So I was playing Wolverine Origins the other day (before you say anything, I borrowed it, no money went towards that terrible game) and I found myself really frustrated with the game, not because of poor writing or bad gameplay (which the game had) but because of stupid design decisions. So I started listing the stupid things it was doing and realized it was things that just should not happen in a modern game. Here's a few I came up with:
Wrestling with the Camera - This was the moment I gave up on Wolverine. I was in a fight and the camera angle kept jumping around because there was some sort of magic "camera must face this way" line right in the middle. So I couldn't see anything, keep track of anything, or enjoy it. No game should make you spend more time working on camera angles than doing whatever the game is about.
Using Bad Controls to Up Difficulty - Wolverine, many 3rd person fighters, others. Just like you should never wrestle with the camera, you should never wrestle with your controller. Don't make me use the Left stick and the D-Pad simultaneously, that's just stupid. Controls should be fluid and responsive, difficultly should flow from the game. Perfect counter-example, Batman: AA. Really simple buttons, no complicated combos, but you do such amazing things.
Mash a Button - GTA, Wolverine, almost every game ever. Making tap A repeatedly to run does not increase realism or make the game more fun. Pressing B a billion times to turn a crank does not simulate turning a crank. All developers are doing is frustrating players who don't want to just twitch their thumb, but actually want to play a game.
Base A Game Around Something Cool, Make Bad Guys Immune - Force Unleashed, others. What's the point of the Force Unleashed? I would say it's using Force powers. Zapping and choking dudes left and right, shoving them off cliffs with your mind, it should be awesome. So why are the majority of the enemies in magic suits that protect them from the Force and can only be killed by doing the same stupid lightsaber move three times in a row? This is dumb and ruins the game. Do what the Jedi Knight games did, introduce more bad guys, not more powerful bad guys. The last level of Jedi Knight is fantastic because you just cut down a hundred stormtroopers. It's tough because there's a lot of them, but it's fun because you're amazingly powerful. Compare that to fighting the Dark Troopers in Force Unleashed. Repetitive, dull, and frustrating. Halo doesn't suddenly introduce bad guys that can't be shot. Why should a Star Wars game introduce bad guys that can't be choked.
Checkpoints Before A Cutscene - Wolverine, a lot of games. Don't make me watch the stupid cut scene over and over again because I died in a boss fight. Don't make me skip it, don't make me wait for it to load so I can then load the fight. Check points should load you to action. I don't know what's worse, loading to a cutscene that takes 5 minutes to get through and having to watch it a billion times, or loading to a single snarky comment before the fight and having to hear the bad guy say "And now you die, hahahaha" or whatever over and over again.
Save Points - PoP: Sands of Time, Dead Rising, others. Yes, there was a time for these. Yes, it was technology limited. You know what? We're passed that. I should be able to pause, save, and leave the game at any time. Maybe not in the middle of a fight, I get that. But I should never be more than a few minutes from saving. Some of us game to kill some time before doing something else. I shouldn't have to ask myself if I have enough time to actually save any progress I made.
Now the rules are, these should not be things that you personally don't like, but things that are more or less objectively bad. For instance, saying "Be an FPS" is just an opinion, make it a legitimate bad design decision. Secondly, have real examples of games guilty of this. I agree with you completely that games should not literally kick you in the balls every five seconds, but I haven't heard of this game. Finally, feel free to cite games that were great at the time but shouldn't be done any more. Like fixed cameras, worked fine back in the day of the first GoW and other games like it, but today, I think we've moved past it.
Wrestling with the Camera - This was the moment I gave up on Wolverine. I was in a fight and the camera angle kept jumping around because there was some sort of magic "camera must face this way" line right in the middle. So I couldn't see anything, keep track of anything, or enjoy it. No game should make you spend more time working on camera angles than doing whatever the game is about.
Using Bad Controls to Up Difficulty - Wolverine, many 3rd person fighters, others. Just like you should never wrestle with the camera, you should never wrestle with your controller. Don't make me use the Left stick and the D-Pad simultaneously, that's just stupid. Controls should be fluid and responsive, difficultly should flow from the game. Perfect counter-example, Batman: AA. Really simple buttons, no complicated combos, but you do such amazing things.
Mash a Button - GTA, Wolverine, almost every game ever. Making tap A repeatedly to run does not increase realism or make the game more fun. Pressing B a billion times to turn a crank does not simulate turning a crank. All developers are doing is frustrating players who don't want to just twitch their thumb, but actually want to play a game.
Base A Game Around Something Cool, Make Bad Guys Immune - Force Unleashed, others. What's the point of the Force Unleashed? I would say it's using Force powers. Zapping and choking dudes left and right, shoving them off cliffs with your mind, it should be awesome. So why are the majority of the enemies in magic suits that protect them from the Force and can only be killed by doing the same stupid lightsaber move three times in a row? This is dumb and ruins the game. Do what the Jedi Knight games did, introduce more bad guys, not more powerful bad guys. The last level of Jedi Knight is fantastic because you just cut down a hundred stormtroopers. It's tough because there's a lot of them, but it's fun because you're amazingly powerful. Compare that to fighting the Dark Troopers in Force Unleashed. Repetitive, dull, and frustrating. Halo doesn't suddenly introduce bad guys that can't be shot. Why should a Star Wars game introduce bad guys that can't be choked.
Checkpoints Before A Cutscene - Wolverine, a lot of games. Don't make me watch the stupid cut scene over and over again because I died in a boss fight. Don't make me skip it, don't make me wait for it to load so I can then load the fight. Check points should load you to action. I don't know what's worse, loading to a cutscene that takes 5 minutes to get through and having to watch it a billion times, or loading to a single snarky comment before the fight and having to hear the bad guy say "And now you die, hahahaha" or whatever over and over again.
Save Points - PoP: Sands of Time, Dead Rising, others. Yes, there was a time for these. Yes, it was technology limited. You know what? We're passed that. I should be able to pause, save, and leave the game at any time. Maybe not in the middle of a fight, I get that. But I should never be more than a few minutes from saving. Some of us game to kill some time before doing something else. I shouldn't have to ask myself if I have enough time to actually save any progress I made.
Now the rules are, these should not be things that you personally don't like, but things that are more or less objectively bad. For instance, saying "Be an FPS" is just an opinion, make it a legitimate bad design decision. Secondly, have real examples of games guilty of this. I agree with you completely that games should not literally kick you in the balls every five seconds, but I haven't heard of this game. Finally, feel free to cite games that were great at the time but shouldn't be done any more. Like fixed cameras, worked fine back in the day of the first GoW and other games like it, but today, I think we've moved past it.