Things that games SHOULD NOT do...

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Penguinness

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May 25, 2010
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DeeTee said:
3) Don't respawn enemies. EVER. It is 2010. We have had some truly imaginitive games pushing the boundaries of what is accepted as a game, and we're still pulling this shit. It broke Metal gear Solid 2 when you went out of a room to pick up "thing X" and came back in to find the room was full of terrorists again. If there are that many bloody terrorists, why not invade properly rather than taking over a sodding oil rig? If it fucked that game, it'll do the same to a new one.
This, for me is the worst thing about the 2 COD modern warfares I've played. Oh there's a sniper? Well it's not gonna do me any good is it? Why do I have to run in and take them out?
 

NotAPie

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Jan 19, 2009
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Making controls for something that won't ever be used except for one point in the game.
I'm looking at you Assassins Creed 2.
 

scnj

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Nov 10, 2008
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1. Badly paced story. A lot of games are guilty of this, because they try to stretch what's essentially a two hour story over eight hours of game. Games aren't films. Stop writing them like they are, and figure out ways around this problem.

2. Random gameplay gimmicks. If I've been shooting bad guys on foot for several hours and enjoying it, please don't surprise me with an awful vehicle section. They're not enjoyable, and break the flow of the game. I'm looking at you Half-Life 2 and Gears Of War. Halo, you managed to do it well. Have a gold star.

3. Celebrity voice actors. This has to stop. Again, games aren't movies. There are many talented voice actors out there such as Jennifer Hale, without having to resort to using celebrities. Honestly, I couldn't appreciate San Andreas properly, because as good as his voice acting was, the main villain was Samuel L Jackson, not the character.

4. Bad voice actors. Sort of a similar deal. They break immersion and can grind a perfectly good plot to a halt.

5. Cliffhanger endings. These are bullshit. I pay £40 for a complete experience, not half of one. Most plot threads should be tied up by the end, with maybe one or two left open for sequels. Speaking of which...

6. Unnecessary sequels. So, the hero has fought the evil empire, killed the emperor, restored peace to the nation and got the girl. The story's over. But the game sold well, so here comes the sequel where an even eviller empire comes out of nowhere to attack, and kills the hero's girlfriend etc. Please stop with this. If I'm impressed with your first game, I'll likely look into any new IP you release. There's no need to crank out a sequel.

7. Not releasing a demo. I understand that sometimes it's just not possible to release one, but a demo can mean the difference between me throwing down my £40 or not. I wouldn't have bought Split/Second before playing the demo. Or Darksiders, or Splinter Cell Conviction. But Alpha Protocol didn't have a demo, and I'd rather not take the risk.

8. Making the main quest the least interesting aspect. I'm looking at you Oblivion. I guarantee more people remember the Dark Brotherhood quests than the actual story.

9. Don't make the game linear when the world needs to be explored. Final Fantasy XIII. Corridorlicious.

10. Don't make the game a sandbox when it's not required. Far Cry 2. Guard posts everywhere.

11. Don't make me sit out of the best parts. How cool were those MGS4 cutscenes? Characters jumping everywhere, having badass fight sequences in slow motion, pulling crazy moves. How much of that could I do in the game itself? Fuck all. Same happened with Uncharted 2. I felt like I was privy to a load of cool scripted sequences, without actually getting to fully interact with any of them. If I want a cinematic experience, I'll watch a film.

I think that's all for now. I'll chime back in later if I think of more.
 

Claptrap

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Nov 18, 2009
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nudity, Its so pointless, If you want to jack off google something, The only use to it is to bump up the rateing of the game.
 

Your Nightmare

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May 28, 2010
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AstylahAthrys said:
Forced. Stealth. Sections. It's a game ruiner in almost every instance I've seen it. Unless it's a game completely dedicated to stealth, I don't want to be sneaking around.
Yeah or the opposite in
Splinter Cell : Conviction It's a stealth game and they dump that action sequence in there... we know they can do action games so what was the need? other than story purpose, but they could of easily done it some other way ):

But to be more on topic..

I hate having to do a tutorial section at the start of the game. For example, Assassins Creed.
I prefer a little pop up like R* do it just showing briefly what to do. But a whole freakin level dedicated to something I could learn in a few minutes is something which I despise.
 

scnj

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FargoDog said:
Token online. If your online isn't going to be competing on or near the same level as COD and Bad Company, then there is absolutely no point in just throwing some online play in there. The budget and development time could be put towards making a stronger single-player.
You listened to the Alan Wake episode of Kotaku Talk Radio, didn't you? :p
 

Rewdalf

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Jan 6, 2010
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How could I forget to add this?
Including scripted, coded, fully functional things in games, but having them unobtainable.
Rockstar did this many times with the GTA series, especially with the IV DLCs...
I mean, in The Ballad of Gay Tony there was a fully functional Skylift helicopter, and you coult only obtain it by difficult means during a mission...
It also had a couple of vehicles that weren't even mission exclusive, they were out of the game altogether.
Although I must give a big thanks to the 360 modders out there that allowed me to test drive these unobtainable vehicles...
 

