Little Nitpicks in Game Design that Drive You Nuts

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Sande45

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Mar 28, 2011
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Daveman said:
Animations of doors or cupboards opening when you're just going to go to an inventory screen or a loading screen anyway. The hours that must have eaten into my life...
Whaaat? In my opinion that was a great addition in Skyrim for example. Opening doors made it feel like I was actually entering a building instead of warping into another dimension (which basically happened). I think things like that improve games significantly in comparison to how minor they are.

I don't know if this is all that minor nitpick, but here goes: melee weapons clipping through people instead of slicing them. It's like the hit doesn't even register but they lose health anyway. It's even worse in first person games because the weapon doesn't even clip, it misses entirely. It looks remotely real only in the scripted pre-animated takedowns.
 

snappydog

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Simonator7 said:
Other people have mentioned not being able to see legs and bodies in an fps game, I have the reverse opinion to be honest. I don't want to look down and see my legs because no game has ever done it properly. Look at any game this features and honestly ask yourself whether it looks natural and not completely silly.
Mirror's Edge did it quite well, not being able to see your legs in that would make it virtually impossible to judge jumps and stuff.
 

KissmahArceus

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Since Halo 2, not being able to see my characters feet in 1st person has bugged me, I also hate lazy difficulty upgrades. For me, Halo and Ninja Gaiden Black spring to mind as games that do it right.
Unskippable cutscenes, bad checkpoints, bad QTEs and half assed customization.

Ooh, and bad UI and menus grind my gears too
 

jollybarracuda

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Unskippable developer, publisher, music studio, 3d modeling tool, FaceFX, Nvidia, Rated M for Mature, Copyright Protection, intro videos when starting up a game. This was fine when games were made by one studio, the logo came up, and the game went. But now we have a small nation of people working on a game and they all want their stupid logo being shoved down the players throats. It's not advertising your company if all i want to do when i see your logo is wish i could skip it.
 

Darren716

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When ever some one tries to change up the reload and jump buttons it should be made a law that jump should be the A button and X is reload. I recently was playing the Sleeping dogs demo and I was trieing to carry a person out of a building and shoot some gangsters as I went, I killed a few and decided to reload and pressed the X button because it has been hardwired into my brain that X is reload, this caused me to kick my hostage in the stomach which killed him and made me fail the mission.
 

bananafishtoday

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wombat_of_war said:
one thing that annoys me are rpg promo items and things like weapon and armour packs. i like the concept. but how many times have you started an rpg and ta da your inventory is stocked to the brim with really overpowered gear for a begining character. is it so hard to add the items to vendors or stick them in a chest in the game world?

tiny nitpick i know but it annoys me when in mass effect 2 you get your hands on things like collector weapons, etc at the beinging of the game before you even know what they are
When whoever in Deus Ex: HR asked me before my first mission if I wanted a lethal or non-lethal loadout, I actually put a lot of thought into it, because it seemed like a gameplay and a moral choice at the same time. Eventually decided on non-lethal. Then when the actual mission started... I had a "bonus" shotgun and sniper rifle. Argh.
 

barbzilla

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Dec 6, 2010
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Hmm, I might have to break this down into sections.

Number one on my hit list... Escort missions; I absolutely hate these things. If done well they are unobtrusive at best, game breaking frustrating at worst. I can't think of even one example where escorting an NPC has ever been enjoyable (though I do recall some hilarious banter from time to time).

Number two with a bullet... Side missions for the sake of side missions; First let me say, I don't dislike the idea of side missions. In fact, I rather enjoy them when done right. What irks me to no end however is how some games rely on them to bloat the play time of a game. I am notorious for wanting to complete every mission on my first play-through (almost OCD about it), so when games just artificially reuse the same side mission formula repeatedly I get terribly bored with the game. I can only go kill 5 guards for their keys so many times before I feel as though I'm playing some terrible form of quarter eating arcade machine.

And on the subject of keys...
Number three in the circus of horrible... Keys sticking in my inventory with no purpose; My hatred of keys in games stems back from the early days of FPS games, but this isn't what I'm talking about. I can't stand it when games have you collect keys to get through doors one time (it isn't like these doors relock themselves, or even the doors close) and then the key stays with you the rest of your life. RPGs are the primary offender here. Games like the new fallouts or oblivion where you have an inventory, and its usually half full of keys to random doors you will never see again in your life. My first inclination would be to throw the keys away or delete them... no such luck. Not only are they vaguely unimportant keys, they are also cursed keys. They will remain with you long after you are gone.

