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Hollock

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1 cover systems- hate em' i can do it myself
2 having to mash x to lift up somthing heavy
also
3 games like fable two or dead space where there are arrows on the ground that show you where to go. and i know you dont have to use them but it's like cookies you may feel like you accomplished somthing making them youself, but if you have a box of oreos right next to you, your not going to bother baking those little bastards
 

Clashero

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GrinningManiac said:
Snipers having atheritis when they zoom.

I understand they wobble a bit, but really? flailing about about two feet to the right of a target before capzise-swinging a full 360?
Pff, play Hitman: Codename 47, or look up a video of sniping in the game. Seriously, you have to pretty much guess.
 

Textbook Bobcat

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Baby Tea said:
I'm pretty sure the rewind ability can be turned off for those who are more 'hard core'.
Which makes the game accessible. Not everyone wants a racing sim, and Turn 10 seems understand that.
Heck, the game even offers 'auto braking'. Seriously.

Now I turn that all off when I play, but that's because I like a more sim-like experience. You can do the same. Can't complain about a great franchise getting more accessible to the 'casual' player, especially if it doesn't force those changes upon you.
All the above doesn't bother me, it keeps in tune with the simulation. The point of Forza, I took it, was to provide the most relaistic driving experience. We have plenty of arcade racers out there, we don't need an arcade feature within the only simulation on consoles.

As I said before its a small niggle, but slippery be the slide on which it lays.

Baby Tea said:
As for the two gun limit, I rarely see a game that is just dropping the weak gun for the stronger gun.
Any examples?
Gears of War, SP campaigns. HammerBurst/Lancer/Shotgun dropped as soon as Boomer/Longshot/Torque appears. Lesser extent MP, but retain shotgun or (at least in my circumstance) HammerBurst. I know there are exceptions, but generally this is the system.

I'm not saying I don't like these games, in fact I enjoy them greatly. But saying there's strategy is like saying there's strategy in peeling a banana.

Baby Tea said:
And as for QTE, I didn't mind them in Prince of Persia. There were only a few that were random, and the rest were the same every time.
My main point - same every time. It gets old; fast. As a test of skill it cannot replace bare bones fighting. You can have QTEs but just not in the manner that is so in your face, i.e. having prompts blaze onscreen.

Baby Tea said:
I do agree that they can be annoying, however, and I think they should stop being random. If my character is about to punch a guy, the punch button should be used. This would make it more free-flow and logical, I think.
I don't know how many games you've played with/without them, and I do not mean to be patronising, but I am bored of this being the crux for a tense situation. There are many different tools that a creative developer can use, but obviously with people still lapping it up the lazy method will prevail.

Baby Tea said:
I will also add, quickly, that I really really enjoyed the fact that the new Prince of Persia didn't kill you. Some might say it's a 'hand holding' thing, but it really kept you in the game. No 'loading', no 'checkpoints', just gaming. I loved it. I wish more games did something like that.
Agreed, not every game has to defecate in your mouth to be entertaining. This style fits Prince's parkour style gameplay perfectly, but again, this could be a future innovation that ruins
 

TelHybrid

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May 16, 2009
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Wii-mote. The lack of precision allowed developers a good excuse to just stop trying to put effort into Wii games and instead make games with the quality of what you would find on a flash based browser game.
 

Flour

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Baby Tea said:
the 'limited carrying' ability is great, forcing player to actually think about what guns they are carrying, rather then just carrying a massive arsenal
In just about every game I've played with this limitation, that usually meant you will find the weapon you need close to where you have to use it. Or you start with a sniper/rocket launcher/anything before being reminded 40 times that it will make the objective a lot easier.(if the weapon even allows you to shoot at non-objective targets)
 

Remleiz

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Textbook Bobcat said:
Baby Tea said:
And as for QTE, I didn't mind them in Prince of Persia. There were only a few that were random, and the rest were the same every time.
My main point - same every time. It gets old; fast. As a test of skill it cannot replace bare bones fighting. You can have QTEs but just not in the manner that is so in your face, i.e. having prompts blaze onscreen.

[
So how would you apply QTEs without prompts?
 

TAGM

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Dec 16, 2008
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The wii-mote? *Rimshot.*
Nah, I kid, really. It doesn't exacaly KILL games, just makes 'em a little harder to do right.
What I really dislike is how everyone's trying the "new" way of making 2D games. Every time a 2D game comes out, it's a "new and exiting development," But they forget that the main reason we jumped into 3D gaming was to GET AWAY FROM 2D!
I'm not saying I don't Like 2D games; usualy if someone makes a 2D game, they usualy are nostalgic and will try to put some effort into making the gameplay good. It's just that everyone says "This Game Is 2D" like it means the game's the second coming of jesus. A 2D game with 3D graphics is origional? No! It's been done since the nintendo 64, if not earlier! It's not anything new!

Now, a fully 8-bit game, THAT'S new...
*coughmegaman9dicksuckcough*
 

Textbook Bobcat

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Remleiz said:
So how would you apply QTEs without prompts?
You ever played older style games where the boss hardlines a particular pattern and the player has to execute a sequence to avoid/counterattck.

That is a freeform QTE. QTEs are just a "paint by numbers" for idiots, a glaringly obvious "this is what you have to do" game mechanic. One for lazy developers and lazy players alike.

