Just search video-game logic into Google, there are plenty of examples of flawed logic to adhere to game design.
I always thought it would be cool if small keys could be used in any dungeon, for like sequence breaking or shortcuts or whatever.
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.
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."
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?This. It made sense in Halo which popularized it. But these military shooters have no business with it.
Genuinely infuriating to me is "Hey, there is a knee-high wall here. You can't get over that, turn around"
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 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.
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.
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.
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.
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.
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Just search video-game logic into Google, there are plenty of examples of flawed logic to adhere to game design.
To piggy back off this. That Rocket Launcher and key are both the same size when you stick them in your pockets
2D games generally provide no justification for why movement is limited to two axes. Is the fictional world just 2D?
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.
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?
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.
"Doesn't anybody count shots?"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.
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.
Regenerative health. That's probably my biggest problem in MGSV. We need a new socom.
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.
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.
Realism is overrated so I don't see these things as a problem as long as there is internal consistency in the game world.How do you think game designers can best avoid falling into these traps with common game logic?
I always thought it would be cool if small keys could be used in any dungeon, for like sequence breaking or shortcuts or whatever.
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.
You sound bitter. You sound DAMN bitter.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....