Remove a Game Mechanic from Existence

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Whispering Cynic

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Nov 11, 2009
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Regenerating Health - seriously, words can't describe how much I hate that mechanic.
And QTEs - I would not miss those. At all.
 

TheLoneBeet

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Feb 15, 2011
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I'd get rid of regenerating health. It's just so stupid. I'd rather play a game where you have to collect health. I'd MUCH rather play a game where you have to patch yourself up with a med-kit or something in real time. MilSim games are good for this, even if you have unlimited numbers of med-kits. It just helps my immersion when I've got to actually take time to heal myself when I'm hit. You're already hiding behind the wall, what's so bad about making the player do something instead of just sit there?
 

Kvaedi

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Jul 7, 2011
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This really isn't a gameplay mechanic, just something that annoys me nonetheless. You're controlling your space ship in some game....and you hear the other ship's engines and guns firing from behind you. How? It's just not possible. Oh well.

But seriously. Escort missions as often as not make me want to shoot the bumbling simpleton I'm tasked with guarding. They always feel the need to get themselves shot...Whether it's by not taking cover, taking cover on the WRONG SIDE of the wall, or just running right into my shot...
 

Twilight_guy

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Nov 24, 2008
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mjc0961 said:
The OP said removed from gaming history. That means no buttons ever. No arcades with buttons, no home consoles with buttons, and no PC games with buttons. Just reviewing a button-less history of games would be fascinating.
 

danp164

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Apr 16, 2009
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Vehicle sections that feel like steering a rampant elephant with a mouse stapled to its trunk. Seriously if we wanted to play a race against time we'd pick up a RACING game I don't play an FPS to get stuck behind the wheel/levers of a tank that's require more effort to drive than a REAL tank.
 

Ruiner87

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Jul 23, 2008
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Quicktime events and escort missions.

As for regenerating health, I've always liked a system that incorporates both regenerating, and non-regenerating health. Halo: Combat Evolved and Halo: Reach, which obviously have the shields, but also have a health bar. I'd also like to see what would happen in a game where there is a system that incorporates (very) slowly regenerating health, but also includes Medkits for quick healing. Would be interesting, mainly because if you had patience you'd never find yourself in unwinnable situations.
 

Infernai

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Apr 14, 2009
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Pointless side-missions: eg. The missions that are like 'get my cat out of the tree...i could do it myself but...y'know, Fresh Prince is gonna be on in five minutes and...i don't wanna miss it so if you can get to it, that would be great!" and all you get out of it is some useless, mundane item or an insignificant amount of cash.

I've got a world to save pal, you're cat can FUCKING WAIT! So do it yourself and don't bother me again unless you've got something damned important to tell me!
 

Anezay

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Apr 1, 2010
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Pengowen said:
Forced Perspective in 3D gaming

When the camera in a game is bad, it hides behind this.
I'm looking at you Action gaming! O___O
how many times have YOU been killed by something off screen? hmm?
I wholeheartedly agree with you.
There is no excuse for an unwieldy camera anymore. At all. On consoles you have two analogue sticks to deal with it, on pc you have a mouse and a whole keyboard of options.
 

thom_cat_

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Nov 30, 2008
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QTE.
I have never enjoyed these at all.

I can deal with regenerating health in games where health isn't really a factor (Portal for example) but otherwise it's stupid.
 

Ninjat_126

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Nov 19, 2010
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Another few:

Irreversable or easily missed dialogue options. I just failed Zaeed's Loyalty mission in ME2 because I accidentally pressed the Square button and then it autosaved. Same with Paragon/Renegade interupts, you don't want to accidentally trigger the wrong one by accident. I'm sure there are examples from other games.

Backtracking through identical levels. Going through the same environments as a different character or with different enemies might be OK, but as the same character with the same enemies? No.

Minimal checkpoints. We shouldn't have to fight the same easy battle 500 times in a row because there's no checkpoint between it and the hard-as-all-fuck boss that comes next.

Difficulty levels distinguished by increased enemy health/damage or increased prices on upgrades/gear. Hardcore mode should have smarter enemies with better accuracy, or introduce tougher enemy types rather than make everything just hit you harder and have more health. Same with just decreasing your health.
 

Tdc2182

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May 21, 2009
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Amphoteric said:
Regenerating health.

