That doesn't make any sense, why is it there?

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Mr. Moose

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Oct 3, 2008
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There are many instances where there are lapses in logic, or something placed in a game that seems really unneeded.
Stuff like FLOATING RAILS in the Sonic games.
Why are they there?
Did the town's designer decide to go 'Hey, lets put floating rails in the sky, a hedgehog might use them one day'
I mean, seriously. The towns themselves are already screwed up enough with giant loops and things that seem to be designed just for sonic.
So, I ask ye, members of the Escapist, what have you seen in games that makes you go '...Wha?'
 

bamforth

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Mar 10, 2008
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I don't think that the creators of sonic had realism and logic in mind when they made the game.
 

Bob_F_It

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May 7, 2008
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One thing that struck me in Halo 3 was a sudden change from temperate to cold climates just by going through a 200 metre long cave on a slight incline. I've heard of microclimates, but shit.
 

Mr. Moose

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Oct 3, 2008
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Well, of course not, but in the direction they're going, with humans and other realistic crap, well.
 

Baby Tea

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Sep 18, 2008
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In virtually any first or 3rd person game: Bushes that I just can't get past. Apparently, brush can be SO THICK, that it can stop a huge guy with an ax/gun/explosives from getting through.

Design your levels more accordingly please.
 

Quaidis

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Baby Tea post=9.74284.828283 said:
In virtually any first or 3rd person game: Bushes that I just can't get past. Apparently, brush can be SO THICK, that it can stop a huge guy with an ax/gun/explosives from getting through.

Design your levels more accordingly please.
Don't forget the small wooden fence that can stop tanks as well. Forbid you get into a large assault vehicle and you're in the farmlands.
 

Spinozaad

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I can forgive poorly designed Invisible Walls. Game designers have to end the level somewhere. Computers aren't sophisticated enough to generate the whole of France, even though your mission is to fight in some French village.

(Yes, yes, Operation Flashpoint. But why do you think Flashpoint took place on an island, HMMM?!?!)
 

axia777

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Baby Tea post=9.74284.828283 said:
In virtually any first or 3rd person game: Bushes that I just can't get past. Apparently, brush can be SO THICK, that it can stop a huge guy with an ax/gun/explosives from getting through.

Design your levels more accordingly please.
I will second this one.

Also, boxes and crates every where in almost every FPS ever made. Why so many boxes and crates? Because they are easy, that is why! Devs need to stop being lazy with environment decoration.
 

Spinozaad

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Jun 16, 2008
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Not really a 'why is it there', but something that still doesn't make sense...

Why are enemies always becoming progressively stronger? For example, hy are those elite SS-troops always at the other end of the place you entered?
 

Dr Spaceman

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Sep 22, 2008
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Why do bosses always highlight their weaknesses bright, bright red? I imagine there must be some kind of suicide pact that all bosses must sign before they begin their nefarious plans...
 

Tattaglia

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If the player can withstand all injuries in his power-suit, why doesn't everyone else wear one?
 

Amnestic

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Dr Spaceman post=9.74284.828503 said:
Why do bosses always highlight their weaknesses bright, bright red? I imagine there must be some kind of suicide pact that all bosses must sign before they begin their nefarious plans...
And why do they use the large attacks if it exposes their weak point? Why not just use the smaller attacks which don't leave them temporarily incapacitated with their giant red weakpoint exposed?
 

GyroCaptain

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Danny Ocean post=9.74284.828437 said:
Why is there ammo everywhere?!
Halo and Half-Life 2 both try to justify this by having dead people/stockpiles against need everywhere ammo is found. In other words, you're benefiting from some other poor sap's lack of judgment. This gets loopy on its own, however, when one considers the insane lengths that these people must have gone to to get that far in the first place. One memorably convenient human corpse with health and ammo in Halo was even written into the novelization, so doggedly persistent as to have gotten deeper into the Flood-controlled areas than would have seem possible. Oh, and the suggested reason for schizo climate in the Halo games is that the environment is wholly artificial and thousands of years old, thus the control systems ain't what they were.

Another humorous example is the chainsaw in Doom 3, lampshaded by an email referring to a shipping accident. The radiation areas in the Half Life games also tend to do this for me.
 

Lembata

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I hate it whene i bash something with a wrench/crawbar/knife/chainsaw and all I do to the tin bucket is a scratch at the most
 

dukethepcdr

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May 9, 2008
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What doesn't make any sense to me in far too many games is the lack of safe walkways and bridges. So many games have narrow bridges and walkways with no hand rails. I know this adds more difficulty as you have to walk carefully to avoid falling, but in a real facility/ship/fortress/whatever, wouldn't the people who built it want to make their place less precarious? It'd be awful if you fell to your death just because you were too sleepy or drunk to walk straight down the narrow gangway from the throne room to the bed chamber.
 

Dogeman5

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Why is it that Diplomacy is never an action tooken in FPS's, huh Why can't I be friends with enemy and live as a hippy hermit during the post-apoctyliptic future?
Why is that even touching enemy is dangerous, The Goombas for example: They Don't Even have Arms!
Why must I save the princess if she's having fun with her boy toy (how'd do you think Bowser had all them kids)?
 

CmdrGoob

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Oct 5, 2008
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Fricken wooden crates.

Why are they everywhere? Why would people pack a huge wooden crate with a single medkit? How did they get there, when there's no pallet underneath them for a forklift to move them?