What constitutes bad game design to you?
https://www.pcgamer.com/game-design-sins/?utm_medium=social&utm_campaign=socialflow&utm_source=facebook.com
What constitutes bad game design to you?
https://www.pcgamer.com/game-design-sins/?utm_medium=social&utm_campaign=socialflow&utm_source=facebook.com
you don't know anything about "game design" because you watched a youtuber
It's a made up term moron. Just because academic homosexuals that sniff their own farts pretend like they have a higher understanding doesnt mean that they do.
are you gays esl or are you just moronic?
game design is simply design of a game, it's not complicated, it's not like he's asking what your least favorite game feel or ludonarrative dissonance or gameplay loop
They're the real pseuds pretending that noticing patterns across videogames is far beyond the abilities of most people.
yeah
sometimes I miss the old sincere moronic Ganker where people would gush about what they liked and call each other homos
the cynical midwit Ganker is just a drag. people who are terrified of having their opinions made fun of, so they never articulate them (and attack those who do)
It's also always something about youtubers which will make them angry. Which at this point I'm convinced is just small channel owners being jealous.
>Youtuber says A
>Suddenly every pseud on Ganker thinks B and will call everyone who happens to think A a fanboy
I was literally agreeing with you, imbecile.
i watched (listened) to matthewmatosis so i’m pretty much an expert
i watched the mega man x sequelitis video once, i guess you could say my mastery is beyond mortal understanding
I listened to Sakurai
>I can't know anything about a videogame I spend upwards of 40 hours playing. I cannot form a valid opinion about a medium I have been participating in for most of my life without a useless degree.
You are a fricking dork.
>?utm_medium=social&utm_campaign=socialflow&utm_source=facebook.com
Disgusting.
Relax Black person
moronic advertisement thread
>?utm_medium=social&utm_campaign=socialflow&utm_source=facebook.com
OP is a massive Black person
>What constitutes bad game design to you?
Made in the north america region.
surprisingly reasonable for a seddit janitor
Reddit won get over it
>Defeating the player in a cutscene
>Unskippable cutscenes
>Save points before unskippable cutscenes
Maybe they will one day come to the conclusion that cutscenes are bad and don't belong in games.
>highly inaccurate hipfire
>reduced mobility while reloading
>reduced mobility while switching weapons
>inability to switch weapons while reloading
>inability to switch weapons while already switching weapons
>excessively long weapon switch time
>zoomed/sight sensitivity makes no sense and can't be adjusted
>grenades aren't offhand
>Save points before unskippable cutscenes
oh christ
Decent list. Cyberpunk takes too long to cycle through all my guns when all I want is to be able to quickly choose my robo-fists.
Any time a game has inaccurate hipfire is a real turnoff because I shouldn’t have to hold a separate button for “ok but hold your gun correctly too”.
You'd probably hate Hunt Showdown
It used to default gameplay mode where you had to ready your weapon before shooting, and then another button to ADS
Almost didn’t finish Thousand Year Door because of the last point
Cutscenes are a massive cope to deal with the fact telling stories in vidya is actually really fricking hard.
Unironically shit like Minecraft is peak vidya because it's all game no movie.
>telling stories in vidya is actually really fricking hard.
Yeah, the strength of games lies within context and setting rather than traditional narrative. That being said, games like Majora's Mask do a great job of striking an even balance.
>Cutscenes are a massive cope to deal with the fact telling stories in vidya is actually really fricking hard.
I'd argue that its less because its hard to tell a story in games, and more because cutscenes make the stories in games appeal to movie goers, which are a large enough market to easily make a profit with.
>telling stories in vidya is actually really fricking hard
Is it though? I feel like Miyazaki solved it already. You put the story in the background, in things like item descriptions. Simple as. That way it doesn't disrupt gameplay, it creates intrigue about what is actually going on, and it allows people who really like the game and want to learn more about the story to do so on repeated playthroughs and as a community, etc. You can be vague as frick and leave gaping plot holes with this approach too and it's not even a problem, it's a feature. You could easily design an entire game this way and add the story afterwords even. Seems easy to me.
there's a difference between story and lore, FS games barely have a story, with the exception of sekiro you're always a nameless murder hobo going around killing gods to link the fire/end the hunt/become the king of a wateland or whatever.
no personal stakes, no drama, no character relationships.
>Save points before unskippable cutscenes
Definitely this.
>unskippable cutscenes
This garbage is almost singlehandedly why emulating games and applying save states became a thing, in my head canon.
the player in a cutscene
What's the problem with this? You want the protagonist to win every single encounter regardless of story?
I want the devs to make a fight that the player can't win, like Megaman X does.
So the player will waste time and resources on something that could have been done without a cutscene.
Also, it's been a decade or more since I played X, which fight cant you win? the first level one against the purple guy?
