Game design choices that should be outlawed

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Cowabungaa

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I think cracked.com [http://www.cracked.com/article_16196_the-7-commandments-all-video-games-should-obey.html] covers mine pretty nicely;
#7. Thou shalt let us play your game with real-life friends.
#6. Thou shalt not pad the length of your games.
#5. Thou shalt not force repetition on the player.
#4. Thou shalt make killing fun.
#3. Thou shalt admit when enough is enough.
#2. Thou shalt make sure your game actually works.
#1. Better graphics do not equal innovation and/or creativity.
Those are mine in a nutshell as well really. The article itself has little sub-headers with specific examples, but I think this covers it nicely.
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.

Funnily enough, it was okay when I played Diablo II.
If you ask me, Planescape's hand-drawn 2D graphics have hold up a lot better than early 3D from the same era. Hell I think it's sometimes downright beautiful;

It's amazingly atmospheric.
 

Mallefunction

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Moral choice/karma system...the reason being is that the GAME is what's deciding what's right or wrong, regardless of the situation. Any action can be justified so the fact that I get a 'bad' ending because I did what I felt was the right thing to do in the situation is really unfair and fucking stupid. It's always black and white, never taking into consideration where the player is coming from or their reasoning behind their choices, etc.

Fixed cameras....god DAMN, the right analog stick was made for a REASON! USE IT!

Having to feed/take care of characters outside of giving them first aid when they're near death. It's not done as much now, but I still see it occasionally. If I wanted to play The Sims, then I would have bought The friggin Sims!

Level grades. This refers to the game literally 'grading' you on your performance in a level. For one, it's frustrating because I once again have to play to the limitations of the game and not the way I want to play (I'm looking at you, AC: Brotherhood) and it also destroys immersion because the focus gets turned to scores and numbers rather than what's going on in the story, etc.

Sandbox worlds that don't let me keep playing past the credits. One thing I do like about Assassin's Creed is that I don't need to start a new game to keep dicking around in the world. Once I go through the single player campaign, I can do whatever I please. There's not much to do frankly, but I like that the option is given to me so I can at least enjoy the game without being rushed to the next part of the story.

And I also pretty much agree with all the others mentioned above. Although I don't mind QTEs when it's heavily integrated with the gameplay (Heavy Rain, God of War, etc). When they're in cut scenes...FML.
 

Emberwake

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If you ask me, Planescape's hand-drawn 2D graphics have hold up a lot better than early 3D from the same era. Hell I think it's sometimes downright beautiful;
It's amazingly atmospheric.
This is generally true, that the last generation of 2d games look significantly better than many old 3d games. This is doubly true if you can play the game at a high resolution (a term that means something different today than it did in 1998, hands up if you can remember when 800x600 was high res!) since 2d sprites and backgrounds from the late 90s basically look as nice as the artists could draw them.

As for my rules picks, I've got to go with:

1) Never auto-save before the cutscene. Allow saving between cutscene and boss fight.

The only thing more frustrating than repeatedly failing is having the game show you the same tedious exposition every time you try again. Example: Mass Effect, boss fight with krogan and geth on Therum, riding that damn elevator up 18 times, listening to Liara's nails-on-a-chalkboard voice over and over.

2) Never show me my corpse or death animation in unskippable slow-mo after I died.

Salt in the wound. Burnout gets a pass on this one because it rewards me for crashing.

3) Stun-lock must be killed with fire.

This one's popped up since the dawn of action games, but it saw a huge resurgence after WoW was released. The player should NEVER be killed without having the ability to act. I dont care what type of game it is, this one is such a huge deal breaker (and a keyboard breaker). Get out of jail free moves are a bandaid on the problem, remove stun-lock from everything everywhere.

4) Suicidal escorts should be left to die.

Escort missions don't have to go away. They've been done right on occasion. But for every decent escort mission in gaming, there are 20 more that involve babysitting a suicidal twat who doesn't wait for you, runs into the line of fire, takes the least efficient path to their destination, or otherwise finds a way to make you wish you were doing something else. If you're a game designer and you put an escort mission in your game, you'd better be DAMN F-ING SURE that its done right.

5) Grossly inconsistent difficulty - playtest your damn games!

Sometimes it seems that the largest studios with tones of staff and the most lavish budgets are the biggest culprits here. Dragon Age: Origins is one of the best examples I can think of. Good games can really be dragged down by inexplicably hard trash mobs and bizzarely easy boss fights. I'm not talking about optional bosses either; I mean when you come around the corner in the hallway on your way to Major Plot Objective 3 and you stumble into a group of goblins with no special names and no awesome loot who absolutely destroy you thirteen times before you either get lucky or cheap the encounter. Then half an hour later, when you get to the showdown with Major Boss 4, you mash your way through without breaking a sweat.

I could go on like this for hours, but yeah, those are the big ones.
 
Mar 30, 2010
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Top five gaming no-no's:

1) Forced stealth sections.
2) QTE's.
3) Unskippable credits.
4) Escort missions.
5) Unskippable cutscenes.
 

