Its not just me, games used to be better

Most developers today do everything they can to remove as much player agency as possible. I finally played Mario Kart on switch this passed week and it is shocking how much worse of a game it is than Mario Kart 64.

64 itself was so much worse that Super Mario Kart. The move away from tightly focused circuits to slushy long 'tube' courses was a huge step back. Battle mode was good though!
 
64 itself was so much worse that Super Mario Kart. The move away from tightly focused circuits to slushy long 'tube' courses was a huge step back. Battle mode was good though!
the original Mario Kart is the best. The formula didn't improve, it's just built upon what was great already. Current MK games are excellent, sure, but the original one was more differentiating, each character had their own advantages and disadvantages. Donkey Kong Jr. -my fav- was the fastest, along Bowser, but they were slower when accelerating.

Now it's more like there are the heavy characters and stuff but everything else feels the same, like a different character is just a different skin of another character rather than a character you can master and get a benefit compared to using other characters.
 
Diablo creator harshly criticizes the current state of ARPGs: “Now it’s all about killing everything in seconds, I find it almost ridiculous”

https://www.pcgamer.com/games/rpg/b...ith-fast-leveling-throwaway-loot-and-enemies/

“I think that ARPGs in general have started to lean into this: kill swaths of enemies all over the place extremely quickly," Brevik told VideoGamer. "Your build is killing all sorts of stuff so you could get more drops, you can level up, and the screen is littered with stuff you don’t care about.”

By contrast, Brevik argues that Diablo 2 had a more "personal and realistic" feel with the amount of enemies onscreen and the powers you could bring to bear against them. “The pacing on Diablo 2, I think, is great. That’s one of the reasons it’s endured," said Brevik. "I just don’t find killing screen-fulls of things instantly and mowing stuff down and walking around the level and killing everything very enticing. I just don’t feel like that is a cool experience. I find it kind of silly.”

Brevik criticized the way players of newer ARPGs like Path of Exile or Diablos 3 and 4 are incentivized to level up their characters as quickly as possible to reach an endgame that constitutes the real draw of the experience, and argued that the true fun of ARPGs “actually isn’t getting to the end, it’s the journey." Brevik concluded by saying, “When you’re shortening that journey and making it kind of ridiculous. You’ve cheapened the entire experience, in my opinion.”
 
ARPGs aside, i's a tendency of many modern games to please the player as easily as possible. For instance, I enjoy the new Doom games, but the monsters fear the Doom guy, it's not the other way around. I find that extremely boring.

I want to respect the enemies. Monsters shouldn't have to fear you, it's the other way around. And you don't have to imply that they fear you in the main story, we have Easy difficulty for that. I play games on Easy sometimes to learn, when enemies kick my ass on other difficulties.
 
ARPGs aside, i's a tendency of many modern games to please the player as easily as possible. For instance, I enjoy the new Doom games, but the monsters fear the Doom guy, it's not the other way around. I find that extremely boring.

I want to respect the enemies. Monsters shouldn't have to fear you, it's the other way around. And you don't have to imply that they fear you in the main story, we have Easy difficulty for that. I play games on Easy sometimes to learn, when enemies kick my ass on other difficulties.
I think it is a matter of taste. Some games explore the concept of being the feared one, others explore the concept of being the one who is in an ugly situation, others sit in the middle.

On the other hand I get what you are saying. Enemy personality is reduced to just target meat. They are barely leaving their mark as enemies.

I think the first Devil May Cry nailed that balance of being a badass character who's badassness didn't come from being overpowered. His badassness came from personality and the player becoming skillful enough with a very specific repertoire of moves.

Demons were aggressive and pushy enough as if oblivious for whoever he is and sometimes not even giving shits. It is why every boss and enemy was memorable as fuck in the original. He wasn't as cocky either as the next games. It was kind of like the survival horror equivalent of bad ass action. Nelo Angelo specifically showed that the enemy had their Dante equivalent to put him in place.

But yes Doom maybe is trying to be a bit "comedic" in a dark way with the enemies or in it's effort to create a flow of gameplay mayhem, Doom guy's personality became the fearsome unstoppable force. Doom characters don't have much of a personality I would say. The game itself is the personality of flowy demon slaying. Doom kind of feels to me like side scrolling shooting games like Resogun turned into a glorified AAA 3D first person shooter.
 
ARPGs aside, i's a tendency of many modern games to please the player as easily as possible. For instance, I enjoy the new Doom games, but the monsters fear the Doom guy, it's not the other way around. I find that extremely boring.

I don't think the orginal Doom guy ever showed much fear of the enemies? Mostly look like he was trying to figure out if he left the stove on.

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"Good analysis! The key is that Xcom2 streamlined everything about previous and similar games, making it a very fulfilling player-centered experience. Instead of making it about "I can't wait for my current boredom/frustration to pay off with something fun later!" Xcom2 streamlined base planning and missions to make everything result in, and come from, combat. Everything is a fast, fun feedback loop, rather than a delayed payoff loop.

Want to mod it? Go ahead. Save scum? Absolutely! You can play it the way you want to, rather than being forced through artificial bottlenecks like competitive play, leaderboards, monetization, etc.

It's a great example of how removing features can actually make a game better, which is a breath of fresh air in an industry often focused on bloating its games with unnecessary content."


From here:

 
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