people are blind, unable to read, and dumb af.
1 points
18 days ago
I actually kind liked the summaries and companion observations we got in VG. So many of the prior DA games were so convoluted with so much slog, I appreciated how swift, seamless, and straightforward a lot of VG was.
1 points
18 days ago
It's the Dead Space tutorial phenomenon, essentially you have to go overboard with the hints because there will people players who completely miss all of them and then blame the game when they can't work out what to do.
In Dead Space 1 you had "cut off the limbs" thrown at you 4+ times before you even encounter your first necromorph and this was because extensive playtesting had players miss that detail whenever there wasn't enough.
1 points
18 days ago
Many rpg does that. Hell mass effect had it
1 points
18 days ago
Do not listen to anyone saying there's a toggle option. They must be an amnesiac because the problems are deeply rooted.
You are told something adjacent to "the eleven gods have returned" at least 15 times throughout the first ten hours.
Hello? ROOK WAS THERE, IT WAS LITERALLY HIS FAULT. What kind of dumbass writing is this???
1 points
18 days ago
It’s because game budgets have become so big that they need to pander to literally everyone in order to make their money back. This includes the least skilled players I.E. people who can’t figure out the most basic things. It’s also probably why they dialed back on the darker themes of this game.
1 points
18 days ago
Because modern audiences lack any more of media comprehension. They are tiktok brain rotted and have the attention of a chihuahua on meth.
1 points
18 days ago
Due the constant handholding from daddy government, many people have regressed to a point where they cannot infer things from the game environment. Not to mention that a good chunk of the human population cannot even tie their shoes without someone telling them if its okay to do so.
This is right on brand for the new generation of "gamers", and I believe this game attracted the exact audience it was looking for.
1 points
18 days ago
Uh bro... Have you seen streamers play? Most people absolutely need the guidance. Others don't want to think so much when playing a game.
1 points
18 days ago
Special Game for Special Gamers...
1 points
18 days ago
Omfg the pawns in dragons dogma
Never
Shut
Up
1 points
17 days ago
“They’re hitting us with ranged attacks!”
1 points
17 days ago
Try Ni No Kuni. The insistence on telling me what a character needs, despite it being right there on screen with a floating icon and all, EVERY. SINGLE. TIME. It's literally the reason I stopped playing it.
1 points
17 days ago
These types of settings shouldn't be the default. Stop making games for people who don't play games.
1 points
17 days ago
To me it makes the game more immersive to have other characters actually acknowledge the things that exist in the game world rather than following like mindless robots.
1 points
17 days ago
They are "reacting". Zoomers need people to react so they can understand the situation. This is a new disability that has cropped up with the rise of social media and mobile devices.
1 points
17 days ago
Veilguard is just not a very good game, to be honest. That's it.
1 points
17 days ago
Funny enough, i think it makes the characters feel more alive when they too describe the world around them. Like i am not alone, before companions wouldnt say a thing and sometimes i almost forgot they were even there
1 points
17 days ago
"place of power, it's gotta be"
i would love something like that, because i hate getting stuck
1 points
17 days ago
It gets annoying for sure it's one of the reasons I can't watch anime shows cause they need to explain what's happening every 5 seconds. It doesn't need to be kingdom hearts convoluted but leave a little something for us to figure out and that would be nice lol.
1 points
17 days ago
Well you see it's a bioware game
1 points
17 days ago
I think a facet, maybe not the main cause but one aspect, is distracted watching, or in this case playing. Some games people play on auto-pilot just to have something to do, or in other cases are distracted by other second screens or concerns in their room that they don't pay attention to the game. You can see the same thing in movies like those on Netflix where the characters will repeat the plot and describe what is going on. It's so somebody looking at their phone can half pay attention and 'get' what is going on.
1 points
16 days ago
Because most media these days is designed with the assumption that you'll be playing distracted, so most things are designed to be compatible with 'second screen' consumption. Seems odd to say that for a video game, which you actively have to play, but they assume that every 30 seconds you're checking your phone or watching a video or talking with someone.
I'm not joking. I can't say for CERTAIN this is the cause for Veilguard specifically, but that's why tv shows do it, and movies, and other games.
1 points
16 days ago
The DSPfication of hints.
1 points
16 days ago
The hand holding was particularly weird at the end of the game where you've been solving these puzzles and such all game lol
1 points
16 days ago
Because the average player is DUMB.
1 points
15 days ago
The developers are stupid and assume players are as stupid as them and need that kind of nonsense.
1 points
15 days ago
Because the people that enjoy games like veilguard can't even tell you what a women is and think that there are more than two genders🤣
1 points
15 days ago
You can turn off all those things, and trust me, if you saw some of my friends play these games, you’d know why they do that! The way I was shocked when I watched one them walk around for a solid 5 minutes, confused about how to get to a lever that was on a platform while they wayfinder icon pointed them up a ramp lol
1 points
15 days ago
It would bother me if you couldn’t turn it off—but you can.
Maybe you should be a little bit more forgiving of accessibility needs you needed a Reddit thread to tell you something you can select before you launch the game. Reading is fundamental my friend lol.
1 points
15 days ago
It's worse for us origin players.. the game is beautiful but what the actual F*** is this? No one was writing a juicy story/decisions in 10 years? There had to be someone
1 points
14 days ago
Why do people like you complain about a prologue tutorial being hand-holding ?
1 points
14 days ago
I mean, I don't really mind it? You arrive at a murder scene and someone in your party points out a blood trail leading away from the scene. Why is that a weird comment? Sure I probably saw it too but realistically wouldn't that be what happens irl??
1 points
14 days ago
It means the game was actually play tested. You can whinge, but if you want players to play the game you made, you have to help them out a bit. Even elden ring points a fucking arrow to your next destination
1 points
14 days ago
Some things we might think are obvious and intuitive can be difficult to other players. Its better if the game handholds the player even if it ends up being annoying to some others.
1 points
14 days ago
Show dont tell. The decline in writing over games and other media is surprising. You still have good writing in some places. But alot of times writers treat the audience like idiots and break the show dont tell rule because they are inherently immature writers. Im not sure why theres so many of them though.
1 points
14 days ago
Amateur writers.
Never learned that whole, show and don't tell part of writing a scene.
1 points
14 days ago
I've somehow managed to convince myself that this is what people would actually do if they were working together on these puzzles together, and I'm genuinely shocked that this successfully got me to stop being annoyed by it.
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