• The 19 worst game design crimes
    121 replies, posted
I feel like the whole NPCs walking at different speed has been kinda solved recently with games like Assassin's Creed and Yakuza 0, where the game gives you the option of just holding a button that automatically makes you follow the NPC.
[QUOTE=Daniel Smith;51882562]Also unskippable startup logos: -COPYRIGHT WARNING. PIRACY WILL GET YOU FUCKED. -Nvidia. The way it's meant to be paid. -Jenkemworks 3D Sound System. It just works! -EA Games. Challenge almost everything! -Dickcheese Development Studios. [b]-Edgy Gas Mask Guy Productions.[/b] Then the game finally loads...[/QUOTE] Hey, Pandemic was a great company before EA dissolved it
Games (especially pc games) that on first boot throw you into the gameplay, before giving you a chance to change controls/subtitles/graphics. I have a shit pc i rather not have to sit through a 5 minute in game intro cutscene at 10fps.
(PC) games that require you to reboot your game to see graphical changes.
[QUOTE=Gubbinz96;51882256]I'd add Micro-transactions in Paid for singleplayer games. Those can fuck off forever.[/QUOTE] I remember the first time I really noticed this - I was replaying DA:O and I go to some wagon with some people standing around or whatever marked on my map, talk to some guy and then I get the fucking "Would you like to buy This DLC for $9.99" and I'm like shit dude, if anything's gonna get me immersed it's in-game characters trying to sell me real life shit. Great job.
[QUOTE=simkas;51883431]I feel like the whole NPCs walking at different speed has been kinda solved recently with games like Assassin's Creed and Yakuza 0, where the game gives you the option of just holding a button that automatically makes you follow the NPC.[/QUOTE] AC kinda had to do it, a good solid 50% of the game is just walking around with people
[QUOTE=Daniel Smith;51882562]Also unskippable startup logos: -COPYRIGHT WARNING. PIRACY WILL GET YOU FUCKED. -Nvidia. The way it's meant to be paid. -Jenkemworks 3D Sound System. It just works! -EA Games. Challenge almost everything! -Dickcheese Development Studios. -Edgy Gas Mask Guy Productions. Then the game finally loads...[/QUOTE] y'know what's worse than that? unskippable startup logos that are SO FUCKING LOUD YOU THINK YOU'RE HAVING A HEART ATTACK [media]https://www.youtube.com/watch?v=ouGkB4R0PCU[/media] note that this video is actually QUIETER than when you play it
[QUOTE=Jays2Kings;51884014]Games (especially pc games) that on first boot throw you into the gameplay, before giving you a chance to change controls/subtitles/graphics. I have a shit pc i rather not have to sit through a 5 minute in game intro cutscene at 10fps.[/QUOTE] You forgot the most important change, fucking volume. When I get insta thrown into a game that's playing really loud shit when I want to talk on TS it's frustrating. [editline]27th February 2017[/editline] Ugh shoulda refreshed
[QUOTE=Antimuffin;51882154]That shit annoyed me in every Pokemon game before X/Y. "Are you sure you want to overwrite this one and only save file after already playing on it for 50 hours?" "Are you fucking sure about this?" "You only have 250 hours on this save file and you won't restart the game any time soon, you sure about overwriting?" Yes, I want to overwrite my single savefile. You don't need to ask me this shit all the time. Took Game Freak long enough to take it out.[/QUOTE] I'll let this one slide for rarer, important things. In Elite: Dangerous I'm happy with a prompt at the ship transfer screen so I don't accidentally sell my 500 million credit, heavily engineered ship that took weeks of my actual time to earn. Same with any sort of save deletion button. [editline]27th February 2017[/editline] The 20th worth game design crime is giving users the ability to rebind controls, but still hard-coding buttons in. I play on ESDF instead of WASD and while I understand I'm in a minority, the fucking rebind options should still work in 2017. Fallout 4 was unplayable at launch on ESDF because the quick inventory settings were hard-bound to E which meant I'd be walking forward and begin accidentally picking shit up whenever I glanced at a corpse or container or something. I've played countless games where it lets you fully rebind keys but certain vehicles would be hard-bound to WASD. In Far Cry 4 gliding was permanently on WASD. In The New Order most vehicles worked but the personal submersible segment was unplayable because my bindings didn't mesh with the hard-coded settings and I had to reset the controls to WASD and bind them back at the end of the level. Even the Wildlands beta was like this where there were dedicated control bindings, but they would work in a car or in an airplane but not on a motorcycle or in a helicopter. A lesser, but related crime, is not allowing user-defined key conflicts. Yes, I want E to be walk forward and drive forward. Please stop saying I can only have one or the other.
