• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Areas in games that are intentionally not fun

Maybe have a mod change intentionally to thematically in your title. I don't think "not fun" was the right phrase to use either because that puts the focus on gameplay that was not fun mechanically rather than not fun due to a game's theme or its atmosphere

"Areas in games that made you feel uncomfortable"?
idk, maybe something like that

I don't like this idea. It invalidates my examples. :(
 
Maybe this one?

884602-re4_super.jpg
 
Listing something like "That hard part in game <x> that I personally didn't like" or "Jab at popular game <y>" isn't what this thread is about.

An actual applicable example would be the Metal Gear Solid electrical torture scene on the PS1.
MGS_electric_torture_9115.jpg

That's not supposed to be fun. What it is, is supposed to be an endurance test. To make you feel the suffering of the character. If you find fun in that, it's purely coincidental. The section is supposed to suck. It's torture. That's the point.
 
Listing something like "That hard part in game <x> that I personally didn't like" or "Jab at popular game <y>" isn't what this thread is about.

An actual applicable example would be the Metal Gear Solid electrical torture scene on the PS1.
MGS_electric_torture_9115.jpg

That's not supposed to be fun. What it is, is supposed to be an endurance test. To make you feel the suffering of the character. If you find fun in that, it's purely coincidental. The section is supposed to suck. It's torture. That's the point.

Bingo
 
Listing something like "That hard part in game <x> that I personally didn't like" or "Jab at popular game <y>" isn't what this thread is about.

An actual applicable example would be the Metal Gear Solid electrical torture scene on the PS1.
MGS_electric_torture_9115.jpg

That's not supposed to be fun. What it is, is supposed to be an endurance test. To make you feel the suffering of the character. If you find fun in that, it's purely coincidental. The section is supposed to suck. It's torture. That's the point.

There we go. Maybe there is some hope for this thread after all.
 
Listing something like "That hard part in game <x> that I personally didn't like" or "Jab at popular game <y>" isn't what this thread is about.

An actual applicable example would be the Metal Gear Solid electrical torture scene on the PS1.
MGS_electric_torture_9115.jpg

That's not supposed to be fun. What it is, is supposed to be an endurance test. To make you feel the suffering of the character. If you find fun in that, it's purely coincidental. The section is supposed to suck. It's torture. That's the point.

Actually I cheered at the end of that, because I didn't give up and I didn't come close to losing. Laughed afterwards about it too with my friend who was watching, because he thought I was far to excited given what was going on in the game. Although I think he was using it more of a guage to figure out why the group could dismantle his PnP RPG sessions so efficiently by seeing the approach taken in a more free formed game.

But seriously though, if you are going the route of endurance tests to "qualify" what hell really is within a game and fail to mention Everquest and camping for items, you are doing it wrong. Folks did that shit for days straight with no success and kept on doing it because their character wouldn't have any progression without the itemization.
 
Maybe have a mod change intentionally to thematically in your title. I don't think "not fun" was the right phrase to use either because that puts the focus on gameplay that was not fun mechanically rather than not fun due to a game's theme or its atmosphere

"Areas in games that made you feel uncomfortable"?
idk, maybe something like that

Honestly the correct thread title would be
"What game has set specific expectations for gameplay and how you feel but later flipped that around and try to convey a different message through its gameplay mechanics, or the level design."

I think I didn't give enough credit to the "No Russian" section of MW2. The player correlates fun with shooting humans, but when put into the context of shooting innocent civilians it takes the player by surprise, and it stays in the confines of what the player think they should be doing in the game.

Obviously the heavy rain examples are something similar. But it's not always uncomfortable, like in RDR where you go shoot birds with your son. You killed animals the whole game, but in the context that you are in you feel happy doing it. It wasn't fun, it's just illiciting an emotional response from you as a player.

The mgs examples work too. You've played these sections in other games, so you know to mash triangle and you get a reward. That reward never really comes as it's almost impossible to beat the damn thing, which the game is trying to tie you to how Snake feels.

Idk maybe this topic is too broad.
 
