Game design choices that should be outlawed

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Stammer

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You know those really dumb design choices that developers throw into their games for some aethereal reason that we'll never know about?

For example:
- Choosing to count a game as a loss against you when you quit an offline match or campaign mission.
- Adding quick-time events spontaneously to cutscenes forcing you to watch them all over again if you fail.
- Giving you 1-hit deaths, maximum of 3 lives, and no continue option-- you die 3 times you start the game from scratch.

If I found the people who thought stuff like that was a good idea I'd throw his head into a table and then cuff 'im.

What about you guys? What intentional design choices do developers make that totally ruin your day?
 

Juventus

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Feb 28, 2011
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not being able to skip cut-scenes.

not being able to skip credits.

A.I that can snipe you and know your location from across three countries.

not having the original Japanese voice acting available in Japanese games.

games that give you only one save slot (mainly ds games guilty of this)

a cluster fuck of of an inventory system. this is 2011, i don't care if you are a shooter or an rpg. having to navigate through menus to find items, and to top it off, then look at too many stats is not fun. i want to play a game, not read menus and look at numbers for longer than it takes me to play the game.
 

MetaMop

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Character creation systems that only let you see your character from a few strict angles so that you can't see if they look any good. I'm looking at YOU, Mass Effect.
 

BlindTom

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None of them. Just because I can't do something with it doesn't mean I get to spit my dummy out and deny everyone else the opportunity to learn and develop.
 

Zechnophobe

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Feb 4, 2010
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_Escort_ _Missions_

Burn them with FIRE!

That and putting unskippable cutscenes between the last save point, and the really hard boss.
 

random_bars

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Stammer said:
You know those really dumb design choices that developers throw into their games for some aethereal reason that we'll never know about?

For example:
- Choosing to count a game as a loss against you when you quit a skirmish match.
- Adding quick-time events spontaneously to cutscenes forcing you to watch them all over again if you fail.
- Giving you 1-hit deaths, maximum of 3 lives, and no continue option-- you die 3 times you start the game from scratch.

If I found the people who thought stuff like that was a good idea I'd throw his head into a table and then cuff 'im.

What about you guys? What intentional design choices do developers make that totally ruin your day?
I agree, apart from the first one. You ever played a game where quitting a game doesn't count as a loss? When it's like that, you can never get any wins, ever, because everyone quits when they're about to lose. Every single time. Seriously, the occasional loss on your record when you have to go for some reason is a far, far better option than completely breaking the win/loss record system.
 

Stammer

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random_bars said:
I agree, apart from the first one. You ever played a game where quitting a game doesn't count as a loss? When it's like that, you can never get any wins, ever, because everyone quits when they're about to lose. Every single time. Seriously, the occasional loss on your record when you have to go for some reason is a far, far better option than completely breaking the win/loss record system.
I said in a skirmish. Y'know, an offline versus-AI match? I just hate how even though I save and want to continue the match later on, it counts as a loss. Hell, most games will do that even if you have to stop in the middle of a 2-hour-long campaign mission. I remember looking at my statistics before saying "What? I've never lost a game in my life and here it's got me clocked at like 10 losses"
 

captaincabbage

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Lives. Why do they still imprement a lives system in some games? We're not dredging for pocket change anymore.
 

moretimethansense

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Stammer said:
- Choosing to count a game as a loss against you when you quit a skirmish match.
I take it you are a rage quitter that pulls the cord everytime you're about to lose then?
If you quit of course it should count as a loss, you gave up!

OT:
Giving me the option to save anywhere, I always end up abusing it.
 

Dangerious P. Cats

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Enemies taunting you when you die . Dying is somewhat frustrating as is, o.k it's the kind of frustrating that makes the game more enjoyable when you finally do succeed, but adding insult to injury as it were just pushes this into rage quit territory.

Switching from first to third person perspective for different sections of the game. Imagine a novel that cut between first and third person in its story, it would be annoying as hell to read. When games are typically first person switch to third person for cinematic it messes with the narrative and sense of how player and character interact, breaking flow and immersion in the narrative. When a game is made it should either allow switching between first and third person in all parts of game play, meaning that switching to first person feels like a gameplay feature and doesn't affect how players perceive their interaction with the character.

Removing player control in a first person game. First person implies that the player is the character, third implies that they are watching and empathising with the character. What this means is that in a first person game it's horribly jarring if there character does something the player wouldn't do or want them to do. This is typically expressed through dialogue, especially dialogue that prompts character interaction.
 

Kashif Omer

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Zechnophobe said:
_Escort_ _Missions_

Burn them with FIRE!

That and putting unskippable cutscenes between the last save point, and the really hard boss.
There have been good escort missions before and if it is done right it can make for an amazing experience
 

Stammer

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moretimethansense said:
I take it you are a rage quitter that pulls the cord everytime you're about to lose then?
If you quit of course it should count as a loss, you gave up!
Or possibly because I'm halfway done an hour-long mission and I immediately have to leave. Sure I can leave my computer on for 6 hours while I go do whatever I'm supposed to do, or maybe the game could be courteous enough to allow me to save and quit?
 

Dirty Hipsters

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Making the "start" button skip cutscenes.

NO! Hitting "start" is supposed to pause the cutscene so I can go take a piss, hitting "A" is supposed to skip the cutscene.

Get it right!
 

mireko

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Infinitely respawning enemies.

It doesn't make sense on any level, and it's about as unfun as it gets.
 
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Multiplayer maps that do not fulfill these criteria:
-Spawn positions are SAFE AND GUARDED. If I spawn in the line of sight of a SNIPER, the designers have failed.
-The map is designed with FLOW in mind, rather than one route that leads to campers.
-The map needs to accommodate players of all kinds; the spots campable by snipers need to be complimented by covered routes that lead around them.
-Spawn Timers are needed as well, so as to make teammates spawn together, giving a cooperative opportunity, rather than reinforcing individualistic tactics.
-Keep options open, so players are rewarded with experimentation, rather than playing out the same motions repeatedly.
-Do not make the most interesting thing there outside of the map. If the players are more interested in the city in the skybox, your focus is probably off
 

SlayerN

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Stammer said:
For example:
- Choosing to count a game as a loss against you when you quit a skirmish match.
I think I am one of the few that understand what you mean and I fully agree. In any RTS game match that goes on for a minimum of an hour (Age of empires(the ones that didn't suck), Command and conquer, Rise of Nations, etc.) there should be a way to Save a single player AI match and continue it later instead of counting a loss against you or removing XP when you save and exit.
 

WolfEdge

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MetaMop said:
Character creation systems that only let you see your character from a few strict angles so that you can't see if they look any good. I'm looking at YOU, Mass Effect.
You forgot character creation under poor lighting conditions. Lookin' at YOU Oblivion.