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10 MISTAKES Every RPG Gamer Makes

Jun 08, 2021
- Role-playing games offer unlimited possibilities to become a character in a world with an infinite horizon. So how do you screw that up? Hello friends, I'm Falcon and today on Gameranx the 10

mistakes

that RPG players make. Starting at number 10 ruining your character build. This is one of the worst

mistakes

an RPG player can make. Some games have very detailed character creators and it is often not clear how to build them. In certain games the mage is the best class, in others the warrior, and sometimes you create a character whose role is covered by a party member you get later.
10 mistakes every rpg gamer makes
Or certain group members don't fill a certain role you need. I'd say this is particularly bad in older RPGs like Baldur's Gate, but it's still a problem that crops up. Games like Pathfinder: Kingmaker where, well, let's just say that character creation is more than complex and deep, these games basically ask you to build your entire character's place in the scene and hope that what you're doing is right, or you just you give up and search for character creation guides online. Having to do homework before even starting a game sucks, but it sucks even more when you spend a few hours and realize that the character you created isn't going to work.
10 mistakes every rpg gamer makes

More Interesting Facts About,

10 mistakes every rpg gamer makes...

They just suck and you have to go back to the beginning, start over, and yes, at that point you have to choose your poison. Cheating or a couple of hours of wasted time. We're not even going to appear in

every

game with a character creator here. Most of the time, your starting stats don't even have that big of an impact. But in certain games, if you don't create your character correctly from the beginning, it can totally ruin the game for you. And then there are the people for whom the character's appearance matters more than anything else in the game, who spend hours and hours tweaking the aesthetic, playing for an hour or so, realizing they don't like it, and then doing it again. .
10 mistakes every rpg gamer makes
Sometimes you never get to play the game. The character creator can also create players like this. Moving on to number nine, using the wrong healing item in a battle or using a healing item on someone who is already dead. So this is a mistake that

