Game design choices that should be outlawed

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Ranylyn

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Judgement101 said:
Games that half-ass the gameplay for story. No, I do not have an example YET but I've got a feeling one of those is comming up soon.
Oh? I'll flip that. Games that half ass the story for the gameplay. Which is about 90% of games. And it's a far bigger problem than you'd think. Look at how long a JRPG can be, for example. The medium has the potential to tell a far greater story than any TV show, movie, hell, it can even rival books. And yet people want to ban games and argue that they're worthless as mass media because of... well, I don't even need to finish this sentance. There's just way too many flaws and I think we all know what most of them are.


Other examples.


- No death consequence.

Newer games baby players to hell and back. Back in my day, the save point before the last boss was in an RPG was potentially 15 minutes away, sometimes even 30. And you didn't get a "retry" option if you died, it was back to the last save. Why? The goal was to win. With no reason to fear defeat, you just throw yourself at the boss until you win. The shift has gone from "rethinking your strategy" to "Just try again from right here."

It's everywhere. RPGs? Yeah. Shooters? Who here remembers when Doom and Duke Nukem had complete level restarts upon death. Imagine a Halo level without any checkpoints for example. Yeah. New age gamers are babies brats who can't take a taste of old school without baaawing about autosave and the like.


- Quick Time Events

There's just so many reasons to reject this notion. GoW2 was one of the First PS2 games I played, for example. I never did get Circle vs Square down for QTEs since both are similar colors and shapes (as opposed to the vastly different triangle and X) and I wasn't used to the controller. That and even once I did learn it, the window was way too small, and in many games with QTEs, the button is randomized or appears in another corner of the screen!

QTEs alienate the casual to an extent where they can't continue the game, and even hardcore gamers get sick of them. There's no redeeming value, except, as before stated "zomg flashy cutscene WHICH THE PLAYER CAN'T FRIGGING FOCUS ON WHILE THEY'RE WATCHING OUT FOR QTE INPUT PROMPTS!"


- 3 man party (JRPG Exclusive)

Seriously. I grew up wth Final Fantasy 4 (FF2 SNES) where you had a team of 5. You had the tank (Cecil) the melee damage dealer (Kain) the healer (Rosa) the mage nuker (Rydia) and the generally useless tool who could occasionally shine if you spent way too much money on items (Edge) Nice balanced team. Edge's use is debatable so you'd argue you can knock it down to 4. 4 works well in other RPGs. So why the hell is it that when FF7 decided "lol 3 man party" that it suddenly became almost like a genre norm? Not only has it been the FF standard (exception: FF9)and even arguably the standard of most) games bearing Square's name before the SE merger (Such as The Bouncer, which wasn't even an RPG, or Kingdom Hearts) but other series have tried to follow their lead with dismal results.

A few examples include the .hack// games (which I admit I love to death) or White Knight Chronicles. Digital Devil Saga suffers this as well as well (Part of the Shin Megami Tensei series. Aka related to Persona) Hell, even Demon's Souls only allows you to summon 2 phantoms, so max of 3 "good players."

Quite frankly, why? 3 doesn't capture a well balanced party diversity because there's too many roles to fill. In its "streamlining," the norm of a 3 man party simply turns the party into "mash attack to win" clones where everyone has the same attacks, spells, stats, you name it.

Hell, party size in general bugs me. For example, Valhalla Knights 2 had a 6 man party. I can get behind that. I mean, the warrior has a shield and can use Guard, so he can rush in first while the thief comes in from behind and... well... The game was generally regarded as poor and they came out with a remake: VK2 Battle Stance. BATTLE STANCE ADVERTISES THE DROP FROM 6 PARTY MEMBERS TO 4 AS A GOOD THING. WHAT IS THE INDSUTRY COMING TO!?

If too many people is overpowered, add more enemies. Large scale battles are always more fun and epic than small skirmishes. More believable too, considering....
 

Sticky Squid

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Dec 30, 2010
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Tipsy Giant said:
Get rid of sequels, your characters aren't that interesting, your gameplay improvements are drastic enough, fuck your sequel, just give me a new game.

I'd take a thousand bad new IPs for a red dead redemption than 1000 GTA sequels.

oh and stop saying your game is XX hours long when all the quests are copied and pasted, repetition a good game does not make
You do realise that Red dead revolver is a sequel right?
 

Sticky Squid

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Sacrificing most of the budget to make some pretty graphics when the other, much more important aspects of the game are suffering.
 

Tipsy Giant

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May 10, 2010
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jck4332 said:
Tipsy Giant said:
Get rid of sequels, your characters aren't that interesting, your gameplay improvements are drastic enough, fuck your sequel, just give me a new game.