Yeah he's talking about the vile fight in X1, which was a glorified "you lose" cutscene.
If you don't like cutscenes at all why would you care that the MC "lost" in one? if all you care about is gameplay then story only moments like that shouldn't have any effect on you. The fact that you get upset about your character losing in a cutscene shows you actually are invested in the story.
They should go back to cutscenes being a little reward after the mission/level
>Save points before unskippable cutscenes
This a fricking sin of bad game design.
The worst game design crimes are diversity and inclusion
>The worst game design crimes are diversity and inclusion
>/?utm_medium=social&utm_campaign=socialflow&utm_source=facebook.com
>lgbt
>black protagonist
>female protagonist
the are you sure prompts are the bane of my existence if i dont want to do something i simply wouldn't do it i dont need your game to second guess me
I'm not clicking that link someone copy paste the 19 things
>beginning with a tutorial section that differs from normal gameplay (e.g. some keys are disabled until a certain stage in the tutorial) and can't be skipped
>starting the player with full powers/arsenal/upgrades and then taking them away
>unskippable cutscenes
>QTEs
>mechanics that do nothing other than waste time, e.g., "hold E to use"
>taking control away from the player
>being a third-person shooter
>having a sticky cover system
>incorporating rolling
Copy pasted empty open worlds.
AAA games. In particular:
-"ux consultants" dictating how games should be presented
-the worsening squandering of interactivity in favour of narrative
-homogenisation
shame UX consultants don't raise hell about game UIs turning into sluggish webshit
in fact, it's probably partly their fault
Video game UIs in major releases haven't looked good since the late 2000s. It's crazy. I wish I had a time machine to find the one butthole that convinced everyone that black rectangles with 30% opacity with a white font and minimalistic svg graphics on top was a good idea and fricking shoot him
Than Apple, Google, amd most of all Microsoft, for coming up with flat design in Windows, iOS and Android
Persona 5 had an incredibly stylish UI, stylish enough that it became a fricking meme somehow. More games should be aiming for that mark of quality
Two words:
Chromatic aberration. Frick whoever invented this post-processing effect with an AIDS infested needle.
Yeah I thought Bloodborne looked like shit too.
>Chromatic aberration
I've never played Bloodborne. Can someone give an example?
There is no concrete way to do game design. Game design is simply making things fun and not boring the player to death
This; following all the rules won't turn your shitty game into a good one.
It won’t, but avoiding bad game design will help and onbviously making a game with bad game design is horseshit.
>COME ON LET'S GO COME ON HURRY UP from characters when you're trying to explore
>want to go off the main path, accidentally go onto the main path instead and get locked out of going back
>cutscenes for opening doors or pressing switches
>having to constantly go into menus to equip or unequip something
>MASH THE BUTTON REALLY FAST TO RECOVER FROM STUN
>cutscene, walk 3 inches, another cutscene
>really finnicky methods for picking up items or activating consoles where the prompt appears but you have to be standing just in the right spot so you constantly miss picking up/pressing shit especially when it's time sensitive
>cutscene walk 3 seconds, cutscene
I hope you didn't play the Xenoblade games
>what constitutes bad game design
This should be obvious. You know it when you see it.
What if I only know it when a Youtuber tells me about it?
>Experience system
>Gear
>Crafting
>Drops
>Prioritizing amount > quality of content
Kek TLOU2 has more than half of those and yet they gave it a 9/10 I’ll bet, probably same with CoD and a dozen other games
TLOU2 is probably the best current example of "how not to utilize a video game to make art"
it is also, however, an extreme midwit magnet
No cute wolfgirls.
tutorial that you can't skip after beating the game
any game that tries to be hard and overly relies on player tracking is just the developer admitting they can't actually design something hard. so many modern action games rely on this up to difficulty and it's just bad design. look at 6th generation action games and you'll find that most of these do not have player tracking, even older franchises like MH have devolved into this type of shit with Rise/Sunbreak where it has by far the most egregious player tracking in the series 20 year history.
wtf is player tracking
Somethings that makes the game not fun without a proper payoff or something so forced feeling that it makes the game feel artificial, and by extension, makes me not want to play by the game's rules.
Grind is probably a good example of this. I could very easily look up a cheat table or trainer or some shit, but for the most part I'm willing to "play the game," accept the grind and enjoy it even, if it's structured properly. Alternatively it can feel like it solely exists to pad playtime, which is fricking terrible and totally takes you out of the game.
>NPCs you must follow who walk at a different speed to you
This is an inside joke at every video game company.
>Too slow to run at your normal pace
>Too fast to RP walk alongside them
>Have to awkwardly sprint ahead of them, then stand around like an idiot while they catch up over and over
>But not too far, so you aren't out of earshot range for their dialog to play
Who is supposed to be satisfied with this?
