We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/

Do you prefer slower or faster-paced games?

No RPG elements? It probably goes here!
Ignore Topic
User avatar
KnightoftheWind
Posts: 3528
Joined: Feb 27, '23

Geolocation

Do you prefer slower or faster-paced games?

Post by KnightoftheWind »



This video by ShreddedNerd still sticks with me, because I think it makes a really good point. I find myself beginning to enjoy the more "twitchy" kinds of games less and less, where reflexes and speed are all that matter and is the difference between having a good time or a bad time. It may be fine in short bursts but it gets fatiguing after a while, especially when every new FPS title, including from indies, share the same formula. This issue even extends beyond FPS games, with many other genres having an abundance of flashy, caffeinated visual effects and a million and a half collectibles to find. Games prey on your sense of FOMO and desire for 100% completion (or even 50% completion). It seems Halo was one of the few franchises that bucked the trend for a short while, and makes me miss it's golden years all the more.
User avatar
Vergil
Posts: 15670
Joined: Sep 6, '23

Geolocation

Post by Vergil »

I think games need to have a good balance between "down time" and in the moment combat encounters. The issue with boomer shooter inspired indies is that they basically want to give you nothing but frosting with no cake. Some people like stuff like that (like boss rush modes in games) but most people want a well paced experience instead of constant in your face action/spectacle. I like Devil May Cry 3. If the game consisted of only the bloody palace mode (basically endless waves of enemies with no plot) I would like it a lot less.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
User avatar
KnightoftheWind
Posts: 3528
Joined: Feb 27, '23

Geolocation

Post by KnightoftheWind »

Vergil wrote: June 3rd, 2024, 06:16
I think games need to have a good balance between "down time" and in the moment combat encounters. The issue with boomer shooter inspired indies is that they basically want to give you nothing but frosting with no cake. Some people like stuff like that (like boss rush modes in games) but most people want a well paced experience instead of constant in your face action/spectacle. I like Devil May Cry 3. If the game consisted of only the bloody palace mode (basically endless waves of enemies with no plot) I would like it a lot less.
It's why I appreciate the downtime in Bethesda games, I think that's one area they do very well in. If the art design is good, I'd rather they give the player time to appreciate it and get amped up for the next encounter all the more.
User avatar
Vergil
Posts: 15670
Joined: Sep 6, '23

Geolocation

Post by Vergil »

KnightoftheWind wrote: June 3rd, 2024, 06:31
It's why I appreciate the downtime in Bethesda games, I think that's one area they do very well in.
It has been but they've slowly been getting worse and worse at it as their cities (where you typically return to in order to turn in quests, get new ones, sell gear, buy new gear, make repairs, re-up on healing items etc.) have gotten scaled down, the life more and more sucked out of them and the game mechanics getting boiled down into getting you in the "action" longer and longer. Starfield could have excelled at this with the ship content being something like KOTOR or Mass Effect instead of being a ****** player home from Skyrim but even less functionality.
The proc gen slop also makes this worse as you no longer have an interesting hand crafted world to walk around in (assuming you aren't fast traveling everywhere, another bethesda addition that has been creeping more and more into keeping you "in the action") and you are punished for trying to do so since outside of the handful of randomly picked identical dungeons you're not going to find **** out there.
Last edited by Vergil on June 3rd, 2024, 06:36, edited 1 time in total.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
User avatar
KnightoftheWind
Posts: 3528
Joined: Feb 27, '23

Geolocation

Post by KnightoftheWind »

Vergil wrote: June 3rd, 2024, 06:35
KnightoftheWind wrote: June 3rd, 2024, 06:31
It's why I appreciate the downtime in Bethesda games, I think that's one area they do very well in.
It has been but they've slowly been getting worse and worse at it as their cities (where you typically return to in order to turn in quests, get new ones, sell gear, buy new gear, make repairs, re-up on healing items etc.) have gotten scaled down, the life more and more sucked out of them and the game mechanics getting boiled down into getting you in the "action" longer and longer. Starfield could have excelled at this with the ship content being something like KOTOR or Mass Effect instead of being a ****** player home from Skyrim but even less functionality.
Thankfully I will never touch Soyfield with a ten-foot pole, but that is sad to hear. It's probably a symptom of everything else that's wrong with the game. It's not as if they made any stunning environments that were worth savoring to begin with.
User avatar
Norfleet
Posts: 2853
Joined: Jun 3, '23

