Game design choices that should be outlawed

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Burnseasons

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Feb 24, 2011
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Horrible horrible voice acting.
I mean sometimes it stumbles into the area where it's so bad its funny, but that often is not the case.
Almost always find that just filling in the voices yourself would do the job so much better.
 

Mr. Eff_v1legacy

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Aug 20, 2009
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Tipsy Giant said:
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
On the other hand, Silent Hill 2.
 

Woodsey

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Aug 9, 2009
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"We must have a boss fight, but our antagonist is a 19th Century accountant, how do we do anything with that?!"

"Let's give him a fucking mech suit! YEAH!"

*someone irrelevant in the background*

"But that makes no sense, it doesn't fit the narrative or the game's context, and the character's motivations for using it are nonexis-"

"MECHS! OORAH!"

Or something like that.

Why gamers insist on having shitty fucking bog-standard boss fights at the end of games still is beyond me. AC2's fistfight was much more interesting than Arkham Asylum's Joker-tank, which was completely out of character, and hugely predictable.
 

Trolldor

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Jan 20, 2011
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ThisIsSnake said:
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.
No the Witcher is not good at this.
 

Tipsy Giant

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Mr. Eff said:
Tipsy Giant said:
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
On the other hand, Silent Hill 2.
On the other hand, Every Game that isn't Silent Hill 2.

My point isn't that there are NO good sequels, my point is they are a drop in the ocean compared to how many terrible sequels there are
 

Epic Fail Guy

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Dec 5, 2009
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Tipsy Giant said:
On the other hand, Every Game that isn't Silent Hill 2.

My point isn't that there are NO good sequels, my point is they are a drop in the ocean compared to how many terrible sequels there are
On the other hand: Fallout 2, every Gran Turismo game since the original, Hearts of Iron 2&3, Victoria 2, etc, etc..

The problem isn't sequels, Its the type of game they make sequels of. Racing games, Strategy games, and some RPGs can make great sequels..

But why would I pay 70$ for the latest CoD game to get a few new weapons and maps and a new Single player story nobody cares about anyways? Its not like its really all that different than the CoD from 2 versions ago; however, for some reason the console tards still shell out the money for it.

I can understand updating a game for a new generation of consoles/computers, like Half-life to Half-life 2, But CoD has gone way too far.. And then there is all the clones of existing FPS games..

I don't think I will buy another FPS game for another 5-10 years. CS:S, DoD:S, and Zombie Panic(free HL2 mod) is all I really need; I can't see them getting any better anyways.

There are soo many FPS games being made, and yet there are whole genres of games that haven't had a game in years. The gaming industry is stagnating from lack of creativity and passion for the subject matter of the games.
 

debra_ beretta

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Sep 8, 2010
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QTE's.

Cover-based health regen.

Both of those things make me furious >:-( Oh actually, so does "training levels". You know the kind, start of the game, "this is how to crawl", "this is how to shoot" etc. Yeah, I already read the manual. Lets get down to the action!


... I miss whacking great user manuals also.
 

RowdyRodimus

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Apr 24, 2010
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QTE to do simple things like open doors. It does not enhance immersion and just makes me button mash to do something I did in one button press 5 minutes ago.
 

Juventus

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Feb 28, 2011
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Emberwake said:
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.
that isn't bad game design though. that is plain good old fashioned trolling by the developers.
 

Kadoodle

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Nov 2, 2010
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Choppaduel said:
unskippable cutscenes: if you want your exposition manditory, at least give players a chance too fool around ala HL2.

QTE: just fuck off.

*heavy rain creeps up to you and starts dry humping from behind*



Original topic, I have found one aspect of physics that nearly every game on the market forgets entirely: The acceleration of gravity. When your character is falling from the sky, he'll never actually pick up speed...Portal is the only game I've played that nails physics...and that game is about breaking them...and cake.
 

mighty_wambat

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Jan 26, 2011
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BlindTom said:
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.
wow, im amazed you can even see us from on top of that horse
 

Judgement101

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Mar 29, 2010
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Games that half-ass the gameplay for story. No, I do not have an example YET but I've got a feeling one of those is comming up soon.
 

realslimshadowen

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Aug 28, 2010
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There are so many things...

1) Arbitrary stealth. I don't mean forced stealth sections, I mean stealth sections where the direct combat option would be identical to what you've already faced several times in the game but for one nonsensical wrinkle. For example, in Jedi Outcast only in that one section of the hidden Imperial asteroid base do you have to deal with there being characters who are scripted to run towards a panel and push a button, initiating a red alert. Even though you have faced similar numbers of troops before.

2) Unskippable anything-except-core-gameplay. By which I mean that if there is a stupid QTE, minigame, or other bullshit in a game that is ostensibly a shooter or tactical RPG, there should be a menu option that turns that shit into a cutscene. Which should also be skippable. Anything that is not directly related to the core gameplay in a game? The player should have the option to "Press A to say 'fuck you' to developers who want to waste your time."

3) Compulsory training levels. If I want training, I'll read the manual. If I want to get a feel for the game before diving in, I'll click "Tutorial" in the menu.

4) Lack of single-player multiplayer. Maybe I love deathmatches, but my internet connection is shit. Maybe I'm a loner with no friends to play in a network. Maybe I'm a loser who wants friends but has none. That shouldn't stop me from trying a multiplayer mechanic. What the fuck ever happened to bots?

I think I'll stop there for now.
 

Aris Khandr

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Oct 6, 2010
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I think that all cut scenes should be skippable, but the game should keep track of how many you skip and give you the "bad end" if you go over a certain number.
 

FalloutJack

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Nov 20, 2008
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Kashif Omer said:
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
Okay, I noticed this and I'm going to take the proper step and say "BADLY DONE escort missions".

Oh, and time limits. MOTHERFUCKING TIME LIMITS need to go!
 

tylerzd

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Mar 9, 2011
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Epic Fail Guy said:
The gaming industry is stagnating from lack of creativity and passion for the subject matter of the games.
Lack of creativity isn't the problem. The talent and the will is there, it's just that the industry has moved to a big business model where all of the money is controlled by corporate interest unwilling to take risks on new ideas. It's a lot easier, and safer, to just iterate on a previously proven old idea until the market loses interest than it is to take a risk on something new.

Judgement101 said:
debra_ beretta said:
Ok, people curse QTEs like they are a plague among gaming. I challange someone to name 50 games that use QTEs as a major part of the gameplay.
The problem isn't with games that involve heavy usage of QTE's. It's much more of an annoyance in games that only have them in sporadic, random places for no particular reason. The QTE's in Heavy Rain are fine. The handful of QTE's in Assassin's Creed 2, for example, are trash. Like Ezio is in a room with a woman, the scene is in-engine animated (no player control), Ezio moves in to kiss said woman, a button prompt pops up at the bottom of the screen. That adds nothing. It's stupid.