This shit should result in industry blackballing
Witcher 3 fix'd that problem perfectly
>two ways you can go on map
>one has item
>one has cut scene that prevents you from backtracking
>no way of knowing which is which
people responsible for this should be stoned
Mtx is the worst because the most annoying parts of games run downstream from it.
>grinding for RNG lootshit
>tedious quests
>endless menu navigation for crafting items you'll never use or comparing the minute differences between the gorillion weapons in your inventory
>shoehorned RPG "mechanics" that just equate to doing the same exact thing but with slightly stronger equipment
>p2w, or at the very least pay to not play, because the last thing you want to do with a game is play it
Other mechanics can serve a purpose even if they're not fun or exciting, but devs are incentivized to make their games shittier to bolster mtx. It is a black hole of garbage that eventually becomes the central aspect of every game it infects.
Archive your shit, fool...archive dot ph slash
IYsJt
cutscenes that go seemelessly into QTEs with no warning. i literally couldnt play RE5 co-op with shit like this. the most egregious being the bike chain one
>Defeating the player in a cutscene
eh, cheap but usually happens in heavily scripted games anyway
>Unskippable cutscenes
not really game design
>Save points before unskippable cutscenes
More b***hing about the same thing
>No options for colourblind players
Lol
>Invisible walls and unconquerable waist-high barriers
OK, but mostly a meme at this point
>Crafting systems that force you to leave the game to find recipes
Sure, but just an extension of crafting cancer
>Wasted health items
Sure, I guess
>"Are you sure?" pop-ups that can't be disabled
UI issue, not game design
>The arbitrary insta-fail
Better than offering "no" as a choice and just listening to their spiel again
>Inventory junk that isn't marked as junk
Not a real issue unless the inventory management system is limited
>Invincible locked doors
Not a real issue unless they aren't marked as such
>Having the first option in a menu be “Start New Game” rather than “Continue”
UI problem
>Disjointed maps
Not a huge problem unless you're autistic
>Unclear savegame destination
Not a huge problem if you don't use Steam and even then you can find it relatively easily
>Invincible story characters
Not a huge problem unless you're autistic
>NPCs you must follow who walk at a different speed to you
Ok fine
>Bullet sponge bosses
Ok fine, but it's really the "only vulnerable for a short time and continually healing" ones
>Wonky cameras/ambiguous jump angles in third-person platformers
Way to bury the lede
>Exit Game commands that don't exit the game
Whatever.
There's at least a dozen I can think of that are REAL problems.
What a stupid fricking post.
most of these read like "my problems with skyrim, which is my only game, therefore THE only game".
very limited viewpoint.
Everything that occurs within a game is a product of game design. You are a fricking idiot dude.
even the bugs?
haha frick no I'm not clicking that, get fricked
Cutscenes that remove control from the player but don't stop in-game timers.
Like an underwater breath timer, for example.
Character/Mechanic that can be described as “I want to play the game, but I don’t want to play the game”.
Some examples are
>Auto battles in RPGs
>QTE in cutscenes, namely ones that could be fights
>Flying power-up in Mario game and in platformers in general
>Camper characters in Fighting games
>Piss easy games/modes
>The “Money” based character/faction in strategy games (Special mention to Sasha from Advance Wars for her degenerate normal power)
>Dynamax in Pokemon (and a lot of other shit in Pokemon)
The “I want to play the game, but I don’t want to play the game” doesn’t necessarily mean the character/mechanic is overpowered, but more so the person using it just doesn’t want to enjoy the nuances in the game they play and likely are fricking degenerates.
good post
Elden Ring is basically this for 50% of its tools/playstyles
Shit post
You don't know how much total war games are improved by letting you auto resolve battles that are guaranteed wins.
Triply so for Endless Legend. Thank god for the auto resolve in that game. The combat is absolutely terrible, and probably not what you're playing that kind of game for anyways.
power-up in Mario game and in platformers in general
what a moronic thing to single out. The Wing Cap was incredible in 1996, I get how people too young to have been there might not understand it, but even in more modern games, flight power ups are often some of the most fun ones in the game.
I'm still mad we never got to use the flying cap in Galaxy for anything serious.
Right? Wasn't that like only available in the 121st star mission?
I don't remember it being available outside of the observatory at all. Goddamn bullshit, flying with the wiimote actually worked really well.
characters in Fighting games
?
he means turtling.
Just throw them
>Just throw them
>posts flash kick, an anti-air
If you lose to flowchart gameplay, it's entirely on you
>anti-airs can only be used against jump ins
never getting out of pools.
>he can't bait the reversal
never gonna stop 0-2ing in the first round
movie "games"
Unironically games that go for super realistic movement like the modern GTA games.
