Dragon's Dogma: How to Screw Up a Game in Five and a Half Simple Steps.

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Zhukov

The Laughing Arsehole
Dec 29, 2009
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(It's a rant, don't take it too seriously.)

So... you're a developer and you're in the process of making a game. It's an open world action-RPG and it's coming along nicely. You've got some solid character customization options in there, solid RPG elements, good albeit unpolished combat, some big cool monsters to fight and an interesting mechanic that allows players to trade and hire each other's party members.

You're going to call it Dragon's Dogma because where you come from there's a law against video games with non-goofy titles.

But wait! Your game is actually pretty good. Well, you'll have to do something about that! So here is my guide to screwing up an otherwise decent game in just five and a half easy steps.

STEP ONE is to not have a fast travel system. After all, an open world RPG would never need one of those! Players love spending 60% of the game traipsing back and forth across the same areas. Besides, wasting their time like that allows you to say that your games has 50+ hours of content. If you really must, you can put in a half-arsed system that allows the player to teleport to only two locations on the map, but be sure to make it based on a rare finite resource. Remember, the more time the player spends traveling across the same areas over and over again, the better.

You also need to make that travelling as slow and tedious as possible. So STEP TWO is to make the player walk really slowly. You can include a sprint function, but make sure it requires a stamina bar that is used quickly and regenerates really slowly. As the final touch, when the player runs out of stamina make them watch their character stand still panting for a few highly annoying seconds.

However, the player needs something to do during all that slow, tedious and repetitive traveling. STEP THREE is to have respawning monsters. Furthermore, it is important that there not be any kind of variation or randomisation in these spawns. Make the exact same monsters respawn in the exact same places in the exact same numbers. That way the players doesn't feel any sense of progression, accomplishment or impact on the world as they fight the exact same monsters while travelling through the exact same place for the tenth time.

Oh, but don't think we're done yet. You've made your game repetitive, boring, tedious and needlessly time consuming. However, it just isn't quite irritating enough yet. That's why STEP FOUR is to saddle the player with three companion NPCs that never, ever, ever, ever shut their fat fucking mouths. Have them talk constantly, and I really do mean constantly. Not a single second should be allowed to pass without some drooling idiot spouting needless and inane babble. Have them talk over one another. Have them interrupt each other. Have them interrupt themselves. Have them comment on the surroundings, have them comment on player's current objective, have them comment on enemies - whatever it takes to achieve maximum irritation. Oh, and make them vital for combat so the player can't leave them behind. Also, don't give them any degree of personality or characterization, that stuff is for girls and casuals. Lastly, make sure the voice acting is somewhere between below average and shit. (You can include a way to curb their chatter, but make it ineffective and make sure it can only be applied to one of the three.)

Now, since your game is an RPG is will probably have a bit of inventory management involved. STEP FIVE is to make that inventory management as clumsy and awkward as possible. Menu's are the key. Also, rather than one of those convenient shared inventories a la Dragon Age, give each character separate inventories to maximise the amount of tedious item shuffling. For the love of all that is holy, do not include any shortcut buttons, radial menus or anything similar. That way, if the player wants to use an item to restore their stamina because the they got tired while slowly trudging back through the same areas and killing the exact same monsters, then by golly they'll need to go through at least three menus to do it!

Lastly, just for kicks, make your game's story consist entirely of infantile drivel that wouldn't pass muster on a preschooler's fanfiction website. After all, it is just a video game. Nobody will mind so long as you give them bigger numbers every few minutes.

Dragon's Dogma, ladies and gentlemen. Proudly demonstrating that the only thing worse than something crap is something crap that could easily have been good.

[sub][sub]Captcha: "make my day"[/sub][/sub]
 

Soopy

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Jul 15, 2011
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The lack of a fast travel forces the player to play the game. - There is actually a system of fast travel in the game, but its not a TES magic button style.

You can stop the pawns talking.

The inventory is serviceable.

Sprint/stamina is there to add a bit more to the strategy. Instead of just derping from one side of the map to another.

Respawning monsters, so you'd be happy with an empty map?...
 

