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Keys unlock all doors, and other nonsense rules in games

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You use the bronze key for the bronze door. How many bronze doors do you have in your house? I bet not more than one. Case closed.

Sometimes a key opens two or three doors, sometimes just one.

Somehow your character just knows when it's safe to discard the key.
 
Shooting game with cover system...all of a sudden every environment with enemies is composed primarily of waist-high cover.
 
For thay matter:

"Thanks for saving us from the dragon and continuuing to the evil Overlord that will destroy everything. But you still gonn apay for equipment and sleepovers."

Alternately, in games that allow it, often the shopkeepers have a vast inventory of things to sell you, but if you kill or rob them, you won't find most of those items located anywhere on them or in their shop.
 
This. It made sense in Halo which popularized it. But these military shooters have no business with it.
Why? I never get this argument.What's the alternative, health packs? As if that's more realistic than regenerating health? Is it less realistic than getting shot multiple times and being able to run away to finish the game?
 
Genuinely infuriating to me is "Hey, there is a knee-high wall here. You can't get over that, turn around"

Doom 64 actively trolls the player with this. There's a knee high wall that descends into the ground when you use a key card on it. Well, this game has no jump button so it's time to hunt for that key card!

Another one are the crusher traps in the secret level, the only thing stopping you being a knee-high ledge.
 
When you only emptied like 5 bullets from your magazine, but the moment you reload (which take 4 seconds) you don't lose any of the leftover bullets from that magazine. It somehow magically still show up in your total ammo.

This.

I played one game which did not work like this once and I liked it. I can't remember which game though.
 
You are able to jump across this gap __ , but not this one __ that looks about the same size, so you have to go around*

(also you can jump down here, but not here)

* You can jump to this bar/ledge/thing on the wall, but not this one, so you have make an ever longer detour

I have been re-playing Enslaved: "Find an other way around" to the West
 
I call these things "preferrable abstractions to make games tolerable and/or interesting".

I don't need excuses. However, my favorite abstraction is melée being stronger than bullets. In an action game, performing direct attacks have much better kinaesthetics, and requires more risk so there should be greater reward.

Notice me, konjak-senpai
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Resident Evil series: You can have a Rocket Launcher but will still need a key to open a door, that cannot be opened otherwise. Likewise for early SH games.

What's more, in earlier Resident Evil games, three keys take more space than said rocket launcher.

Generally any game that treats regular doors as entirely impassable obstacles when you're carrying a firearm. Most non-reinforced doors can be kicked down in real life!
 
Eternal flashlights or flashlights that only last a little bit then recharge.
I collect flashlights that fit in my pocket and the way most games do flashlights annoys me.
Games that have you carry extra batteries or battery packs and require you to change batteries when the light dies would be neat to me at least.
 
almost every RPG ever:

Go into person's home.
Steal everything they have in it not nailed down.
Person in the home says nothing and allows this to happen.
 
Touch dance in games always bothers me. I lose as much health bumping into an idle enemy as I do when said enemy comes charging at me
 
When you only emptied like 5 bullets from your magazine, but the moment you reload (which take 4 seconds) you don't lose any of the leftover bullets from that magazine. It somehow magically still show up in your total ammo.

I seem to remember Mafia being rather cool exception to this - basically, any ammo you had in your gun when you reloaded was lost forever, which changed the whole way you thought about conserving ammo. Really fun.
 
Games use nonsense for a reason. Games would be insanely frustrating if doors only swung in one direction. Think about it.

I would like to see a shooter where you actually conserve ammo realistically. Like if you toss out a mag that still has rounds, those are lost, unless you pick it up again.
 
Finding perishable items (cabbage, apples, etc.) inside boxes and chests found in (long) previously sealed rooms of ancient caves/temple/ruins. Skyrim was notorious for this one.
 
Finding perishable items (cabbage, apples, etc.) inside boxes and chests found in (long) previously sealed rooms of ancient caves/temple/ruins. Skyrim was notorious for this one.

Or the opposite of this. Finding food items everywhere in the game, but you can't pick them up. Only buy them. Witcher 3 is bad at this.
 
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Just search video-game logic into Google, there are plenty of examples of flawed logic to adhere to game design.

With Sam Lake and Remedy, I can't help but think this is a witty in-joke rather than flawed game logic. Been a long time since I played this though.
 
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To piggy back off this. That Rocket Launcher and key are both the same size when you stick them in your pockets

I'll never understand why RE4 Tetris-style inventory didn't become the norm.
 