When I play a game I want absolute control over my character, when the person Im controlling doesnt turn on a dime and instead does some hyper accurate turnaround walk it pisses me the frick off.
Based, I didn’t like For Honor for the same reason
Bro GTA V movement is NOT realistic. Humans don't pivot on a fricking u-turn when they want to back up. We swivel on the spot because we have MUSCLES in our FRICKING LEGS and FEET. It's why games usually let you creep your movement forwards in little increments because animations for character strides are set in stone at a certain rate, but they still want to emulate the fact you can control your stride easily IRL.
So don't give these "Hyper Realistic" games the credit they desire. They actually go SO FAR to achieve realism, they end up shooting way past and end up Hyper Unrealistic instead.
Either way frick that kind of movement in games, hate when characters control like a geriatric animatronic instead of a well-oiled, muscled machine.
>he doesn't turn around by skidding to a stop from a standing position as if he was running full tilt and flailing his arms out, twisting his entire upper body, and entering a sprint for half a fricking second before standing completely still
subhuman
i agree with that. a lot of "realistic" mechanics in games just gimp you to the point you feel like you're playing as a disabled character. games shouldn't feel worse than real life.
Yeah he worded it wrongly, but I know what he means. Just because the animator CAN stuff a million frames into an animation doesn't mean he SHOULD, so instead of the push right-move right we still had in SA we get push right-do a faux realistic molasses turn to front right and fall off the crane. That and uncancelable car hijacking animation.
God GTA5 was so bad.
Bosses getting their health back when they kill you.
>invisible walls
what's the solution to this without having every game set on an island?
visible walls
that just means every game is in a fortress
It's not a problem that needs fixing. Just make the zones are available reasonably large and complex.
Lack of modabilty and no support for player servers
Always online
>Enter puzzle room
>Camera zooms in on or character blurts out the answer before you can even attempt to solve it yourself.
kek what fricking games?
>read article
>No options for colourblind
Who fricking cares? An overwhelming supermajority of people even using colourblind options are just doing it to Customize Reticle/HUD colours when there isn't an option to do so otherwise.
>Crafting recipes not ingame
Lazy fool wants to be handed everything on a platter.
>Wasted health items
Don't be a moron.
>Are you sure pop-ups
This has saved me many times. This man is proving his impatience.
>arbitrary insta-fails
>example given is that he had the option to disobey orders and did something he wasn't supposed to, aka he was complaining it wasn't an on-rails moviegame.
homosexual.
>invincible locked doors
lmao he started on "fine" things and he keeps getting more petty with his ADHD complaints.
>First option on menu isn't "continue"
Holy shit it keeps getting more and more petty.
>disjointed maps
I can only roll my eyes.
>Invincible story characters
Wasn't this moron complaining about having the option to do things he wasn't supposed to and fricking up the game earlier?
>Exit button only exits current mission/etc and doesn't exit the whole game
>pic related
https://addons.mozilla.org/en-US/firefox/addon/clearurls/
>&utm_source=facebook.com
cutscenes in general. realtime physics, voice acting, press (X) to <...>, multiplayer
A new UI thing that seems to be catching on that drives me nuts is how some games wont register clicks immediately. To select and item or navigate through a menu you have to hold your click for a second or two while a circle spins around your cursor. I assume it is a consolegay thing where the lazy devs give them a mouse-like interface and carry it over in the port. When you have an actual mouse it is infuriating.
it's to prevent accidental taps on mobile
now why are random mobile gaming conventions finding their way into titles where they have no play at all?
I don't fricking know, but I I sure am tired of "this thing will complete automatically 8 hours from now, just play the rest of the game while this simmers without your input"
>Unclear savegame destination
Trust the Cloud. The Cloud is your friend. If the Cloud doesn't let you do it, it's not something you should be doing. Obey the Cloud.
For your loyalty, your security clearence has been updated to RED.
>utm_medium=social&utm_campaign=socialflow&utm_source=facebook.com
I will not read the article but divinity 2 is the pinnacle of bad game design. Lgbtrian achieved something in real life that was only possible before in virtual world. Apparently Wheatley was responsible for all the wrong choices in the game. It's amazing how bad dos2 compared to even the first one.
open world
>player choice and multiple endings
All they do is take away time, effort, and money from making the one true playthrough the best you can, and put them into paths the devs cannot by design be equally enthusiastic about
Depends on game, but generally yes. I want one path and focus all your efforts on that one path. If I replay your game, I'm not going to want to choose a different route.
Exception is obviously games that are CYOA like VNs are story-heavy things.
Did you know even Super Mario Bros has multiple endings? Every game over is a fricking ending, you stupid nincompoop.
Why not just go and watch a movie?
