Subjective? Your Non-Existent Game Mechanic Problems

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jamail77

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So, I've been thinking about this lately. Have any of you ever heard a game mechanic get criticized widely or even just by a few people for a problem that didn't exist for you personally? I don't know how subjective game mechanic problems are. Is it perceived or do I just compensate so much better than the people taking issue with the (in this latter case it's factual and an objective thing as a result of course) problem that it is less serious for me? Maybe we can shed light on this. This might go on a little too long as I have 3 long stories/examples of this so for those that might find this TL;DR just respond with your own story of this happening to you.

1. For me, the first time I disagreed on game mechanic implementation was with the FPS platforming in Mirror's Edge. Mostly Yahtzee criticizes this. He brought it up in his Mirror's Edge critique and in his newest game critique Rise of the Triad he thinks it became a problem again. " pointed out that platforming from a first person perspective has worked about as often as Western European peace treaties", is what he said in regards to excitement about the gameplay trailers for Mirror's Edge. His reasoning is always that you can't see your legs so it's hard to judge your jumps without looking down and b/c it's in first person perspective sometimes your legs just exist in a nether space for design reasons messing with perceived collision. It gets worse with small platforms and ledges as a result too. I get the 2nd point though this has never been a problem for me whenever I platform in FPS games, guess I got lucky with that aspect in the types of FPS games I've played that involve any sort of platforming.

So, based on his issues it seemed to me like he i just really bad at it. Mirror's Edge had problems but the parkour mechanics rarely contributed to them. I rarely had collision detection issues and even without looking down I have enough experience and enough gameplay understanding to know how and when to jump. I think it's kind of like when you learn to ride a bike or play a sport, you get a sense of where things are, how to react, when you're good to perform an action in your perspective. The trick is translating that skill, instinct/talent, and hand-eye coordination to that sort of gaming, mostly FPS platforming/parkour in this example. I never, or maybe just rarely since I haven't played in a while and don't remember too well, had to break gameflow like he did. He also had gameflow issues when you're dangling on a pipe or ledge which was also never an issue for me b/c I took in a majority of the environment quickly before jumping to that hypothetical pipe or ledge most of the time. Even when I didn't take it in before jumping to get a "face full of wall" looking around for the next jump was never so slow for me that it broke the fast pace of the game (maybe he was playing on a console vs me playing on a PC and that had something to do with it? Maybe he is more impatient than me or perceived an even faster pace environment push from the game than I did?).

2. Moving on: I also took issue with Yahtzee's opinion on perceived camera difficulties in Epic Mickey. I never had camera problems. I only recently got the game though so it's not like I've played through the whole campaign; maybe the camera refusing to work will come up as I progress into more camera sensitive areas.

3. Lastly, I also took issue back in the day with perceived fighting problems with the Star Wars: Episode III Revenge of the Sith video game. The biggest problem I had with that game was that multiplayer fighters weren't diversified enough in their combat; they were diversified enough to still be enjoyable but they should have been a little more so b/c it still got redundant after a while. Apparently though there were other issues people had. A popular perception was that the gameplay was overly choreographed with serious flaws such as the fact that you can't immediately cancel a drawn-out combo to do a block or parry. I found this silly for a few reasons: 1) If you go for an attack or defense inappropriate for a situation you get punished. A fighting game should only easily let you save yourself or switch if it complements gameplay, challenge, and the type of sub-genre fighting it is. And for this game I think being able to do that would only hurt it. 2) It was simply never a problem for me. For one thing, I thought the fighting looked nicer and performed better than much of the lightsaber twirling in the movie. Now, that was glorified dancing. Each attack had a purpose and could be countered in some form and there was a finesse to certain moves. It wasn't perfect and it had problems sometimes but I always felt like the claim was heavily exaggerated by people who couldn't master the fighting. The fighting was never so eccentric that gameplay suffered. Again, perhaps this is more a subjective thing.

So, there you have it. What about all of you? Can you cite any examples? What do you think the reasons are that you didn't struggle with commonly cited gameplay issues? Was the problem perceived by the critics b/c they have mastery and understanding problems or did you just compensate so well in comparison to them that the problem wasn't as big of an issue for you? Or perhaps you just can't figure out why you didn't go through the same problems. I'm not sure myself when this comes up from time to time.
 

krazykidd

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Tank controls . I never had ( and still don't )trouble with tank controls from early ps1 games. Dino crisis , Resident evil , silent hill , fear effect . No problem at all . Hell i'd welcome them back if that would make horror games scary again :/.
 

Bad Jim

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Sliding puzzles. I can understand how Sokoban style puzzles can be hard, but the Sam Loyd style sliding puzzles with one square missing in a grid are generally very easy, and many people I see complaining about such puzzles. I figured out how to solve those puzzles when I was six years old.