2D games generally provide no justification for why movement is limited to two axes. Is the fictional world just 2D?
 
2D games generally provide no justification for why movement is limited to two axes. Is the fictional world just 2D?

The justification was that the systems of the early 80s had limited power. The justification since is that 2D games have fucking awesome gameplay.
 
Why? I never get this argument.What's the alternative, health packs? As if that's more realistic than regenerating health? Is it less realistic than getting shot multiple times and being able to run away to finish the game?

The thing with Halo is that it has some level of context in the game. Not so much when Soap, the fleshy human not wearing power armor, gets shot a half dozen times and then hides behind a wall until he's okay again.

That said, it does make some sense from a design perspective. A lot of these FPS are designed around spectacle, and having the player go looking around for a health kit is going to take the player out of the spectacle. It also makes large scale engagements less daunting to the player since you're not managing resources and memorizing where the health packs are. On the other hand, it's difficult for a player to know exactly how many more hits they can take before dying, which is a problem in MGS5.

It is worth noting that the first Call of Duty (and its expansion) did have health packs, and they honestly worked just fine. Just a different style of gameplay.

When you only emptied like 5 bullets from your magazine, but the moment you reload (which take 4 seconds) you don't lose any of the leftover bullets from that magazine. It somehow magically still show up in your total ammo.

There are a few games that avert this, such as NeoTokyo (Which has a silly approach of your character just throwing the magazine away) and Red Orchestra 2 that tracks your ammo by magazine instead of individual rounds. It also doesn't tell you how many rounds are in each magazine, instead opting to tell you vague weights. This magazine feels heavy, this magazine feels light, and so on.

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20 rounds in this mag? Better dump it. Dump pouches don't exist in the future, after all.
 
almost every RPG ever:

Go into person's home.
Steal everything they have in it not nailed down.
Person in the home says nothing and allows this to happen.


When I was young and played Fallout for the first time, I got real confused by the fact that this wasn't allowed. HEY! WHY ARE YOU SHOOTING ME! THE LITTLE HAND ICON CAME UP AND I WANTED THAT ROPE!

It also took me until hours later in the playthrough for me to realize there was another section of that town with people who not only didn't mind that I murdered the shopkeep/mayor, but quite liked me for it.
 
When I was young and played Fallout for the first time, I got real confused by the fact that this wasn't allowed. HEY! WHY ARE YOU SHOOTING ME! THE LITTLE HAND ICON CAME UP AND I WANTED THAT ROPE!

It also took me until hours later in the playthrough for me to realize there was another section of that town with people who not only didn't mind that I murdered the shopkeep/mayor, but quite liked me for it.

Fallout 1 and 2 are incredible.
 
I call these things "preferrable abstractions to make games tolerable and/or interesting".

I don't need excuses. However, my favorite abstraction is melée being stronger than bullets. In an action game, performing direct attacks have much better kinaesthetics, and requires more risk so there should be greater reward.

Not to mention they make games possible to create in a limited timeframe and budget. Imagine having completely destructible environments and absolute realistic physics, the game would never be finished being made.

It's all down to design at the end, if you can climb wall A but not wall B and both are similar walls the design of your game is crappy.
 
Drake is a seemingly well adjusted person with a rich personal life despite having murdered hundreds and hundreds of men.
 
How do you think game designers can best avoid falling into these traps with common game logic?
Realism is overrated so I don't see these things as a problem as long as there is internal consistency in the game world.

I love stuff like melee being more powerful then guns as thats the more fun way to do it.
 
For being a VIDEO GAMES forum, it looks like some people don't understand the concept of VIDEO GAME. Let me explain that for you: IS A DAMN VIDEO GAME, our world rules don't apply, and the designer makes rules to make the damn thing entertaining and challenging, which isn't easy in the first place.

Keep asking for realism, it will be even less fun when you get to do things like get in-game insurance with real world money. Oh, wait....
 
almost every RPG ever:

Go into person's home.
Steal everything they have in it not nailed down.
Person in the home says nothing and allows this to happen.

This really bothered me in Witcher 3, felt really out of place for the game and for Geralt.
 
For being a VIDEO GAMES forum, it looks like some people don't understand the concept of VIDEO GAME. Let me explain that for you: IS A DAMN VIDEO GAME, our world rules don't apply, and the designer makes rules to make the damn thing entertaining and challenging, which isn't easy in the first place.

Keep asking for realism, it will be even less fun when you get to do things like get in-game insurance with real world money. Oh, wait....
You sound bitter. You sound DAMN bitter.
 
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