This game-design tactic needs to die.

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Callate

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Dec 5, 2008
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Running through my backlog of games on Steam, I recently played and beat Resident Evil 5.

My praise for the title might be summed up with the phrase "There are worse games." But there were a couple of moments in particular that reminded me of particular designer tactics that, well, just need to get written out of the playbook. Sometimes these things even show up in good games, but they typically bring one's enjoyment to a crashing halt.

And now you're going to face TWO (or more) of those boss bad guys... AND an infinite number of mooks, "just to keep it interesting". Has this ever been greeted with, "Wow, what a brilliant re-use of game assets, I'm certainly looking forward to the enhanced challenge of this thoughtful and well-designed encounter?" It's the infinite mooks that particularly irritate me: it's not enough to have to worry about the typically ridiculous attacks of some mini-boss, but we have to waste time, effort, concentration and resources on enemies who aren't even counted as any sort of progress to defeat. Sometimes the cannon-fodder are used because they provide ammunition or resources necessary to the bosses' defeat; on that regard, it suggests the weapons or supplies the player is being granted for the task otherwise are significantly underpowered.

See also: The Suffering: Ties That Bind and others.

All those skills you've been honing are useless against this bad guy, who can only be defeated by doing something utterly un-intuitive.

Sure, he has a big glowing orange spot. But you know what it's going to take to kill him? Closing in on him and holding him so your partner can stab him repeatedly in the chest.

Yes, every scene in the game has suggested he was far too strong for any such a tactic to work, even before he grew half-again as large and sprouted enormous black tentacles.

Yes, the fact that every bad-guy we've seen sport the villain's latest transformation has become vulnerable to fire is now irrelevant.

Yes, he also has a close-range attack that means instant death if it hits.

Yes, the task of destroying the glowing orange spot is something that can only be done with a knife, as apparently a rocket propelled grenade is just too... I don't know, uncouth?

Long before this final encounter, I was already fairly certain that the multiple loving cut-scenes of UberBad beating the living snot out of our erstwhile heroes had made it clear that the game was rooting for the other side. But this was the point where any hatred I might have been generating for our villain was transferred to the people who designed his encounters. A desire to "mix things up" or make a confrontation more "cinematic" is a crap excuse for compromising game-play, and minimizing the abilities the player has gained in the course of play is bound to make the most explosive climax seem, well, anti-climactic.

See also: Gun (of course wearing a plate on your chest protects you from head-shots!) and others.

Your candidates for execution?
 

Limecake

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May 18, 2011
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Boss' that have infinitely spawning minions are supposed to add a 'soft' time limit since eventually the minions will over-run you (or waste your ammo/equipment) if you can easily take them out with a melee attack then it's a boss mechanic and should be treated as an attack (just like the other ones you have to 'dodge')

if you find yourself running out of ammo you should focus on the boss more and less on the minions, it could be you came under prepared to the boss fight or that the designers just didn't balance it properly (this is the least likely)

Boss' that are defeated in unconventional ways (not just shooting them) are pretty hit or miss, on occasion the mechanic to defeat them can be interesting and add extra depth to the encounter or they could completely mess it up, I think my issue with the unconventional boss battles are that they are either way too easy (to compensate for the different mechanics) or way too difficult (the mechanics are just bad) usually the best soultion is a mix of 'old' and 'new'.

Personally I prefer my boss battles to be more than just 'shoot till he's dead' since 90% of the game is like that already.

I'd like to see an end to QTE in cut scenes (gameplay is fine since I'm usually focused on pushing buttons anyway)