every

one

makes

in these types of games and it never feels good. It always sucks when it happens. Usually, it's not actually the game's fault. It usually happens when you're not paying close attention and press the wrong button in battle. Like RPGs, they tend to have a lot of repetitive actions, so you're bound to mess up from time to time, getting stuck in all those menus.
10 mistakes every rpg gamer makes
That's not so bad when you use like. just a weak healing item instead of a stronger one, but things can really fall apart if you're trying to revive a dead party member with a revive item and use a healing item by mistake. In games like Final Fantasy, where that can take an entire turn, that could spell disaster for your party, especially if that character was a healer. Many times, if you make a mistake bringing someone back to life, the entire party will be eliminated because you ruined that entry. Not as bad, but just as annoying, are the times you used the wrong status effect item or spell.
Sure, if you grew up on Final Fantasy games, the difference between echo screens and golden needles and eye drops is probably burned into your brain. But when you get into other series like Dragon Quest and suddenly you need antidote herbs and lunar war bulbs and don't get me started on the names they use for things in the Shin Megami Tensei series. And it's not even because I have a lot of complaints, it's because I really do, I've played those games for a long time and I still don't know it. Every RPG has a different name for status effects and different items to heal them, and a lot of times, if you don't know the difference, you're a bit screwed.
And number eight is skipping all the dialogue and then not knowing where to go or what to do. We've all been there, right? Sometimes in role-playing games, the dialogue can be, shall we say, tedious. You just want to move on to actions to skip that crap. The problem is that they wanted you to go somewhere and do something and now you don't know what it's supposed to be. It's a bigger problem in older games, but it's not just a problem in older games either. It still appears constantly in newer games. Even those where quality of life includes features like quest logs, objective markers, waypoints, etc.
They should make this problem a thing of the past. A lot of times, it's not just the fact that you have to go somewhere, it's that they want you to do something that's unclear or confusing, and in harder games they simply don't give you anything outside of the dialogue when you accept a quest and can turning something that is already confusing into something basically totally impossible. And speaking of skipping dialogue, here's another annoying thing we've all had to deal with, especially if you play a lot of old school games. When you speed through a long, boring conversation, but at the end they ask you, do you want me to repeat it?
And you press yes by mistake and have to go through the entire dialogue again. Wow, I've done it many times. Like it just sucks. Probably the most prominent example of this that I can think of is the owl at the beginning of Legend of Zelda: Ocarina of Time. I don't know why, but I do it almost always. That's not the only example though, for a while it was a constant problem in RPGs and basically any game with dialogue boxes. But fortunately it is not something that is seen too much anymore. At number seven is the selection of a dialogue option.
He's going to say one thing but then your character says something you didn't expect. That's, I mean, it's extremely frustrating. Especially when it happens at important moments. In contrast to the previous point, this sort of thing is a more modern problem with RPGs. You see this a lot in Mass Effect and Fallout 4, where they take the old, deeper dialogue system from other RPGs and try to simplify it. Sometimes they are oversimplified and make it very difficult to know what your character will actually say about a given option. You should already know what I'm talking about. Many times, it doesn't matter.
And at worst, it's like a really fun surprise, but sometimes when you're talking to a character or companion or whatever, you want to get on their good side, so you select an option that seems harmless but your character He says something that is horrible. . Much worse than you thought it would have been on the menu. It's especially bad in Fallout 4, where previous games literally listed exactly what you would say. Whereas in four, you only get short phrases that give you clues about what your character is going to say. As in a series where role-playing is so important, not knowing what your guy is going to say can make it much more difficult than necessary.
For people who just go with the flow, it's less of a problem, but for people who really want to play a character that represents them, it can be frustrating. And number six, accumulate all single-use items, but never use them. Oh my god, everyone does this. You start getting some really good single-use items, like bombs or mass healing at parties, things like that. You just never use it. You plan to use it, but only for a really difficult part that you feel like you're probably going to get stuck on. Then you meet a really difficult boss and you're like, well, who knows?
Maybe there is a more difficult boss. Then just save it. You get to the final boss and you still don't use it. At this point it's just a force of habit. You spend the entire game with one item. You skip it because in your mind it is an untouchable element. This is a problem that occurs in many games with unlimited or basically unlimited inventories like Final Fantasy, but even in games with obstacles like Skyrim, it can leave you with a total hoarder of your stuff mentality. It's like, what's the point of carrying this with you if you never use it?
Probably the most famous big item in this regard is Final Fantasy Megalixir. It is an item that fully heals all members of your party and restores all MP. Basically, you can totally reverse a difficult battle if used correctly, but how many people actually used it? Well, in games that weren't Final Fantasy 7, games that didn't have that infinite item trick, I didn't use it in any games. I used it in Final Fantasy 7 with the infinite items cheat. Full transparency here, it's 1997. I was like 11 or 12 years old. Who cares? However, all RPGs have things like this. Awesome scrolls that could easily take out certain bad guys in Divinity: Original Sin 2, or special restoratives in games like Dark Souls.
Actually, Dark Souls is probably the worst for this kind of thing. There are so many single-use items that I just don't touch because I assume they'll be useful later, but you're not going to give up that spot so quickly for an item you'll use once, so maybe that's the case. is lost on the entire inventory. All these amazing things that could be used to make the game much easier. Just never used. And number five, forgetting to save before making an important decision, sometimes the choice you make has consequences that you don't expect, or you may have made the wrong decision and now you can't get the best ending.