I'd take a thousand bad new IPs for a red dead redemption than 1000 GTA sequels.

oh and stop saying your game is XX hours long when all the quests are copied and pasted, repetition a good game does not make
You do realise that Red dead revolver is a sequel right?
Yeah true, thats a bad example a better example would be Bioshock, the first one was great, but I didn't need to see rapture in another game*, what they are doing with infinite is much more interesting than another retread

* fuck bioshock 2
 

Venereus

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May 9, 2010
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Thrust said:
Finishing a boss fight with a qte just for the sake of being flashy, this should be optional not mandatory.
Yeah! This was the straw that broke the camel's back for me when I tried playing Force Unleashed (the first one, and I'm not getting near the second one).
 

shaderkul

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Apr 19, 2009
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Venereus said:
Thrust said:
Finishing a boss fight with a qte just for the sake of being flashy, this should be optional not mandatory.
Yeah! This was the straw that broke the camel's back for me when I tried playing Force Unleashed (the first one, and I'm not getting near the second one).
Force Unleashed 2 pretty much made QTEs my most hated game designers fad. It was ridiculous on unreal levels.
 

Phlakes

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Mar 25, 2010
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Levels that are completely trial and error.

Yeah, I've been playing DK Country.
 

Cogwheel

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shaderkul said:
Cogwheel said:
Eico said:
Your character has amnesia.

Lazy!
I don't suppose you've played Planescape: Torment?
That is one exception where amnesia was done well. Every other instance I've seen is just laziness.
Agreed, just saying that it can be done well. PS:T, Amnesia, FF9 (yes, I mentioned a JRPG and will likely be burned at stake now), and a few others I don't recall at present. Everything has a good use, that's all I'm saying.
 

Chamale

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Fuck restricted saving. When I play a single-player game, I'm always thinking about who I am as a character, and trying to think of the game as a single long session in the character's mind. When the game forces me to find a save point, or to retry an easy segment 50 times because it precedes a difficult segment, I break character. I stopped playing Silent Hill 2 after it forced me to find a save point, because I could no longer relate to the character. Also, I could no longer feel assured that I could turn on my PS2 and simply play - I had to start playing with the knowledge that nothing important would come up and force me to leave the game without saving.

I'll give Shadow of the Colossus and simple platformers a pass on this one, but it's inexcusable in any game where the player might want to roleplay a character rather than just kill some dudez.

On the other hand, some people feel that games should be programmed with restricted saving because they prefer to save infrequently. That's a ridiculous objection because free saving doesn't force you to save at all. Please, people who enjoy save points, don't ruin it for the rest of us. Resist the temptation to save before a boss fight if you prefer to walk 15 minutes and then fight the boss. For all I care, there could be an option in the menu that turns off easy saving. But don't make it a part of the game and ruin it for players who like to follow the story.



Also, fuck Captcha. "Sensual exorcism".
 

Gromril

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Sep 11, 2005
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Persistent stats in online multilayer, especially shooters. It stifles creativity as people refuse to fight in interesting ways, favouring the efficient.

Never worried about it when I played Call off duty 2, but now whenever I fireup the xbox 360 and hit the First person shooters I'm quickly informed that my "KAYDEEE" is sub par and that, where I less off a noob it would be awesome like theirs, reguardless off the giant "You win!" before me.
 

mikespoff

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Oct 29, 2009
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Zechnophobe said:
_Escort_ _Missions_

Burn them with FIRE!

That and putting unskippable cutscenes between the last save point, and the really hard boss.
Both of these. I've never had an enjoyable escort mission, and I don't think that one will be made until friendly AI improves.

And the unskippable cutscene before boss is just horrible. I'll stop playing for that.
 

mikespoff

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Gromril said:
Persistent stats in online multilayer, especially shooters. It stifles creativity as people refuse to fight in interesting ways, favouring the efficient.
OOh, good point. I hadn't thought about it, but certainly where there are persistent stats the incentive is to max those stats at teh expense of innovative and interesting gameplay.
 

Bags159

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Persistent stats are a big draw in any FPS... remove those and you'd have a lot of jaded customers.
 

silversnake4133

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-Unfulfilling endings
-Stereotypical characters (ditzy girls, boisterous men, racial)
-Invisible walls/ceilings
-Time limits on search or fetch quests
-Lazy voice acting
-"Realism" (we play games to escape from it, why would we want to play games about it?)

Not really a problem, but more of a question, why in most Japanese ported games/anime do the adults put the fate of the world in the hands of children? While it's a typical focus on the "coming of age" story, I think it's giving kids way too much credit, especially since the ones I've come across would destroy the world instead of save it.
 

Apollo45

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Jan 30, 2011
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In light of the recent DA2 fiasco that's going down, it's probably already been said, but I'll say it again anyway.

Copy/pasted dungeons.




Oh, and escort missions. For all I care they can go throw themselves off a cliff.
 

TAGM

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Dec 16, 2008
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I think that any developer under the notion that cheep = hard, and places insta-kill death traps in places where you'll only know about them AFTER you've ran headlong into them should be taught differently.

Really pisses me off when developers just throw in traps I can't really know about untill it's too late. It put me off of DKCR, and it's put me off some other platformers as well. (I think so, anyway.)