Praised Game mechanics you don't enjoy.

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Daymo

And how much is this Pub Club?
May 18, 2008
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What game mechanics even though they are highly praised by critics or fans can't for the life of you stand? Mine would be Gears of War's cover based combat and Bioware's dialogue wheel. I don't mind a cover based system if you can survive well enough without using it, like most sandbox games, but with Gears, it is the epitome of stay out of cover for a second and you're dead gaming.

With Bioware's dialogue wheel, I much prefer their older style of unvoiced conversations with more options. Seeing as I'm behind the times, this wasn't because of DA2, it was Mass Effect compared to the older Kotor.
 

Azure-Supernova

La-li-lu-le-lo!
Aug 5, 2009
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Dialogue wheel -_- It was bad in ME2 and I'm guessing it's just as bad in DA2.

Edit - As for why, it's simple: It makes no sense. I guess I'd rather have a wider range of dialogue in text than have three options spoken. Hell The Witcher puts both together and it's like peanut butter meeting chocolate!
 

Cool Welshy

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Mar 15, 2011
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I got to go with GOW's Combat too. Chest high walls and I don't really get along and it wasn't the game that kindled up the relationship.
 

Mr Thin

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Apr 4, 2010
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Well, I've always assumed that the game-play of the Final Fantasy games must be pretty well loved, as there's what, fourteen of the damn things out now?

Personally, I dislike it. I find that, even when playing a normal-length game with that type of game-play, I get bored half-way through, and the Final Fantasy games are famous for their length and replay value.

It's a shame, because apart from the tedious game-play, the other aspects of the series interest me greatly.
 

DJDarque

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Aug 24, 2009
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I don't know if it's praised, but I dislike regenerating health. Bring back first aid kits!
 

random980

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Apr 5, 2010
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Quick Time Events, not sure if they are praised but even so the idea deserves to be killed and forgotten about.
 

oplinger

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Sep 2, 2010
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I actually like the dialogue wheel. Not because I like the wheel shape, or that it has voiced answers. I like that it appears BEFORE I HAVE TO MAKE THE CHOICE. Makes flow really sexy in a conversation.

I'd have to say, the most hated mechanic for me is regenerating health. Yay it brings in the new guys. It's too fast though, I can take being impaled by a fish traveling at warp 7, then hide behind a small brick wall that doesn't need to be where I am, and be ready to take another to the face in under a second. I think they should slow it down, or go back to med kits, but I'd really much rather the med kits take time too. So it's a penalty if you have to heal, not..a slight inconvenience because your children have ADD.
 

Admiral Stukov

I spill my drink!
Jul 1, 2009
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oplinger said:
I actually like the dialogue wheel. Not because I like the wheel shape, or that it has voiced answers. I like that it appears BEFORE I HAVE TO MAKE THE CHOICE. Makes flow really sexy in a conversation.

I'd have to say, the most hated mechanic for me is regenerating health. Yay it brings in the new guys. It's too fast though, I can take being impaled by a fish traveling at warp 7, then hide behind a small brick wall that doesn't need to be where I am, and be ready to take another to the face in under a second. I think they should slow it down, or go back to med kits, but I'd really much rather the med kits take time too. So it's a penalty if you have to heal, not..a slight inconvenience because your children have ADD.
This is exactly what I was planning to say. Hat's off to you sir.
[sub]Now stop stealing my thoughts![/sub]
 

GunstarHero

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Mar 19, 2010
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Random encounters. You have to fight stuff somehow, yes, but when I'm trying to get from A to B for a story mission (FFVIII in the days before gameFAQs) and I've forgotten my aim because I've had so many random battles (early game, before enc-none)then I think it's gone too far.
 

Simple Bluff

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Dec 30, 2009
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I don't know if it's praised per se, but I never heard any criticism for it - realistic drifting mechanics in racing games. The type where, at ANY curve in a road you have to slow down - almost to a crawl - and turn very carefully, otherwise you end up spiralling out of control.
It really breaks the flow for me.
 

