How would you improve a game?

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OniaPL

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MiracleOfSound said:
I know it's stupid in the sense that the laws of physics are thrown out the window but if you could one hit kill things in Fallout it would kill the stats and RPG aspect.
I thought the problem was that Fallout is a RPG, and RPG doesn't usually mix well with FPS in term of combat gameplay in my opinion (SHUDDUP! I know about Deus Ex, so just calm down!). As fallout gives you skills and S.P.E.C.I.A.L stats to improve, there has to be some progression. But as the difficulty ramps up towards the end, I feel really stupid when people and things just refuse to die! In my opinion Fallout 3 and NV combat is good with the V.A.T.S, but otherwise it eats my brain away. Too bad I love Fallout so much.
 

Dwarfman

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MiracleOfSound said:
Dwarfman said:
The Shotgun, AA-12.

YOU SEEE!!!! DO YOU SEE PEOPLE!!!!

Already every single game in history has become cooler because of this post here!



...okay okay I'm getting carried away now. But this would be interesting to see in a computer game.
It was one of the most overpowered guns in MW2 actually. You could clear a room by just holding the trigger down and flicking left and right.

Then again all the weapons in that game were overpowered. Lol.
That's one game...now all we need to do is convince all the other games.

Silent Hill - Pyramid dude appears
The Terrans in Starcraft - 'I got you're Zerg riiiiiight here'
Far Cry2 - All of a sudden a crap game becomes memorable!
 

Mr. Omega

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Be narrated by Patrick Stewart, have a guy voiced by Christopher Walken, and have at least one song by Daft Punk. This can improve any game. Any genre. EVER.

Serious answer: How about a little color, people? As much as I love new games, I'd prefer to be able to see more colors than grey, brown, their various shades and the occasional red on a system other than the Wii.
 

Udyrfrykte

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I'm making a zombie game, had an early prototype test of it recently.
The game was bugged almost beyond playability.

When testers were asked how the could be better?
"Chainsaws."

On topic:
Dawn of War 2... Remove GFWL. Alter the entire game, give me full space marine squads not these 3-4-man BS. Make it an FPS with RTS and tactical elements.
 

Fanta Grape

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Fire Emblem - With balancing

I'm so sick of literally being able to easily rank every single character from best to worse in every game. Everyone should be just as powerful, depending on your strategy. The fact that it's already luck based is just totally a turn off for me. I finished the last five or so levels with TWO characters. A cleric and a general.
 

Lord Doomhammer

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one thing, and I would devote armies of programmers to finding a solution to it. AI AI AI AI AI AI AI!

Dear sweet baby Jesus do I HATE AIs! Every game I've played the friendly AI has been beyond useless, to the point of being dangerous to the player. Mass Effect (the original) was particularly guilty of this, but so was halo, gears of war, crysis, ghost recon, and several others. I don't know why, but more than any other aspect of a game, I find myself hating the friendlies more than the enemies.
 

Koroviev

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Mass Effect 2: No planet scanning.
Assassin's Creed 2: Halve the number of cut scenes concerning shiny sausage people I don't give a damn about.
Metro 2033: Squishy things should be more sensitive to bullets.
Persona 3 Portable: Axe the random dungeon generator shtick. It's dull and repetitive.
Pokemon: No random encounters. I'm serious. Fuck Zubat and don't you dare tell me to go buy a repel. Also, difficulty settings would be awesome, as would actual interaction with NPCs.
Crisis Core: Less repetitive side quests, and again, no random encounters.
Tekken 6: No Azazel AKA purple big bird thing.
Oblivion: ...Just make the people stop looking as though they were all beaten in the face with a hefty shovel.
 

freakydan

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DNA said:
Take any game, add naked chicks, BAM, Instant improvement. Call me simple, but there are some games that the sexual tension is so thick it is just begging for nudity, and game-devs seldom deliver because of the Political Correctness aspect. I'm not asking for hardcore pornography but a little bit of breast time wont kill you.
I seem to remember one instance of female nudity towards the end of God of War 2 that most certainly did NOT improve anything...
 

tahrey

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Having played the shit out of GT2 and 4, a fair bit of 3, and had a go at in-store displays of GT5... some tips for GT5 Extra Stage or whatever.

1. TURN ON FULLSCREEN ANTI ALIASING FOR PITYS SAKE. Jaggies, in 2011? Piss off.

2. Learn how people actually use the clutch when driving manual transmissions quickly. I swear the developers think it works like the one in a scooter but with some kind of bias that means it will eventually bite enough to stall the engine if you're in too high a gear.