If anything that reasonably seems possible within the rules and mechanics of the game, is impossible for an artificial reason, that is the ultimate form of bad game design.
>invisible walls - unskippable cutscenes
thats not game design you fricki
>2017
OP is a homosexual
EVERYTHING that's included in the game is part of the game design
Weapon durability adds nothing to most games, it's just a nuisance
Giving the player multiple ways to go through the game but only one way to deal with bosses is the worst, this made DEHR go from pretty good to pretty bad all by itself.
Everything on that list is pretty good except for unkillable NPCs. That only really applies to certain types of open world rpgs. Other things I'd add are
>random encounters in an rpg
It's not the 80s anymore. We can have enemies or something meant to represent enemies shown on screen.
>treating the player like a moron
If you've established game mechanics already then you don't need to point them out every time they might apply. If we've already been taught that fire can burn wood and there's a wooden door in front of us, don't give us a tutorial messages along the lines of "hmmm.... maybe there's a way to burn this down?"
>walky talky "cinematic" shit to hide loading screens
No explanation needed. It's fricking trash.
>quests designed around quest markers
Having an npc mark a general area on your map is fine. Pinpointing everything you need even if your character has no way of knowing it's actually there is stupid.
>shit combat
Pic related.
>If we've already been taught that fire can burn wood and there's a wooden door in front of us, don't give us a tutorial messages along the lines of "hmmm.... maybe there's a way to burn this down?"
In an ideal world, you would be correct, but most players are genuinely morons.
I feel a simple “maybe SOMETHING can burn this down” is a nice middle ground between telling the player nothing and outright spelling out the solution.
>I feel a simple “maybe SOMETHING can burn this down” is a nice middle ground between telling the player nothing and outright spelling out the solution.
No. Get rid of it.
Games that have you playing literally the exact same few levels the whole time (just replayed Mass Effect 1, why the frick are there two planet maps and one spacecraft map).
Games that take 50+ hours to complete and have secret and very easily missable flags you need to have hit at the very start to get the best ending.
Games that don't let you skip dialogue and cutscenes you've seen before.
Games you need to be either constantly checking the wiki for or just instinctively know everything already.
Games with terrible gameplay/story segregation (cutscene with dramatic scene debating the morality of killing the main villain is over, time to go mow down some mooks).
>No option for color blind players
I think that is overlooking the problem, which is designing a game where color plays an important part of the game.I get get that color is important, but there should be more than that to indicate things. Like if its a simon says minigame, make the buttons different shapes and colors. Or if you cant tell between poison and water, then add bubbles or steam or something to the poison. A game designer should consider these things.
Or just don't care about people with moron eyes. If you can paint one team red and the other team blue that's fine. No one then has to go spend hundreds of hours making completely new models for the two teams just because someone has moron eyes.
If your eyes are fricked up go buys those color blind glasses.
the population of colorblind men is twice as large as the entire population of mentally ill alphabets, and a much larger share of the video game market considering men are more likely to play video games than mentally ill alphabets are, yet the latter gets pandered to while the former, which requires literally nothing but an option to swap one or two colors in the game's pallet, often gets ignored entirely. nope, gotta hamfist those lgbts in your game and put pride flags everywhere and make sure every NPC in the game has a xe/xir dialogue recognition of their mental illness, and make sure all the normal players are forced to acknowledge and experience these things as well. that's much more important and will definitely help sell games.
>game has a tutorial that holds your hand through each action but also doesn't at the same time and throws you into situations without explaining anything properly
>gameplay consists of filling/emptying meters
Looking at you icepick lodge
When the game gives you a choice and you pick "No", but it has no consequence at all and you can't proceed until you pick "Yes". I don't even know if this is meant to be a gag or what
A bridge under construction being blocked by two morons who tell me not to enter
If the bridge is 'under construction' I'm not going to be able to cross it anyway
The worst design is if there are any Black folk, homosexuals or women over 12.
Any time realism is favored over abstraction and/or practicality
It's a story-writing thing, but I hate overly moronic protagonists. Also, undoable sidequests because every 20 minutes you accidentally petrify a village or blow up a planet.
b***h the main character's name is Edge Maverick, if you expected him to be anything other than completely moronic then that's on you.
Here is my list:
>all weapons are durable and/or can break
>reload for a weapon is too slow
>missable content that will stop you from achieving 100%
>hard mode isn't unlocked from the start
>no option to skip cutscenes (even after you've seen it once)
>prompt for what an item does everytime you pick it up
>repeating the same boss with very little or no change from previous fights
>everything Super Mario Sunshine did with the Blue Coins (no way to track them, some only show up in certain episodes, way too many of them and they are used as a cheap way to get Sprites, asks you to save each time)
Unskippable cutscenes in games where the gameplay is the primary reason people play it i.e. Pokemon and Monster Hunter. I stopped playing the new pokemon games entirely due to the fricking non-stop cutscenes and I quit world due to them too.
every pokemon after gold silver is a design crime
No I don't want another 8 gym gayfest against team evil and to fight my rival at the elite 4
Physics tied to framerate
see also: jitter because physics and refresh are at different rates (like default unity settings)
That's not gamedesing, it's technical implementation.