Speaking of save prompts, I really hate that there's still games that give you "unsaved progress will be lost" without any indication of when the last checkpoint was. Same with games that just saved seconds ago or lets you save in menus and still shows a unsaved prompt, the most recent example is [URL="https://youtu.be/v0MHtnpTECY?t=707"]the new Berserk game[/URL] [editline]27th February 2017[/editline] [QUOTE=SGTNAPALM;51884108]The 20th worth game design crime is giving users the ability to rebind controls, but still hard-coding buttons in. I play on ESDF instead of WASD and while I understand I'm in a minority, the fucking rebind options should still work in 2017. Fallout 4 was unplayable at launch on ESDF because the quick inventory settings were hard-bound to E which meant I'd be walking forward and begin accidentally picking shit up whenever I glanced at a corpse or container or something. I've played countless games where it lets you fully rebind keys but certain vehicles would be hard-bound to WASD. In Far Cry 4 gliding was permanently on WASD. In The New Order most vehicles worked but the personal submersible segment was unplayable because my bindings didn't mesh with the hard-coded settings and I had to reset the controls to WASD and bind them back at the end of the level. Even the Wildlands beta was like this where there were dedicated control bindings, but they would work in a car or in an airplane but not on a motorcycle or in a helicopter. A lesser, but related crime, is not allowing user-defined key conflicts. Yes, I want E to be walk forward and drive forward. Please stop saying I can only have one or the other.[/QUOTE] Now I'm reminded of games that have 2 actions binded to the same key (such as context sensitive keys), but when you try to change those those controls it tells you can't do that. It's been a good while since i've seen that at least.
FPS or Third Person Action games that don't allow jumping is imo, a bad design choice. Double Tapping a key for movement inputs (Unreal Tournament) is also annoying. Stuns should never exist in any game outside turn based games.
In addition to the colorblind one, audio cues that have no form of visual feedback are awful too. I'm looking at you, path of exile.
[QUOTE=Daniel Smith;51882562]Also unskippable startup logos: -COPYRIGHT WARNING. PIRACY WILL GET YOU FUCKED. -Nvidia. The way it's meant to be paid. -Jenkemworks 3D Sound System. It just works! -EA Games. Challenge almost everything! -Dickcheese Development Studios. -Edgy Gas Mask Guy Productions. Then the game finally loads...[/QUOTE] DXHR is particularly guilty of this. Every goddamn logo in existence... ...WITH ANIMATIONS At least they are half skippable, iirc And fuck you Fallout. How do I know what is and isn't junk?!
[QUOTE=Daniel Smith;51882562]Also unskippable startup logos: -COPYRIGHT WARNING. PIRACY WILL GET YOU FUCKED. -Nvidia. The way it's meant to be paid. -Jenkemworks 3D Sound System. It just works! -EA Games. Challenge almost everything! -Dickcheese Development Studios. -Edgy Gas Mask Guy Productions. Then the game finally loads...[/QUOTE] Just Cause 3 had a several minute long intro, it was beyond fucking stupid considering the load times. Dishonored 2 wasn't as back with it but it was pretty awful as well [editline]28th February 2017[/editline] unskippable start up logo's are literally the most asinine and pointless thing anyone could think to add [editline]28th February 2017[/editline] [QUOTE=Kinky Frog;51884028](PC) games that require you to reboot your game to see graphical changes.[/QUOTE] One of those Batman games required you to reboot the game to [B]change your control scheme[/B] that might have actually been the most retarded thing I've seen in my life like how do you fail and producing a video game that much [editline]28th February 2017[/editline] Come to think of it... and this is 100% to be blamed on CONSOLES. Games that don't let you change your controller lay out. Yeah its great that the steam controller exists but before it did this was the most bullshit thing. It's so damn lazy and there is like, no excuse. Preset controls don't count.
