Praised Game mechanics you don't enjoy.

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Engarde

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Jul 24, 2010
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Rewarding those who succeed in multiplayer games gets me annoyed, more often than not. I'd rather some sort of penalty for suceeding, especially if it stacks up. It is hard enough to win without giving the guy who had a bit of sucess earlier on the ability to melt my organs from twenty feet....

I have had great fun without it. Playing a splitscreen game with friends, the experienced player and guy who owned the damn game kept winning, so whoever was leading in points did 10% less damage. After putting that on, things got a huge deal more fun.
 

GrizzlerBorno

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Sep 2, 2010
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immovablemover said:
Game-engine-cutscenes. Yeah I know it keeps the flow going and graphics are quickly moving towards a fidelity which makes this point moot (so this is a retrospective point of the last...8 years maybe?) But I like my cutscenes to A. Not lag on my PC, so please pre-render them and B. Look at least 50 shades of amazing.
Oh God, I'm going to agree with you there purely because of how ridiculously slow AC2's cutscenes ran on my PC. It burned through the sound file (all the dialogue) for the cutscene before even a quarter of it had stuttered through. I had to remember what they said and match it with the actions on screen playing at 10 FPS. It was Horrendous.

Although, to be fair, that was because AC2 was the shittiest port I've ever seen, more than a flaw in the cutscenes themselves....
 

Veloxe

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Oct 5, 2010
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Leveling up and getting unlocks in FPS games. Maybe it's because I played Tribes for so many years as my first FPS but it just seems really arbitrary to have leveling systems and "rewards" in FPS games. For me preforming well was supposed to be the reward not "Oh mah god! 12th prestige!!!!!!!!!!!!"
 

Kud

I'm stuck because demonic spider
Sep 29, 2009
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I honestly think that game mechanics are only bad if the developer implements them wrong.

But if I had to choose, I would have to say... Iron Sights. Only because I am bad at Iron Sight shooters.
 

Subbies

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Dec 11, 2010
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moral choices. Cause for the most part it's always either black or white, and secondly they're choices based upon the developer/ the norm's morals and I'm sure I'm not the only one whose moral compass does't point to the same north as theirs
 

ZippyDSMlee

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Sep 1, 2007
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Bioware: and lackluster dailog trees/wheels.
Bioware: watered down action mechanics in a CRPG.
Everyone: watered down AI/weapons/everything in FPS's.
Bioshock:Lack luster sand box game with half ass mechanics.
QTE:While over rated when done right they seem to be written off or ignored(example Turok) QTE should not over ride anything it should be fluid and part of the flow of the action, IE make it an un interruptable combo if you mess up you get thrown.
 

ZippyDSMlee

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Sep 1, 2007
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SuperSam150 said:
Fallout's Vats aiming system.
Why doesn't it just play the whole game for me and be done with it?
Well its a joke of a mechanic that and most of the crap in FO3.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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GiantRaven said:
Zhukov said:
At the end of the day, click-on-enemy doesn't strike me as a great game mechanic. If that's all a game has then I will probably hate it.
That's a little oversimplified I think. It's like saying that 'press A to jump' or 'hold trigger to accelerate' isn't a great game mechanic. If you strip something to it's barest elements, of course it isn't going to hold up well.
Those are controls, not mechanics.

I have no problem with "Left-Click to Fire".
 

Omega Pirate

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Sep 20, 2010
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Wondermint13 said:
Block.

Fighting games or Hack n' slash.
Who the fuck blocks?? We're given buttons to smash the shit out of our controllers with the intent of harming whatever stands in our way.
Why the fuck are we going to waste time holding down a single button when we chould be smacking the shit out of the motherf***er!?

To further my argument.. I dont enjoy unleashing hell on an enemy just to watch him hold his tiny sword/fists over his face and take no damage from my fiery combo of death...
I want to see you play Demon's Souls, it will be enjoyable. For me that is.

I could never really get into any of the Final Fantasy's. The combat is too slow for me, well I only played 3/4 on the DS. I prefer the real time combat of the Tales games.

Holding the thumb stick to crouch is another one, how in the name of god am I supposed to do that and move/look at the same time?
 

andreas3K

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Feb 6, 2010
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AshPox said:
I honestly think that game mechanics are only bad if the developer implements them wrong.

But if I had to choose, I would have to say... Iron Sights. Only because I am bad at Iron Sight shooters.
I agree. Who needs iron sights anyway when you have crosshairs on the HUD? Especially since in most games you won't be shooting beyond 100m.
 

Deshin

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Aug 31, 2010
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Mr Thin said:
Well, I've always assumed that the game-play of the Final Fantasy games must be pretty well loved, as there's what, fourteen of the damn things out now?

Personally, I dislike it. I find that, even when playing a normal-length game with that type of game-play, I get bored half-way through, and the Final Fantasy games are famous for their length and replay value.

It's a shame, because apart from the tedious game-play, the other aspects of the series interest me greatly.
FF hasn't really had the same gameplay since the tenth tbh. 11 and 14 are both MMOs so the gameplay is vastly different, 12 also played like an mmo though it's a stand alone game surprisingly enough, and 13 was "alright" once you got to the endgame zones and just mashing the A/X button wouldn't get you past the enemy's opening volley.

Then if we're counting the non-numbered instances we've got a couple of beat em ups (Dissidia), a couple of Tactics RPGs (Tactics, Tactics Advance), a decent action rpg (crisis core), a 3rd person action game (dirge of cerberus), a racing spinoff (chocobo racing)

Sorry for the tangent but people lumping FF into a single game-play style really rustles my jimmies.
 

Atmos Duality

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Mar 3, 2010
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*Quick-Time-Events
I'm glad they're on the downturn. QTEs (and games based entirely on them) are just plain shit.
They take the player out of the moment, break game flow, and allow for little more than showboating that doesn't glorify the player's skill, but the skill of the animators.

*Regenerating Health
Don't get me wrong, it has its place and its usefulness, but this has become a lazy-man's copout of a game mechanic.

On a side note, the elimination of party/inventory management in certain games benefits few.
It's one thing if a game provides only one path for equipment/skill upgrades, but for games that use scalable/utility logic in their item creation it's very disappointing when you take that choice away from the player because the game's marketing finds that Fratwads are too lazy to take 10 secs out of their life to equip their items.
 

infohippie

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Oct 1, 2009
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"Thermal clips" in Mass Effect 2. They're way more inconvenient than the original heatup/cooldown mechanics of the weapons in ME1. It's pretty obvious Bioware wanted to bring in ammo clips to make it more familiar to the shooter players they were trying to attract but had to find a way to square it with the lore they'd already introduced in the first game.
 

infohippie

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Oct 1, 2009
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immovablemover said:
Game-engine-cutscenes. Yeah I know it keeps the flow going and graphics are quickly moving towards a fidelity which makes this point moot (so this is a retrospective point of the last...8 years maybe?) But I like my cutscenes to A. Not lag on my PC, so please pre-render them and B. Look at least 50 shades of amazing.
It's funny - I have a nice fast PC but (for now) a kinda crappy hard drive, so in most games it's the pre-rendered cutscenes that stutter, and the in-engine ones that are smooth and look amazing due to being in far higher res than the pre-rendered.
 

Echo136

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Feb 22, 2010
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Regenerating health and chest high walls. Its basically become an industry standard and the only game I liked either was Mass Effect 2.