Like it's a mistake that just sucks. You have to save a lot in RPGs for a lot of reasons, but there's always a point in the game where you forget or unsave and something happens where you really want to go back and redo something but you can't. This especially sucks when I have, like before, an important choice like deciding the fate of certain characters or completing quests that will have certain ramifications later. It's especially annoying when you don't even know you're making an important decision. Probably the most infamous recent example is The Witcher 3. Basically, every interaction you have after finding Ciri decides which ending you get.
If you don't say the right things and do the right things, you can have a bad ending. The game never tells you any of this directly, so you can get to the end, have a bad ending, and be like, oh, that's it? Then you realize you can reload a save, say a few different things, and get Ciri to the good ending. It's an extreme example, but this kind of thing shows up in basically any RPG where your choices can have an effect on things. Sometimes they are immediate and other times the consequences of your decision take a long time to manifest.
But having a save file on hand is always useful if you need to redo something, it's just that some games don't always make it that easy. And number four, missing out on incredible loot by rushing and not fully exploring an area. RPGs love loot. There are always a bunch scattered throughout any dungeon. And sometimes it's easy to overlook. Some games like to hide things behind dark secrets. Sometimes it's just too dense. Hell, sometimes they're just repetitive. So you run through them and try to finish them off in one go. However, in all of those examples, you're much more likely to pass up something really good just because you're in a hurry.
The truth is that this happens to me a lot. Like when I was playing Skyrim and not paying much attention to my surroundings, I completely missed an awesome weapon waiting to be picked up because it's not in a chest and I walked right past it without even realizing it. Or let's say I'm playing an old school RPG with random battles. I get tired of running into an enemy every few steps. So I ran towards the exit, don't bother with the chests. In reality, it is an easy trap to fall into. Games can be long and RPGs can be really long.
So, of course, we all do this from time to time, but it sucks when you find out you missed Excalibur or whatever because you didn't look anywhere. And number three, skipping a boring side quest and not realizing that it's an important side quest with a really important feature locked behind it. This is a little strange because it doesn't appear that often. But when it does, it's beyond frustrating. RPGs love their side quests, and many of them give you dozens of items at once. However, for many games, they are not always that interesting, so after a while, these types of quests just blend into each other, and in some games, certain quests become much more important than others.
A recent example that comes to mind is the ultra-small reactor from Xenoblade Chronicles. This item allows you to craft gems wherever you are instead of forcing you to return to the starting village to do so. It's incredibly useful stuff, but you have to unlock it by doing this totally mundane and tedious quest that many players probably completely ignored. Another recent example is Yakuza 6, where you can unlock an entire bar with tons of side quests, but only if you play baseball. I'm usually pretty thorough with side quests in Yakuza games, so I missedThis is the first time in the game.
And it was crazy when I found out I'd missed it. I'm sure there are more examples out there. Like those were just the ones that popped into my head. It's always a shame to find out that you missed something that's useful or important just because you skipped a side quest. Even the worst side quest. And number two, selling a key item by mistake and forgetting who you sold it to. It's a problem seen in really hardcore Western RPGs. It's probably the worst. You go around selling things to vendors and mistakenly sell something important that you will need later.
You completely forget about that. You continue the game and get to the part where you needed the thing and whoops, it's not there anymore. It's not just a sales problem, it can also happen that it was thrown on the ground somewhere or traded with a party member, or simply thrown into a chest somewhere. There are many possibilities, but you will have to search everywhere to find the item again or, for certain games, you can at least put it back in your inventory. However, for some games, that's simply not an option. Even in games where you can't sell key items, there's still the problem of gathering quests and things like that.
Someone wants a lot of a certain item. You start to get it, but you sell part of it by mistake. I'd say it's maybe a minor issue these days, but with the return of really hardcore PC RPGs, it's an issue that shows up more and more depending on the game, and it always sucks when it happens. First of all, you spend hours creating the perfect character in the character editor, but they look weird in the actual game. I referred to this in the first one. There are people who get very demanding about that. And it may not necessarily be real.
As if he was putting it to the player on the other point about the character creators. But in this case we are not talking about picky people. We're talking about the ones where your person looks really weird compared to what you did. So yeah, I mean, this one has to be universal, right? You take a ton of time to make a character look as good as possible, bring it into the actual game and it just doesn't look very good. Your skin tone wasn't what you thought under different lighting. Your face looks weird and potato-like, some features look weird at different angles, whatever.
It's especially bad when you have everything the way you want, when they start talking, their face messes up, or the animations mess up their face or something. That's happened to me before. Developers want to make a good first impression, so in character creation they make the character model look as good as possible with fancy lighting and high-definition models, but it's a level of fidelity that sometimes isn't matched in the real game world. Now you're looking at your character with flat lighting and fewer polygons and they don't look very good. Like it's less of a problem in games like Dark Souls or many CRPGs where your character's face is covered for most of the game anyway, but in dialogue-heavy games like Mass Effect, where there's a cinematic presentation of everything, making make your character look bad in comparison.
What you did especially can really affect the whole experience. It's bad when you ruin the character's build, sure, but that's an exact science. What does your character really look like? That can be a total mystery. Like I said, sometimes it can be the player's fault for not really knowing what the proportions of the human face are like, but a lot of times it's the game giving you the wrong impression of what your character will look like. And it's one of the most annoying mistakes you can make in an RPG. But what do you think? Leave us a comment, let us know.
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