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Member
(05-25-2012, 09:37 AM)
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#152
End boss fake death. By the end of games I'm ready for it to be over, don't make me fight the same guy over and over again.
Cut scenes. Don't make me watch your terrible movies. Extreme secrets that the average person has no chance of finding without a walkthrough. Scripted parts that take away your control. Pointless talk from NPCs. |
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Short bus special
(05-25-2012, 09:38 AM)
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#153
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(05-25-2012, 09:51 AM)
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#154
Um, right, AC had no different difficulty modes, too.
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Became a moderator just to tag himself.
(05-25-2012, 09:55 AM)
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#155
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Member
(05-25-2012, 10:24 AM)
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#159
One of the things that amazed me in Skyrim was the companions that actually fought for real. Hell, Marcurio would run off and fight battles with groups I wasn't even interested in, finish them, and come back. I actually can't think of a game before Skyrim that had allies fight for real.
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Member
(05-25-2012, 10:38 AM)
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#161
The more it goes, the more I hate the hidden collectables hidden in linear games like Uncharted or Gears of War. It might sounds like a good idea to enhance the replay value on paper, but on practice, you just end up looking for every nook and cranny in every levels. Which is bad, especially when there are tons of invincible walls and platforms that you should be able to jump to if it was in the main path (it's especially true in Uncharted considering the scripted nature of the platform "gameplay").
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Member
(05-25-2012, 10:48 AM)
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#163
It results in the fact that by the time I get half way through a game I have burnt myself out on it by pissing myself off with my own mostly fruitless search for "stuff." This is why I leave many games unfinished. |
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Banned
(05-25-2012, 10:50 AM)
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#164
The standard design I'm starting find more and more annoying is the asumption that every player has perfect hearing and eyesight. I find really baffling that only Valve (not always) and some random indie devs are adding accesibility options to the games. Stuff like closed captions for random noises (something like **telephone rings** or **glass shatering** to be activated independent from subtitles) or alternate colour modes for daltonic people should already be freaking standard.
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Member
(05-25-2012, 10:53 AM)
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#166
Well yes, you could probably throw RE4 in there too, but they are certainly the exception. If games were 3 or 4 hours long and half the price they are now I think the general quality and variety of experiences would increase significantly.
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Member
(05-25-2012, 11:21 AM)
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#169
How would you do it in an open world game where you can go anywhere at any time? You'd be cool with getting slaughtered by level 45 dudes if you accidentally go somewhere you shouldn't?
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I'm taking it FROM here
(05-25-2012, 11:24 AM)
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#170
Start a new game of Fallout:NV and try to walk north. (Ignoring all the warning signs and people telling you not to)
Last edited by Durante; 05-25-2012 at 11:28 AM.
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Member
(05-25-2012, 11:26 AM)
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#171
Why not? If said area is described as being a really dangerous one, then it can have a lvl 45 enemies because it's justified ("we told you it's dangerous!").
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Member
(05-25-2012, 11:28 AM)
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#172
For instance you can have a world where most of the main roads and city hubs all across the landscape are mostly safe, but things become more and more dangerous as you venture deep into more wild areas. Also, a "growth system" not built around the idea of quick and exponential increases of strength helps a lot.
Last edited by TucoBenedictoPacifico; 05-25-2012 at 01:07 PM.
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I got d 2 tha eepdicked
d-e-e-p-d-i-c-k-e-d (05-25-2012, 11:30 AM)
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#173
I would be happy with that. I would also hope devs would put in some local legends about the giant ghost monster of smelly cheese, or whatever the local danger is.
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Member
(05-25-2012, 11:33 AM)
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#175
Infinite enemies, a section you have to lose/cannot beat, rubberbanding in racing games, insane AI drivers who will take the optimal path regardless of whether you're in their way (racing games), unskippable cutscenes (after checkpoints), stealth sections in non-stealth games and no manual save option.
Last edited by daxy; 05-25-2012 at 11:52 AM.
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Member
(05-25-2012, 01:10 PM)
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#178
"Mash button as fast as you can". It's an awful carry over from the arcade machines of three decades ago, it's defining moment was Hudson shmups and perhaps Track and Field, but it's never been worth it nor fun.