Metroid Prime 2 is fun, but its level design seems intentionally as convoluted and confusing as possible. Often you'll want to go somewhere and you'll find that the path requires some bizarre shortcut in the dark world in a completely different room. That's part of the reason the game is so polarizing.
Valley of Defilement
5-2 is a masterpiece of level design. Never before have I seen a game level focus so much on just screwing the player. The poisonous swamp that slows you to a crawl, the hordes of small enemies that slow you down further, the darkness and confusingly open areas, the absurdly powerful enemies who you'll likely not see until you trigger them, the complicated village with enemies coming at you from every direction...

The Valley of Defilement is fascinating. It's definitely not "fun," but I think every gamer breathed a sigh of relief upon touching the Dirty Colossus Archstone, and that's exactly how the level's supposed to make people feel.
 
Honestly the correct thread title would be
"What game has set specific expectations for gameplay and how you feel but later flipped that around and try to convey a different message through its gameplay mechanics, or the level design."

I think I didn't give enough credit to the "No Russian" section of MW2. The player correlates fun with shooting humans, but when put into the context of shooting innocent civilians it takes the player by surprise, and it stays in the confines of what the player think they should be doing in the game.

Obviously the heavy rain examples are something similar. But it's not always uncomfortable, like in RDR where you go shoot birds with your son. You killed animals the whole game, but in the context that you are in you feel happy doing it. It wasn't fun, it's just illiciting an emotional response from you as a player.

The mgs examples work too. You've played these sections in other games, so you know to mash triangle and you get a reward. That reward never really comes as it's almost impossible to beat the damn thing, which the game is trying to tie you to how Snake feels.

Idk maybe this topic is too broad.
I think a recent moment that really stood out to me was in The Last of Us. Similar to the MGS example, the whole game, you're so used to tapping Triangle to place ladders and Ellie coming and climbing up. The QTE/interaction is ingrained into the player by the end of the game. And then you do it...and she doesn't come. It's something so simple but totally makes sense and tells you everything about how she had changed. What a fantastic way of taking the simple little action and using it to forward the narrative

Also in God of War 3, the player is conditioned to follow QTE prompts or risk failure or losing health. Then you fight Zeus at the end and you get the circle prompt and it doesn't go away. You can keep punching Zeus's face as your screen gets totally covered in blood. The only way to continue is to stop pressing, stop punching and give up.
 
I think a recent moment that really stood to me was in The Last of Us. Similar to the MGS example, the whole game, you're so used to tapping Triangle to place ladders and Ellie coming and climbing up. The QTE/interaction is ingrained into the player by the end of the game. And then you do it...and she doesn't come. It's something so simple but totally makes sense and tells you everything about how she had changed. What a fantastic way of taking the simple little action and using it to forward the narrative

This section of the game got me too. The characters and the player is keenly aware that they have done this many times, and it's comfortable. You put a latter there and Ellie comes. This time she doesn't come though, and you understand the tension between them and how she's feeling after the "winter" incident.

Good stuff
 
I thought chapter 10 of FF XIII did this well. You have to travel through level after level of this large subway looking area where all the levels look similar. And it just keeps going and going for a long time. I assume this was done for psychological reasons to make the next chapter's large open area feel even more welcoming and impressive after being trapped in that underground complex for ages.
 
Pokemon Blue/Red/Yellow. The caves

The forklift part in Shenmue was not fun...... ;-;
People aren't getting it. This isn't about areas that weren't fun because they were too hard or tedious or poor controls or bad level design. This is about areas that used gameplay in a thematic manner, "not fun" as in using the gameplay to make a point or forward the narrative rather than simply for fun gameplay

Some examples so far have been:

- The Last of Us: Triangle prompt to set ladder for Ellie to come works the same for the entire game. After winter, you do as usual, and Ellie doesn't come and you instantly know how she and their relationship has changed

- MGS: Torture scene. Was designed to be a test of endurance for the player as much as it was for Snake.

- Spec Ops: Using the white phosphorus and then being forced to walk through the destruction and death you caused

- Heavy Rain: The Lizard trial, preparing to and then actually having to cut off your finger.
 