I will use Mizar in Jet Force Gemini as my example, you had to jump over three shockwaves, shoot down a few projectiles, dodge some others before an attack opportunity arose.

How much fun would that sequence be if it was A, A, A, B, , Z? The focus being on the buttons and not the moment in the game.
 

Jinx_Dragon

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Jan 19, 2009
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Soooo many options. I just like to look more towards the innovations that have improved the game industry though the cynic in me will always be prepared at how low things can sink.

As for your three:
QTE just suck no matter what the game. Was anyone else pissed off that fear 2, more so I mean then the general crappiness that game brought about, used QTE for boss fights?!

Limited carry capacity can be done quite well actually. Sure I know your complaining about the two gun system in games like the COD systems but in others it has been highlighted as a improvement over the unlimited arsenal system. Many FPS with RPG elements have used weight limits, coupled with movement penalties, to great effect... long before games like Stalker took it mainstream.

Wonder who here has messed around with that old UT mod called infiltration? Goddess, I loved that game. It should of gone mainstream and had my babies!

You know the limitations is just like regeneration actually. An attempt to move away from a poorly constructed system that has then been over used to such an extent it turns out to be worse. The people designing the system had a problem, they didn't want a game with an unrealistic 'run around collecting health' element but had nothing to replace it with. Regeneration could of been implemented better, using just that idea alone I can think of a way to penalise getting shot better without making the fact over whelming, as no matter how good you are you are going to be shot up in a FPS. Slow the regeneration rate down so it can take as much as five minutes to recover from a wound, long enough the actual battle situation should be over. That way you do fear getting shot, cause now you can't just duck behind cover for five seconds and be ready to go, but are not overly penalised when the inevitable happens.

Personally, I will rather stick with my tri health idea but I've explained that elsewhere before.

And... rewinding? Wouldn't that just be like some demented load and save elements found in all games? Obviously they had the same problem as the above mentioned designers, wanting to move away from the established system, this time save and load features, but not wanting to over penalise the player. My question though is: WHHHHY? Honestly what the hell can one replace a load and save feature with that will not make it so you have to be perfect every time but won't give the same benefits regardless?

Rewinding surely wasn't it.
 

Textbook Bobcat

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AlphaOmega said:
Dumbing down in general, Im really curious to operation flashpoint 2 o/
I think due to the boom of the Wii this is an inevitable occurence.

Jinx_Dragon said:
Soooo many options. I just like to look more towards the innovations that have improved the game industry though the cynic in me will always be prepared at how low things can sink.

As for your three:
QTE just suck no matter what the game. Was anyone else pissed off that fear 2, more so I mean then the general crappiness that game brought about, used QTE for boss fights?!
Exactly, my above post describes how a boss fight can basically be a QTE, just without the in-your-facery.

Jinx_Dragon said:
Limited carry capacity can be done quite well actually. Sure I know your complaining about the two gun system in games like the COD systems but in others it has been highlighted as a improvement over the unlimited arsenal system. Many FPS with RPG elements have used weight limits, coupled with movement penalties, to great effect... long before games like Stalker took it mainstream.
Carry capacity I find is acceptable. Fallout 3 the most recent example, does it very well.

However games like GoW2 where a Lancer is in front of a piece of wood that needs sawing is not game direction. In fact, it is just plain retarded.

If games didn't perform such idiotic sequences, two guns wouldn't seem so bad. But they do, so it is.

Jinx_Dragon said:
You know the limitations is just like regeneration actually. An attempt to move away from a poorly constructed system that has then been over used to such an extent it turns out to be worse. The people designing the system had a problem, they didn't want a game with an unrealistic 'run around collecting health' element but had nothing to replace it with. Regeneration could of been implemented better, using just that idea alone I can think of a way to penalise getting shot better without making the fact over whelming, as no matter how good you are you are going to be shot up in a FPS. Slow the regeneration rate down so it can take as much as five minutes to recover from a wound, long enough the actual battle situation should be over. That way you do fear getting shot, cause now you can't just duck behind cover for five seconds and be ready to go, but are not overly penalised when the inevitable happens.
If developers want regenerating health, cap the regeneration. Shot in the leg will cripple you, and decrease your "top HP".

Or have a system like "adrenaline", where in the heat of battle you can take bullets, but once the dust has settled you better find med care or you're in trouble.

I'm brainstorming, and if I can think of alternatives in a heartbeat, why can't these bastards in board rooms do a better job?

Jinx_Dragon said:
Personally, I will rather stick with my tri health idea but I've explained that elsewhere before.
Provide a link or PM the outline/full detail?

Jinx_Dragon said:
And... rewinding? Wouldn't that just be like some demented load and save elements found in all games? Obviously they had the same problem as the above mentioned designers, wanting to move away from the established system, this time save and load features, but not wanting to over penalise the player. My question though is: WHHHHY? Honestly what the hell can one replace a load and save feature with that will not make it so you have to be perfect every time but won't give the same benefits regardless?

Rewinding surely wasn't it.
It has its place, but in a market oversaturated with people wanting interactive movies I fear its place will be everywhere. If Gran Turismo 5 has it I may very well give up gaming while I still have a love for it.

Its only going down if even the strongest developers have to ride the sheep wave.