Outdated game design

Vanilla ISIS

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1. Palette swaps.
I can understand if it's an indie game but if it's a game that costs 7-8 figures to make, just create more designs.

2. QTEs during cutscenes.
I hate QTEs in general but the worst example is when you're watching a cutscene, then it's "PRESS X NOT TO DIE", then you die and you have to watch the cutscene again.

3. Arbitrary inventory limits.
"You can only carry 50 shotgun shells". Why? I'm not carrying anything else at the moment so it's not like I'm going over my carrying capacity or something, let me have more shells, you fucks.
 

BrawlMan

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I disagree with the OP on this one, but there's nothing wrong with having health bars. Now not every game needs life bars, but in the case of beat'em up sand hack and slash those aren't going anywhere. And that has been proven, but getting rid of them outright won't be fun at all. Now there are some games that do things a bit differently you were just so physical damage to the enemy and the only thing that gets light bars are either you the player or bosses. Lives are an outdated design but the only games I see do this are retro Platformers or Mario games. Heck even Sonic got rid of the live system in Sonic forces and use half checkpoints. So I commend Sega for doing that. Rayman Legends was another game that showed you don't have to do lives in a platformer.

QTEs. Especially the insta-kill ones. They really dont serve much gameplay at all, other than killing the player unfairly. Luckily we rarely see games with quick-time-events anymore. And at most they're generally just used to finish off an enemy or mini boss.

Another one that can go is the stand behind cover to recover health mechanic. In the 7th generation of gaming, every game that was trying to be Gears of War or Cod 4 used this mechanic to a tiring degree. Yeah sure, picking up health packs are not realistic either, but neither is standing behind cover to heal yourself. Besides, it's a video game. There is not much realism to begin with. Once again, I have noticed that a lot of games are avoiding this now. Especially in the FPS genre. The player actually has a health meter. Thank you Doom 4.

Another one that ties back to the 7th generation is more more of a visual complaint. My God, I hated any game that was trying to do gunmetal gray or dogshit brown as a visual. Not only did a lot of shooters suffer from this, but there were games from other genres that we're trying to follow in those visual footsteps, regardless if it made sense or not. Now there were plenty of games with beautiful color out there, but a lot of Western games were copying Gears of War look without having to justify it. At least in Gears or in games like Resistance or Killzone, the environments were messed up because of pollution. And in other games that followed, it was gunmetal gray or brown just for the sake of being "realistic".

Games that are trying to be movies. I thought we got past this during the Sega CD era. Look I know people in the industry want to impress people who don't play games, but if these people look down on gaming or have not much interests to begin with; why even go through all the effort to prove your artsy. There's nothing wrong with having a good story but make sure the game plays actually good and not just one small segment after the other. If the stories not that good, then there's not much investment to begin with. And I won't play the game at all.

95% of the open-world games out right now. A majority of them feel the same and more or less have different Collectibles to differentiate themselves or environments. Other than that most of them are boring. The only open world game that have any interest in right now is Horizon: Zero Dawn.


And we need more arcade style racers. I'm seeing too many realistic ones and they range from decent to abysmal so horrible. Luckily, I seen previews of future racing games coming up and a lot of them look to be fun for the sake of fun. OnRush being one of them.

Oh and loot boxes as a whole are already outdated. They need to fucking go now. I don't want to hear the its just cosmetic excuse me. This is why I refuse to buy anything from EA, Activision, or Ubisoft.
 

Arnoxthe1

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Phoenixmgs said:
I was already done with Anthem at this exact point in the E3 trailer [https://www.youtube.com/watch?v=DGjbZUD7_-k&t=323].
Oh look. Destiny 3.0. Pass.

I remember when being a AAA developer actually meant something. Where you were at the forefront. Now it's just a front for loot boxes and bullshit.
 

Dreiko_v1legacy

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There's nothing that's purely "outdated" because games are, well, games. You sometimes need an "outdated" system to make very tight mechanics compelling. About anything can be excused and with good reason as long as the game it belongs to is one that needs it. Life bars for one are extremely vital in making calculations about how you approach a fight in a lot of genres and knowing the exact amount of your or your foe's HP allows for hp-based gameplay which is simply not possible if you have an approximate idea of how much hp you or your foes have. There's things like skills which trigger based on an HP threshold and being able to mathematically narrow down your distance from that threshold will allow for much deeper gameplay than an approximation method. With the "modern" one you get either overly-loose thresholds (this is what I see in games most of the time) that remove any of the strategy involved or absurdly tight ones making any high level attempts nigh undoable and more of an easter egg than a core mechanic.