3. Stop making hilarious levels of traction control, spin control and ABS the norm. You want it to be a driving sim and something of a challenge, stop making the cars handle like micro machines. Besides, the AI players don't seem to have that stuff on and they can corner faster...
(yes I know they can be turned off - I take umbrage at having to cock about going through looking where to do it (for EACH AND EVERY BLOODY CAR) or to reduce it to the minimum "stop it going totally gaga but allow me some drifting" level for the wilder beasts, down from the "I want to be swaddled in cotton wool and never allowed to spin out even though this is a simulation not real life" default. If I'm CRAP at the game, THEN I should be having to go through finding the setting marked "I don't know how to drive with any finesse even though the controls are totally analogue these days, stop the car from losing control thanks". It seems to assume godly skills in all other areas after all, e.g. the license tests)

4. A little bit of mercy when balancing the AI drivers against the player would be nice as well. Instead of picking a field of ex-F1 pros all of whom are in cars with 50% more horsepower (or more) than you.
(OK, hopefully that one's been fixed from what I've seen, but it's been a complete nightmare in previous ones where you'd have an otherwise perfectly good car, suitable for the class of competition you're in - or doing one of the "free entry" races where it's supposed to give you evenly matched opponents - and you suddenly find you haven't a snowball's chance of getting out of last place)

5. Please can we have the usefully detailed dyno chart and transmission data screens back from GT2? Something that has axes labelled "1000rpm ----- 7000rpm" and "0HP ---- 300HP" with a chunky as hell low-detail curve on it, and totally a totally unlabelled gear range line graph where the line for one gear only starts at the revlimiter of the next, is damn near useless. I've taken digital photos of the screen before and loaded them into paintshop in order to fill in the missing gridlines and get half an idea of where a good shift point would be.
Or heck, have a mode where the game calculates it itself (no magic to it: you change up at the point where the lower gear is no longer making more power than the higher one - and when setting up the transmission, try to get the gears as close together and evenly-spaced as possible without making 1st too high or top too low) and shows a shift light, like in a real racing car.
(thus far they've had shift lights, but of the painfully useless kind which just flashes when you hit the redline. only of value if a/ you've somehow set it up to have a shiftlight but no tacho (you can't do that) and b/ your gears are all nicely balanced so that redline is the best place for it in all gears (usually they're not; particularly if it's still got the road transmission it's too low at first then too high)

6. Stop using the same engine noise sample over multiple vehicles even when they have totally different engines in... apparently they've actually sampled every single car individually this time. I'll believe it when I hear the old Fiat 500 giving out a different sound to the old Ford Ka, but the two new ones making the same as each other (and still different from the first 2). (That's an aircooled 2-pot boxer, watercooled 4-pot pushrod, and ... I think 3-pot? 16v DOHC ... which quite easily would have made the same dreadful noise before).

7. Revlimiters act on this simple principle: Measure the time in between crankshaft rotation sensor pulses. Does it work out to a value which puts the engine speed within the permissable range? If yes, allow cylinder to fire. If not, don't. Not "if the ill-defined revlimit is reached, kill power entirely until rpms drop out of the red zone, regardless of how large it is". I've lost races because of this bullcrap before.

8. Cornering, braking or accelerating a little hard does not automatically lead to ten seconds of ear-bending tyre screech. I HAVE done it some times before, but not even sure I can remember recently dragging a genuine hollywood "errrrrkkk!!!" out of my tyres even when hurling my car about quite enthusiastically. Some scuffing noises and a whole lot of axle tramp up front, yes, but screeching is a sign that either a/ you're in a car park with that horrible slippery concrete-esque stuff, b/ you're REALLY hammering it, to the point of nearly losing control and crashing. Yes, that on-the-limit handling is an intrinsic part of racing, but it's a bit much to be bombarded with that noise taking a gently sweeping corner at full throttle ... in 4th gear ... in a starter car.

9. Please let us drive with non-dirt or snow tyres on the special surface tracks. I bet it'd be well funny. Particularly if the new damage system means you can stuff the car arse-first into a snowbank.

10. Run a single, lo-fi sim of the first lap in the machine's memory before allowing the race to start. If no more than one of the cars complete the lap, or it appears impossible for the player's car to do so - even with tacking or going up in reverse - throw an error.
(Yes, this happens with some of the lower power-to-weight vehicles on the steeper courses, unless you specifically equip them with mountaineer transmissions or employ fancy tricks)

11. Sanity check the engine-vehicle-transmission combos before releasing game to market. If you've a sporty model easily revving out at the origin country's speedlimit or less, or it appears impossible to maintain forward motion in one or more of the upper gears (and first is really tall, and there are huuuuge gaps between), someone's cocked up.

12. Introduce some kind of character or soul to the whole thing, and maybe some kind of well defined overall goal. I still find it an entertaining challenge, and certainly a cool toy to play with, but it's very clinical ... it doesn't really feel like a "game", yknow?
(This may have been fixed with the introduction of the extra playmodes...)

