I feel like a game requires some really annoying part that you hate in order to actually be GOATed. This is like a strong belief I have. The games you just slurp down with no resistance don't feel as satisfying or memorable ever
It has to still be like fun or fun-adjacent and if it takes up too much of the game proportionally that's bad. Water Temple is like 1/12 dungeons in OoT but Nino Ruins is like 1/5 in Mega Man Legends 2 so it hurts that game way more
Gunstar Heroes Dice Palace is like Treasure was acutely aware in 1993 that I would develop this belief about games and they wanted to maximize it. They fill a level with their weirdest, often unfun but often super fun boss ideas
But because it's all on this board game when you're on like your third try and you successfully dodge Curry and Rice or Vortex Base or whatever it's like having your cake and eating it too
But then they made the dumb spaceship level that's way too long and that part does just like kill my momentum half the time I boot up Gunstar sorry Treasure
It's always little imperfections and eccentricities that give games texture and personality. It's not something you can really design, players will see through it and latch on to something real. It makes games feel really human in a way. A conversation between player and game
I love a lot of games that are essentially dopamine dispensers (Super Mario Bros. Wonder just came out a couple months ago lol) but I'm always looking for another game that'll really grip me, make me persevere through smth bad, and make me feel like I have a story to tell after
People still talk about Whitney's Miltank, the Water Temple, Metropolis Zone for a reason. The bumps in the road put all the smooth stretches before and after in perspective
Also if your game is hard enough and you are extremely good at setpiece design you can get away with having no parts that just annoy the shit out of the player (Sin & Punishment Star Successor is the best game ever made)
@gunstargum
Oh annoying as in difficult, right? And not as in just like annoying. Because Deadly Premonition is a game I consider GOATed but the annoying parts will make it just unplayable for many
@gunstargum
I think it was one of the Ninja Gaiden team members (not Itagaki pretty sure) that basically said that games shouldn't be linearly balanced and that the most memorable moments are when the game is *unbalanced* and gets too hard unexpectedly. I believe this to be true.
@gunstargum
100% true, but also about TV shows as well.
Star Trek has to have the shitty episodes where the entire cast gets drunk or something. Doctor Who's gotta have those episodes that you see and just go 'oh no, not that one'.
this is why people love nier automata. you think it's because of the story, or the music, but no, that's just why it's "good." but it's a masterpiece because the game made you walk back and forth very slowly to spill oil like a moron and wander a boring desert for an hour
@gunstargum
It has been my belief that game developers can utilize every emotion to drive you in a game and most of the time it seems to fail but what I like seems to have those moments of frustration where I am driven by spite to perfect that final boss looking at you Shinobi on PS2
@gunstargum
I dont necessarily think a game benefit from going as far as making you hate some sections, but having friction to progressions will definitely make things more memorable in the long run.