Games that you felt were ruined by one game mechanic

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BoredDragon

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Feb 9, 2011
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Kukakkau said:
BoredDragon said:
Halo: Reach because of the fan-base. Yes I know its not a game mechanic, but it pisses me off that I can't just go online and have fun without having to play with at least 3 douche bags who spend 10 hours every day memorizing every FUCKING pixel of every FUCKING map just so they be can stay in be good at a video game.
Really? I picked up a copy of that recently and found the players on it to be terrible and run around like headless chickens.

OT Medieval II Total War: Stainless Steel Mod (it's pretty much a game in itself) - you can make a unit then have to wait three turns to make another of that unit. Meaning at the start of the game you can make a unit then have to sit and wait for more troops to become available. And it seems the other factions aren't bound by this rule and pump out troops
I get a mixture of both, but the ones who are obsessive are WAY more annoying.
 

helsinki

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Mar 11, 2011
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CleverNickname said:
Mining in Mass Effect 2

I fully expect ME3's minigame to be Excel sheets.
Exactly. 40 hours into it, I felt like ~5 hours were spent gaming, 35 were spent mining. And then, to no be able to spend it without FINDING the upgrades first - it was just salt in the wound.
 

Starke

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Dr. Pepper Unlimited said:
It might sound petty, but the repair system in Fallout 3. I hated it with a passion and it's one of the main reasons I never got around to beating it.
The repair system itself or the fact that every item in the game was made out of butter and the repair skill capped how well something could be repaired, making it absolutely vital that you maxed it as soon as possible?

Honestly I disabled weapon degradation pretty quickly via modding. It still means repair would govern how good your items were, but not if you could even use them three or four times effectively.

Either way, at least New Vegas fixed that, repair governs how much you repair, and dialog checks, items degrade slower (or at least seem to), and there's a maintenance threshold, where an item will work perfectly, well before it hits maximum condition.

On Topic: Deus Ex 2's Universal Ammunition.
 

cill404

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Jun 8, 2010
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I don't know if it counts as a mechanic, but the braindead invincible friendly NPC's in every goddamn COD, and the immersion ruining fact that capt. price can withstand an RPG to the face but not a car crash. hmmm.
 
Feb 9, 2011
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Starke said:
Dr. Pepper Unlimited said:
It might sound petty, but the repair system in Fallout 3. I hated it with a passion and it's one of the main reasons I never got around to beating it.
The repair system itself or the fact that every item in the game was made out of butter and the repair skill capped how well something could be repaired, making it absolutely vital that you maxed it as soon as possible?
The butter. I would stockpile weapons to make sure I had extras to repair my more frequently used items, but having to repair them so often got to me after about 10 hours or so. It never occurred to me to mod the repair function in such a way, so I might look into that so I can play it, considering I loved everything else aside from the clunky repair process.
 

StBishop

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Sep 22, 2009
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Aurora Firestorm said:
Speaking of Gizmo's objection to "no party leader change" systems, I wouldn't say this ruined the game at all, but Persona 3 and 4 had that infernal "if your party leader dies, everyone dies" thing. Baldur's Gate did this, too.

Seriously, guys. If I have a revive item, let the allies use it on the party leader. Seriously. It's just game-breaking and mind-bending if you don't. Same with "cutscene death" "Aeris Dies" type stuff. Call it 'unconsciousness.' Don't call it 'death.' It just breaks flow when you can't use the Phoenix Down on Aeris.

Alternatively, Go Big or Go Home: do what Valkyria Chronicles did, and have your party members be able to permadie if you screw it up too badly.
This. I hate it to fucking death, especially in FF13 when you have the lead character changing every 2 minutes at the start.

It affected BG less I feel because death was a major issue for most of the game. If a character died and you weren't loaded, or didn't have a high level cleric in the party, chances are they were dumped on the road side.

In FF13, everyone dies all over the place, but if the lead character dies, it's G.O. what the fuck.
 

cgentero

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Nov 5, 2010
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QTEs in Bayonetta that aren't Torture Attacks
Drebin's Shop in Metal Gear Solid 4
Trance in Final Fantasy IX
 

Vesaldius

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Mar 11, 2011
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In oblivion, a way around the level up system is: instead of choosing 7 skills you want, choose seven you DON'T want. They won't level up as quickly and they don't start at 25, but it beats leveling up. You can eventually run around one-hitting everything.
 

