Game development sins

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RufusMcLaser

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Mar 27, 2008
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I despise unskippable cut scenes and the entire save point system. I want to save whenever the hell I damn please. OFP and COD3 are different types of the same offender, OFP with its limited checkpoints and once-per-game save (which could be worked around if you knew how to alt-tab out and delete or rename the save game) and COD3 with its odd placement of save points.
Oh, add the recent trends in DRM to that, will you?
 

GenericWit

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May 16, 2008
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miawallace post=9.72309.758116 said:
GenericWit post=9.72309.755812 said:
Umm... games that reuse buttons. I played a game on the PS2 once (though I can't remember what it is) where X was jump and if you double tap it it's a kick and then it didn't really use any of the other buttons. Come on! I can't think of a console that didn't have *enough* buttons to stop stupidity like that.
The worst example of this I've encountered is in GTA4, where they've assigned the same button for 'get in a taxi' and 'hijack a car'. Did it not occur to the developers that this might cause a few problems???
Aye! That's exactly the type of stuff I mean though I've seen a lot worse. I actually think I played a stealth game where pushing a button for a "short" time killed a victim and pushing it for a "longer" time merely knocked the victim out. LULZ. No joke. Now, I've learned to firmly push down buttons because I've had a character not jump many-a-times, but firmly pushing it was sometimes considered a "longer" time. It was pretty much completely random. I even checked the manual. Haha.
 

Technomage333

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Sep 7, 2008
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Pixel searching! This is the worst puzzle you could put into a game! I once was stuck for forty five minutes in a game because I didn't pick up a leaf which was the key to a later puzzle. I WAS A FREAKING GARDEN and only ONE leaf could be picked up.
 

Dr Spaceman

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Sep 22, 2008
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The biggest thing I've noticed a lot of games having problems with ever since I've been gaming is the fact that many games, particularly platformers and other 3rd-person games, often have very temperamental controls. It seems like control was first mastered with Super Mario Bros. way back when on the NES, and yet people still get this entirely basic principle.

This is very noticeable in the fact that many game reviews still comment on the tightness and quality of control in a game. I know Super Mario Galaxy controls wonderfully, but shouldn't that be expected? Perhaps someday it will be given that games control well, and we won't have to put up with this ridiculousness.

On a side note, I didn't even think of first-person shooters in regards to this topic. I play PC games most of the time, and FPSs handle just fine 99% of the time. (In fact, I believe that this is an area where good controls are generally not commented on, only bad controls are.) However, in my limited experience with console FPSs, many games just screw up the whole situation. Though not a big fan of the game itself, Halo really seems to have nailed the control scheme and succeeded where games before and even after have failed.