Spambot 3000

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Aug 8, 2011
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Are you sure that's the easiest way to screw up a game? I would've thought the easiest way to ruin your perfectly good game is to program it to, at some point, when the player does something very crucial to the story, make a prompt appear that reads 'NO FACK U' and then delete their saved data. But okay, I guess what you said works as well.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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Soopy said:
The lack of a fast travel forces the player to play the game. - There is actually a system of fast travel in the game, but its not a TES magic button style.

You can stop the pawns talking.

The inventory is serviceable.

Sprint/stamina is there to add a bit more to the strategy. Instead of just derping from one side of the map to another.

Respawning monsters, so you'd be happy with an empty map?...
I don't think you read the whole post.

- The lack of fast travel doesn't "force the player to play the game". It forces the player to play the same parts of the game over and over and over and over. The system with the portal crystal and waystones is utter shit that requires rare and finite items.

- You can stop one of the pawns from talking and even then only sort of. The others will keep right on drooling in your ear. Besides, stopping them from talking prevents you from hearing the 1% of important and useful things they say.

- No, the inventory is not bloody serviceable. I should not have to deal with that kind of garbage in a post-Dragon Age world. A good interface does not require lots of money or expensive technology. If it's been done better elsewhere then there is no excuse for this shit.

- How is slowing my traveling down adding a bit more strategy? It isn't. It just wastes my time. If they wanted to add strategy to fights they could have turned off the stamina limitation outside of combat, like they do in towns. However, they were clearly too incompetent to think of that.

- No, I want the map to be full of things that stay dead when I kill them.
 

Chimpzy_v1legacy

Warning! Contains bananas!
Jun 21, 2009
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Soopy said:
Respawning monsters, so you'd be happy with an empty map?...
The OP didn't complain about the monsters respawning, but about them always being the same type of monster in the same location. Encounter five harpies in a certain tree one time, it'll be the same five harpies in that same three next time you pass it.
 

Exius Xavarus

Casually hardcore. :}
May 19, 2010
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I don't mind the no fast travel thing. As long as I can still use Ferry Stones(which are INfinite, by the way, you can buy them. Which isn't really burning any of my money because I'm getting more of it than I know to do with thanks to the fact that there's a VERY limited selection of equipment to purchase) to fast travel back to Gran Soren. Traveling to another destination doesn't really bother me.

And again, the pawns talking doesn't really bother me. I've always wondered why more games don't have your companions talking at all. Skits in Tales of Games are the closest thing I've seen, which even then isn't really them talking while you journey the land.

The inventory isn't quite as bad as you're making it out to be. There are two inventory menus. Inventory and Equipment. Wanna choose that healing item quickly because you ran out of stamina? Leave your cursor on the item when you leave the inventory, and it'll still be right there when you open it back up. Even then, the only sections you have to fiddle with are the Curative and Tools sections, since they're the only sections with items that serve a purpose beyond sitting there until you combine, store, or enhance equipment with them. Honestly, I think your complaints about the inventory menus are a just a bit exaggerated.

I don't know how you're walking really slow unless your character is absolutely tiny. Even then, you're never actually walking unless you're only halfway holding the control stick. It's not really all that slow. Oh and also, if your stamina is draining quickly and it's recovering slow, it's because your character is XBAWKS HUGE. Large characters drain stamina quicker and recover it slower. Small characters drain it slower and recover it quicker. All you have to do is find a healthy balance and you're all set. Conversely, weight limitations work in the opposite way.

I'll agree with the whole thing about the same monsters respawning in the same place every single time. Some variety would indeed be very welcome. Although, I guess I'm kind of used to it, after playing Dark Soul and Demon's Souls for so long.

All in all, I think it's a wonderfully created game. Mages and Sorcerers could stand to be a little more powerful near the start, rather than being pathetically weak until about 10 hours into the game where they turn into gods, but I think it's a great game.
 

Soopy

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Jul 15, 2011
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ExiusXavarus said:
I don't mind the no fast travel thing. As long as I can still use Ferry Stones(which are INfinite, by the way, you can buy them. Which isn't really burning any of my money because I'm getting more of it than I know to do with thanks to the fact that there's a VERY limited selection of equipment to purchase) to fast travel back to Gran Soren. Traveling to another destination doesn't really bother me.

