Game design choices that should be outlawed

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Cogwheel

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shaderkul said:
Cogwheel said:
Eico said:
Your character has amnesia.

Lazy!
I don't suppose you've played Planescape: Torment?
That is one exception where amnesia was done well. Every other instance I've seen is just laziness.
Agreed, just saying that it can be done well. PS:T, Amnesia, FF9 (yes, I mentioned a JRPG and will likely be burned at stake now), and a few others I don't recall at present. Everything has a good use, that's all I'm saying.
 

Chamale

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Fuck restricted saving. When I play a single-player game, I'm always thinking about who I am as a character, and trying to think of the game as a single long session in the character's mind. When the game forces me to find a save point, or to retry an easy segment 50 times because it precedes a difficult segment, I break character. I stopped playing Silent Hill 2 after it forced me to find a save point, because I could no longer relate to the character. Also, I could no longer feel assured that I could turn on my PS2 and simply play - I had to start playing with the knowledge that nothing important would come up and force me to leave the game without saving.

I'll give Shadow of the Colossus and simple platformers a pass on this one, but it's inexcusable in any game where the player might want to roleplay a character rather than just kill some dudez.

On the other hand, some people feel that games should be programmed with restricted saving because they prefer to save infrequently. That's a ridiculous objection because free saving doesn't force you to save at all. Please, people who enjoy save points, don't ruin it for the rest of us. Resist the temptation to save before a boss fight if you prefer to walk 15 minutes and then fight the boss. For all I care, there could be an option in the menu that turns off easy saving. But don't make it a part of the game and ruin it for players who like to follow the story.



Also, fuck Captcha. "Sensual exorcism".
 

Gromril

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Persistent stats in online multilayer, especially shooters. It stifles creativity as people refuse to fight in interesting ways, favouring the efficient.

Never worried about it when I played Call off duty 2, but now whenever I fireup the xbox 360 and hit the First person shooters I'm quickly informed that my "KAYDEEE" is sub par and that, where I less off a noob it would be awesome like theirs, reguardless off the giant "You win!" before me.
 

mikespoff

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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.
Both of these. I've never had an enjoyable escort mission, and I don't think that one will be made until friendly AI improves.

And the unskippable cutscene before boss is just horrible. I'll stop playing for that.
 

mikespoff

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Gromril said:
Persistent stats in online multilayer, especially shooters. It stifles creativity as people refuse to fight in interesting ways, favouring the efficient.
OOh, good point. I hadn't thought about it, but certainly where there are persistent stats the incentive is to max those stats at teh expense of innovative and interesting gameplay.
 

Bags159

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Persistent stats are a big draw in any FPS... remove those and you'd have a lot of jaded customers.
 

silversnake4133

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-Unfulfilling endings
-Stereotypical characters (ditzy girls, boisterous men, racial)
-Invisible walls/ceilings
-Time limits on search or fetch quests
-Lazy voice acting
-"Realism" (we play games to escape from it, why would we want to play games about it?)

Not really a problem, but more of a question, why in most Japanese ported games/anime do the adults put the fate of the world in the hands of children? While it's a typical focus on the "coming of age" story, I think it's giving kids way too much credit, especially since the ones I've come across would destroy the world instead of save it.
 

Apollo45

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In light of the recent DA2 fiasco that's going down, it's probably already been said, but I'll say it again anyway.

Copy/pasted dungeons.




Oh, and escort missions. For all I care they can go throw themselves off a cliff.
 

TAGM

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I think that any developer under the notion that cheep = hard, and places insta-kill death traps in places where you'll only know about them AFTER you've ran headlong into them should be taught differently.

Really pisses me off when developers just throw in traps I can't really know about untill it's too late. It put me off of DKCR, and it's put me off some other platformers as well. (I think so, anyway.)
 

korblborp

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Bags159 said:
Persistent stats are a big draw in any FPS... remove those and you'd have a lot of jaded customers.
only those who care about multiplayer rankings. of course, MP seems to have become the main focus of FPSs... to the detriment of the singleplayer...
speaking of which: i like being able to play against "bots". practice, see?
i also hate online-only multiplayer. seriously. there's a reason why there is more than one controller port.
 

Danpascooch

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Apr 16, 2009
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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 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?
If they don't count a quit game as a loss, what is to stop players from quitting a game that they are losing 1 second before it ends, and having a perfect record? The whole concept of having winners and losers for matches would become meaningless.
 

G-Force

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mikespoff said:
Zechnophobe said:
_Escort_ _Missions_

Burn them with FIRE!

That and putting unskippable cutscenes between the last save point, and the really hard boss.
Both of these. I've never had an enjoyable escort mission, and I don't think that one will be made until friendly AI improves.
Not even Resident Evil 4?

Also what's the difference between an escort mission and playing a game with an NPC? Would you consider the partner segments of Uncharted or Gears of War to be escort missions?
 

Bags159

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korblborp said:
Bags159 said:
Persistent stats are a big draw in any FPS... remove those and you'd have a lot of jaded customers.
only those who care about multiplayer rankings. of course, MP seems to have become the main focus of FPSs... to the detriment of the singleplayer...
speaking of which: i like being able to play against "bots". practice, see?
i also hate online-only multiplayer. seriously. there's a reason why there is more than one controller port.
There are single player FPS?
 

Danceofmasks

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Pfft ...

3 lives with no continues? I don't mind that .. anything that rewards skill is a plus. If you can't take the heat, lower the difficulty level.


Releasing the same game every year? There's a very good reason why guitar hero died.
 

trollnystan

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Dec 27, 2010
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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.
^^^This.

Well, not so much escort missions - although I hates dem I does - but unskippable cutscenes are awful, especially before bosses. I know it's possible to make it unskippable the first time you see it and skippable the second time; I've seen it done and I don't understand why it can't be done every time.
 

ramboondiea

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games that force tedium experiences, such as trek here do something, trek back the find out they want you to do something back were you just came from, really pisses me off and is just padding.

also invisible walls, i understand that they cant creat a world when designing a game, and i dont mind the occasional collapsed hallway or boarded up doors etc, but when theres just a wall with no legitimate reason for you to stop.
prime example would be fallout 3, when you reach the boarder the game just says its too dangerous to continue, when i first saw this i had just fought off 3 bears and a death claw and was running from enclave....so yeah
 

ksn0va

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mireko said:
Infinitely respawning enemies.

It doesn't make sense on any level, and it's about as unfun as it gets.
I also hate that, but I also think it makes sense sometimes and sort of adds some kind of challenge. But I agree it becomes unfun when a game does it all the time.