Carnagath

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Apr 18, 2009
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1) Random encounters.
2) QTE's that appear randomly during cutscenes.
3) Having NPC's that you have to follow, who move faster than can you walk but slower than you can run. That shit makes me rage.
 

Uber Evil

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Mar 4, 2009
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Blueruler182 said:
QTEs, silent protagonists, vehicle sections that are harder than driving an actual vehicle, love interests for those silent protagonists (once again, I'll stop ragging on Alyx Vance when she's dead, then I'll celebrate), inverted controls (the flight sequences in God of War 3 being a perfect example). That's all I can think of at the moment.

EDIT: Oh, and random upgrade systems. There is no reason for there to be an upgrade system in Splinter Cell: Conviction. Modern Warfare did a good upgrade system for guns, nobody else has.
STALKER? Or do you mean only games you have played.
 

capin Rob

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Apr 2, 2010
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Selling on a shaky ok game and the fumes of a predasessior nd still amking BILLIONS

MW2 *cough*
 

Rewdalf

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Jan 6, 2010
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capin Rob said:
Selling on a shaky ok game and the fumes of a predasessior nd still amking BILLIONS

MW2 *cough*
In other words, releasing a beta and using the millions made off of it to not patch it up?
 

Blueruler182

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May 21, 2010
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Uber Evil said:
Blueruler182 said:
QTEs, silent protagonists, vehicle sections that are harder than driving an actual vehicle, love interests for those silent protagonists (once again, I'll stop ragging on Alyx Vance when she's dead, then I'll celebrate), inverted controls (the flight sequences in God of War 3 being a perfect example). That's all I can think of at the moment.

EDIT: Oh, and random upgrade systems. There is no reason for there to be an upgrade system in Splinter Cell: Conviction. Modern Warfare did a good upgrade system for guns, nobody else has.
STALKER? Or do you mean only games you have played.
That last one.
 

scnj

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Nov 10, 2008
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FargoDog said:
scnj said:
FargoDog said:
Token online. If your online isn't going to be competing on or near the same level as COD and Bad Company, then there is absolutely no point in just throwing some online play in there. The budget and development time could be put towards making a stronger single-player.
You listened to the Alan Wake episode of Kotaku Talk Radio, didn't you? :p
I genuinely don't know what Kotaku Talk Radio is.

I was basing it from games like The Darkness and Stranglehold, which both had online multiplayer that no one ever played and was awful, while the single-player campaigns were alright, they could have benefited from a bit more polish and time, which was probably wasted on adding online.
Fair enough. It's a gaming podcast, and in a recent episode the Alan Wake developers made pretty much the exact point you did, almost word for word.
 

pyrosaw

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Mar 18, 2010
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completely unlikable characters*Serious Sam, Mercenaries 2, Bioshock*

worthless weapons like the swicthblade from Fallout 3, or the suck cannon from Racthet and Clank

the same three locations.I'm looking at you Star Wars the Forced Unleashed.
 
Nov 28, 2007
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FargoDog said:
Token online. If your online isn't going to be competing on or near the same level as COD and Bad Company, then there is absolutely no point in just throwing some online play in there. The budget and development time could be put towards making a stronger single-player.
I agree with L.

Also, have to say it would be sudden gameplay changes for no real reason. For example, take Dead Rising. A really great hack and slash zombie game. That is, until near the end of Overtime mode, when you are suddenly forced to use a gun turret. And again for the final boss, when you are forced to use hand-to-hand combat for the only time in the entire game.
 

thethingthatlurks

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Feb 16, 2010
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Sequels that are prequels. They simply cannot contain a suspenseful story, because every character you do not recognize from the original will die, and everyone you do remember will live.
Forced stealth missions, especially in games that allow for customization of the main character
Fetch quests in RPGs that force you to travel across the map. They.Just.Suck.
Releasing a sequel that excludes everything that has made the franchise great. Looking at you, C&C4...
Games based on movies. Sorry, but I honestly don't know a single one that was good.
Not having autosave or the option to save at will.
Any series that is longer than 4 games.