5-2 is a masterpiece of level design. Never before have I seen a game level focus so much on just screwing the player. The poisonous swamp that slows you to a crawl, the hordes of small enemies that slow you down further, the darkness and confusingly open areas, the absurdly powerful enemies who you'll likely not see until you trigger them, the complicated village with enemies coming at you from every direction...

The Valley of Defilement is fascinating. It's definitely not "fun," but I think every gamer breathed a sigh of relief upon touching the Dirty Colossus Archstone, and that's exactly how the level's supposed to make people feel.
Demon's Souls is probably still the best Souls game in terms of atmosphere. The Tower of Latria was the same. You feel horrible in it and you can see and hear all sorts of things around you that are just... wrong. And yet you know you need to press on, so you make yourself keep moving forward, even though you really don't want to.

I need to finish that game. I'm
in what I think is the final area of the Tower of Latria, where there is that gigantic beating heart (the sound freaked me out until I saw the source... which just freaked me out in a different way) among broken platforms and gargoyles.
Then I got "conveniently sidetracked" and put the game away for a while. I'm more likely to finish DkS2 before Demon's Souls now.
 
Any area that makes me put my weapon away.

Or in any dudebro shooter where my character decides to walk while sticking his finger in his ear.
 
Almost every choice in The Walking Dead.

The
snowstorm
in Journey.
I felt so exhausted and hopeless as I got assailed by the dragons before I fell.

The battle with Toriel
at the end of the Undertale preview release. This helped establish this as one of the best demos I played since MGS2.
 
Have to agree with everyone who said the side jobs in the No More Heroes games. They always felt intentionally mundane to simulate Travis' boring life outside of fighting.
 
I'm not seeing enough mentions of Pathologic in this thread.

The entire game is designed from the ground up to be a draining, oppressive, hopeless experience.
 
Never played it myself but GTA V torture scene, a lot of people said they were grossed out.
Maiden Astrae felt like it was not supposed to be fun to kill her (I think).
MW2 airport scene (also never played)

I am sure there are a million scenarios like these in games, for the sole purpose to just get a reaction from you, some slaughter of children/civilians in general.

Edit: Dropping nuke on your own troops in World in Conflict, extremely powerful moment, one of my favourite in video games, not sure if it counts, though.
 
I think the nightmare puzzles in Catherine were channeling a feeling of dread. I say this because the main character, Vincent, is dreading them in the story. I ended up loving the puzzle nights but man, the ones where the level is being destroyed from under you really do a great job at making you, the player, fear for your life.
 
The Batman: Arkham Asylum scarecrow sequences. Not the "AVOID GIANT SCARECROW" parts, but the quiet walking down the hall sequence while remembering how people looked at Bruce after his parents died, brushing him off because "he's got money, he's got a butler, why should I feel sorry for him?" That, the whole twist by reversing the opening section of the game, etc. It's nothing crazy interactive, and it's certainly not fun, but it is interesting and really well done.
 
MGS4 (Endgame Spoilers)

The Microwaves.
Wasn't meant to be fun. Or even enjoyable. Was designed for you to feel pain, pure and simple. And surprisingly effective.

Edit:

While I'm thinking of it:

MGS3 - The Sorrow boss fight. Again, not meant to be fun, means for you to reflect on all the bad things you've done up until that point.
 
The last few chapters of Bravely Default.

I'm going by the theory that the designers knew they were tedious but kept them in anyway because it helped them tell the story they wanted to tell.
 
pmttydwoods.png

That whole chapter is the game saying "You want to play the good parts? Sure, just do this 1,5 hour fetch quest first."

Oh man. Paper Mario 2 has some great gameplay and truly wonderful and fun parts, but the game suffers from padding and backtracking. Even the best areas of the game involve you having to run back and forth through most of the screens multiple times.
 
People aren't getting it. This isn't about areas that weren't fun because they were too hard or tedious or poor controls or bad level design.

The Shenmue forklift seems like a valid answer imo. It was tedious because it was designed to be. It's a job and is supposed to feel like one. I actually anjoyed it, but it didn't seem to be designed with that purpose. I'd probably just enjoy actually driving a forklift for a while. :P
 
Top Bottom