Video game devs love putting durability meters for no reason
Video game devs love "side quests" where you get one thing from across the map over and over again or talk to 20 different people or relay messages across the map and it offers nothing to the game
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@creamqueen this is why I loved the side quests on FF16 so much, they actually added so much to the character and world building even if a lot of them were glorified fetch quests. Whereas you'll have other open world slop games where there's some random dude who says "go and do 6 different things for me" and one of those things is another dude who needs you to do 6 other things and that's literally all the relevance they have, just to give you a little bit of extra gold or tools or whatever and that's it.

@beardalaxy they love skill trees where it'll be some shit like poison resistance but the only poison you see in the game is like a plant that you can avoid entirely

@creamqueen when I tried playing the god of war reboot, I actually stopped playing once I saw the perks menu. I don't remember exactly why, but it had a big enough impact that I just did not want to deal with it whatsoever.

@beardalaxy they try so much to add stuff to games when we were fine without crafting and skill trees and no open world.
@beardalaxy I liked the side quests in metro exodus. If you got the guitar in the beginning it stayed with the crew the whole way, same with the teddy bear for the kid. They built the story and most of them gave you gear or attachments you would otherwise not have gotten
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