For those who don't know, if the top tiles are 1,2,3,4 then you make 2,3,4,# and move the 1 under the 2, allowing you to rotate the line into position. Repeat until two rows are left, then work sideways. You can find them online. Just practise a little and you should be able to solve them easily.

Of course, if you are up against a bastard puzzle maker from hell, they might exploit the fact that it is mathematically impossible to switch two adjacent tiles without changing anything else. Sam Loyd, who was a scoundrel as well as a genius, offered a substantial prize for solving a puzzle that was unsolvable for this reason. A solvable, but still evil version is something like "RATE YOUR MIND PLA" where the solver must swap the 'A's around to get "RATE YOUR MIND PAL". However, video game designers are rarely that sadistic, although it is possible that they might not know this fact and randomise the grid in a way that is unsolvable half the time, but this should be picked up in testing.
 

Norithics

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krazykidd said:
Tank controls . I never had ( and still don't )trouble with tank controls from early ps1 games. Dino crisis , Resident evil , silent hill , fear effect . No problem at all . Hell i'd welcome them back if that would make horror games scary again :/.
I don't think they're hard as much as they're wonky, and they make defeat feel cheap. Especially in Resident Evil, where it turns your average player into somebody with less coordination than a zombie. I've loved the series for years, but it's always been despite tank controls. Or, really, just the awful angles where you can't tell your position.

Bad Jim said:
Sliding puzzles. I can understand how Sokoban style puzzles can be hard, but the Sam Lloyd style sliding puzzles with one square missing in a grid are generally very easy, and many people I see complaining about such puzzles. I figured out how to solve those puzzles when I was six years old.
These puzzles require an intuitive element to them that a lot of people simply don't have. It's like saying that popping your shoulderblade out is easy- it is, if you have the muscle memories on how to do it. Otherwise it's next to impossible.
 

Bad Jim

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Norithics said:
Bad Jim said:
Sliding puzzles. I can understand how Sokoban style puzzles can be hard, but the Sam Loyd style sliding puzzles with one square missing in a grid are generally very easy, and many people I see complaining about such puzzles. I figured out how to solve those puzzles when I was six years old.
These puzzles require an intuitive element to them that a lot of people simply don't have. It's like saying that popping your shoulderblade out is easy- it is, if you have the muscle memories on how to do it. Otherwise it's next to impossible.
Nope, there is no intuition required. There is simple, precise, easy to follow method of solving them.
 

Foolery

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Jun 5, 2013
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Maybe not a mechanic, but I've heard people unfairly criticize the laughing scene in Final Fantasy X. It's all about the context, the laughing is supposed to be fake and terrible. Laugh to hide the tears kind of thing. Also, that Tidus has daddy issues. Which, is true. He does, but it's nowhere even close to how some people hyperbolize it.
 

Norithics

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Bad Jim said:
Nope, there is no intuition required. There is simple, precise, easy to follow method of solving them.
I've had eight different people try to explain to me this 'easy to follow' method you've proscribed. I cannot grasp it, no matter how hard I concentrate. There's either an element to it that is inherently confusing, or you simply have to remember too many things at once for me to be able to do it. And I'm no dullard; I solved Dracula's Riddle [http://draculasriddle.co.uk/]. It isn't a bad thing that not everybody can do something you find simple, but you should have the courtesy to acknowledge that it's possible.
 

XMark

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I've actually never had much of an issue with escort missions in video games. I think they're a good way to change up gameplay every once in a while, give you another priority other than self-preservation.

It seems in recent games they've been trying to "fix" this problem by making the characters who you escort around invincible (and, in the case of The Last of Us, invisible), but that takes away the stakes. You no longer need to worry about the safety of someone who you're supposed to be protecting and they just become a background decoration.

Perhaps, if Elizabeth could actually die during gameplay in Bioshock Infinite, I would have felt even more of an attachment to her because of all my efforts to protect her.

But yeah, I can also see how it could backfire and just make me annoyed and pissed off at her.
 

AnthrSolidSnake

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Cover based shooting? I mean, realistic shooter or not, I'd feel like a complete and utter fucking moron if I just stood out in the open hoping strafing would be a worthy way of dodging 1100 feet/second bullets. Older shooters I understand, they were designed around being fast and fluid, but modern shooters (for better or worse) typically have more "realistic" mechanics.

Also, I agree with the first person platforming. Never had a problem with it, especially in Mirror's Edge.

And weapon jamming. I heard far too many times that "Far Cry 2 was bad because..." and one reason being weapon jamming. It takes you like 1 minuet to go to a weapon shop and pick up fresh equipment...how was this an issue for anyone? Also it added tension to the fight.
 

StriderShinryu

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For me, it's probably cover based shooting as well. I get that when it's done poorly it does feel too much like whack a mole, and level design where it's nothing but blatantly obvious chest high walls is silly, but I've just always enjoyed the way it feels. Shhoters that don't make use of some sort of cover system just feel strange to me these days.

