8 Gaming Features That Were Once Brilliant — But Now Need to Die Forever

Краткое содержание Создать краткое содержание этой истории Подписаться Подписаться Подписаться Подписаться Нравится Нравится Тема Войти Вот краткое содержание истории, основанное на фактах: Попробуйте что-то другое: Покажите мне факты Объясните это, как будто мне 5 лет Дайте мне веселое резюме

The gaming world has seen so many innovations over the past 30 years, and while many became features that are still used today, others were left by the wayside.

However, as we enter newer eras of gaming, we still see the trappings of the past rear their ugly heads, and what felt innovative and groundbreaking two decades ago feels oddly forced and even out of place in today’s gaming age.

We’re going to review some game features that we need to stop implementing in newer games and leave them in the past, where they belong.

8 случайных встреч

A Frustrating Relic

8 Gaming Features That Were Once Brilliant — But Now Need to Die Forever

Random encounters were a mechanic that powered many of the best games of the 1990s, but we’re far beyond that era of gaming. While the JRPG has made a huge comeback in recent years, one thing that can be comfortably left in the past is random battles. With the graphic capability of today, there is simply no real reason to have encounters pop up out of nowhere. The party can obviously see the land they’re traveling, so there is no reason the giant sand scorpion the size of a helicopter can just surprise us out of nowhere.

While most games in the genre have abandoned the mechanic, there are a select few still keeping it alive and well. Путешественник Octopath is one such offender, and it just ruins the pacing of the game. If you want to grind levels, go crazy, but some people just want to get to the next area and not fight the same enemies over and over again.

It’s a false way of elongating a game, and while it worked back in an era where the alternative was tough to do, these days, there is no reason for it. Nostalgia be damned, this is one mechanic we should leave in the past.

7 Artificial Boundaries

Don’t Go Past That Tiny Wall

8 Gaming Features That Were Once Brilliant — But Now Need to Die Forever

This is one thing that drives me mad in games. If you’re going to have a boundary to show us the end of the world, give us a reason why we can’t go. Some games do this in unique ways, like догма дракона 2, with the brine consuming you if you swim out too far, or The Witcher 3 telling you it’s too dangerous to proceed past that point. Most games don’t put in such an effort, unfortunately.

Most of the time, it’s like a 2-foot stick that you, for some reason, can’t manage to hop over, or a wall that is clearly able to be passed, and yet, there is no way to get there, despite being able to jump 10 feet in the air. It’s so frustrating, because we often see these in open worlds that claim you can go anywhere. If that’s the case, let us test that theory. The fake boundaries are still plentiful, and they show laziness when other studios are at least thinking about how dumb it is to not be able to pass a boundary that looks easy to do.

6 Obscure Storytelling

Tell Us What’s Going On

8 Gaming Features That Were Once Brilliant — But Now Need to Die Forever

Еще в 2011, Dark Souls set the gaming world on fire, and one of the ways it did that was by introducing a story that really wasn’t told very well, but instead let the players put the pieces together. It was a cool narrative, but you needed to dig through item descriptions in order to really get what was happening.

Since then, every Soulslike game tries to do this, and it’s simply maddening. It wasn’t a great idea to begin with, and it’s led to constant copycats like Lords of the Fallen or Ложь П, where the story is only barely told to you. I’m tired of having random YouTubers explain what the story of these games is actually about. I’m also tired of having to read a boss’ hidden toilet paper roll to figure out why they carried around the head of a dead chicken as a necklace.

There is no need to be like this in a game. The best stories in gaming are the ones that are actually told to you. Elden Ring was particularly bad in this regard, as it gave us basically nothing aside from a few obscure conversations and expected us to follow a myriad of side quests where you get hints like «Girl wants a grape», and off you go. It’s frustrating, and all the copycat games out there think it’s required to make a Soulslike. If there’s one thing that the Souls genre has done to hurt the gaming industry, it’s without a doubt this.

5 Forced Tutorials

I Know What I’m Doing, Go Away

8 Gaming Features That Were Once Brilliant — But Now Need to Die Forever

Tutorials are the worst. Look, I get that not everyone is a veteran gamer, and we need to be accommodating to newbies left and right, but we’re in 2025. Kids are getting games at the youngest ages imaginable, and they’re smarter and more intuitive than ever, too. This is to say, we don’t need levels in games rated M for Mature or E for Everyone telling us «Turn the analog stick to look right or left». It’s embarrassing at this point. Why are we patronizing the audience with this nonsense?

I’ve noticed JRPGs are far more egregious in this offense, but regardless, it’s still pervasive in plenty of other games today. If it’s not babying you, it’s usually giving you terrible menial objectives like «Use parry on an enemy 3 times,» as you’re just sitting through this incredibly boring and basic level that pretty much hides what the entire game is about because it’s too obsessed with its own mechanics.

The games that have it right are ones that provide combat arenas to test things out that you might be unsure about. Learn at your own pace, and for the love of god, let us skip the ones we have no interest in. I’ve seen good tutorial levels in games, but most of the time they’re a total letdown and often make me fall off the game completely due to being annoying and unfun.