Number four on my list of no no's... Intentionally bloated affix lists; I do enjoy my RPGs, especially the ones that rely on random drops (think diablo). What I do not enjoy are games that rely on random drops adding five-hundred potential affixes that are absolutely meaningless or in such small increments as to become pointless. Diablo 3 was ruined for me because of this. I don't mind it if you want some quirky affixes added into the game, but don't make them eat up the slots that could be potentially used for something useful. Why do I want -1% fall speed on my boots of shiny awesomeness of ass kickery when it could be +10% to liquify enemy brains? Either make a secondary slot for the goofy affixes, or don't include them.

Number five thing that chaffs my willy; Multiple crouch levels; Stalker is the primary offender here, but I've seen at least one other game do it. This is when you press your crouch button and your character stoops over just a smidge. You aren't really able to get under anything or use it to duck a blow... unless you press a second button at the same time, this actually makes your character crouch (note I am not talking about crouching and prone, but two levels of crouch). I am already trying to move forward while jumping into a window, do I really need to press half the keyboard to do this?

Number six pick up sticks... Games with questionable controller support; Have you ever played a PC game and you just didn't feel like sitting up, so you lean back and grab your trusty death stick... only to find that the controller support, only actually supports half the commands that the game uses. Sure you can run around, jump, shoot, crouch, and play with your johnson, but you can't heal, talk, or cast your trusty spell of furby summoning without sitting up and using the keyboard. These games usually only utilize half of your controller buttons as well. My usual reaction is to go into options and try to customize the controller lay out, this is when I find out...

Number seven of things that won't get game devs into heaven... I can't modify my button lay out; Why, in this day in age of games, can we not modify our buttons in half the AAA titles? I have been able to modify my control options since the days of nintendo and dos. I know the technology is out there. Hell we have spray on batteries for the love of (insert deity of your choosing). I won't elaborate too much on this, as I am sure everyone knows what I am talking about.

Number eight on this too long list... Games with tutorials that go on far to long; When you make a game a choice is made to include a tutorial or not. This choice is usually made based on how complicated the game is. I have no particular issues with complicated games having tutorials, where I take offense is when they go out of their way to make it so simple that a retarded spider monkey on bath salts could not only play the game, but also write a dissertation on the subject of the control scheme. All the tutorial should do is tell you how to control the game, and introduce you to gameplay elements that are new to the genre. There is no reason to make the tutorial longer than the first half of the game.

Number nine won't you be mine... Tutorials (oh yes, I'm not done yet) that don't explain anything relevant; So the decision was made to include a tutorial, and they read the preceding complaint, so they decide to keep the tutorial short and to the point. What they do wrong is to make it so short and to the point that the tutorial only goes as far as to say, use this button to move forward, use this button to move left, use this button to shoot, figure out the rest of the game on your own. If the game is standard fare of it's genre, fine. You don't need an overly elaborate tutorial (though if its going to be that pointless, don't even include it), my grievance is when that is the tutorial you receive, but the game is set up like a quantum physics experiment.

Number ten thing of questionable intent... Forced walking sections; Okay you've built up a high speed tempo in this spunkgurgleweewee game that has my heart racing and I'm running forward with the speed of a cheetah and the ferocity of an angry penguin and hit a brick wall of slow the fuck down. These sections are usually accompanied by some general/commander/captain in charge of my unit telling everyone what the plan is and why we are doing this, then they will set us loose with a waypoint on what we need to do, a journal entry on what we need to do, an objective screen on what we need to do, a radio with a guy screaming in our ear what we are supposed to be doing, a banner on the top of the screen telling us what we need to be doing, a golden trail showing the path to what we need to be doing, and an ancient stone tablet with cave writing that tells us what we need to be doing (and why we are an idiot for buying the game in the first place). The point is, slowing the pace of the game by forcing us to walk when our normal speed is that of someone on a scooter bike and our sprint is the speed of a light weight tank, will only serve in aggravating us as our game play has been interrupted.

I could continue with my list of grievances, but I think I will leave it here for the time being. Perhaps I will write a sequel later today, because we all know how much I like sequels.
 