For me it has to be cameras that don't work with the combat design
For example god of war (2018) has a camera that's right up to kratos' back which means if anything is above you or behind you you probably can't see it, which is a real pain in the ass in some encounters
The same combat designer went on to work on the avengers game and made the same camera except it's even worse because enemies are more numerous and they spawn in without audio cues mid-combat, sometimes above your head or behind you
Another problem I have is action games with takedowns that zoom the camera in so you can't see shit, it's especially bad in games where you can chain takedowns so the camera is constantly zooming in and out
Lastly claustrophobic map design in 3rd person action games which result in stupid shit happening like your camera getting pushed against the wall and right into your character's model, if you're not gonna allow your camera to go through the wall then don't make cramped maps where you know the camera will be a problem
stories and quests that get in the way of playing the game
a lot of people shit on fetch quests but it's top tier design when you have an interesting game to play with
>spawning enemies during boss fights
>this weird new trend of holding buttons to do things
>die and have to wait for ages for shit to load. dropped ninja gaiden 2 because it wasted so much time with this garbage
>live service gaas shit
>game makes you pay real money for frame data or to customise your character
>this weird new trend of holding buttons to do things
It is good when properly implemented, but developers put it in way too often because it makes the action feel more "immersive" and they don't want adhd kids being constantly interrupted because they can't stop pushing buttons.
>Doublejump doesn't reset fall damage
>Game has a non-diegetic in-game map on screen at all times when the game isn't even maze-like
>Game has objective markers
>Game ties its fast travel to a menu instead of either scaling the world to the player's movement or including multiple means of rapid traversal
>Dialogue can't be rapidly skipped through on a line-by-line basis
>Having a scary moment or introduction to a gameplay element happen in a cutscene
>Character VA is tailored to the modern attention span and will not shut up about what you are supposed to be doing and what things are available for you to do
>Game is a 3rd person cover based shooter
>Game has multiple difficulty options and they're all just damage scaling which usually causes the game to be uniquely broken in at least one of them
>Doublejump doesn't reset fall damage
This is especially bad because the devs are adding in new movement options while also saying "Okay we're too stupid to come up with good level design that takes into account the player's movement options and need to artificially railroad them".
I'm not reading that, buy I'll say "Diablo-style loot" outside of Diablo games" i.e. 2 same pieces of gear, of the same rarity, can have different stats. Hate this shit and although I'm okay with it in say Density or Blunderlands (I don't play them so I don't care) in a game like Dying Light 2 it has no place.
>Doublejump doesn't reset fall damage
Oh yeah, one of those things that made me drop Elden Rang.
What's the point of fall damage if you can negate it with a basic ability? May as well not have it in the game at all.
>Game is meant to be played with an analog stick but has no analog movement and there is also a run button
Because you might have used up your double jump before getting close enough to the ground to reset.
That just leads to inconsistent double jump windows or excessive signalling.
>or excessive signalling.
I don't see the problem with your jump animation having an obvious break point?
Double jump fall damage negation can be mastered two minutes into starting into game in anything it's in. Any game in which double jump negates fall damage makes fall damage utterly superfluous.
Fricking up a double jump. Getting hit by an enemy and ragdolling a long distance.
>jump from reasonable video game height
>no damage, landing animation is very quick and doesn't hinder your movement
>jump from high height
>hard landing animation takes a while to recover
>jump from stupid height
>character has painful slam animation that takes 8 seconds to recover from and lose 25% health
it's all i want.
doesn't reset fall damage
Should just not allow the double-jump to happen so late after the initial jump that you think you could cheese fall damage in such a manner.
God bless Just Cause 2 for giving zero fricks about letting you just hookshot to the ground to ignore fall damage
Making me wait. I hate when games make me wait. Doesn't matter if it's a punishment or part of the experience. Just don't make me wait, let the whole game be played at whatever pace I want.
#1 isn't even return to monkeypox island
list is wrong
So, are we getting a pastebin of the article or am I expected to actually click that link?