Geolocation

Post by Norfleet »

KnightoftheWind wrote: June 3rd, 2024, 06:09
I find myself beginning to enjoy the more "twitchy" kinds of games less and less, where reflexes and speed are all that matter and is the difference between having a good time or a bad time.
Welcome to getting old.
User avatar
Falksi
Posts: 58
Joined: Nov 12, '23

Geolocation

Post by Falksi »

Fast Paced for me. I've not got time to **** around with slow ****, real life exists and finding time to game is hard enough as it is.
User avatar
rusty_shackleford
Site Admin
Posts: 46432
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Slower, methodical play is more fun.
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
Vergil
Posts: 15670
Joined: Sep 6, '23

Geolocation

Post by Vergil »

Falksi wrote: June 3rd, 2024, 07:45
Fast Paced for me. I've not got time to **** around with slow ****, real life exists and finding time to game is hard enough as it is.
An hour of gameplay is an hour of gameplay no matter what you're doing.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
User avatar
Falksi
Posts: 58
Joined: Nov 12, '23

Geolocation

Post by Falksi »

Vergil wrote: June 3rd, 2024, 07:49
Falksi wrote: June 3rd, 2024, 07:45
Fast Paced for me. I've not got time to **** around with slow ****, real life exists and finding time to game is hard enough as it is.
An hour of gameplay is an hour of gameplay no matter what you're doing.
But an hour of fast paced gameplay allows for more fun in that time. So if the gameplay is good, the experience is better.
User avatar
KnightoftheWind
Posts: 3528
Joined: Feb 27, '23

Geolocation

Post by KnightoftheWind »

Falksi wrote: June 3rd, 2024, 07:45
Fast Paced for me. I've not got time to **** around with slow ****, real life exists and finding time to game is hard enough as it is.
I will say that some genres lend themselves to playing a certain way. For example, shmups need to be fast because that's the only way they can be entertaining. Tactical RPGs and puzzlers need to be slow, because you need time to think and plan. A fast-paced FPS is a lot more fatiguing however, because there is a lot of visual information to take into account. You have to always be on your feet and jumping all over the place, and in a multiplayer scenario like Quake 3 other players are doing the same. It takes a certain kind of person to enjoy games like that. I used to love Unreal, but I doubt I can play those sorts of games now and be good at it.
User avatar
Falksi
Posts: 58
Joined: Nov 12, '23

Geolocation

Post by Falksi »

KnightoftheWind wrote: June 3rd, 2024, 08:34
Falksi wrote: June 3rd, 2024, 07:45
Fast Paced for me. I've not got time to **** around with slow ****, real life exists and finding time to game is hard enough as it is.
I will say that some genres lend themselves to playing a certain way. For example, shmups need to be fast because that's the only way they can be entertaining. Tactical RPGs and puzzlers need to be slow, because you need time to think and plan. A fast-paced FPS is a lot more fatiguing however, because there is a lot of visual information to take into account. You have to always be on your feet and jumping all over the place, and in a multiplayer scenario like Quake 3 other players are doing the same. It takes a certain kind of person to enjoy games like that. I used to love Unreal, but I doubt I can play those sorts of games now and be good at it.
Personally, I like a fast pace to most my games. Inject that buzz into my veins.

I get why other people prefer slower stuff, but I like to think and plan quick too.
User avatar
Kowe
Posts: 386
Joined: Feb 6, '24
Gender: Helicopter

Geolocation

Adventurer's Guild

Post by Kowe »

As Knightofthewind wrote about two post before, certain genres lend themselves to either slower-paced or faster-paced gameplay-loop.
In general RTS, FPS are on the fast-paced side. Of course, there are exceptions, like Clive Barker's Undying for the slower, story-focused Horror shooter.
Some points ShreddedNerd raised can be avoided by allowing players with these implementations: dedicated servers with their own rules, proper skill-based matchmaking, single-player. This allows some players to still find enjoyment despite the gap in skill or knowledge to another part of the general player-base and to more so play at their own pace. Mods can also alleviate the issue.