And again, the pawns talking doesn't really bother me. I've always wondered why more games don't have your companions talking at all. Skits in Tales of Games are the closest thing I've seen, which even then isn't really them talking while you journey the land.

The inventory isn't quite as bad as you're making it out to be. There are two inventory menus. Inventory and Equipment. Wanna choose that healing item quickly because you ran out of stamina? Leave your cursor on the item when you leave the inventory, and it'll still be right there when you open it back up. Even then, the only sections you have to fiddle with are the Curative and Tools sections, since they're the only sections with items that serve a purpose beyond sitting there until you combine, store, or enhance equipment with them. Honestly, I think your complaints about the inventory menus are a just a bit exaggerated.

I don't know how you're walking really slow unless your character is absolutely tiny. Even then, you're never actually walking unless you're only halfway holding the control stick. It's not really all that slow. Oh and also, if your stamina is draining quickly and it's recovering slow, it's because your character is XBAWKS HUGE. Large characters drain stamina quicker and recover it slower. Small characters drain it slower and recover it quicker. All you have to do is find a healthy balance and you're all set. Conversely, weight limitations work in the opposite way.

I'll agree with the whole thing about the same monsters respawning in the same place every single time. Some variety would indeed be very welcome. Although, I guess I'm kind of used to it, after playing Dark Soul and Demon's Souls for so long.

All in all, I think it's a wonderfully created game. Mages and Sorcerers could stand to be a little more powerful near the start, rather than being pathetically weak until about 10 hours into the game where they turn into gods, but I think it's a great game.
I was just about to bring up the character creation relation to movement speed and stamina expenditure.
The thing with the monster spawns is, they seem to have been placed in such a way as to reprisent a natural habitat of sorts.
The big lizard thingies with spears are always on rocks near the water or in the actual water. Harpies are either in tree's or circling carrion, so on and so fourth.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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ExiusXavarus said:
The inventory isn't quite as bad as you're making it out to be. There are two inventory menus. Inventory and Equipment. Wanna choose that healing item quickly because you ran out of stamina? Leave your cursor on the item when you leave the inventory, and it'll still be right there when you open it back up. Even then, the only sections you have to fiddle with are the Curative and Tools sections, since they're the only sections with items that serve a purpose beyond sitting there until you combine, store, or enhance equipment with them. Honestly, I think your complaints about the inventory menus are a just a bit exaggerated.
It's an awful lot worse than it needs to be.

Why does each character need to have their own inventory? Why isn't there a quick-health or quick-stamina button? To someone used to PC interfaces with their shortcuts and hotbars this feeling pathetically primitive.

The thing with interface issues is that there is no excuse for them. It's not like graphics or animation that are expensive and time consuming. The only explanation for a bad interface is plain old incompetence.

I don't know how you're walking really slow unless your character is absolutely tiny. Even then, you're never actually walking unless you're only halfway holding the control stick. It's not really all that slow. Oh and also, if your stamina is draining quickly and it's recovering slow, it's because your character is XBAWKS HUGE. Large characters drain stamina quicker and recover it slower. Small characters drain it slower and recover it quicker. All you have to do is find a healthy balance and you're all set. Conversely, weight limitations work in the opposite way.
Why does any of that need to be in there at all? What does slowing my movement speed add to the game apart from needless frustration?

If they wanted to use stamina as a balancing mechanic in combat a la Dark Souls then fair enough, but why make me deal with it outside of combat? Why not switch it off when I'm not fighting like they do in town?

This game was a waste of money and I'm seeking a refund first chance I get. I'm just glad I bought it used. I'd hate to think that I'd actually given some of my money to these developers.
 

Gorilla Gunk

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May 21, 2011
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Do people just not do research before buying a game?

I knew about all of these "problems" before launch. did you not play the demo? The demo showed off three of the problems you pointed out and the other two (no real fast travel, respawning monsters) were mentioned in some previews.

To summarize your post, "Wah! This game requires more effort then I am used to!"
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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Gorilla Gunk said:
Do people just not do research before buying a game?

