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Annoying/distracting game design choices.

Kinyou

Member
SO angrily agreeing with this right now. Kisses are sensual and poetic. Why have developers and designers not sat down and said "Hey. We need to fix this mess and capture how fluid a kiss is"?

The first title i see to do that right has my money off of that one principle alone. It'd be worth a possibly terrible rest of the title.
Well now you have to buy Ac Unity for better or worse.
 

nkarafo

Member
Not being sarcastic: I feel very sorry for you not being able to enjoy PGR and Driveclub. :(
Me too but it's not my fault. I've been spoiled by older racing games in older (6th gen) consoles with weaker hardware and old arcades ofc. Playing 30fps racing games now feels like a huge step back to the PS1/Sat/N64 days.
 
Thief: The Dark Project's "map" system. Look, I know what they were trying to go for by having scratched-out maps that vaguely point out various landmarks. But that usually works when the environments themselves aren't horribly repetitive.
I spent hours, HOURS in the Theives' Guild forgetting where to go, then died and accidentally lost a save.

Right now, the Cathedral isn't looking any better.

Please tell me this gets better in Thief II.

I actually really loved the maps in the first Thief game.
 
HQHcoD8.jpg

Goddamn, is Batman three feet tall?
 

J-Spot

Member
Mandatory mini games that fall outside the genre of the main game. There was a time when every platformer felt the need to shoehorn in a racing mini game and require you to beat it to move on, and since nobody is going to take the time to polish the mechanics of a brief mini game they were always awful.
 

Fbh

Member
Forced walking sections with dialog. It's basically a cutscene, but because it's "in game" you can't skip it.

I don't mind them in my first playthrough but they become really annoying when replaying the game. Gears of War had several of them and, sadly, Platinum also tends to like them (though at least they only have 3-4 in some games)
 

kamineko

Does his best thinking in the flying car
Terrible platforming in old FPS games. Everybody was doing that crap back in the day
 
I actually really loved the maps in the first Thief game.
I agree that it's a cool idea in theory, as long as it could be pulled off in practice.

Maybe it's me, but I'm more interested in being a master thief, able to take multiple paths instead of figuring out which location in the game matches up with the map.
 
A HUD that covers half of the screen.
I want to see the GAME not the stupid HUD.
Every HUD should be minimal or at least adjustable.
 

Iorv3th

Member
Kissing. When two characters kiss it just looks robotic as shit.

SO angrily agreeing with this right now. Kisses are sensual and poetic. Why have developers and designers not sat down and said "Hey. We need to fix this mess and capture how fluid a kiss is"?

The first title i see to do that right has my money off of that one principle alone. It'd be worth a possibly terrible rest of the title.

virgin-diaries-first-kiss-o.gif



Most annoying thing for me is maybe No Legs in a FPS
 
Call-of-Duty-Modern-Warfare-2-Given.jpg
You are made of strawberry jam

8wHuJQq.jpg


Looking at the minimap is overrated anyway.


They just need to make the screen a cluster fuck to make it harder to see.
 

DaciaJC

Gold Member
I would call any example of obscuring the player's screen to let them know they're low on health (a post above mine shows MW2's bloody jam effect) or that they've been hit (such as Call of Juarez: Gunslinger's awful bullet hole effect) a clear case of shit design. Why developers feel the need to annoy the player with needless clutter instead of a clean UI is beyond me.
 

Jito

Banned
Call-of-Duty-Modern-Warfare-2-Given.jpg
You are made of strawberry jam

8wHuJQq.jpg


Looking at the minimap is overrated anyway.


They just need to make the screen a cluster fuck to make it harder to see.

Have you not played bf4 in a while? There are massive hud options now where you can turn all the indicators off.
 

SomTervo

Member
Ridiculously huge gun models taking up big portions of the screen in an fps.

I actually really dislike the placement of guns in most FPSs.

It really irritates me (and I do find it distracting) when the gun is a) large and b) in the bottom left/right)

IRL your gun is more central/slightly to one side. I like the first pistol in Half-Life 2, because it has a realistic (low, small, central) physical position in relation to Gordon's body. But then you get other games like the shotgun or submachine gun, and those are stuck right down at the bottom right and point almost sideways into the middle of the screen. In HL2's case they're not that big though, so that's a plus.

Most annoying thing for me is maybe No Legs in a FPS

Tbh, I think this may be our top slot.

My gf and I played and completed The Vanishing of Ethan Carter yesterday, and it was bloody great. Amazing world, atmospheric, creepy, beautiful, with some really good writing. The person you're playing is stoic and interesting and believable. Then you look down and... There's nothing there. You're just a fucking camera. A floating, invisible camera.

I understand it takes more resources, needs a lot of tweaking, and brings in a whole raft of new design/animation aspects to think about – but having a body makes such a big difference in an FPS for me. I remember when I looked down in Thief: Deadly Shadows and for the first time had a properly realised FPS body, it was just a game changer. It was so immersive and felt so real.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
Kingdom Hearts Dream Drop Distance.

"Oh, Hey let's force you to switch characters every 30 min."

The Drop system was so damn stupid.



WTF, I never did that once the whole game. How??
Glide over cars and press square(or x if you're on xb1). If you're close batman will hop onto the car and pull the driver out.
 

farisr

Member
This is going to be a MGS heavy post because I love those games but sometimes they have annoying things in them.

MGS3 - overhead camera. Who thought this was a good idea when the game takes place in a jungle and there is no soliton radar anymore, but weaker types of radar systems? I know Subsistence fixed this, but I played the initial release, and it's become one of the few reasons why I don't hold the "best MGS ever" opinion like so many people seem to.

MGS3 - The bigger reason why I didn't like this game as much. Repeatedly having to go into the menu, food, camo, healing, system, items held limit. Was more of an added annoyance rather than something innovative or intuitive. Unfortunately they didn't change it in subsistence, and apparently it's even worse from what I've heard in the HD collection because the menus take longer to come up (again not sure if true because I haven't played it). I'm glad they threw out most of those systems for MGS4.

MGS4 - Cutscenes repeating info we were told earlier, over and over again, and recappping stuff that happened in the past games. I understand the need to do that as they wanted people who haven't played past MGS games to understand the story, but that stuff should be optional separate videos available through the menu.

Cutscene ---> 20 seconds of gameplay ---> cutscene. Stupidly annoying. MGS2 and MGS4 both had this at certain parts that did that. Don't give me back control for that short amount of time, especially if it's something as trivial as running 20 yards or going up a ladder or something. I'd take a longer cutscene over that.

non MGS, general:
Extended/repeated forced walk sections. Hate that stuff. If you want to push the narrative I'd rather you show a cutscene instead of doing that. (short walks like 10 seconds or less are okay)
 

DesuNe

Member
Constantly nerfing and buffing the same bunch of characters every patch in multiplayer games.
League of Legends
I have no experience of how LOL does this but in Dota2 the changes always help to keep the game fresh and accommodate new heroes. It's how it has to be for it to evolve.

My pet peev has to be tutorials. Zelda is out of control especially Skyward Sword. Anything that hand holds you for a long period of time is agonising. Just give me the option to skip this, I understand some people need this but if you could just skip it that would be beautiful.
 

Dunan

Member
Text fonts where the numbers are not all the same width.

The number 1 should have space around it so that it is as wide as the other digits. Particularly in racing games with timers and speeds that are continuously changing, when the numbers vary in width, it looks like there are moving objects in the corners of the screen, which can be very distracting when you want to keep your eye on the course:

671720-920780_20050620_008.jpg


Wipeout is an amazing series with otherwise impeccable design. I can't understand why this was allowed to happen.
 
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