Even lives can make sense in a narrative sense. Imagine a game where each life is a different character, and once you run out the game is fully over and you begin from the start, that sort of deal. True, most games won't be needing them, but they're not completely outdated either.
 

Canadamus Prime

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Big name Publishers. They are a outdated remnant of a bygone age that these days only serve to make games worse.
 

Arnoxthe1

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Canadamus Prime said:
Big name Publishers. They are a outdated remnant of a bygone age
Well, I wouldn't go that far. You can fight it all you want but big budgets can get games to reach heights that are just not possible on an indie/kickstarter budget. Having said that though, yes. The big three publishers (EA, Activision, Ubisoft) are shit.
 

Dalisclock

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Any game with long cutscenes(more then a few minutes) that doesn't let you skip them needs to go to hell. Especially if said cutscene comes before a boss fight.

Dark Souls at least had the courtesy of not playing the boss intro cutscene after the first time you fought a boss, which is damn useful when you might fight a given boss a dozen times. Metal Gear, for it's sometimes awful gameplay to cutscene ratio, did make the cutscenes skippable.

The option to pause a long cutscene is also welcome considering sometimes shit happens and you can't really wait 10 minutes to go deal with it.
 

BrawlMan

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Dalisclock said:
Any game with long cutscenes(more then a few minutes) that doesn't let you skip them needs to go to hell. Especially if said cutscene comes before a boss fight.

Dark Souls at least had the courtesy of not playing the boss intro cutscene after the first time you fought a boss, which is damn useful when you might fight a given boss a dozen times. Metal Gear, for it's sometimes awful gameplay to cutscene ratio, did make the cutscenes skippable.

The option to pause a long cutscene is also welcome considering sometimes shit happens and you can't really wait 10 minutes to go deal with it.
I forgot to mention this in my rant but thank you for pointing it out. I just got through playing Max Payne 3 and I am playing on hard mode. Already, I am sick and tired of the cutscenes. Some are skippable, but most of them are not.
 

Johnny Novgorod

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Seth Carter said:
The weird fascination with not letting you pause and/or save or have multiple saves.
This to the 10th degree.
The Souls games and the Pokemon games are top offenders on each count, respectively.
 

Samtemdo8_v1legacy

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Canadamus Prime said:
Big name Publishers. They are a outdated remnant of a bygone age that these days only serve to make games worse.
Failed Kickstarters and skeevy Indie Developers shows thats not completely true.

As if every single game that comes out of the AAA industry is bad now?
 

Avnger

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Yoshi178 said:
our games should just be movies so players can just watch and don't actually have to do anything.
So every Ninty game made in the past decade?

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OT:

Weapon/Armor/etc "rarity" needs to die immediately. It's recent resurgence tied in with the lootbox bullshit is enough to drive me crazy. Iron Sword A and Iron Sword B having different damages and stats despite them being completely identical other than that one's name is purple colored and the other's is green colored is utter garbage.
 

Ironman126

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TheFinish said:
The first two are fresh in my mind because Battle Chasers: Nightwar does BOTH of them. AT THE SAME TIME. It drove me nuts, and it's what I liked the least out of the game. A pity because the rest of it is aces.
That is rough. I haven't played the game, but I'm guessing, purely based on the Steam description, that the infuriating retro design elements are intentional because nostalgia. It does look like a lot of fun though.

As for the checkpoints, I take it you don't play a lot of big budget FPS games? Call of Duty, Battlefield, both of the new Wolfensteins, the new DOOM. All of them work exclusively on checkpoint systems. Far Cry 3 and onwards as well.
You know, it's funny you mention that. I hit "post" and right after I thought about DOOM 2016's checkpoints. For a lot of shooters, DOOM and Wolfenstein especially, it doesn't really bother me. I think it's got to do with how far you can advance before hitting another checkpoint. DOOM lets you get what, five, ten minutes passed before it saves? Wolfenstein's the same.

But with old school RPGs, I mentioned LotR: The Third Age, but there are definitely others, the games let you progress quite far in between checkpoints. In The Third Age specifically, you could even miss checkpoints because they were interact-able objects that you had to manually activate.

I suppose it's auto-saves and checkpoints. I'm not the kind of player who constantly does manual saves if I can avoid it. Divinity: Original Sin has one of the most conservative auto-save systems I've seen in an RPG. It'll let you go for hours without a save, which is why I've never beaten it. Mass Effect 1 also comes to mind.
 