It's a terrible thing that instantly makes me dread doing it more than once (screw you Resident Evil 5, screw you), and yet despite being an outdated mechanic that adds nothing to the experience, it's continued to be used both by the old guard and new in development. Water levels I may not like, but people are always trying to improve concepts and I can't fault them for that, but there is nothing to improve with "mash button as fast as you can". Again, screw you Resident Evil 5, especially trying to play it on harder difficulty settings. It's not fun and makes an okay game a terrible game in my mind alongside your turrets (but we have another thread about turrets). |
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Member
(05-25-2012, 01:11 PM)
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#179
It's not just annoying as game mechanic, it's also potentially harmful for your hardware. |
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Member
(05-25-2012, 02:04 PM)
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#181
Problem is some degree of this necessary for good exploratory games, Metroid Prime was blasted for it but it was only really bad with the arbitrary MacGuffin hunts, the other end of this are games like CoD, Uncharted, or almost any modern shooter that's pure forward momentum. Mind, what I DO hate is when they make backtracking annoying (IE random encounters in an RPG you can't avoid at all through items or abilities), obnoxious obstacles you have to keep overcoming, and/or simply not offering shortcuts at the end, something Dark Souls was usually good at providing. Worse when games do this sort of thing on the DS touch screen, at least on an iOS device you're using your finger though I STILL think it's terrible to do there. But seriously, no, design the fucking touch screen games to err towards careful use, mashing buttons probably isn't good but it's probably easier to make durable buttons than durable touch screens. |
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Member
(05-25-2012, 02:08 PM)
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#182
I think 80% of my deaths in normal mode bayonetta were QTEs... I don't mind them in some games, well I do actually, I mind them in all games except like Shenmue, since they were done a lot better in that than in modern games.
The tutorial for half the game thing makes me think mostly of FFXIII.. I hate that **** too. 2 or 3 hours is the farthest into a game it should need to introduce a mechanic. Constantly showing you what button to push for an attack or action after the first few times should be off by default. Having to grind is always pretty bad, I do like grinding in some games, but it has to be like for skill points or something, so I can expand what I can do without becoming too powerful. |
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Member
(05-25-2012, 04:17 PM)
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#187
Final bosses that are nothing more than reskinned standard enemies with a zillion hitpoints.
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Harass A Bull?
Report to HR. (05-25-2012, 04:21 PM)
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#188
RAGE (yes, I'm rambling about RAGE now in this topic :P) is TERRIBLE about this. Invisible walls everywhere and 99% of doors being painted on went a long way in killing all sense of exploration the game might have tried to go for. Looking for deck cards in obscure corners of the levels was a test of sanity, since practically any corner I wanted to look in for secrets was "LOL INVISIBLE WALL'D", except of course for the one obscure corner that DOES have the secret so you obviously can go in.
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(05-25-2012, 08:00 PM)
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#189
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Member
(05-25-2012, 08:14 PM)
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#190
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Member
(05-25-2012, 08:20 PM)
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#191
Take your standard, flavor of the week FPS game:
2 heavy weapon limit, plus a pistol and grenades, each mapped to a direction on the d pad regenerating health straightforward, "story tube" level design red jello on the screen If you've played one, you've played them all. |
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Member
(05-25-2012, 08:20 PM)
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#192
Thought of a new one - Inappropriate boss fights. As a fan of Monster Hunter and the Souls games, I *love* boss fights. When I got to one in Deus Ex: Human Revolution, I was disgusted. It completely broke the mood, screwed up the difficulty curve, forced me to "kill" the target, and just made a mess of everything.
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Member
(05-25-2012, 08:23 PM)
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#193
Any time the game stops with a big text box telling me how to play, I get annoyed. It's even worse when the game doesn't actually stop, just pops up tutorial text on the screen while the action is still going on, and then has the box disappear after the timer is up. Right now, the early hours of Dragon's Dogma are especially frustrating in this way. Text popping up all over the screen trying to explain the game's various systems. |
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Member
(05-25-2012, 08:28 PM)
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#194
I see unwinnable fights has already been mentioned. I don't mind those too much, but there's a variant I really don't like.
The fight you have to win so you can lose. You've seen it, you fight some really tough enemy, and he wipes the floor with you. Fair enough, you go back and fight him again, going all out and winning handily. Cue cutscene where he beats the crap out of you anyway. So, why didn't they just let losing to him continue the game? As a good counter-example, Tales of Symphonia did something really smart with this. In the end of act 1, you fight a tough boss that you have to beat. Then you fight another tough boss that you CAN beat, but it's really tough. Losing to him will allow you to progress. Then the main villain shows up in person and one-shots the party. Note, he will also do that if you lose to the second boss, you'll just start the fight with 1 HP. Loading the fight takes longer than losing it in that case. |
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Member
(05-25-2012, 08:37 PM)
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#196
EDIT: Assassin's Creed, also an incredibly easy game to the point of being dumb. |
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Member
(05-25-2012, 08:48 PM)
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#198
Unskippable cutscenes (even worse, checkpoints before an unskippable cutscene).
Screen turns red when damaged/close to death (now not FPS exclusive ಠ_ಠ). Check for online connection even for SP games, and spend 5 mins hitting "no" on everything just to load your save. This might be nitpicking, but loading times that unnecessarily break immersion in a game (Mass Effect 2). Also, every FPS must be CODified in order to survive these days. |
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Member
(05-25-2012, 08:51 PM)
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#200
To be fair, Mario's uneven difficulty is meant to be like that. The "trunk" of the game is generally quite easy and accessible to everyone, while the "branches" contain the challenging content that only enthusiasts will bother to complete. It's not perfectly executed in every case, but it's a pretty logical way of putting together a game.
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