>https://www.pcgamer.com/game-design-sins/?utm_medium=social&utm_campaign=socialflow&utm_source=facebook.com
>"ultra-hard" difficulty mode is easy af and requires modding to make the game properly challenging
>shit vanilla voice acting that sounds like the people i went to high school with in CA, i will actually turn off voice and read subtitles because i dont want to hear liberal american accents
>markers on the minimap telling me where to go next
>yellow exclamation marks above NPCs head to indicate he has a quest
>magically regenerating shields/health=no real sense of danger
>horrible console design that has one button do several different things. e.g. youre trying to open a door with the A button, but the A button is also the loot corpse button, theres a corpse lying by the door and it maddeningly goes to loot when youre trying to target the goddamned door
>Games that have "story companions" that you must keep alive, and if they die you fail the mission. subvariant: story companion can get blown up by a grenade, pumped full of machinegun bullets and maimed and hacked to pieces but you're supposed to go over and "help up" the companion and theyre magically at 100 percent health again, if you dont resurrect your story companion, game over
basically anything designed around console is what makes games bad
forgot one:
>loading screens that give you various tips on playing the game. frick off, i dont need to read shit while loading, its immersion-breaking console shit again
>Wtf! Don't give me anything to do during a loading screen!!!
>Muh immersion!
So moronic it has to be bait. Like fricking immersion matters during a loading screen that already takes you out of the game anyways.
its condescending shit. i want a clean loading screen, i dont need to read gameplay advice because my character died
Lmao frick off, no one gives a shit about what an anger issue moron like you thinks
Every mentally stable person appreciates having something to do during a loading screen.
>Lmao frick off, no one gives a shit about what an anger issue moron like you thinks
youre the one getting riled up. how about you go jerk off during a loading screen so we can get on in peace
Nah I'm just telling you you're moronic.
The real thing you should be getting mad about is why there even is a loading screen upon death to begin with.
Elden ring is a fantastic example.
Hackers/speedrunners have shown you can teleport great distances without loading and resting at a bonfire has shown you that enemies can reset without a loading screen. So why is there a loading screen when you die at all? Why not a quick fade to black and an animation of your character getting up at a bonfire?
Minimaps and map markers have scientifically proven to make people worse at navigating IRL spaces where as directions or opening a map, looking where you need to go, and closing it to continue have shown to improve a person's ability to navigate IRL space.
>Defeating the player in a cutscene
Honestly this is preferable to the alternative, defeating the player in a forced loss unwinnable fight.
loading screen for the main menu
impossible jumps
I just hate leap of faiths.
F I L T E R E D
What exactly is wrong with defeating the player character in a cutscene? Do you gays just have to feel triumphant and/or rewarded for everything you do in a game? Sometimes characters need to experience hardship and defeat to tell a good story, how are they supposed to do that if your character can never lose?
>playing a game
>fight off dozens and dozens of soldiers
>suddenly 3 soldiers are enough to make your whole party give up because it's a cutscene
It creates a disconnect with story and gameplay, which is bad. Video games are an interactive medium and telling a story is a good thing, but not when it eschews the actual mechanics.
>Sometimes characters need to experience hardship and defeat to tell a good story, how are they supposed to do that if your character can never lose?
This is on par with saying a movie can pull a contrivance out of its ass because the plot needs something to happen or to shout an ideal or theme at the viewer even if it isn't built up and supported by the story because "certain events need to happen for the plot and themes".
>playing a game
>fight off dozens and dozens of soldiers
>suddenly 3 soldiers are enough to make your whole party give up because it's a cutscene
i like that crisis core lets you fight infinite enemies at the end, as well as use up all your items until they legitimately kill you. there's no dying in the cutscene for free, you actually have to lose all your hp.
Yeah I still remember that. The game had its issues, but the segment that takes place after the time skip and the ending were great. I fought those soldiers for a long fricking time.
best part is the longer you fight, the more it's actually reflected. you can whittle the soldiers down to a much smaller group.
>What exactly is wrong with defeating the player character in a cutscene?
Defeat them during the gameplay, *then* move to the cutscene.
>Lose to boss in cutscene
>Game over
>Beat boss in gameplay
>Lose in cutscene
It's just dumb.
>Do you gays just have to feel triumphant and/or rewarded for everything you do in a game? Sometimes characters need to experience hardship and defeat to tell a good story, how are they supposed to do that if your character can never lose?
>Hurr hurr hurr
I'm perfectly fine with losing in gameplay.
Cutscenes should respect what the player is capable of. Otherwise it's all just a disjointed mess. If you want the player to lose how about letting him actually fricking lose in gameplay and continuing from there? Not enough games do this.
A good example is the Witcher where you can actually lose many of the fistfights and the game will just continue if you did. The NPC will laugh at you for losing, Geralt will be angry, and that's it. Game moves on.
Why can't the fricking shitty jrpg's do shit like that? Just move on if the player loses a battle. You lost, get over it, better luck next time.