Norithics said:
krazykidd said:
Tank controls . I never had ( and still don't )trouble with tank controls from early ps1 games. Dino crisis , Resident evil , silent hill , fear effect . No problem at all . Hell i'd welcome them back if that would make horror games scary again :/.
I don't think they're hard as much as they're wonky, and they make defeat feel cheap. Especially in Resident Evil, where it turns your average player into somebody with less coordination than a zombie. I've loved the series for years, but it's always been despite tank controls. Or, really, just the awful angles where you can't tell your position.

This is my big issue with them as well, especially when the character you're playing is billed as some sort of highly trained combat specialist. I get used to them in most cases so it's not so much an issue of the game being unplayable due to them, but it just destroys any sense of belief in whats going on. It's so obviously a design crutch.
 

Bad Jim

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AnthrSolidSnake said:
Cover based shooting? I mean, realistic shooter or not, I'd feel like a complete and utter fucking moron if I just stood out in the open hoping strafing would be a worthy way of dodging 1100 feet/second bullets.
A more common complaint is cover mechanics that glue you to cover so that you can't move when someone lobs a grenade or gets behind you. You usually only need a button press to get clear, but it's usually a button press too many, especially if you automatically take cover behind some rock when you least expect it.

In some games, like Mass Effect, I found myself deliberately avoiding cover lest I get stuck behind it. That's worse than not having a cover system, since without one I can at least stand behind low walls without worrying about it.

I don't hate the idea of taking cover, or even having specific cover mechanics, but some of the implementations are pretty bad. They need to put mobility first and allow me to get out of cover whenever I use the left stick/wasd keys and should not suck me in unless I press a button.
 

Norithics

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StriderShinryu said:
This is my big issue with them as well, especially when the character you're playing is billed as some sort of highly trained combat specialist. I get used to them in most cases so it's not so much an issue of the game being unplayable due to them, but it just destroys any sense of belief in whats going on. It's so obviously a design crutch.
Haha, you borked my quote. But yeah, I agree.

"Chris Redfield... best marksman award?!"
 

Hero of Lime

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The Loftwing flying in Skyward Sword. I certainly am not the biggest supporter of motion control in games, yet I felt these worked just fine. So many other players claimed that the flying controls were horrendous, I feel they work just fine. Swimming in Skyward Sword on the other hand, ugghhh, those controls are just awful, although that is the general consensus anyway.
 

The Wykydtron

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Sep 23, 2010
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I suppose Astral Heats/Instakills/whatever fancy name in the ArkSys games. They just kill your opponent outright regardless of health (or skill) difference. So obviously some people are going to take issue with them.

Personally, they're just a way to make the character look like a total badass (Yu uses Myriad Truths in P4A! Hype!) and the vast majority of them have such a wind up time or obvious "I'M CHARGING MY COMPLETELY BLOCKABLE LASER, STOP PRESSING BUTTONS" they're a non-issue.

Except fucking Hakumen which just kills you if you pressed a button any time in the past decade and Tager... I don't know what to think about Tager's Astral because it just kills you on the spot. Fullscreen away doing fine? More like, DEAD LOL.

BlazBlue has VERY specific activation conditions as well. At least one Burst icon left, 100% Heat, match point and your opponent must be minus 30% health. So why not just use the old fashioned system of just hitting them until the rest of their health bar disappears? Apart for wanting more Swag Points of course. If you're winning that hard it's the most likely reason. This is the only legit use of an Astral i've ever seen.


That Hakumen super is unblockable and does stupid damage (just like everything Hakumen fuckin' does) Rachel saw it coming to she started up her invincible Astral just before he used it. Pretty clever actually.

Persona 4 Arena is hugely liberal with them. You must have won one round and have 100 SP. The max SP is 150 and the game gives you 100 when you hit Awakening. None of them are very good though. All the unblockables have their own flaws too. Akihiko is Tager's one but incredibly reasonable, counter Naoto's by standing still and jump over Kanji's command grab.

One thing though, with Kanji you can win within 15 seconds by landing the Burst that gives you 50 SP, hit them with Shock then just activate Brofist and put the controller down. Not even exaggerating.

Fuck grapple characters and remove Tager from the entire BlazBlue universe okbye.
 

