Games have been around for a long time. You'd think designers would learn from the mistakes of all the preceding games of the past. Or at the very least learn from their own mistakes.
What is that one design flaw for you? What is something that's bothered you for all these years you've been gaming that developers just haven't quite grasped yet?
For me, it's when developers map one button to do a dozen tasks. For example, in Smash Bros Brawl where the "A" button attacks, smash-attacks, grapples, parries, and picks-up items and powerups. Or in Dissidia where one button (I think it's "R") blocks, dodges, moves your character, allows you to execute certain attacks, and interacts with the environment.
Or more recently in Mass Effect 2 where "Spacebar" (I remapped it to "E") picks items up, opens doors, talks to people, puts you into cover, removes you from cover, vaults over cover, makes you slide, allows you to run, and otherwise interacts with everything.
What is that one design flaw for you? What is something that's bothered you for all these years you've been gaming that developers just haven't quite grasped yet?
For me, it's when developers map one button to do a dozen tasks. For example, in Smash Bros Brawl where the "A" button attacks, smash-attacks, grapples, parries, and picks-up items and powerups. Or in Dissidia where one button (I think it's "R") blocks, dodges, moves your character, allows you to execute certain attacks, and interacts with the environment.
Or more recently in Mass Effect 2 where "Spacebar" (I remapped it to "E") picks items up, opens doors, talks to people, puts you into cover, removes you from cover, vaults over cover, makes you slide, allows you to run, and otherwise interacts with everything.