14. Lose the 83 million variations of japanese family saloon (what the hell is the difference in a racing game between a honda camry GL, GLS, GLX, wierdlynamedspecialedition, available in five different impossible-to-tell-apart engine specs?) and use the space on including a few more interesting, unique and also really rather common and notable-by-their-absence models from other regions. If hideki masamoto, 43, insurance agent for amagatchi mutual fund, father of 3, can get to drive the exact end-of-line model he owned twelve years ago, right down to the indicators being clear rather than tinted, I'd quite like to be able to have a truck about in something that sort-of LOOKS like the 10-yr-old million-selling vehicle I'm currently driving in real life, instead of having to plump for the coupe version of the generation that came after - and not even finding anything CLOSE to the (similarly wildly popular... in europe/africa/south america/australia but not japan/USA) two cars I had before it.

Ugh ... I think I'm done there. Maybe.

Oh yeah ...

15. User-suggestible DLC. If the car I was looking for above wasn't available, I'd pay a few pounds for the ability to load it in as an add-on, subject to enough other players also registering interest for it to be worth the studio's while tracking down an example model, 3D modelling it, recording the sound, running it on a dyno and testing the handling.
(Note that at the current price, you're paying maybe a few pennies for each of the ready-included vehicles, so adding a further 1000 on top at even £1 per individual download may be quite lucrative even if each one is nowhere near as popular...)

Heck even let us have a go at making our own with some kind of tool, and submitting them for tweaking..
.... hahahah... aaaaahahahahaha hahahah .... phew... ahem. Sorry, what am I saying. This is Sony for heaven's sake. But we can dream.


(Some of these points, like the jaggies et al, experienced whilst playing the in-store version, are why I won't be shelling for GT5 until it's on platinum, and even then I may either wait and see if an extended version or GT6 is in the works, or go for a rival series instead like PGR... or even NFS... I used to play that and the latest one looks right good fun)
 

Geekosaurus

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It's not exactly my favourite game, but oh well. In Far Cry 2 when you destroy a vehicle checkpoint it remains destroyed. Those things just respawn as soon as you turn your back. Honestly that tiny change would have taken that game from 'good' to 'great.'
 

loc978

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Combat AI in Fallout 3 and New Vegas. The way the Fiends act is understandable, they're all strung-out junkies... but every NPC acts like that. Very little sense of self-preservation, no sense of ammo conservation (it still really bugs me that they don't spawn with a limited amount of ammo... Just doesn't feel like Fallout this way), and they tweak around like... oh, I dunno... FPS bots. Sorta muddies the RPG feel of both games, even with the combat AI mods out there (which are a great step in the right direction, but they don't quite do enough for me).

...
Also, Mass Effect 2. Thermal clips. I have no problem with the idea, but the execution made the weapons feel decidedly modern, instead of futuristic. It made me feel like Jayne in Firefly picking up a high-tech weapon that was basically inferior to the "low-tech" firearm I had in ME1...
 

Savagezion

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Shoggoth2588 said:
For Dead Space, I would have liked to have seen far fewer enemies and far, far fewer weapons/ammo items. It wasn't a bad game just kinda formula and not...scary. The scariest bits were the hallways where the lights decided to no longer work. That darkness coupled with the horribly weak flashlight made me forget how quickly many of the enemies could be dispatched.
I would change the over the shoulder camera honestly. That game needed to be 1st person. I cussed Isaac so much just because I wanted to look to the side or something.

Specifically man, every game I own I have a list. it would take too long to get into really. If I had to pick a single one though, it would probably be to either slow time in Tropico down to about 50% it current speed (wished I could hack it many times.) OR have Rollercoaster Tycoon have the land purchase/auction system from Bullfrog's ThemePark and have a little more ride diversity. (For instance have my carousel be of cars instead of horses.)
 

Shoggoth2588

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Savagezion said:
Shoggoth2588 said:
I would change the over the shoulder camera honestly. That game needed to be 1st person. I cussed Isaac so much just because I wanted to look to the side or something.
Another thing that got on my nerves: Whenever you get a message from the support characters their video-feed obscures your field of vision.
 

Savagezion

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Shoggoth2588 said:
Savagezion said:
Shoggoth2588 said:
I would change the over the shoulder camera honestly. That game needed to be 1st person. I cussed Isaac so much just because I wanted to look to the side or something.
Another thing that got on my nerves: Whenever you get a message from the support characters their video-feed obscures your field of vision.
OH hell yes! I hate that crap. Hey, Isaac I know you are fighting crazy ass creatures but here lets have a long ass chat in that big dark room you are in. Or the video is playing and it does that *CLANK* noise that scares the shit out of you and you are only half paying attention to the video and half looking for the monster about to bust out of a vent and eat your face off. You are trying to determine if it is real or a 'psyche out' noise.
 

furiouspol

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The biggest thing I would like to see is a FPS that allows the player to make truly tactical decisions instead of just pushing them in one direction on one path the entire game. Allow players to break down doors and create new paths if their in a city. why can i jump over a rock but not the 2ft barrier on the side of the path. Allowing players to decide how to progress a level more than simply adding a room to either side of the nice long corridor. Imagine a L4D map where YOU actually get to make up an escape path as you go along. Build the actual building and allow players to find their own way through. That would be an awesome game.
 