Wicky_42

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I'm going to have to nominate unskippable videos of any sort again. I turned on Crysis Warhead the other day for a bit of casual shooting and had to sit through a 5 minute sequence of adverts from Crytech, EA, Intel, Nvidia and then a freaking teaser trailer of how good the game I WAS SITTING DOWN TO PLAY was going to be - I mean what the FUCK? None of it was skippable. Just sat there mashing the keyboard and swearing at the various logos until the teaser started. Then I just walked off. Gets me pissed just thinking about it :/

Second nomination is for the current trend of counting multiplayer and single player as the same game time - as in, using a multiplayer component to excuse a poor effort in the single player department. I can understand the constraints on modern games companies time and budget-wise, and the obvious economic incentives to replicate the market leaders' performance, but if you really want to make a kick-ass multiplayer game then make like BF2 and just do it. No-one criticised BF2's shocking single player component seriously because it wasn't sold for that. The most recent case, Homefront, has been making a big thing of its single player, but now tells us that it's of the same length as the rather brief campaigns of other lack-lustre modern shooters. The game might still be fantastic, but it's not boding well...
 

Trolldor

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timeadept said:
Dangerious P. Cats said:
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.
I want to expand on this, to include removing the players control when something important is happening. You all probably remember a cutscene when you totally could have done better but your avatar does something incredibly stupid or makes a newb mistake. (actually this may be where those quick time events stemmed from so lets tread lightly). Maybe this'll help explain the kind of scenario i'm referring to. You just finished handing a recurring villain his ass only to have some of his lackies show up that normally wouldn't be difficult to handle but for whatever reason, they capture you or let the villain escape, or if they're feeling really nasty, they prevent you from stopping the villain's escape AND THEN you have to fight them (and win). Like you couldn't do that while your half dead nemesis was right in front of you.
Bioshock laughs at your objections.
And then it sleeps with your sister.
And your mother.
And you.
And you like it.


The simple fact is that everything mentioned here is permissable if It's done well.

As an allegory, the movie "Adaptation" does everything an adaptation (and even some movies) shouldn't do, and it works precisely because of it.
 

ThisIsSnake

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1. Clear Good/Evil systems, the cure cancer or give everyone cancer style crap. Murky or ambiguous(sp?) choices however are fine, the Witcher is probably the best game for these.

2. QTE/Dodge/Attack prompts especially in cut scenes, it breaks immersion so much for me. Just give the player control of their character during the cutscene and let them use their imagination to protect themselves. I do, however, think that button bashy minigames are appropriate in some games like DBZ/Naruto fighting games. MGS is pretty good with their non-obligatory easter egg interaction in cutscenes.

3. American 'we're being invaded' fantasy wank.

4. Yuri Lowenthal
 

Twad

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Nov 19, 2009
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"real is brown"

Escort missions

Limited lives

Quick time events

Forced level grinding

Unskippable cutscenes, unskippable corporate logos.

Poor writing

Cutscene incompetence

Heroes and Big Bads who are stupid, cliche idiots without common sense. Motivations with no link to reality (DEeestroy teh world!! Cuz i didnt have my cofee when i was 5 years old! EVIL!)
 

MetaMop

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Jan 27, 2010
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Guhungus said:
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.
I would like to also remove initial expressions and lighting conditions that can alter our expressions to what a character actually looks like in character creation.

Mass Effect is a serious violator of lighting conditions that end up changing dramatically how Shepard looks in-game, and The Sims 3 has their sims with ridiculous smirks on their face that makes me ruin their mouths.

Tiny gripe... but nonetheless.
That's another point. In Mass Effect, I often tried to make a weathered, rugged, combat hardened looking character. Like if Clint Eastwood was a space marine. But the char. creation only let's you see Shep with this blank expression on his face. So I'd make someone who looked mean and experienced, but when he scowled ingame, he looked like a constipated prune.
 

Ddgafd

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Well, I'm pretty much fine with everything, as long as it doesn't piss me off to no end, which rarely happens. Unskippable cutscenes don't bother me that much, the first time I watch them I watch them and every single time after that I do something else, like read a comic or something. I haven't really played games with QTEs in a while, either.

Anyway, you know what should be mandatory in every single console game ever? A FUCKING SD MODE. Not everyone has a 2000$ 1080p HD bluray 3D LED whatthefuckever TV and I'm not going to buy one just read the microscopic text. Only games I own that do this are GT5 and the demo for Vanquish. And I already deleted that!
 

Tipsy Giant

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Get rid of sequels, your characters aren't that interesting, your gameplay improvements are drastic enough, fuck your sequel, just give me a new game.

I'd take a thousand bad new IPs for a red dead redemption than 1000 GTA sequels.

oh and stop saying your game is XX hours long when all the quests are copied and pasted, repetition a good game does not make
 

Ca3zar416

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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 can definitely agree with the voice acting one. It would be awesome to have options for that with subtitles. A lot of games put subtitles in anyway.
 

Bocaj2000

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I only have two requirements.

Customizable characters.

If the character is not customizable, then you better damn sure make the main character interesting.

Pro tip: interesting =/= badass
over powered superhuman aren't interesting [masterchief]. The underdog is.
 

Light 086

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A.I. that always knows exactly where you are despite the distance and obstacles between you and them.
Spawning out in the open. I got killed in Halo Reach instantly (yes 'instantly', as soon as I spawned I hit the floor dead) because I spawned right in front of the enemy with my back turned to him, I got the video of the match to prove it.
 

Jabberwock xeno

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Thou shall have thy multiplayer mode if thine is not an open world game, or otherwise unrepeatable (in a single save file) single player structure.