Inspired by this article, what are some game design choices that irk you and should be banned from gaming forever?
Inspired by this article, what are some game design choices that irk you and should be banned from gaming forever?
True beauty exists in things that last only for a moment.
Current Mood: And it's been a long December and there's reason to believe. Maybe this year will be better than the last. I can't remember all the times I tried to tell myself. To hold on to these moments as they pass...
Can we say goodbye to QTE's yet? I'd really like to say goodbye to QTE's.
Even when they're done well they aren't fun. They're just not a completely intrusive pain in the ass. And that much is hard to pull off. If you want to show me a cutscene then show me a god damn cutscene. Don't make me keep an eye out for a button prompt rather than watch what's happening. Cutscene or gameplay. You can't have it both ways.
I hate QTEs when they aren't the crux of the gameplay, and when it's do or retry. Something like Heavy Rain is great because the QTEs are everything, so they aren't intrusive, and smurfing up just leads to a new story branch rather than replaying it 500 times because the button combo is impossible.
Escort missions where the NPC has terrible AI. If you're being forced to keep another person alive its nice if they run away from the enemies at least.
Yeah, QTEs have their place when they're the main gameplay element. I loved Heavy Rain for the story, and the QTEs kinda worked in that game.
I loathe Escort missions. I agree, if the escortee has some usefulness, then it isn't so bad but when they are utterly helpless, it is irritating.
I haven't played many MMO games in my time. I started out on Rusty Hearts because it was free and pretty fun. "Kill X Number of Y Monsters" was not fun. It's something I seem to remember experiencing in both FFXI and FFXIV as well. I can understand why the quest asks you to do it, kill enemies, gain experience etc but I find them so dull.
I generally like grinding, so long as it's my own choice to do it. For example, I enjoy levelling up by characters before a boss fight in order to defeat him easier. If however I lose to the boss fight and have to grind that is less fun, as it is not my choice to do so. MMOs set you out grinding on wolves or mushrooms and that kills it for me. It's not my choice to go and kill 20 Dire Wolves, and then 12 Mandagoras. I would kill twice as many of that on my own accord so long as it's my own choice.
That being said, Rusty Hearts is pretty much the reason I hate this sort of quest. A mission in the early game was "Kill 100 goblins". Goblins only spawned in Area 1 in about 4 dungeons, so I ran through them about about 10-12 times to finish this quest. After completing this, I received a new mission, "Kill 500 Goblins". Considering it took me 2 hours to finish kill 100, I was not going back to do it all again 5 times longer. I gave it up at that point.
Indubitably. The same could be said of fetch quests when they require you kill something to get the items they want.
I've said it before (though perhaps it was a different website), I despise the trophy system, at least insomuch when the trophies are for doing things you're already required to do to progress through the game. You should be rewarded for trying things you wouldn't normally do in the game: beating optional bosses, acquiring every weapon/skill/item, completing obscure sidequests, doing stupid things, etc.
Haha or there's a rat 20 feet away from you and they chase it down going off the pathway you're supposed to take XD
Sometimes it's nicer when they are guest members in a turn based game rather than a person moving around an open field (and if they die as a guest you revive'em).
This so much. I came in here not knowing what design choices I hated and these guys reminded me QTE exist. I remember watching a Tarzan game long ago where the QTE were just ridiculous. And I never liked how certain boss fights just turn into one big QTE like it did in F.E.A.R. 2.
Yea fetch quests are bad and tedious, especially when the drop is stupidly low. I mean if it's for a quest I need 20 or so of them, I shouldn't have to kill a billion of the smurfers. Also goes for stupidly rare monsters with stupidly rare drops. I get that they don't want everyone decked out in the best armor and want you to work for it. But if the boss has like a 1 in 256 chance of spawning, I want something to show for it other than junk. Looking at you Zhu Que from MegaTen.
I walk over to save point, I open the menu, I go to save, I go to my file, and I'm treated to "DOES YOUS WANTS DO TO SAVING THE GAME!?" Why the smurf would I go through all that trout if I didn't want to save my game?
And on that note, in turn based games where you have to put in all your commands at the start of the turn and they ask you are you sure? Stop asking me if I'm sure, I know what I did.
One more thing about games that force you to do everything at the start of the turn. The randomized turn order needs to go. I mean when I played Final Fantasy III DS; Arc the Devout would usually go after Refia the Black Belt, unless he was healing in which case he'd go after everyone. Except for when I expected that and planned for him to go last in which case he would cut in front of Refia and heal everyone who was already at max health.
That reminds me of another one. At the beginning of Digimon World after putting in my name the guy is like, "Are you sure?"
YES I'M SURE! Why would I put in a name I wasn't sure I wanted? I'm indecisive enough without you helping me!
Some people have more than one save files....and there are a few notorious games that'll bring the last save data up first (so if you have to share the game with someone else you save over their file if you don't notice).
But save points are one thing that can also be annoying ...1/2 hr-1 hr to get to a boss and you cant save before you fight and sometimes the boss fight will take the same amount of time to beat too! Or you get into a 1/2 long cutscene after defeating a boss.
It can be annoying but sometimes you do over click a button on accident.And on that note, in turn based games where you have to put in all your commands at the start of the turn and they ask you are you sure? Stop asking me if I'm sure, I know what I did.
Hell, I've played games with that option where I accidentally click "Yes, I'm sure" when I was trying to go back. Setting everything up beforehand is a troutty way to do battle and really doesn't prepare anyone to create realistic strategies especially considering that very often, the actions are not taken the way you perceived they would. If the creators want to give a feel of strategy, then the battle should play out the way you planned for instead of screwing you over. Otherwise, the lesson learned is there is no way to plan for things because the world is chaos. That's why games where giving commands individually are superior imho.
Jack: How do you know?
Will: It's more of a feeling really.
Jack: Well, that's not scientific. Feeling isn't knowing. Feeling is believing. If you believe it, you can't know because there's no knowing what you believe. Then again, no one should believe what they know either. Once you know anything that anything becomes unbelievable if only by virtue of the fact you now... know it. You know?
Will: No.
If Demolition Man were remade today
Huxley: What's wrong? You broke contact.
Spartan: Contact? I didn't even touch you.
Huxley: Don't you want to make love?
Spartan: Is that what you call this? Why don't we just do it the old-fashioned way?
Huxley: NO!
Spartan: Whoa! Okay, calm down.
Huxley: Don't tell me to calm down!
Spartan: What's gotten into you? 'Cause it sure as hell wasn't me.
Huxley: Physical relations in the way of intercourse are no longer acceptable John Spartan.
Spartan: What? Why the hell not?
Huxley: It's the law, John. And for your information, the very idea that you suggested it makes me feel personally violated.
Spartan: Wait a minute... violated? Huxley what the hell are you accusing me of here?
Huxley: You need to leave, John.
Spartan: But Huxley.
Huxley: Get out!
Moments later Spartan is arrested for "violating" Huxley.
By the way, that's called satire. Get over it.
In games with multiple controllable enemies: Game over when one single of them dies, even if every single other character has a revival spell or item available.
everything is wrapped in gray
i'm focusing on your image
can you hear me in the void?
One mechanic that doesn't get enough hate is the 'follow this guy - but don't get too close!' mission, usually complete with a 'spook-o-meter'. Apparently, calmly pulling up behind the target car at a red light and waiting to continue puts the freaks up any potential crims far more than a car performing several handbrake turns in the middle of the street around 100 yards back, banging into several cars and knocking over fire hydrants in the process.
there was a picture here