My preference here is fast-paced over slow-paced. Hence Quake 1-3, Starcraft + Warcraft 3, all being in my top 10/20. A great part of it is their focus on movement and input (APM/keybinding options).
Notwithstanding, certain slower-paced games do have their charm. Taking a bit of a guess here, but most of us if not all probably play both types of games. With a different tendency to one over the other.
User avatar
Irenaeus
Posts: 10950
Joined: Sep 29, '23

Geolocation

Post by Irenaeus »

The slower the better, unless it's an arcade game like Golden Axe. Paging @Falksi
User avatar
maidenhaver
Posts: 9591
Joined: Apr 17, '23
Location: ROLE PLAYING GAME

Geolocation

Adventurer's Guild

Post by maidenhaver »

It just depends on the day.
Weirdest cracker you know.
User avatar
Xenich
Posts: 4897
Joined: Feb 24, '24

Geolocation

Post by Xenich »

KnightoftheWind wrote: June 3rd, 2024, 06:09


This video by ShreddedNerd still sticks with me, because I think it makes a really good point. I find myself beginning to enjoy the more "twitchy" kinds of games less and less, where reflexes and speed are all that matter and is the difference between having a good time or a bad time. It may be fine in short bursts but it gets fatiguing after a while, especially when every new FPS title, including from indies, share the same formula. This issue even extends beyond FPS games, with many other genres having an abundance of flashy, caffeinated visual effects and a million and a half collectibles to find. Games prey on your sense of FOMO and desire for 100% completion (or even 50% completion). It seems Halo was one of the few franchises that bucked the trend for a short while, and makes me miss it's golden years all the more.
Slow and fast is a style, not a metric of quality.
User avatar
Xenich
Posts: 4897
Joined: Feb 24, '24

Geolocation

Post by Xenich »

Falksi wrote: June 3rd, 2024, 08:26
Vergil wrote: June 3rd, 2024, 07:49
Falksi wrote: June 3rd, 2024, 07:45
Fast Paced for me. I've not got time to **** around with slow ****, real life exists and finding time to game is hard enough as it is.
An hour of gameplay is an hour of gameplay no matter what you're doing.
But an hour of fast paced gameplay allows for more fun in that time. So if the gameplay is good, the experience is better.
Relative.
User avatar
DDC
Posts: 339
Joined: Feb 3, '24

Geolocation

Post by DDC »

I have less attention span in my 40s than I did when I was younger. A lot more partially played but unfinished games. The slow vs. fast dichotomy doesn't make much difference though.

In past decades, I would slog all the way through a JRPG even if it was mid. These days, I'm a lot better at cutting off a game once I realize it's going to be ****. I tend to gravitate to all manner of roguelike games (from traditional to deckbuilder to action based) and obviously they hit the full spectrum in terms of pacing. I'm selective about getting sucked into long games though. The exception I guess would be Soulslike games because I tend to play any of those that are halfway decent all the way to completion.
Solidus Snake Did Nothing Wrong
User avatar
SpellSword
Posts: 1370
Joined: Jun 15, '23

Geolocation

Adventurer's Guild

Post by SpellSword »

Image
The three evils that humanity faces:
Censorship
Telemetry
DRM
User avatar
Irenaeus
Posts: 10950
Joined: Sep 29, '23

Geolocation

Post by Irenaeus »

I prefer them so slow they are played in "turns".
User avatar
Manny V
Posts: 1691
Joined: Mar 19, '24
Location: Castle Drakenhof, Sylvania

Geolocation

Post by Manny V »

slow cause me brain slow
User avatar
CSM-101
Posts: 394
Joined: Jul 2, '24
Gender: Helicopter

Geolocation

Adventurer's Guild

Post by CSM-101 »

Just depends on what I'm in the mood to play. I'm not a fan of twitch shooters but I do like reflex heavy games like Audiosurf.
User avatar
somerandomdude
Posts: 587
Joined: Feb 8, '23
Gender: Helicopter

Geolocation

Post by somerandomdude »

If slow means spending most of your time in game watching cut scenes, dialogue, and lengthy animations play out, then I'd prefer fast.

I agree with DDC, I care less about story/dialogue/cut scenes as I've gotten older, if given the option to do so I frequently skip them if they drag on for too long. I'll use Ghost of Tsushima as an example, unskippable cut scenes pretty much made the game unplayable for me. If I bought the game, I'd have 100% refunded it before 2hrs was up.

