Both of my gripes are largely aimed at the RPG market.
#1. Teleportation Mazes. These aren't fun at all, they're confusing and arbitrary. When the player has no way of deducing which path may take him to the exit and must instead simply choose at random which path to take, that is bad design.
#2 Disproportionate Boss fight to enemy difficulty.
Say for example I've just spent the past three hours grinding for XP and gold to toughen up my party, learn some new skills and buy the best weapons currently available. Once I'm completely kitted out the enemies I'm coming across are dying in one or two hits and there is a notable increase in the time it takes any given character to level up.
Anyone would logically assume that they were ready to tackle the nearby dungeon, perhaps even more than strictly need be.
You blow through the dungeon without breaking a sweat, most things don't even get a chance to attack before your party slaughters them. All things being equal you're pretty confident in your ability to survive anything this dungeon throws at you.
When you finally get to the Boss at the end of the Dungeon it promptly kills your ass because you weren't actually tough enough to take on that fight.
Once again this is just poor design, I'm all about a challenging boss fight but don't make me level grind WAY past what would logically make sense just to be able to survive the fight.
(I'm looking at you Dragon Quest series.)
#1. Teleportation Mazes. These aren't fun at all, they're confusing and arbitrary. When the player has no way of deducing which path may take him to the exit and must instead simply choose at random which path to take, that is bad design.
#2 Disproportionate Boss fight to enemy difficulty.
Say for example I've just spent the past three hours grinding for XP and gold to toughen up my party, learn some new skills and buy the best weapons currently available. Once I'm completely kitted out the enemies I'm coming across are dying in one or two hits and there is a notable increase in the time it takes any given character to level up.
Anyone would logically assume that they were ready to tackle the nearby dungeon, perhaps even more than strictly need be.
You blow through the dungeon without breaking a sweat, most things don't even get a chance to attack before your party slaughters them. All things being equal you're pretty confident in your ability to survive anything this dungeon throws at you.
When you finally get to the Boss at the end of the Dungeon it promptly kills your ass because you weren't actually tough enough to take on that fight.
Once again this is just poor design, I'm all about a challenging boss fight but don't make me level grind WAY past what would logically make sense just to be able to survive the fight.
(I'm looking at you Dragon Quest series.)