Pushing the stick forward to slowly walk with an NPC while he tells you shit you don't care about
I HATE IT I HATE IT I HATE IT I HATE IT I HATE IT
>Trying to keep pace with an NPC as they walk
>You walk too slow
>You run too fast
I will forever hate "it's not a cutscene because you're holding forward the entire time"
I'll accept it if the game is smart enough to just make me auto-walk for the forced walk&talk if I'm in proximity of the other character(s) without any movement keys being pressed.
Trial and error difficulty design where the game kills you with something you couldn't possibly have seen coming. There's a certain series which revels in this.
The fricking over animation on everything so even simple things like opening doors looks painful and sliw
I remember a old Assassin's Creed game having missions where you had to eaves drop NPCs that was moving around, you had to follow them closely otherwise you fail the mission. There was also guards protecting this NPC and if you got spotted you failed the mission and had to redo it all again. Some of these missions you was not allowed to kill the guards either.
AssCreed 3 was the absolute worst game in the series for this, with nearly every other mission involving tailing an NPC in an area filled with guards.
Well, the thing is that AssCreed was overall a pretty terrible game, so what does it matter?
mtx, pushing anti white racist agendas. Anti science meaning space travel homosexualry. Anti male, so anything lefties make. There is more trash than good stuf these days
if it's not fun, it's bad game design
God's punishment upon the sodomites....
>god
nice fedora
You got that backwards, it's the non believers with the fedora
nah you really should listen to yourselves sometime
when the optimal thing to do is also not the most fun thing to do
> grinding in RPGs
Frick you, journo Black person. Everybody thinks yall suck mad dick both literally and metaphorically. I did not click your link. Learn to code.
>Learn to code.
who the frick would do that in this day and age when companies will just hire pajeets and they do it for pennies on the hour
When theres stuff you can pick up in sight but you get thrown into a potentially level ending cutscene before you can get it
>difficult games
>obscure lore and story
Putting the cinematic experience above responsive controls.
Case in point: MGS5, the character controls like a boat on ice due to overlong animations that can't be canceled.
>random loot
>drop chance
the duo that ruined gaming forever
This author don't know what "game design" means, he just listed a bunch of stuff he doesn't like in videogames.
Instantaneous healing / healing from inventory.
Being able to save at any moment.
>hey the merchant has a new sword +2 in stock, better buy one to prepare, enemies are getting tougher
>walk five steps into new zone
>trip over sword +10
Definitely forced walk and chats
>minimap that shows all interactive items/collectables/discoverable shit/etc and a GPS breadcrumb trail that takes you straight to your next destination
>can't be customized in any way
'Xp system' and leveled gear in games where they don't belong to just to pad out the playtime.
Wasting my time with inane bullshit.
Grinding for basic functionality and abilities, unskippable cutscenes, mandatory tutorials that treat me as a mong who's never moved the camera before, any sort of crafting timers, forced walks, long backtracking, trash mob copypaste padding, chains of pointless fetch quests.
If I'm not having fun and just doing chores, it defeats the whole point of playing a game.
>any sort of crafting timers
What are these?
>source=facebook.com
>go to click on a button
>you have to hold it while a little circle fills up
>change one graphics setting
>have to restart the whole game to apply
>hold the button
>animation of character doing something is playing as circle fills
It alright
>hold the button
>animation start playing after circle is filled
Devs who do this need to an hero.
>What constitutes bad game design to you?
any pronouns at character creation other than male/female is a design choice that makes me instantly decide to never buy the game.
>no color blind options
Shit list. Why can't a single fricking moronic ''journalist'' not be moronic?
Not having color blind options isn't game design. No one sat down and said ''today I will design no color blind options.''
Get this moronic woke shit into trash where it belongs. Just pointless virtue signaling.
There's only on thing and one thing only that I see as a crime: unreliable mechanics. If I press a button or perform an action and expect a result and it only happens sometimes that means I can't trust the game. The game is fricking broken, it's literally unplayable.
>unreliable mechanics
can be fun sometimes if you're making good troll levels
https://www.cat-mario.com/
>Missed one of you at Narchost, eh!?
>An easy mistake to fix
MMO checklist quest design that discourages you from doing what you want and instead forces you to do monotonous tasks that handhold you every step of the way to earn rewards in the end.
Instead they should give you more general long term goals and have players figure out how to get there on their own and with the help of other players.
Artificial difficulty.
The gacha shit in Xenoblade 2
Weapon degradation.
Frick every game that has this mechanic.
Never understood why nobody complains about guns having limited ammo, but make the player have to repair their swords and everyone loses their minds.
The scale for melee weapons tends to be completely fricked.
You can shoot 30 times before you need to reload an assault rifle, sure, but a sword can lasts for hundreds on swings with no damage irl. In games with durability, it's significantly less durable.
>irl
it's a video game
Players hate having disadvantages they wouldn't have in real life, yes.
This is why they hate invisible walls, unclimbable fences, etc.