4 Weight Limits

Let Me Be A Loot Goblin

8 Gaming Features That Were Once Brilliant — But Now Need to Die Forever

Weight limits in games were initially looked at as a sort of realistic way to depict characters in gaming. They were never a fun aspect to games, but they at least made you think about what you’re picking up or dropping. The problem is that so many games these days use a weight limit, and it just makes games plain unfun at times. If we’re going for realism with this mechanic, well, that’s out the door immediately. Half the time, these weight limits go up into the 300s, and, seeing as you’re not usually playing as a sentient moose, this weight limit is already unrealistic.

So what we have is an arbitrary system that acts solely as a pest and a blockade to your enjoyment. I played Baldur’s Gate 3 with a no weight limit mod, and you know what? It was still tough as hell, and fun, and the only difference is I wasn’t forced to constantly be rummaging through the rather unhelpful UI in the game. It was only a good thing.

The same goes for Soulslike games, which are often obsessed with making you move like a slug to make things more realistic, while you’re tanking a dragon burning you to a crisp. Stop the pretending. None of this is realistic, so unless you’re making a real-life sim game, get this mechanic out of here.

3 Save Points

Stop Wasting My Time

8 Gaming Features That Were Once Brilliant — But Now Need to Die Forever

Save Points were a novel thing for games in the 1990s, as they came after a decade of games that would arbitrarily save your progress or, even worse, save nothing at all and spit in the face of your hard work and effort.

Believe it or not, plenty of games still have save points or designated areas where you can save. Survival horrors, RPGs, you name it, they’ve still got them. They’re an ancient practice at this point, and in the fast-paced world we live in today, having all that progress erased in the blink of an eye because you forgot to save is among the worst experiences you can have in a game.

We don’t need to do it anymore. Let us save wherever we want. The one exception is with mid-combat saves. Those are admittedly cheap, but even those sometimes make sense in games like Baldur’s Gate 3, where things can go catastrophically wrong in a playthrough because of something happening in combat. Other than that, banish this old practice; we’re past the need for save points.

2 Quicktime Events

I Am Not Immersed, I’m Bored

8 Gaming Features That Were Once Brilliant — But Now Need to Die Forever

The QuickTime event came into play in the early 2000s, and initially, it was looked at as one of the biggest gaming leaps we’d ever seen. Now, instead of watching the cutscenes, we could take part in them, mashing buttons or hitting them at a certain time to cause events on screen to play out in our favor. I never understood the hype here, though. It’s gameplay at its dumbest. «Press this button.» Wow, cool.

It does nothing to make a scene better, and often, it’s immersion-breaking. Hitting the X button to stop a building from falling on top of someone just feels ridiculous. While it’s been a part of gaming for 20 years, we’re at the point where the technology should just let us play through whatever scenes they’re trying to immerse us in.

A recent offender of this feature is Final Fantasy 16. This game had some of the craziest looking boss fights in gaming history, but so many of the cool scenes were reduced to QuickTime events. These giant beasts were clashing, blasting each other with magic, and way too much of the fight was dedicated to pressing X during a hilariously long timer. It did nothing to improve the fight and instead actively took away from it. We’re at a point where developers should understand we want to play our games, not watch them and hit X occasionally.

1 Open World Everything

The Checklist Never Ends

8 Gaming Features That Were Once Brilliant — But Now Need to Die Forever

Since the late 2000s, every game decided it needed to become open world. From Fallout в Кредо Убийцы К четному гало, you can’t find a big series that hasn’t at least tried to do the open world formula. While it can be done well in cases like Elden Ring or Королевство пришло: Избавление 2, it can also become a never-ending slog, like any modern Assassin’s Creed or Большая разница игры.

What started as a novel idea has become a disease. Every game is now open world, with an insane amount of boxes to check around the world, and most of the time, they are incredibly low effort and do nothing more than pad the time of the game. Of the favorites for Game of the Year in 2025, only one of them is open-world in Kingdom Come Deliverance 2. The other favorites, like Hades 2, Hollow Knight: Silksong и Клер Обскур: Экспедиция 33, are carefully crafted experiences that have little to no bloat at all.

We’re at a point where so many open-world games are starting to feel the same. Games lose their individuality when they all start doing the same thing. Hopefully, this year signifies a renaissance in this aspect, as there are too many ways to make a game to be stuck in one mode like we’ve been for years.

Валентин Павлов/ автор статьи
Страсть Влентина к играм началась с Resident Evil, и с тех пор он не переставал играть в хоррор-игры. Пишет экспертные руководства для самых сложных игр и обзоры для самых громких релизов. Является магистром журналистики и имеет степень бакалавра лингвистики. Любимые игры: GTA 5, Silent Hill 2, Call of Duty: Modern Warfare 2, Heavy Rain, Metro 2033 и другие.
Понравилась статья? Поделиться с друзьями:
Добавить комментарий
Optimized with PageSpeed Ninja