Tanis

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Not 'design' per-say, but annoying is 'CAMERA CONTROL'.

It's been, what? 20 fucking YEARS and 3D camera control on some games are STILL shit?
 

Canadamus Prime

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Samtemdo8 said:
Canadamus Prime said:
Big name Publishers. They are a outdated remnant of a bygone age that these days only serve to make games worse.
Failed Kickstarters and skeevy Indie Developers shows thats not completely true.

As if every single game that comes out of the AAA industry is bad now?
Mostly true. We would certainly be better off without most of the big names.
 

CyanCat47_v1legacy

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Arnoxthe1 said:
Souplex said:
Half Life 2. Just... All of Half Life 2.
I don't know about outdated game design with HL2... Besides it forcing you to do its now pretty quaint physics puzzles. But yeah, it's really damn boring now. Definitely one of those you-had-to-have-been-there games. Oh, and the Hammer editor needs to die in a fire. It was awful even when it first came out.
I played it recently and found it quite good. I haven't seen level design that good in a long time. The only really annoying and outdated aspects are the jumping puzzles and the flashlight battery. Limited sprint and water breathing is necessary to prevent cheesing. Limited light in the darkness is just plain stupid. Shitty flashlights don't add anything to horror in games. Actually that last sentence is the perfect example of outdated game design
 

sXeth

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Awfully implemented secondary mechanics. Like, hire a consultant or something if you insist on jamming everything under the sun into your game.

The old standby is "forced stealth section" in an action or FPS with no real implementation of any of the mechanics or systems that make stealth games work. You get these Metal Gear circa 1990 levels of stealth gaming from 2010's big budget titles.

There's others of course, ranging from terrible combat systems in survival games, First Person platforming in general gets its terrible reputation from this, the classic Third Person Action Adventure Open World which often includes some combination of mediocre stealth or driving.



Speaking of awkward stealth mechanics done by people who have no idea how to implement things, I just skip any horror game immediately at this point if I so much as see a locker in a trailer.
 

Arnoxthe1

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CyanCat47 said:
I played it recently and found it quite good. I haven't seen level design that good in a long time. The only really annoying and outdated aspects are the jumping puzzles and the flashlight battery. Limited sprint and water breathing is necessary to prevent cheesing. Limited light in the darkness is just plain stupid. Shitty flashlights don't add anything to horror in games. Actually that last sentence is the perfect example of outdated game design
Have you played it before that?

Limited sprint is one of the most annoying things about it. And it makes little sense too considering how fast you moved in HL1.
 

hanselthecaretaker

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Johnny Novgorod said:
Seth Carter said:
The weird fascination with not letting you pause and/or save or have multiple saves.
This to the 10th degree.
The Souls games and the Pokemon games are top offenders on each count, respectively.

Partially true. Souls games save constantly and the pausing was left out due to the passively persistent online function most likely. The multiple saves require separate profiles, but if life calls you can just exit the game and be right back where you left off. The only caveats would be boss fights, which leave you outside the room, or invasions which are usually mitigated by either an in game item or playing offline.
 

sXeth

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hanselthecaretaker said:
Johnny Novgorod said:
Seth Carter said:
The weird fascination with not letting you pause and/or save or have multiple saves.
This to the 10th degree.
The Souls games and the Pokemon games are top offenders on each count, respectively.

Partially true. Souls games save constantly and the pausing was left out due to the passively persistent online function most likely. The multiple saves require separate profiles, but if life calls you can just exit the game and be right back where you left off. The only caveats would be boss fights, which leave you outside the room, or invasions which are usually mitigated by either an in game item or playing offline.
"Hey, if you could just waste 5 minutes exiting and restarting the game because you needed to pick up your phone and hang up on a telemarketer, that'd be great.

Sure, if you're actively mid-invasion, maybe no pause makes sense. If you're not, then just disable the invasion until its unpaused. This is "Pause", it's not inventory management or anything related to gameplay mechanics at all.
 

hanselthecaretaker

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^It?s not ideal but at the same time 5 min. is a gross exaggeration. More like 10 seconds to exit to title screen, 5 seconds to select profile, 30-40 seconds to load back into game.

Anyways, why are you not screening your calls yet? Let unknown #?s ring until they go to voicemail, and if they can?t even leave a message then you know they aren?t worth your time.