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Forums - Gaming Discussion - Glaringly obvious design flaws that ruin good games.

Basically any game that requires you to replay large sections of the game if you die

So Gears get put down there for having too infrequent checkpoints in some cases as do every single jRPG. I just dont get why the cannot put in checkpoints!!!

Some of you may just say that I just want to get rid of the challenge of games.... well I do to some degree, but I just find replaying sections of the game that you have already beaten really frustrating



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Mise said:
These flaws don't exactly ruin games, but are really annoying and ofter glaringly obvious.

1) RPG:s that are way too black-and-white with their dialogue choices and character development. Especially prominent in Bioware games - as much as I like their stuff, they have a really nasty habit of forcing their players to become either Disgustingly Good or Retarded Evil or SUFFER - and there might be a Bastard Neutral option if you're really lucky. JRPG's are exempted, as I haven't really seen any player-influenced character development in any one of those that I've played.

2) Games that don't punish failure at all. Ie. Bioshock - it completely kills the games intense and frightening atmosphere when you can't really lose for most of the game. In fact, you can just clobber everyone with a wrench and not fire a single shot since dying is completely inconsequential. Yeah, you can switch the Vita-chambers off with a patch or just refuse to use them (which is what I did), but they shouldn't really exist in the first place IMO, handwaved or not.

3) Stretching the games length by any means necessary, usually done with completely inane plot devices/twist, busywork fetch-quests and powerful-on-paper bosses who are completely irrelevant to the plot. The Witcher/Gothic 3, I'm looking at you.

4) Pointlessly hard jumping puzzles with crappy controls. Dozens of games have done this over the years, and it still isn't funny. The final level of Psychonauts deserves a special mention, being arguably the worst platforming level I've ever played.

5) Redundant combat with no way around it, especially in RPG:s. If I play an Role-Playing-game, it means that I want to play a role of my choosing. Total freedom of choice isn't naturally possible in a video game, but at least let me do something else than beating down those same 50 goblins again. Talk them down, go around them, disable them with traps, lure a pack of bears over, wait until they leave, bribe them etc. Combat in RPG's is very enjoyable when done right, but for every good, balanced fight, there are 100 boring/frustrating/redundant fights to slog through, and it's a damn shame.

 

I agree with all but number 2 I enjoyed that in bioshock allowed me to explore more on how and what I wanted to do I thought it was great



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Putting a bunch of unlockable stuff in a game focused on multiplayer. Who's ever taken SSBB over to a friend's house only to find all the cool characters locked away?



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famousringo said:
Putting a bunch of unlockable stuff in a game focused on multiplayer. Who's ever taken SSBB over to a friend's house only to find all the cool characters locked away?

The real shame here is making the save data immovable. 

Unlocking stuff is half the fun.  Unlocking it repeatedly isn't.



Words Of Wisdom said:
famousringo said:
Putting a bunch of unlockable stuff in a game focused on multiplayer. Who's ever taken SSBB over to a friend's house only to find all the cool characters locked away?

The real shame here is making the save data immovable. 

Unlocking stuff is half the fun.  Unlocking it repeatedly isn't.

Watch the zero punctuation review it is awesome

 

I think there is something to be said for unlocking those characters, but then again, I think it is mostly a party game, rather than a mostly single player game, with some MP on the side, so I would say they should just leave them all unlocked, or have a simple cheat code



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Munkeh111 said:
Words Of Wisdom said:
famousringo said:
Putting a bunch of unlockable stuff in a game focused on multiplayer. Who's ever taken SSBB over to a friend's house only to find all the cool characters locked away?

The real shame here is making the save data immovable. 

Unlocking stuff is half the fun.  Unlocking it repeatedly isn't.

Watch the zero punctuation review it is awesome

 

I think there is something to be said for unlocking those characters, but then again, I think it is mostly a party game, rather than a mostly single player game, with some MP on the side, so I would say they should just leave them all unlocked, or have a simple cheat code

I have watched that review.  He didn't like the game.  I was a little disappointed as most of his criticism came from the fact that he just didn't enjoy the core gameplay rather than actual flaws in design.


Again, if you could take your save data with you like you could for Melee, it wouldn't have been such a big deal.



mise,
i actually agree with everything you said. especially number 5 about rpg's. i think thats a great idea. actually number 1 i don't entirely agree with, but i agree that games that make you choose your character traits like bioware games could be done better.



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ilovetogame said:
mise,
i actually agree with everything you said. especially number 5 about rpg's. i think thats a great idea. actually number 1 i don't entirely agree with, but i agree that games that make you choose your character traits like bioware games could be done better.

Yeah, they could. It really annoys me, especially in D&D-based games which have 9 different alignments on 2 axes: Lawful->Chaotic and Good->Evil. When the game is built to acknowledge only two of those properly, it dampens the games immersion, becomes annoying and can actually hurt your progress if you're character is heavily dependent on his/her alignment. Ie. in Neverwinter Nights, the game is actively pushing you to become either Lawful Good or Chaotic Evil, at least in the official modules.

I can understand this design choice if you're playing something like Knights of the Old Republic where everything is sharply split between the Light/Dark sides of the force, but everywhere else it feels really out of place and redundant.

 



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Retarded tutorials and cut scenes that can`t be skipped. I remember trying to show a friend how awesome Half Life is. He got bored after 20 minutes (still playing the intro).

God of War for the PSP also sucked. I spent almost an hour on the last boss. The problem is that I spent more time watching the fucking cut scene than fighting the boss. It is really hard to learn a boss pattern when you have to wait 2-3 minutes before fighting him again. I collected all the dark souls on Shadowman for the N64 but never finished the game. I gave up after watching the last boss intro for the 4th time. Later my save card killed itself and I lost everything (screw that game).



Satan said:

"You are for ever angry, all you care about is intelligence, but I repeat again that I would give away all this superstellar life, all the ranks and honours, simply to be transformed into the soul of a merchant's wife weighing eighteen stone and set candles at God's shrine."

The biggest one for me has to be a HUGE problem with Half Life 2. It's a game where a huge draw is the fantastic interaction with the world because of the physics. Yet Gordon freeman is a floating camera.... URG! It's seriously awful. I thought shooters had moved way past this. If you look down there is just empty space. It's especially annoying as Dark messiah of might and magic is also built on the source engine and that game is great for immersion. You can look down and see yourself. See yourself climb ladders etc etc.

In half life 2 it's just so off putting being a floating hand hovering up a ladder etc. Or driving a car yet the steering wheel is just sitting there and no one is touching it. Completly ruins the immersion of the game for me. Also makes it incredibly hard to judge if you are at the edge of a platform or you can go further. It's ridiculous to be at the edge of a ledge look down and you are actually just floating because a small part of what they define as your character is still touching the ledge.

You don't have to see his face or talk but you should still be able to look down and see your body.


The other one is final boss fights that are completly different to the rest of the game. Playing a game for 10 hours then suddenly the last 5minutes having a completly different gameplay style is so annoying.



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