Half Life 2 didn't have regenerating health and it's one of the best games of all time.
Half Life 2 isn't considered the best game because of it's health system though. And even nowadays, it's physics based gameplay has been outshined.
 

General_Potatoes

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Jun 22, 2009
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Shadow flame master said:
WATER FUCKING LEVELS

There is no way I can possibly tell you how much I hate them to death. I have drowned one too many times trying to find that last star/coin/enemy/whatever so I go to a new area.

Princess Peach better give me something more than a kiss on the cheek for savin her ass for the billionith time in a row.
This. They were especially bad in every zelda game.
 

Tdc2182

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Buleet said:
I am surprised almost nobody said "escort missions" yet.

God i hate those.
Of course it is rather fun if you are the one to escorted by someone.(Ala half-life episode 1)

But if this does not count i choose leveling upp in multiplayer and giving a damn near instakill weapon on level 40 or so.
Makes it very annoying for the new people.
I was under the impression that escort missions are becoming much more well done.
 

Daniel Hailey

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Apr 4, 2010
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iron sights is a good thing to have though i mean look at Cod2 thoses were awesome days, and i personally cant wait for Red Orchestra 2

anyway aside from the obvious 2gun limit(expect on games that are going for realism) regen health but top of the list would be QTEs >_< only a very very few games can pull of QTEs well enough but the majority all fail
 

eclipsed_chemistry

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Dec 9, 2009
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Naeo said:
I want to say "fetch quests" but a few of them are necessary in games. Ditto on "go here kill X" quests. If I could eliminate, say, most of the former but not all?

No no no I got it. Fucking escort missions when the person you're escorting is unarmed and can't defend themselves. FUCK escort missions because they never come in the form of "oh here's our extremely important person, better send a few tanks and very highly trained personnel to guard them" even when you could very fucking easily do that. Instead, it's all "oh lol it's the president better send our one soldier to get him from his prison in Moscow to Beijing trololololol." A few times the person has a gun or something and it's not so bad but overall, escort missions are so awfully done that they should not exist. So escort missions. Fuck them. hard. With a tree.
This lol. This this this. I hate fucking escort missions, especially in games where there are LONG sections of doing nothing and if you die you have to start from the very beginning and do nothing for minutes at a time all over again. Or if it has a long, unskippable cutscene before it to make it that much worse.
 

kinapuffar

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Nov 26, 2010
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Quick-knifing: selfexplanatory.

Pallette-swaps: same enemies, different colour, lazy.

Copy-paste dungeons: we're not paying $60 per game so devs can fuck around and do 1/10th of the work and then just make us play it 10 times. Fuck that.

Back-tracking: sort of the same as above. Instead of being creative and making some new environments, don't make us go through the same ones backwards, it's just frustrating, it makes the game suck.

Padding the games: if your game is too short, don't try to make it longer by giving all the enemies a whole bunch of extra health, and decreasing the amount of damage our weapons do so we'll be stuck forever killing hoards of expendable goons by smacking our nerfbats against their diamond armour. Extra asshole points if you on top of this decrease the amount of experience or items they give off, to force us to grind every single one of them in order to advance.

I'm looking at you, Final Fantasy XIII. You bastard.
 

boyvirgo666

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May 12, 2009
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any insta kill enemies(ie the grim reaper or the dwarf priests in magicka). oh and when the screen gets all fuzzy when you take alot of damage
 

eclipsed_chemistry

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Dec 9, 2009
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Ninjat_126 said:
Another few:

Backtracking through identical levels. Going through the same environments as a different character or with different enemies might be OK, but as the same character with the same enemies? No.
But what about difficult RPG's that pretty much require you to power level to make your life easier? I mean, one could argue that the games shouldn't be that hard in the first place, but I like my JRPG conventions. But if you're talking about the Metroid style, backtracking-just-to-get-that-one-treasure-you-missed-earlier kind of backtracking, then yeah, screw that, it can die in hell for all I care.

Ninjat_126 said:
Minimal checkpoints. We shouldn't have to fight the same easy battle 500 times in a row because there's no checkpoint between it and the hard-as-all-fuck boss that comes next.

Difficulty levels distinguished by increased enemy health/damage or increased prices on upgrades/gear. Hardcore mode should have smarter enemies with better accuracy, or introduce tougher enemy types rather than make everything just hit you harder and have more health. Same with just decreasing your health.
I wouldn't play Demon's Souls anytime soon if I were you lol.