Raine_sage

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Not a game mechanic but I have to tilt my head any time someone says the wii u tablet gives them hand cramps. My hands are tiny and I've never had any trouble playing it for long stretches of time. Granted I realize everyone is different. 3D gives me terrible headaches when my friends can watch it just fine. And one of my friends consistently got blisters from playing with a ps2 controller which eventually drove her to actually buy a gaming glove.
 

jamail77

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Hero of Lime said:
The Loftwing flying in Skyward Sword. I certainly am not the biggest supporter of motion control in games, yet I felt these worked just fine. So many other players claimed that the flying controls were horrendous, I feel they work just fine. Swimming in Skyward Sword on the other hand, ugghhh, those controls are just awful, although that is the general consensus anyway.
I personally took issues with brief moments while swimming in The Last of Us. When you first get in the water it seems like Joel will swim normal and then he starts looking weird and eccentric in his movements in brief moments that remain consistent throughout the game however brief they are. It wasn't really a gameplay issue so much as it was a "this looks weird" issue. I am planning on getting Skyward Sword soon so I am curious now if I'll more easily notice swimming problems now that I've heard you say that.

Some really interesting examples so far, even from the people who didn't quite get my question. Still interesting :)
For example, to clarify for AnthrSolidSnake that doesn't really fit what I'm talking about:
Bad Jim said:
AnthrSolidSnake said:
Cover based shooting? I mean, realistic shooter or not, I'd feel like a complete and utter fucking moron if I just stood out in the open hoping strafing would be a worthy way of dodging 1100 feet/second bullets.
A more common complaint is cover mechanics that glue you to cover so that you can't move when someone lobs a grenade or gets behind you. You usually only need a button press to get clear, but it's usually a button press too many, especially if you automatically take cover behind some rock when you least expect it.

[snip]

I don't hate the idea of taking cover, or even having specific cover mechanics, but some of the implementations are pretty bad. They need to put mobility first and allow me to get out of cover whenever I use the left stick/wasd keys and should not suck me in unless I press a button.
Bad Jim's response is the kind of thing I'm talking about. The initial cover complaint posted here is more about not liking the mechanic. I am mostly referring to people who believe a mechanic was badly implemented or very flawed whereas you did not for whatever reason (they're just bad at that sort of gameplay and think it's an implementation problem, not a skill/understanding problem and you're not bad at it may be a reason for example).

On a side note, I also happen to take issue with the cover gameplay trend. I played the Hitman: Absolution demo on my friend's PS3 recently and found this specific "glue cover" strange. It wasn't THAT annoying but I'd rather I could more easily un-glue myself for fluidity's sake. What's more annoying is those games that devote entire sections that have cover everywhere in a corridor or something that is very clearly artificially placed just to use specific cover mechanics in a linear forced fashion. Like I said it feels artificial but it also breaks some of the absorption into the world and gameplay I was having. I got along just fine crouching on my own behind whatever was laying around before the trend started. It felt more natural. There's nothing wrong with specific cover mechanics but if you're going to have them they have to complement something, preferably other specific gameplay features, for me and/or they can't feel artificial and break my immersion.

I didn't think this topic would take off at all. This is cool; I had no idea there would already be this many people with a similar gameplay critic dissonance as me. I figured I'd see this many people in a week or something, not this soon. Wow.
 

wulf3n

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For me it was the Mako in Mass Effect.

I never had any issues controlling it on either PC or Xbox and couldn't understand the trouble people were having.

But it wasn't a few people complaining about the control. More people complained than didn't, which sucked because it lead to the Mako being removed for later games. A big loss in my opinion as the massive planet surfaces are part of what made Mass Effect Special.
 

Demonjazz

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Game breaking glitches especially in notoriously buggy games. Like everybody complains about how buggy New Vegas is, all of one game breaking glitch which I could just solve with a load... The rest of the glitches are usually hilarious though when I play games(Mountain climbing horse for the win!)
 

jamail77

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demonjazz said:
Game breaking glitches especially in notoriously buggy games. Like everybody complains about how buggy New Vegas is, all of one game breaking glitch which I could just solve with a load... The rest of the glitches are usually hilarious though when I play games(Mountain climbing horse for the win!)
Like in my last reply about people not liking cover specific gameplay vs actual cover implementation problems this is not quite what I meant. This is more an example of you tolerating better/the glitches not being that bad/you easily solving them. They're glitches, not actual game mechanics implemented in the game that most people had trouble with but some people who had similar experiences to my original post have not. Just read my last reply and you'll see what I mean. I agree though. I have quite a few games with supposedly terrible glitches I either never saw or found barely noticeable even if they were bad or annoying when noticed or affecting me and hilarious or cool when very obvious. No obvious glitches have been game breaking for me...yet.
 

SoranMBane

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Equipment degradation, particularly in RPGs. I genuinely enjoy the feeling of being responsible for the upkeep of my equipment. It makes me feel more invested in my equipment, like it's another part of my character that has to be maintained just like their own physical health. Of course, as with all game mechanics, there are ways it can be implemented badly, but I never really understood why so many people seem to hate equipment degradation just on principal. The only real argument I've heard against it is that it's just a boring "chore" that gets in the way of the action, but RPGs have always been partially about resource and item management, which are equally chore-like and action-stalling. An equipment degradation mechanic just adds another layer to something that's always been an inherent part of the genre.