Game cliches you hate

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JochemDude

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Not killing the guy you just spend 10 hours hunting down for your epic journey of revenge.
 

Hides His Eyes

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surg3n said:
Enemies that refuse to fear me, no matter how efficiently I dispose of them.
That should definitely be the next step in game AI. You're outnumbered so you fight like a demon because you think you're gonna die, and once you've killed four or five badguys the others take the hint and start scrambling over each other to escape. Stand back and let them go or hunt them down like dogs? Instant, organic roleplaying choice. I WANT TO PLAY THAT GAME NOW!
 

specialk730

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Jul 26, 2011
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what happens in pretty much every space marine based story mission in DoW:
orcs -> eldar turn out to be manipulating them -> bigger opponent (chaos, tyranids, necron)
 

teqrevisited

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Timed missions. I like the idea of optional time trials to unlock things or get 100% completion, but it annoys me when a progression stage is timed because I like to poke around for secrets & other stuff.

Also, ankle-high barriers in games that force severe athriticism upon your character to the point that you no longer have the ability to jump (or, I don't know.. STEP OVER THEM) over said ankle-high barriers. It's just infuriating.
 

Urgh76

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>Head through extremely long and nearly impossible level and you're almost dead.

>Reach the end and find out you have to carry a heavy object all the way back

>FFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUU
 

Scrustle

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Rylot said:
I've gotten tired of the whole male space marine #4394, who's usually bald, be muscled, and dripping with machismo. I strictly play FemSheps just to try and get away from that.
I'm going to have to go with that one. Although the space marine thing is the best example of this I'm just getting so tired of generic faceless characters with no personality in general. They all act so bad-ass, but what the hell does that mean? "Bad-ass" isn't a character trait, or at least it isn't any more. All these characters are to dull and pointless, I'm really sick of it.

Also I hate this whole "dark and gritty" thing that seems to be swamping all forms of media in the past few years. It kind of relates to the generic bad-ass space marine thing too. Everything has to be so bloody miserable and dank. It's way too serious, I just lose interest in the characters because they don't seem real. They're all trying to be so hardcore and serious, they never show any sign of humour or humanity. And the whole grey/brown thing that comes attached to this, it's so dull and uninteresting.
 

Scarim Coral

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The whole "I'm the last member or my race/ clan" sorry but to rub it in but your people weren't so great at survival.
I also hate lazy rooms designs that are identical to the last one (I'm looking at you Halo 3 at the Flood rooms)!
 

conithegreat

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AlternatePFG said:
badgersprite said:
I'm getting really sick of the "this is the character who will only live as long as the tutorial" shtick. It's so predictable. More often than not, when I start up a game with any kind of coherent story arc, I'm able to go, "Well, this guy talking to me will be dead in five minutes. Not forming any attachment to him."

Those characters who stick around just long enough to die are becoming a real pain in the arse.
This has happened in every BioWare game ever made, no exception. It gets incredibly annoying and predictable.
Have u played KOTOR?
 

TPiddy

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Hides His Eyes said:
surg3n said:
Enemies that refuse to fear me, no matter how efficiently I dispose of them.
That should definitely be the next step in game AI. You're outnumbered so you fight like a demon because you think you're gonna die, and once you've killed four or five badguys the others take the hint and start scrambling over each other to escape. Stand back and let them go or hunt them down like dogs? Instant, organic roleplaying choice. I WANT TO PLAY THAT GAME NOW!
Assassin's Creed Brotherhood does this.... some guards will just turn tail and run if you turn up the awesome....
 

Deverfro

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When your party says "this way will get us there faster" and then something happens meaning you have to take the long and dangourous way alone -.-
 

Sexy Devil

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The one where you kill enough people to ruin a small nation to get to the primary antagonist, only for your character to decide they don't have the balls to pull the trigger on the one guy who deserves it (LOOKING AT YOU UNCHARTED 2, he was going to die anyway but it still counts!)

I don't care if you're given a choice, but when you physically aren't allowed to end them it gets annoying.
 

TheKramers

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Hides His Eyes said:
surg3n said:
Enemies that refuse to fear me, no matter how efficiently I dispose of them.
That should definitely be the next step in game AI. You're outnumbered so you fight like a demon because you think you're gonna die, and once you've killed four or five badguys the others take the hint and start scrambling over each other to escape. Stand back and let them go or hunt them down like dogs? Instant, organic roleplaying choice. I WANT TO PLAY THAT GAME NOW!
It would need to work like real AI. Splinter Cell: Conviction had the same kind ov idea with the way enemies track you. When an enemy sees you, he heads to the place he saw you (a ghost of yourself is left in that spot so you know where hes going and can sneak around him) and that seems like a good idea until you actually play the game and find out that it actually betrays their intelligence because they blindly move to wherever they last saw you no matter what the circumstances.

