Pet Peeves in video games

Well, I'm guessing that some people are into that.

Maybe it's arguably better than looking too juvenile while still allowing women that are smaller than average to exist..
I wasn't complaining, just making an observation. Besides, I like short stacks as much as any other women.

As for "smaller than average"...
  • the global average height for women is 160cm (5'3" in feet & inches)
  • 70% of all women are 165cm (5'5") or under
  • women in the Philippines and Guatemala have the shortest average height:149.5cm (4'11")
  • Japanese women have an average height of 157.5cm (5'2")
  • American women have an average height of 5'4" (163 cm)
  • European women have an average height of 165cm (5'5")
In other words, women are usually short. Media tends to give people the wrong impression that they are not because cinematographic methods (soapboxing, camera angles, etc) often put short actresses at the same height as their male costars. Likewise, modeling agencies tend not to hire short people, even when casting women. So our outlets for seeing how tall women are outside our own environment tends to be warped.

As for looking too young, I wouldn't consider bra size for that. The worldwide average is B, while it's A in Asia. (It's in the large B to small C range in the US and EU, depending on where you are.)

So ya, the world has a lot of short A/B-cups running around on it. Can't complain about that either.
 
I wasn't complaining, just making an observation. Besides, I like short stacks as much as any other women.

As for "smaller than average"...
  • the global average height for women is 160cm (5'3" in feet & inches)
  • 70% of all women are 165cm (5'5") or under
  • women in the Philippines and Guatemala have the shortest average height:149.5cm (4'11")
  • Japanese women have an average height of 157.5cm (5'2")
  • American women have an average height of 5'4" (163 cm)
  • European women have an average height of 165cm (5'5")
In other words, women are usually short. Media tends to give people the wrong impression that they are not because cinematographic methods (soapboxing, camera angles, etc) often put short actresses at the same height as their male costars. Likewise, modeling agencies tend not to hire short people, even when casting women. So our outlets for seeing how tall women are outside our own environment tends to be warped.

As for looking too young, I wouldn't consider bra size for that. The worldwide average is B, while it's A in Asia. (It's in the large B to small C range in the US and EU, depending on where you are.)

So ya, the world has a lot of short A/B-cups running around on it. Can't complain about that either.
Size is according to genetics and eating habits (this is why people were smaller centuries ago).

While it's not as true as before yeah, when you check the average adult size in Asia it will be different than Europe or the US.

Regardless of size and mensurations an adult body will still have a specific head-to-body ratio (and will look developed).

I still think some character creation online would limite the minimum size if there are clothes that are too revealing to avoid anyone wanting to make a character that could be ambiguously young.

But it will also be depending on the art style (chibi proportions will have a bigger head and some character could look older than they are like in some animated series).

I don't care about character creation as much in solo games and in online I prefer having a character that will look simple yet cool. We got too many overly designed people around.
 
Got a couple more, both related to stealth mechanics.

I hate it when being spotted by an enemy results in every single enemy now telepathically knowing my exact location, without any time for a radio call or an alarm activation. I also hate it when a mission or level that has stealth as a hard requirement auto-fails the exact moment I get spotted, even if I am mid knife stab when the guy turns around.

If I can kill or silence the enemy in the brief window between being seen and actually being detected, then it shouldn't break stealth. Who the hell is he calling in the 6 nanoseconds before I pierce his windpipe!?
 
gotta love getting my ass kicked in modern pvp games just for the game to pat me on the head and throw me into a daycare full of bots like im some kind of charity case. i understand that its for player retention they think giving you a few pity wins will keep you from quitting the game but that ironically has the opposite effect. i get even more demotivated to play the game when i now have to push myself through braindead pve matches just to get back into actual lobbies. youre telling me you lost the match and want to jump back in to try and correct your mistakes? fuck you you dont get the play the game for a while go sit in the kiddie pool instead
 
Basically just wondering about things that irritate y'all when a game does them. Not on the level of "nah I'm out" but just relatively minor annoyances. I'll start, of course...

  • When games don't pick the music back up where it left off after an enemy encounter
  • When games tell me I can't go somewhere just because. No lore reason, no asshole NPC, just... "You can't go that way."
These two things, above all others, are the bane of my enjoyment.
 
“American 2D platformers” is what I would describe as a pet peeve. America can OBVIOUSLY make great platformers, but what I mean is that weird, cluttered level design that many U.S. made platformers took back in the day. Games don’t need to be U.S. to suffer from this: Knuckles Chaotix is DESTROYED by this kind of design. If I can’t tell which part of the level I’m in, then you’ve failed to design the level to be fun to play and replay.
 
When you have a minimap that rotates when you do things
That's definitely a good (bad) one, yeah. Like, what even is the point of a map if it isn't fixed in place? It's not completely worthless, but it's nowhere near as useful as one with the cardinal directions in the same position at all times.
 
I hate fetch quests so much it's unreal. No i don't want to collect 10 Munshishaki berries to complete this side quest, just make me fight an enemy or something instead of having me do this moronic bullshit.
 
Unskippable tutorials.
Enough said.
Fair enough. Any allowances made for tutorials that are actually integrated into the story, or no?
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When you stand on top of fire in a game and doesn't do damage
It just feels wrong.
 
Basic game mechanics locked by an ability chart , why all the games have ability charts and all that ?
 
Unskippable tutorials.
Enough said.
I miss when tutorials were short and sweet or all of that information was on the game's manual. Games nowadays are giving tutorials on how to open doors when the player has already played like 10 hours of the damn thing.
 
Basic game mechanics locked by an ability chart , why all the games have ability charts and all that ?
I don't necessarily mind when it's used as a method of establishing progression, but when it's stuff that's both basic AND can just be grinded out from the get-go, it definitely bugs me.
 
I miss when tutorials were short and sweet or all of that information was on the game's manual. Games nowadays are giving tutorials on how to open doors when the player has already played like 10 hours of the damn thing.
Yeah, pokemon is the worst offender for this.
I'm always like: "bro, I already played the game before! Please, let me skip this tutorial!"
 
- Having to walk side by side with a NPC, but we have different movement speeds.
- Having a lot of party members, but not having a way of giving exp to benched ones.
- Characters who won't stfu.
- Having rpg mechanics just for the sake of having them and not actually doing anything with it besides giving numbers that end up meaning nothing.
- Having to go through an hour of dialogue, for something that we could have figured out in 5 minutes.
 

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