If a slower paced game means more strategic, choices depending on build/loadout/approach to the game, and less dependent on clutch reaction speed, I might prefer slower depending on how it's executed, as long as it doesn't bore me with story/dialogue/cut scenes.
User avatar
Xenich
Posts: 4897
Joined: Feb 24, '24

Geolocation

Post by Xenich »

If its action, I prefer slow combat, longer endurance based fights where the point is strategy in managing resources, selective use of skills/spells/items (ie CC or similar) to beat an encounter... basically the essence of a "dungeon crawl" of slow progression. The point of slow action play is the progression of choices weighting a fight to the point where you eventually win it, or lose it, but... because it is slow progression, you have time to learn and adapt various tactics in play through mistakes before you cross a certain line of no return (ie you lose).

If its turn based, well... these days I enjoy it more than action.

Most games these days are... fast kill, mass AOE with no time to really implement strategy of learning and adaption other than reflex gimmicks and I got my fill of that in the 80's.
Last edited by Xenich on July 6th, 2024, 19:35, edited 1 time in total.
User avatar
Element
Posts: 1167
Joined: Jul 23, '23

Geolocation

Adventurer's Guild

Post by Element »

I liked episode 1 of Ultrakill
User avatar
Norfleet
Posts: 2853
Joined: Jun 3, '23

Geolocation

Post by Norfleet »

Xenich wrote: July 6th, 2024, 19:33
If its action, I prefer slow combat, longer endurance based fights where the point is strategy in managing resources, selective use of skills/spells/items (ie CC or similar) to beat an encounter... basically the essence of a "dungeon crawl" of slow progression.
I prefer a sort of balance between these: Where fights are thoughtful and proceed at a pace with some level of urgency, without being simple twitchfest quickdraw head clicking, and certainly CAN become long when both sides are skillfully managing their resources, but not simply attritional slogs where you repeat a sequence against a pattern while slowly grinding away a few million hitpoints one at a time. That's just boring.

The difference is something like a space battle where one side can achieve its objectives in mere minutes of engagement if the other side is exceptionally incompetent (okay, in practical play, it tended to be that one side was USUALLY incompetent, but still), while a battle between two master-class captains could last for hours with both sides finally withdrawing inconclusively (and this was still considered a satisfying conclusion) or a duel between wordsmen where the parry and thrust could go on indefinitely between masters, but a scrub will eat it in the head and die instantly, vs. hacking away at a giant million-hitpoint dragon that just flips between a "biting people" phase, a "the floor is lava" phase, and a "wheezing for breath like an asthmatic smoker" phase where you're supposed to whack it, vs. "who clicks the other guy's head first".

The first is a dynamic action where length of the action is a product of the depth of choices, rather than intrinsically baked into the system, and the skill of the participants is the primary deciding factor.

The second is a boring attritional slog where you're just repeating a sequence in response to a pattern ad nauseam, and involves little in the way of actual thought because your opponent is a static script.

The third is just a twitchfest for hyperactive children with short attention spans.
User avatar
Decline
Posts: 1649
Joined: Mar 29, '23
Location: a tiny world with some very archaic preconceptions

Geolocation

Post by Decline »

Funnily enough, the best movement shooter - Tribes - is comparatively slow to the turbo overkill movement shooters of today.
User avatar
Norfleet
Posts: 2853
Joined: Jun 3, '23

Geolocation

Post by Norfleet »

Decline wrote: July 7th, 2024, 01:50
Funnily enough, the best movement shooter - Tribes - is comparatively slow to the turbo overkill movement shooters of today.
That's because you want enough movement that moving is a relevant factor, but not so much movement that it's just ******* bunny hopping and zooming around like a hamster on crack.
User avatar
A Chinese opium den
Posts: 3044
Joined: Dec 6, '23

Geolocation

Post by A Chinese opium den »

I enjoy slowing the pace down in fast pvp shooters, zone controlling and keep-away is more fun when you're doing it to adhd rattled zoomers trying to ook out on you.
User avatar
Decline
Posts: 1649
Joined: Mar 29, '23
Location: a tiny world with some very archaic preconceptions

Geolocation

Post by Decline »

Norfleet wrote: July 7th, 2024, 05:53
Decline wrote: July 7th, 2024, 01:50
Funnily enough, the best movement shooter - Tribes - is comparatively slow to the turbo overkill movement shooters of today.
That's because you want enough movement that moving is a relevant factor, but not so much movement that it's just ******* bunny hopping and zooming around like a hamster on crack.
Movement in tribes is another weapon in your arsenal, another tool you wield, that must be strategically and tactically employed for it to be useful, just like any of the other.