[QUOTE=J!NX;51885248] Come to think of it... and this is 100% to be blamed on CONSOLES. Games that don't let you change your controller lay out. Yeah its great that the steam controller exists but before it did this was the most bullshit thing. It's so damn lazy and there is like, no excuse. Preset controls don't count.[/QUOTE] No, it should be blamed on shitty, lazy development. All platforms should have the ability to rebind controls. There's no reason for consoles to be stuck with preset control schemes, if they even have alternate control schemes at all.
having gamepad buttons displayed all over the place, even if you play with M&K is a blight. or how about the same healing animation over and over again? the best example would be Far Cry 4. i can't even count how many bandages my alter ego wrapped around his wrist. or how many sticks he pulled outta his finger. "oh shit, i got shot! better pull that little piece of wood outta my finger!!" what? just use a syringe system or such if you're too busy adding more animations. also, don't you just love how a game is giving you your control back after a cutscene, like [b]way too late[/b]? the bad guy is running around the corner ... you char is standing there. bad guy's gone. and now you can move. not before that :P one more thing that's hillarious: you wanna search for loot, eastereggs or secrets but there's that one guy, yelling "we have to keep going!" "hurry up!" like every 5 seconds. CoD:AW is a perfect example.
Too perfect balance is something that really takes the fun out of a game for me. Once the player gets more powerful, not everything should scale 1:1 with him. Also not every part of the game should be bottlenecked. Think Morrowind vs Skyrim. Although Morrowind has too many exploitable mechanics, Skyrim essentially always makes you feel about the same as far as power goes, and it feels monotonous. Meanwhile in Morrowind, as long as you know what you're doing (without even using glitches) you can become a ultimate fuck-shit-upper of everything in sight. Point being there should be some deviation from the balance, in order to make the player and the mechanics feel powerful and useful, rather then yet another undistinguished ultimately meaningless mechanic The player should be able to excees the balance "expectations" of a point in time, by knowing the mechanics more in-depthly or even just having played the game before and being on top due to knowledge of it
games that don't let me turn the music off can just shove off like I understand if its a gameplay mechanic and part of the GAME but in dark souls if I couldn't turn the music off it'd ruin the fights for me because it'd be too hard to focus. I've actually failed beating bosses a number of times because of music outside of souls, and then pretty much ice them the moment I turn it off. I remember outlast being ruined by music that I couldn't turn down playing. Instead of relying on good sound design its more like [B]HEY ACTION SCARY MUSIC HEY BE SCARED NOW[/B] and takes me 100% out of the experiance. I saw coded enemies and repetitive design made even worse by predefined and overly-practiced moments of action-sequences. Even FNAF feels like it has better sound design because of its minimalism. Good sound, and thus music, in a horror game is 100% the experience. Even a game without any sound is more scary than a game with bad sound. If you're trying to make horror, horror, and screw the sound up, you shouldn't even bother trying in all honesty. Imagine if you were playing Amnesia, and then all of a sudden the monster shows and some shitty metal garbage plays. Goes from one of the most scary games of its era to one of the most hilariously bad. It's also terrible because the only game I thought worked better with music, ever, was doom, but that game sounded weird and weightless without the music, especially since the music worked to the gameplay pretty effectively. Every game I've ever played, I've had music muted. [editline]28th February 2017[/editline] Like it feels so nice to be just in the moment and hear whats going on. don't try /forcing/ me to listen to music I don't want to hear. Fuck right off.
[QUOTE=J!NX;51886139]games that don't let me turn the music off can just shove off like I understand if its a gameplay mechanic and part of the GAME but in dark souls if I couldn't turn the music off it'd ruin the fights for me because it'd be too hard to focus. I've actually failed beating bosses a number of times because of music outside of souls, and then pretty much ice them the moment I turn it off. I remember outlast being ruined by music that I couldn't turn down playing. Instead of relying on good sound design its more like [B]HEY ACTION SCARY MUSIC HEY BE SCARED NOW[/B] and takes me 100% out of the experiance. I saw coded enemies and repetitive design made even worse by predefined and overly-practiced moments of action-sequences. Even FNAF feels like it has better sound design because of its minimalism. Good sound, and thus music, in a horror game is 100% the experience. Even a game without any sound is more scary than a game with bad sound. If you're trying to make horror, horror, and screw the sound up, you shouldn't even bother trying in all honesty. Imagine if you were playing Amnesia, and then all of a sudden the monster shows and some shitty metal garbage plays. Goes from one of the most scary games of its era to one of the most hilariously bad. It's also terrible because the only game I thought worked better with music, ever, was doom, but that game sounded weird and weightless without the music, especially since the music worked to the gameplay pretty effectively. Every game I've ever played, I've had music muted. [editline]28th February 2017[/editline] Like it feels so nice to be just in the moment and hear whats going on. don't try /forcing/ me to listen to music I don't want to hear. Fuck right off.[/QUOTE] I'm curious what your opinion on revengeance is.
