Making the PlayableCharacter ALWAYS/most of the time, an Amnesic or Prisoner or the CHOSEN ONE !
Raptor Jesus Murphy Christ! One of the most frustrating things is when the inaccessible background draws me away from the game and trying to navigate my way through invisible walls to get to it and explore. Here's looking at you Halo and Mass Effect. I am all for an interesting background but why does it have to be more interesting than what you are allowed to explore?!Singularly Datarific said: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
Oh god, I remember when I played Oblivon (Christ that was a long time ago now...) and I couldn't see how he looked properly by default because the creation screen was muddled and had that terrible lighting, he looked completely different when I started the game. Seriously, how hard is it to get these things right? Especially since this is the first damn part of the game.WolfEdge said:You forgot character creation under poor lighting conditions. Lookin' at YOU Oblivion.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 crappy character creation. Lookin' at Oblivion again.WolfEdge said:You forgot character creation under poor lighting conditions. Lookin' at YOU Oblivion.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.
Some of us enjoy agonising for hours over whether we want the shotgun which does less damage but launches grenades or the shotgun that does more damage, shoots faster but only shoots buck shot in Borderlands.Juventus said: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.
I don't suppose you've played Planescape: Torment?Eico said:Your character has amnesia.
Lazy!
The first is necessary, otherwise you have rage-quitters who ruin the experience for everyone.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?
As I said in response to another person, this was specified towards offline matches. ie: campaign missions and skirmishes.migo said:The first is necessary, otherwise you have rage-quitters who ruin the experience for everyone.
...Ow.Eico said:Nah. I was going to, but the outdated UI and general graphics hit me like a brick wall.Cogwheel said:I don't suppose you've played Planescape: Torment?Eico said:Your character has amnesia.
Lazy!
Honestly you guys saying that if you quit it should be counted against you are ignoring what he's saying, I mean it's totally legitimate to not want to have a big fat YOU LOSE when you have to do something quickly.moretimethansense said:I take it you are a rage quitter that pulls the cord everytime you're about to lose then?Stammer said:- Choosing to count a game as a loss against you when you quit a skirmish match.
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.
Strange. And honestly, I quite liked how PS:T looked. The UI is bad, certainly, but it never stopped me. Guess I just have lower standards.Eico said:Mmm. Does suck; I've heard it's a fun game. But design that old and graphics that iconic of the 90's grind on me pretty hard.Cogwheel said:...Ow.Eico said:Nah. I was going to, but the outdated UI and general graphics hit me like a brick wall.Cogwheel said:I don't suppose you've played Planescape: Torment?Eico said:Your character has amnesia.
Lazy!
Your loss.
Funnily enough, it was okay when I played Diablo II.