Bagged Milk

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Jan 5, 2011
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You know when you press quit and a little menu comes up saying yes or no? How am I supposed to know if I'm pressing yes or no when yes is red and no is blue? Pressing up or down switches the colors, until you eventually take a chance and choose randomly. At least put an arrow next to the selection or grey out the other option. It's not rocket science, people.
 

shadyh8er

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Eclipse Dragon said:
When no goodies are hidden behind the waterfalls.
That greatly disappoints me.
It's hilarious because it's so damn true!

OT:

Mine would be if my character survives something in a cutscene that he/she would not have survived in core gameplay. It's especially annoying in Sands of Time when the Prince survives a fall that would have killed him normally. If he had that kind of endurance in the normal game, it would not have given me as much of a headache.
 

sXeth

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Games that don't have a jump button for no adequately explained reason. Double points if the barriers/walls in the levels would be jumpable if such did exist. Triple if enemies use attacks that should be dodgeable with jumps. Quad if the enemies can jump.

Having separate buttons for each hand, but only letting you use one at a time anyways.

Forced stealth sections. I"m good if they want to ring alarms, and spawn logical reinforcements, but don't suddenly tell me my guy who just ripped through 50 dudes ten minutes back suddenly has to sneak (Usually its some silly handwave reason at best).

Side missions that have no pragmatic purpose up against a main quest. The worlds ending and all, but sure, I'll walk three hours out of my way to deliver a letter to your cousin. Pirates are ****ing and ****ing my best friends, but I'll help you find your lost dog, stranger I just met. I think Ultima is one of the few games that actually had a main storyline that handled this for some installment.

Both surviving things in cutscenes that you wouldn't in the normal game, and not surviving things in cutscenes that you would in the normal game. Way too many games do the latter to have you captured (and usually to ensue some level of depowerment because they lack the aptitude to present a difficuty curve without doing so.
 

Eclipse Dragon

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shadyh8er said:
Eclipse Dragon said:
Mine would be if my character survives something in a cutscene that he/she would not have survived in core gameplay. It's especially annoying in Sands of Time when the Prince survives a fall that would have killed him normally. If he had that kind of endurance in the normal game, it would not have given me as much of a headache.
I'd say the opposite annoys me more. When I've gone through a tough boss fight only to lose in the following cut scene. It feels like I've just wasted my time. If I knew I was going to lose regardless of how much effort I put into the battle, I wouldn't have bothered.
 

Sack of Cheese

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It annoys me when enemies in sandbox games, and only in sandbox games, get an upgrade for the second half of the game. Such as in Spiderman: Web of shadow (the symbiotes), Saints row The Third (Stag), Prototype (virus infected), Infamous (the Conduits)... blah blah. I like it when I can pick on them, killing enemies that are almost your level is not as satisfying.

Also, bad lip-synch and uncanny facial expressions drive me crazy.
 

Cobalt Lion

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Nov 4, 2010
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dancolls said:
Most of my gripes have been pointed out, even this one, but the hell with it.

Characters drinking. Freelancer, pretty much any Bethesda RPG, the Mass Effect games, Dragon Age 2, and many many more, all get this horribly, jarringly wrong.
This reminds me of another one in World of Warcraft that bugs me. When your character drinks they always take a sip then wipe their freaking face with their entire arm! It's like they've got some horrible drinking problem where instead of getting the beverage in their mouth they splash it all over their spacegoat/supercow/zombie face then have to wipe it off before trying and failing again.
 

Fappy

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Cobalt Lion said:
dancolls said:
Most of my gripes have been pointed out, even this one, but the hell with it.

Characters drinking. Freelancer, pretty much any Bethesda RPG, the Mass Effect games, Dragon Age 2, and many many more, all get this horribly, jarringly wrong.
This reminds me of another one in World of Warcraft that bugs me. When your character drinks they always take a sip then wipe their freaking face with their entire arm! It's like they've got some horrible drinking problem where instead of getting the beverage in their mouth they splash it all over their spacegoat/supercow/zombie face then have to wipe it off before trying and failing again.
I always figured the exaggerated motion was supposed to be comical >.>
 

CrazyJew

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Sep 18, 2011
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Design inconsistency. When a quirky anime-ish fantasy game has astronaut skins. League, I am looking at you.
 

someonehairy-ish

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I think camera issues are the worst thing. The amount of times I've died in Dark Souls because I've been up against a wall and only been able to see my character's back rather than incoming attacks... Or had the camera spazz out whilst climbing along a slim beam and then fallen off.