[QUOTE=DinoJesus;51886260]I'm curious what your opinion on revengeance is.[/QUOTE] MGS was never really my thing so I'd have no idea. it'd work though if the music really fit into the tone perfectly. For doom it worked, same for owl boy and Zelda games. Super Mario Sunshines music also worked great to create a nice relaxed pace. But those are games where the music fit pretty flawlessly. Unless the soundtrack fits pretty much naturally its usually pretty distracting. Stealth/fighting games I usually need them to be off more than anything. I think the key is really... does the music as act a filter for the rest of the noise, or does it act as an enhancement of the sounds? Most devs seem to feel obligated to add music because of what reason they might have, however it doesn't necessarily add to anything. When the game feels more natural without music, there's a problem with the music. I've seen many games with amazing soundtracks, that I ultimately listen to only outside of the game itself.
I've recently played for the first time the Metal Gear saga from the first solid game to the last in release order, and oh boy, really long cutscenes were an issue. The fifth title had pausable cutscenes, but overall it wasn't as needed as the other games, when i played MGS2 i was like "Aight it should take me 10 to 30 mins to beat the final boss, i'll go study after that", i didn't expect a hour long cutscene before that. MGS4 was basically a movie with few gameplay here and there, you could watch one of those cutscene compilation videos and it'd be almost the same thing. I'm not saying that they are boring, actually they were pretty interesting and something i've never seen in a game before, but a pause button would've nice.
[QUOTE=Stiffy360;51884833]Stuns should never exist in any game outside turn based games.[/QUOTE] Stuns suck really bad when used wrong (taking away all of your/enemy's options and basically just leaving you/enemy to die), but add a lot of depth if used right (taking away just some of your/enemy's options, forcing you/the enemy to improvise, changing the dynamic of the fight rather than just sweeping one party off the table). That said you generally don't have a lot of "stunnable" options in games that aren't turn-based so you're not wrong.
100% the worst crime is invincibility phases for enemies, for a recent example, warframe.
[QUOTE=Stiffy360;51884833]FPS or Third Person Action games that don't allow jumping is imo, a bad design choice. Double Tapping a key for movement inputs (Unreal Tournament) is also annoying. Stuns should never exist in any game outside turn based games.[/QUOTE] Stuns in multiplayer games :sick::sick::sick::sick: "LEAVING BATTLE ZONE, DYING IN 10 SECONDS" is also the laziest shit to happen in recent games, I remember spending hours glitching out the maps in Halo 3 and CoD 4 and just walking around the outside edges of the map Parkouring on poles, walls and buildings to climb out the maps in CoD 4 was the shit
The Evil Within had killable, and unkillable versions of the same high-health enemy with no way of telling you which is which unless you get stuck and look it up. The first time you encounter that female looking monster with long hair and limbs, you can kill it even though you're supposed to run away from it in a cool chase sequence(which I missed because I wasted it immediately not knowing of the next part) and later you're trapped with it in an area where you can't kill it but instead you're supposed to stun it long enough that you can activate some things to let you move on to the next room but it doesn't tell you it's invincible. One thing DaS and Bloodborne do that pisses me off is not letting you close the new item prompt if you're pressing something else. Bloodborne gets frantic as fuck but I'm supposed to keep that prompt open until I go back to regular movement why? It's also annoying when you get the prompt that says you regained your souls or blood echoes and the screen goes just a little bit too dark when you're in an already dark area so now it's hard to see anything
Probably a minor thing but its annoying when I have to endure loading screens and theres no tips or anything for me to read while the game loads
[QUOTE=Citrus705;51887793]Probably a minor thing but its annoying when I have to endure loading screens and theres no tips or anything for me to read while the game loads[/QUOTE] I like quotes like in hearts of iron
[QUOTE=Citrus705;51887793]Probably a minor thing but its annoying when I have to endure loading screens and theres no tips or anything for me to read while the game loads[/QUOTE] any game with interactive loading screens gets a thumbs up from me
[QUOTE=DudeGuyKT;51888061]any game with interactive loading screens gets a thumbs up from me[/QUOTE] Like slow elevators that you can mouselook in! [editline]28th February 2017[/editline] But really ME and Gears type loading zones aren't bad at all
[QUOTE=Catsoldier;51885411]I muted the music for CSGO after a few too many times forgetting to lower my volume and getting spooked [video=youtube;NnUs956kFjc]https://www.youtube.com/watch?v=NnUs956kFjc[/video][/QUOTE] CS is about not playing music on the menus, so I just muted it aswell.
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