The Madman

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Dec 7, 2007
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I'd be okay with the dialogue wheel if only it gave more relevant information about what option your choosing. I'll always remember the time I was playing Mass Effect and accidentally ended up having sex without ever having intended, or for that matter wanting to, all because of unclear dialogue options. That should never happen. EVER! It's just plain poor design.

Alpha Protocol did it a bit better by making each option correspond to an emotion or action at least. Had I know one dialogue option was 'romance' after all I never would have pursued that option in the first place. But it's still a messy system I simply don't like.

Yup, that's my peeve. Only an annoyance really, I still really like the Mass Effect series, but it does annoy me constantly.
 

Wondermint13

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Oct 2, 2010
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Block.

Fighting games or Hack n' slash.
Who the fuck blocks?? We're given buttons to smash the shit out of our controllers with the intent of harming whatever stands in our way.
Why the fuck are we going to waste time holding down a single button when we chould be smacking the shit out of the motherf***er!?

To further my argument.. I dont enjoy unleashing hell on an enemy just to watch him hold his tiny sword/fists over his face and take no damage from my fiery combo of death...
 

Rayne870

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Nov 28, 2010
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Daymo said:
With Bioware's dialogue wheel, I much prefer their older style of unvoiced conversations with more options. Seeing as I'm behind the times, this wasn't because of DA2, it was Mass Effect compared to the older Kotor.
I'm just the opposite, I don't see how the old text system was better, The depth of conversation for both systems is pretty similar, however I have an easier time sorting the general mood of the conversation rather than sort of guessing it in DA. I had a very hard time telling the snarky remarks from the evil ones. But that can be more attributed to the actual text used for the options rather than the system.
 

GunstarHero

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Mar 19, 2010
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Wondermint13 said:
Block.

Who the fuck blocks?? We're given buttons to smash the shit out of our controllers with the intent of harming whatever stands in our way.
Why the fuck are we going to waste time holding down a single button when we chould be smacking the shit out of the motherf***er!?
Maybe you won't, but with that kind of fighting talk, the fella you're fighting might.

Bloody SNES SSFII. I used every move I had on Bison, but he always blocked every damn thing!
 

Casual Shinji

Should've gone before we left.
Legacy
Jul 18, 2009
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Real time lighting.

It's not all bad, but most of the time it just takes away from the artistry of the visuals by having these thick shadows plastered all over the scenery. Uncharted 2 did it right, but God of War 3 did it very wrong.
 

mcattack92

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Feb 2, 2011
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Games that are super realistic in which you die in one shot and that the AI feel like they have aimbots.
 

ThisIsSnake

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Mar 3, 2011
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Kill streak rewards, these are so counter intuitive it's ridiculous. That man is dominating this game, you know what he needs? an attack helicopter on his side!

Assassin classes in any rpg, game designers have shown they have no idea how to balance these by basing a class on the concept of someone who can't be seen and is designed to kill.

Leaving me in control during cutscenes / dialogue heavy bits. I will get bored and remove immersion by repeatedly jumping up and down, trying to kill the person talking, spinning around etc. Just give me some cinematic camera angles and a dialogue choice now and then and I'll be happy.
 

ThisIsSnake

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Mar 3, 2011
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Rayne870 said:
Daymo said:
With Bioware's dialogue wheel, I much prefer their older style of unvoiced conversations with more options. Seeing as I'm behind the times, this wasn't because of DA2, it was Mass Effect compared to the older Kotor.
I'm just the opposite, I don't see how the old text system was better, The depth of conversation for both systems is pretty similar, however I have an easier time sorting the general mood of the conversation rather than sort of guessing it in DA. I had a very hard time telling the snarky remarks from the evil ones. But that can be more attributed to the actual text used for the options rather than the system.
Same here, I've been playing a second playthrough of origins and something that's now standing out for me is how easy it is to hear the same response several times by going down the text list. DA2's pictures also help massively by telling you he tone of what you're about to say snarky, mean, goody goody, stoic or ambiguous.