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Forums - Gaming Discussion - Annoying game design choices

This is a damn good topic :P

ANY escort mission that won't allow you to have some completely overpowered weapon, and or awesome concept. God of War 2's was an exception because let's face it, Kratos IS an overpowered weapon, AND, you threw the guy on the floor :D Just badass.... but man o' man is it rare that they give me a good one.... AND FUCK YOU BIOSHOCK. That escort mission changed your damn ending if you failed!!!! CONTINUE??? You ass.

Open world games that are boring. I hear endless people talking about how awesome oblivion and such are... but man... I've played games like it... and they're just sooooooo boring.... The worlds feel lifeless and are just not fun to traverse. Give me some ridiculously awesome methods of travel and I'm tit's... but man... the walking thing, and boring vehicles just has to go >



From 0 to KICKASS in .stupid seconds.

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-Lack of vocabulary in Mario Characters in Spinn-offs (If I had a penny for every time I heard, "Yahoo! I won!" in any variation..........)



I'm hating quicktime events. Also respawning enemies. I'm currently playing the original Ninja Gaiden and I hate reentering populated by ninjas that I just killed 2 minutes ago.





Also unskippable cut scenes. I hate having to replay a section only to not be able to skip the cut scene.





Casual Design in hardcore franchises. I want more hardcore design choices (I'll explain below).

Back in the 70s and 80s High Scores was a huge motivation factor.
Back in the 80s and 90s avoiding "Game Over" was a huge motivation factor.

More and more games are made for people born in the 90s, who believe that they're not casuals (!) *sigh*



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- Games where you're given special skills........but they don't work on the boss. However, the boss can use them against you. (FFIV when you couldn't turn the bosses to pigs/toads or anything like that).

- Having only one save slot (I need 2 at the least). Only one file of pokemon at a time?

- Cutscenes that start after a few steps taken after another cutscene just ended. Why didn't it just continue, instead of me wasting my time?

- Waggling for the sake of waggling........have an actual use for it. If you can't use it, then don't implement it.

- Games where killing an enemy nets you less EXP after you gain a certain level.....just make the EXP that I need to level up increase.

-Rubber banding AI - Examples cited are good, but the worst I experienced was in NFL street......they become super players in the 4th quarter, strangely enough when my players drop everything, while being continuously run over.



(Lets get a bit technical here)

Scripting - Everything happens similarly everytime you play the game over and over again. (Cod4 SP is nice example.)

Seek&Destroy AI - AI has two states, 1. Unaware of player 2. Aware of player. First AI is in state 1. and when it sees player/script is launched it will go into state 2. and never comes back to state 1.. Whatever player does AI always knows exactly where player is.

Forcing PC players to use similar controls to console controls - Yes, I am talking about oblivion for example. (Inventory menu was terrible!)

Only linear and way to go forward - Theres only two doors that are open in room. Buildings are designed so that one can only go through them in one way. Theres no escape from the pipe that you must go through! (Good example is TimeShift)

Stupid obstacles - Ok, so main character is the most powerful guy in the world, who can even move mountains, but he can't jump over some some fallen tree or small fence.

Only linear and illogical way to go forward - Ok, I am in a room and there seems to be no other way to get in than the door, which I used to get in. Finally after some serious searching you find a way out. It appears that you must blast your way through window, which is actually similar to those indestructible windows you have seen before in that game.

Linear game with alternative paths that you would think to be able to use, but when you try to use them you will die or something similar happens. (For example Half Life 2 when youre running on those rooftops, you could fall down and it doesn't even seem to be too high to be fatal, but it is fatal!)

Copy&Paste level design (Excellent example is Halo 1, that flood thing or whatever it was.)

Cutscene/forced talking sequence while mountain is coming down on you or something similar. (I think this one is clishee that is used in JRPGs. Theres always time for a nice chat!)

Forced talking sequences, that doesn't have really anything to do with going forward in game. - For example some characters might talk about their childhood & how they became perverts what*frigging*evah. (Yeah, mainly japanese games again.)

Leveling enemies - Enemies level depend on players level. (Oblivion, uh oh...)

Leveling Item drops - Items that one gets depends on players level. (Oblivion again... Daedra for all! Glass for all!! , you know Glass & Daedra are supposed to be extremely rare...)



Heres my brief list:

- unrequired motion controls, passwords for saving and giving the ai temporary invincibility when they do certain things



Pacman taught people to run around in dark rooms munching on pills while listening to repettive techno music and for that I somewhat idolise him.

Dumb friendly AI



 

 

 

 

 

Deneidez said:

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Leveling enemies - Enemies level depend on players level. (Oblivion, uh oh...)

(...)

 

^ That destroyed the game. It basically crushed my motivation. I had to uninstall it.

(I love Daggerfall and Morrowind) Let's hope for a better TES V. Check out the Elder Scrolls Thread:
http://www.vgchartz.com/forum/thread.php?id=57928