Last game skill you "unlearned"

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Heuristics is a term used in game design to describe a concept where the maths, comprehension or similar required is beyond a given person, or at least the time given for them to contemplate the problem, and the instead develop things that "will do". With many games being mathematically mind boggling* and commonly reaction based game playing types will inevitably create their own for games.

*chess is commonly considered here where the number of potential states of a board after 6 moves apiece is astronomical. A game like street fighter probably has that beat after a few frames.

Mario Kart provides some of the purest examples of this. For instance do you know the position of every other racer in the game? As it is a rubber band affair and set after the first race in many instances then do you know the positions of last race and thus what might go here? Do you know what weapons they have? Can you create the equivalent of this for cornering Chances are the answers to those are
No (but there is a map if I need it)
Not unless the points difference matters or might matter.
Not unless I see it coming for me or just passed it (unless I am in first place then oh dear blue shell alert)
No but I sort of "feel it" and "know where to go".
Consider also that many "competitive" players will have "better" answers to those questions.
It also provides nice examples of the second aspect of this discussion. Compare either turbo starts or cornering/corner boost tactics between the various versions. If you put in a lot of time in one then how is either going to a sequel or returning to an old game and having to deal with "muscle memory" in some way? It need not be a sequel either and could just be another game in the same gameplay style.

We can go a bit more abstract as well. What do you do when you encounter inverted look controls or occasions where strafe and turn are "swapped"?

Speaking of heuristics a fine example was once relayed on Mario Kart. Is first place in the lead? Many would answer yes. Others that sit and think about it would consider the equalising potential of the mighty blue shell and maybe instead point at a close second place character.

This is part of series on GBAtemp where we have some discussion of aspects of the game industry, game design and related topics. Previously we discussed The game you invested the most money in.


Hopefully this time not all the primary examples were taken in the opening post and you can then join in discussing times where you had to "unlearn" a skill, heuristic or control preference for a game as well as other interesting aspects related to it.
 
To be honest, gyro controls for aiming in e.g. Zelga BotW are a good thing... when you are in lying in your sofa.
Each time I get my Switch for commute I need to kind of unlearn (stop moving the console by reflex trying to fine aim like an idiot) that and use the analog alone... or try to compensate for the ever changing acceleration vectors of the bus (which is too much of a PITA).

I don't know if that counts anyway.
 
What about games where you have to equip an item to be able to sprint?
I can't think of anything recent with that mechanic, the only games that come to mind are Metroid and Half-life. It's inoffensive when it's for something like a rocket jump, but that's ancient history as well. While we're on the subject of sprinting, stamina bars need to go. If I can sprint for longer than a character in a video game the mechanic comes across as stupid.
 
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I've unlearned how to sprint without a sprint toggle button. If I have to hold anything to run, I'll go insane.

Pretty much this.
I'm so used to bashing the A button to sprint that I cannot get accustomed to games that require you to hold the A to sprint.
 
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I can't think of anything recent with that mechanic, the only games that come to mind are Metroid and Half-life. It's inoffensive when it's for something like a rocket jump, but that's ancient history as well. While we're on the subject of sprinting, stamina bars need to go. If I can sprint for longer than a character in a video game the mechanic comes across as stupid.
I saw it as recent as some of the DS RPGs, worse still I recall one of those which running would drop your health (though it was one of the first).

Also maybe you are more fit than the 20 years trained special forces type. Did you ever think of that?
 
I saw it as recent as some of the DS RPGs, worse still I recall one of those which running would drop your health (though it was one of the first).

Also maybe you are more fit than the 20 years trained special forces type. Did you ever think of that?
See, the DS isn't recent anymore, it'll be able to drink, drive and marry legally in a few years, hopefully not all three at the same time.
 
you cant unlearn skill in the sims
which is sad
if you ever get a sim with level 10 fitness
then you can make it eat a lot, be a potato couch, etc
your sim can become muscular-shaped back again super fast
same with all other skills, even if you dont practice them for a long time
your skills "skillness" wont decreases
 
The Prinny platformer games for PSP removed the physics that made Super Mario Bros revolutionary. They did a good job of making the game challenging and interesting with throwback physics, but find me one person that didn't have to unlearn 2 decades worth of intuitive platforming skills.
 

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