Rayne870

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Nov 28, 2010
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The Wykydtron said:
The map system in Far Cry 2

It forced you to spend half the time squinting at 3 difficult to read maps when there was a perfectly good satnav in every car that sat unused. Every fork in the road had me stopping the car to pull out the fucking map to check where the fuck i was meant to fucking go... There are many forks in the road in Far Cry 2

I imagine it was like sitting in a traffic jam irl.
/rant
I'm with ya on that one.
 

Motakikurushi

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Jul 22, 2009
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A lot of games I feel have been ruined by one traditional mechanic: flinching. How many players have died after flinching into a pit, or being stun-locked to death? More specifically, I really hate how if your party leader dies on a Persona game, that's it. Why? Not only is it easily possible for the other characters to revive you, but entire battles can be lost in a matter of seconds if the enemies decided to bully your character.
 

Tax_Document

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Mar 13, 2011
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Oblivion - Levelled MOBS!

I want to encounter big things at low levels too, and smalls things at big levels.
 

Jessta

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Feb 8, 2011
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Final fantasy tactics and its sloooooooooooooooow paced combat, I would probably have been wooing at the game and bought all it sequels and off shoots if it was say 2x faster with things being performed, generally speaking you already spend a good portion of time thinking of tactics so it was kind of unnecessary to spend another 30 seconds showing every move done even after you already know what move is being done because generally speaking you told it to be done -_- 30 seconds isn't a long time but when u have 12 enemies your up against you end up waiting a good 6 minutes to command your guys and its just exasperating. the same game also had retarded places to ask if you wanted to save.
Disgaea had a nice pace though and made up for this fail.
 

Jessta

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Feb 8, 2011
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Final fantasy tactics and its sloooooooooooooooow paced combat, I would probably have been wooing at the game and bought all it sequels and off shoots if it was say 2x faster with things being performed, generally speaking you already spend a good portion of time thinking of tactics so it was kind of unnecessary to spend another 30 seconds showing every move done even after you already know what move is being done because generally speaking you told it to be done -_- 30 seconds isn't a long time but when u have 12 enemies your up against you end up waiting a good 6 minutes to command your guys and its just exasperating. the same game also had retarded places to ask if you wanted to save.
Disgaea had a nice pace though and made up for this fail.
 

Vipoid

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Nov 26, 2009
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varulfic said:
Baldurs Gate would be so much better if it wasn't based on D&D rules. In fact, I'll go on record saying every game based on D&D rules would be better if they were not, because D&D rules translate horribly to video games.
I have to disagree - I think that D&D rules can work very well in computer games. I know they're complex for people who've never played D&D, but it allows for a great deal of diversity in terms of character creation and advancement. Also (as a D&D player) it's nice knowing how the rules actually work - i really hate RPGs where I have only the vaguest idea of what my bonuses are actually doing (as an example, in one game I had a total armour bonus of about +50 from a variety of items, but it seemed to make no difference either in terms of enemies hitting me, or in the damage they dealt). Strangly though, whilst I like the 3/3.5 D&D rules better, my favourite games tend to be the one's that use the 2nd edition rules (primarily BG2).
 

Kadoodle

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Nov 2, 2010
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Assassin's creed 2. In the first game, grabbing would result in Altair grabbing the enemy by the collar, and almost immediately hurling them in what ever direction you flipped the analog in. In addition, enemies could do the same thing to you, making the combat feel real and organic.

In the sequel, the grab mechanic is replaced with a grab and hold, which allows ezio to hold on to an enemy for an extended period of time and slit the throat with a button press. This time around, enemies couldn't do the same. This change had 2 effects: Scaffolding and merchant stands became obsolete (whereas in the first game they were fun and rewarding to use), and enemies became less aggressive, ruining combat for the game. It sounds like a small change, but it really made a huge difference.

Don't get me started on brotherhood.


Another prime example is F.E.A.R. 2.

It made 2 mistakes, one of which was exclusive to consoles.

It's first fault was that it made me use the bottom triggers to shoot (I had it for ps3...yeah.).

The second problem was that there was too much combat. The first game made outstanding use of suspense and paranoia, but I never felt that in F.E.A.R. 2 because I spent all my time shooting. And honestly, the shooting wasn't even as awesome as in the first game.