I knew about all of these "problems" before launch. did you not play the demo? The demo showed off three of the problems you pointed out and the other two (no real fast travel, respawning monsters) were mentioned in some previews.
I watched about an hour of gameplay footage and played the demo before buying. That gave me some idea of how terrible the interface is and how chatty the pawns are but I never imagined that any developer would be incompetent enough to make the other mistakes.

To summarize your post, "Wah! This game requires more effort then I am used to!"
Uh, no.

None of those things "require more effort".
Slow, repetitive travelling does not "require more effort", it's just time consuming and boring.
A bad interface does not "require more effort", it's just clunky and poorly designed.
Continually having to kill the same monsters in the same place does not "require more effort", it's just repetitive, boring and time consuming.

In fact, the lack of effort is half the problem. THese are all relatively easy things made frustrating by the need to do them over and over again. It's like having to count to one thousand between each mouthful of a tasty meal.

A more accurate summation would be, "Wah! This game wastes my fucking time for no reason at all!"
 

rob_simple

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Aug 8, 2010
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The only thing that upsets me about your post, OP, is that I was kind of interested in this game and now it sounds like I'll be giving it a miss.

So, in conclusion, you can go to Hell for making me not waste money on something I'd probably hate.
 

Gorilla Gunk

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Zhukov said:
A more accurate summation would be, "Wah! This game wastes my fucking time for no reason at all!"
If you knew of all the problems then why did you still buy the game? That's just stupid. "The pawns never shut the fuck up and the interface is ass! Looks like this will be a day 1 buy for me!" how weird.

And yeah that is a more accurate description. It wastes YOUR time. The rest of us are having little to no trouble and are quite enjoying the game.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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Gorilla Gunk said:
Zhukov said:
A more accurate summation would be, "Wah! This game wastes my fucking time for no reason at all!"
If you knew of all the problems then why did you still buy the game? That's just stupid. "The pawns never shut the fuck up and the interface is ass! Looks like this will be a day 1 buy for me!" how weird.
Those two problems alone would have been bearable. Forgivable flaws. Combined with the others... not so much.

Also, I didn't buy it day-one. I bought it used and thank goodness for that since it means the developers didn't get my money and the retailer give unconditional refunds on used games.

And yeah that is a more accurate description. It wastes YOUR time. The rest of us are having little to no trouble and are quite enjoying the game.
Your point being...?

It's not like I'm presenting these complaints as anyone's but my own.
 

killcannon71

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Jan 26, 2010
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Odd, looks to me like you just copied a review from another site. If you wanted to play Skyrim, why don't you just play Skyrim? Elder Scrolls has been the same game now going on three generations. When a game comes along that makes you think, or god forbid,innovates a bit, all the people who have been playing easy mode get butt hurt. Same thing happened when Cataclysm brought the skill back to the table in WoW, shoulda heard all the whining then. Not all games are for all people. You're right, it's repetitive. You're right, the slogging through the country can be maddening. You're right, the inventory could use some work. You're right, the pawns do say the same stuff over and over and over again. But,you know what? It's DIFFERENT. It's NEW. And I love it. The way you build your toons is great. The way they put all the different pawns in the world from other players is great. The feeling of me having to earn the way back to the inn is great. The feeling of taking down a three story monster, when everything clicks, is great. I know this world because I live in it, I don't fast travel through it on the way to checking off just another quest. My pawn has personality in the way it fights, I know how it's going to jump on that cyclops' head and stab it in the eye, or call for help in hobbling a gryphon. I love that the landscape just doesn't disappear, or that the quests aren't bugged too, or that the dragons don't fly backward. I love the amount of sheer variety in it. I love the loot. Call me old fashioned, but it's time western developers start learning from the east again in how to make a game unique and entertaining.
 

Thespian

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Sep 11, 2010
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I actually got a lot of these points just from the demo.

I agree with what you said and you put it rather well.
A bad game is a punch to the gut - A bad game that could have been good is a knife to the gut.
But a bad game that could have been good, but was made bad not by core design flaws but by sloppy interfacing and irritating mechanics that weigh it down? That's just twisting the knife.

It sucks knowing when something is unbearable just because they didn't do the simple things right.