The Harkinator

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Jun 2, 2010
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furiouspol said:
The biggest thing I would like to see is a FPS that allows the player to make truly tactical decisions instead of just pushing them in one direction on one path the entire game. Allow players to break down doors and create new paths if their in a city. why can i jump over a rock but not the 2ft barrier on the side of the path. Allowing players to decide how to progress a level more than simply adding a room to either side of the nice long corridor. Imagine a L4D map where YOU actually get to make up an escape path as you go along. Build the actual building and allow players to find their own way through. That would be an awesome game.
Destructible enviroments and buildings would be useful for this. Imagine there was a free form FPS that required you to halt a convoy, not destroy it, just stop it so it has to turn back. There are several opportunities and let the player decide. Rather than Sgt Invincibleuntillthefinallevelwherehediesandwearesupposedtogiveashit saying, heres a bomb, blow up that side of the ravine to block the gorge. Let the player get the bomb and then get told to find a way to stop the convoy. You could blow up the ravine to block it with debris and rubble, maybe knock some trees down (somehow have a conveniently placed woodcutters hut) to block the road or blow up buildings in the deserted village up ahead (landmines can be in the fields) to block the roads. Let the player be smart about it. Or, if they are dumb go and talk to the Sgt who will tell them exactly what to do.

Imagine you are storming a compound, A two floor building with an 8ft wall around it, there is a door in the wall. Would you kick the door in and storm the courtyard or blow a wall in the main house knowing that they are probably hiding in there with little cover.

You get the idea, let the player make the choice how to proceed or figure it out for themselves. If they get stuck then they can log onto GameFAQS for help or ask the in game Sgt.
 

OliverTwist72

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I would improve a game by making it better.


Ok more specifically I would make AI that isn't predictable (impossible really). Oh sure some games have well programmed AI but you can still tell it's going to do a couple of things.
 

Norks

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don't mess with the magic from fable in fable 2 and 3, that was a shitty move peter, shitty move.
 

mega48man

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don't let disney do a tron fan's job. i'm talking about about tron: evolution of course. that game ROYALY pissed me off. it took me 20 minutes to get past this wall thanks to the fucking camera and the retard who thought parkour would be a good idea for a video game. yes, it worked in mirrors edge, but that's mirrors edge, it worked there b/c it was in first person and you didn't have programs pummeling you with laser boomarangs.

oh what? i have to run up a certain kind of wall to regain health? well you're asking for a lot there, especially when i'm being bombarded by disks from like 5 guys at once. on top that, IT'S FUCKING IMPOSSIBLE TO CLIMB THE DAMNED WALLS. couldn't there be little water fountains that had liquid energy like in the 1982 tron movie?

oh, and the plot, thanks a lot. it makes sense to bridge the first movie and and new one, but all they did was take the plot from the new one and add a virus/terrorist who creates zombie programs. maybe CLU can betray everyone AFTER i move al-queda.exe to the recycle bin?

JESUS CHRIST THE CAMERA. i got as far as 'you and olivia wilde are repeating the end of line club scene from the movie' and after the WORST light cycle experience i've ever had. i was literally screaming at how many times i died trying to light cycle my way down the club tower. i just put the controller down and said "fuck it". i loved the movie, but this is shit. so after a breather, i tried the multiplayer......and i was surprised

the multiplayer was surprisingly fun. once i got the hang of how to properly drive a light cycle, i was having a blast trying to derezz enemy players. but then one night, i realized there were NO other people online, and the one guy who did have a mic was this annoying inter city black kid who talked like he was all "gangsta and shit and his entire family wouldn't shut the fuck up in the background. how the hell does anyone in the inter city urban black community get interested in the modern techno/art scene slash nerd fantasy world that is TRON? i mean, really. yes all of that sounds extremely racist, but i go to a school were every morning there are 4 full tables of 20 kids each (max # is 10) and each one is from fucking PONTIAC MICHIGAN, aka THE OTHER DETROIT. I'M TRYING TO SLEEP CUZ THERE'S 45 MINUTES TILL CLASS AND THIS IS THE MOST OBNOXIOUS THING IN THE WHOLE WORLD. THEY FIT EVERY BLACK STEREOTYPE, I'M SHOCKED. but i digress

ah yes, we're here to talk about how we think video games should be made. well if tron:evolution was enough to suport my earlier statement, how bad was epic mickey? the answer: very