The situation you described would have to be something that worked fluently in the game and like in real life. There could't be some rule in the game where if you kill four people all the others start running, your enemy would need some type of morale gauge (invisible to the player) and the enemy acts differently depending on where that morale gauge is. Every individual enemy would have their own morale gauge that is affected by everything that goes on around them. When they start to get scared (if they havent seen you yet, but you scared them because they heard shots or found bodies or saw your shadow) they may whisper to their companions terrified, or they may run and barricade themselves in a corner for you to either leave alone or hunt down in any number of ways.

This idea has so many possibilities of done correctly.

Assassin's Creed Brotherhood does this.... some guards will just turn tail and run if you turn up the awesome....
ACB does do this, but not in the manner I described. Besides, they aren't the same type of game, if ACB did do it in the manner surg3n and I were speaking of, it wouldn't work well.

Honestly, I wish they didn't turn and run because it makes it hard for me to get the killstreak challenges when they keep running away.
 
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"You are the only one who can do this! YOU ARE THE CHOSEN ONE!"

I'm getting really fucking sick of it. It's why I liked Oblivion. I was NOT the "chosen one". I was just some dude who happened to be in the wrong place at the right time. I didn't have jack shit given to me because I was "the one". I had to work to be famous, work to get to higher places, instead of just being given everything because I'm "the one".

Really fucking sick of it.
 

AlternatePFG

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conithegreat said:
AlternatePFG said:
badgersprite said:
I'm getting really sick of the "this is the character who will only live as long as the tutorial" shtick. It's so predictable. More often than not, when I start up a game with any kind of coherent story arc, I'm able to go, "Well, this guy talking to me will be dead in five minutes. Not forming any attachment to him."

Those characters who stick around just long enough to die are becoming a real pain in the arse.
This has happened in every BioWare game ever made, no exception. It gets incredibly annoying and predictable.
Have u played KOTOR?
Yup, that was the game that introduced me to this cliche. Trask only lasts about 15 minutes tops before getting killed off.
 

Genixma

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Sep 22, 2009
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Legend of Zelda.

Oh I wonder how THIS is going to go down.

I kid there was actually a plot surrounding Twilight Princess that didn't have to do with rescuing Zelda until the climax of the game.

What I do hate is short stories with more missions to make it feel longer and then Blizzard calling it an "Epic" when we have to wait another year to get the next part...I'm looking at you Starcraft II
 

TheKramers

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Irridium said:
"You are the only one who can do this! YOU ARE THE CHOSEN ONE!"

I'm getting really fucking sick of it. It's why I liked Oblivion. I was NOT the "chosen one". I was just some dude who happened to be in the wrong place at the right time. I didn't have jack shit given to me because I was "the one". I had to work to be famous, work to get to higher places, instead of just being given everything because I'm "the one".

Really fucking sick of it.
Ever played Fable(original only)? You're not really the chosen one, but you are a member of an ancient and powerful bloodline. That was awesome.
 

Hides His Eyes

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Jul 26, 2011
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TheKramers said:
Hides His Eyes said:
surg3n said:
Enemies that refuse to fear me, no matter how efficiently I dispose of them.
That should definitely be the next step in game AI. You're outnumbered so you fight like a demon because you think you're gonna die, and once you've killed four or five badguys the others take the hint and start scrambling over each other to escape. Stand back and let them go or hunt them down like dogs? Instant, organic roleplaying choice. I WANT TO PLAY THAT GAME NOW!
It would need to work like real AI. Splinter Cell: Conviction had the same kind ov idea with the way enemies track you. When an enemy sees you, he heads to the place he saw you (a ghost of yourself is left in that spot so you know where hes going and can sneak around him) and that seems like a good idea until you actually play the game and find out that it actually betrays their intelligence because they blindly move to wherever they last saw you no matter what the circumstances.

The situation you described would have to be something that worked fluently in the game and like in real life. There could't be some rule in the game where if you kill four people all the others start running, your enemy would need some type of morale gauge (invisible to the player) and the enemy acts differently depending on where that morale gauge is. Every individual enemy would have their own morale gauge that is affected by everything that goes on around them. When they start to get scared (if they havent seen you yet, but you scared them because they heard shots or found bodies or saw your shadow) they may whisper to their companions terrified, or they may run and barricade themselves in a corner for you to either leave alone or hunt down in any number of ways.

This idea has so many possibilities of done correctly.
Yeah, it would need to be very complex and sophisticated. I think games are getting to the point, technologically, where this kind of thing is feasible. But games seem to neglect AI a lot of the time, which is a shame. Good AI adds a whole lot more to a game than impressive graphics or whatever, in my opinion.