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2018-02-18, 05:27 PM (ISO 8601)
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Re: Things to avoid in (video) game design
Farming materials to craft equipment.
If, in the course of your adventures, you gradually assemble the unique components of a unique weapon of ancient mystic power - great!
If, on the other hand, you have to farm bears' butts - and only 1 out of every 50 bears even DROPS a butt - you are wasting your life."...one may smile, and smile, and be a villain..."
JB: I don't get this at all. I thought Lo Pan...
LP: Shut up, Mr. Burton! You are not put upon this world to "get it"!
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2018-02-18, 05:29 PM (ISO 8601)
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- Feb 2012
Re: Things to avoid in (video) game design
Another form of this is a mini-game that's completely different from the rest of the game. I've seen way too many games where there's a race thrown in randomly, or the aforementioned random stealth level, or whatever. Particularly since the controls/mechanics are often not as tight as they should be since that's only a small fraction of the game.
I really feel that 'bugs' doesn't fit here because they're not a design choice.
I think a Luck stat is incredibly difficult to design without being either useless or a god stat because it's going to impact basically every action and result. In my opinion, that means it shouldn't be included as a stat. I think it DOES work quite nicely as something like a feat (to use D&D terminology). So instead of "I'll drop strength by two and put that into luck", something like, "Instead of having the Well-Connected or Grizzled Veteran trait, my guy's just Lucky".
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2018-02-18, 06:05 PM (ISO 8601)
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- Nov 2009
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Re: Things to avoid in (video) game design
The vast majority of these things to avoid can be summed up into one rule that may be general to the point of uselessness, but hell, let's put it out there:
Find the thing that is satisfying to do in your game, and don't muck around unnecessarily with things outside of it.
Most of the time a game significantly changes controls, like in water levels, quicktime events, driving sections, and such, they mucking around unnecessarily, and that's why we hate those parts of games.It always amazes me how often people on forums would rather accuse you of misreading their posts with malice than re-explain their ideas with clarity.
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2018-02-18, 06:35 PM (ISO 8601)
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- May 2012
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- California
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Re: Things to avoid in (video) game design
Forced stealth level are particularly stupid when they don't even have a NARRATIVE purpose in the game.
Things like Castlevania: Lords of Shadow. You suddenly get thrust into a stupid mandatory stealth section where you are trying to sneak past Agreus, and if he catches you, you die and have to start the section over.
When you manage to sneak past him? YOU IMMEDIATELY FIGHT HIM. So literally you spent 15 minutes sneaking past an enemy you were fully capable of killing in the first place. It's so stupid and pointless.
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2018-02-18, 09:21 PM (ISO 8601)
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- Dec 2013
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Re: Things to avoid in (video) game design
I don't think this is necessarily a problem in and of itself. If youre killing bears anyway, whether for farming XP or just because they keep wandering into your path and picking fights, letting you do something useful with those otherwise incidental kills is a decent idea. Just don't make it the only way to progress gear or a quest or something.
“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2018-02-19, 02:42 AM (ISO 8601)
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- Aug 2008
Re: Things to avoid in (video) game design
On the other hand there is something to be said for a bit of variety in a game, and level specific mechanics often work well for this - water levels are often poorly implemented, but that general concept is solid. I think the design lesson here is not to work on a secondary set of mechanics when you don't have the resources to do it right.
I've seen this work only a couple of times, although those few exceptions generally worked. Mostly this is the Metroid Prime series, which notably doesn't use the standard shooter controls.
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2018-02-19, 04:03 AM (ISO 8601)
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- Oct 2007
Re: Things to avoid in (video) game design
Does that really count? Nobody puts bugs in their video game by design - at least, I hope nobody does!
A lot of things in this thread I can theoretically give designers a pass on, because while they are often done badly, they can also be done well. For example if you hate escort quests, play Ico and high chances are you'll change your mind at least in this one instance. But some things are just inexcusable:
Inability to turn on subtitles.
Unskippable cutscenes as it was mentioned.
For PC games - controls that make it nigh impossible to play without a gamepad. Extra fail points if the game only works with an X Box one and not a third party product.
For games with save/check points: placing them too scarcely so you can lose half an hour or more game time if you die or have to quit the game before reaching a save point. I love Nier Automata, but Nier Automata did this at the very start of the game. Please don't do that.
Obligatory puzzles that require a specific, non mainstream skillset to solve. An example being a music puzzle in Undertale - Toby Fox is musically talented so it was a piece of cake for him, but he also (I assume) foolishly thought it'd be just as easy for everyone else. In reality, a lot of players had to either guess or find a solution online.
And lastly this. Few things annoy me more in a game's plot than winning an encounter only for a cutscene to play and show that no, I actually lost.
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2018-02-19, 04:44 AM (ISO 8601)
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- Dec 2013
Re: Things to avoid in (video) game design
For me, forced multiplayer, online interactivity or social passes. If I wanted to be exposed to people, I wouldn't be playing a game.
I like my single player games and I don't much care for social networking aspects. This includes things which require check-ins or online play in order to acquire unique unlocks within the game. The ds/3ds has a lot of these kinds of things, but they also show up on other platforms.
I'm fine with a separate multiplayer mode I'd never touch, but I don't want to ever have messages from other players pop up on my screen in single player.
When easily noticeable bugs are included in a finished product, they're a design choice. No fairies came down from on high and made those bugs just miraculously appear out of the aether on launch day. Someone knew about (or ought to have known) the obvious bug and decided to release it in that state. That is a choice.I write a horror blog in my spare time.
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2018-02-19, 05:37 AM (ISO 8601)
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- Jul 2006
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- where the wind blows
Re: Things to avoid in (video) game design
I think it's fair if some games meant to be played or can be played better with game pad. It's a gaming pc accessories. After all, some games are meant to be played with flight controller for example. You can play it Microsoft Flight Simulator with keyboard, but it's meant to be played with flight controller, and the experience of playing it with keyboard is a different and arguably inferior one. Some games in consoles also need specific accessories, e.g light gun. You can play Time Crisis in Playstation with your controller, but it's a wholly inferior experience compared to using light gun.
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2018-02-19, 06:13 AM (ISO 8601)
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- Feb 2012
Re: Things to avoid in (video) game design
No, they're never a design choice. They're a failure of the software engineers, the QA, and the project managers.
Saying they're a design choice is like if a cook knows an ingredient is expired, makes the dish anyways, and then you blame the guy who wrote the recipe.
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2018-02-19, 06:39 AM (ISO 8601)
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- Apr 2011
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Re: Things to avoid in (video) game design
This is a pet-peeve, not a bad game design(and there is a significant difference). There is an entire genre of games that rely on this, and have an incredibly large following(Talking about aRPG's, ie: Diablo, Path of Exile, Titan Quest, Grim Dawn, Sacred, etc). I know I myself would be pretty upset if that entire genre of games just disappeared, lol.
Now, you could qualify that statement with saying that it doesn't belong in jRPG's, or hell, any game at all that doesn't specifically revolve around that gameplay mechanic, and I'll fully agree with you. I remember the first time I came across it in a video game that it had no business being in: Dragon Warrior(or Dragon Quest in japan). Trying to do anything once you unlocked the bottom half of the map pretty much required you to grind, and grind, and grind, and then grind some more, and it was freaking awful. Especially trying to get the legendary adventurer's armor from that Knight creature in the deserted town. I had to spend dozens of hours trying to find metal slimes just so I was strong enough to beat that monster to get the armor. Hated every minute of it.
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2018-02-19, 07:06 AM (ISO 8601)
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- Aug 2008
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2018-02-19, 07:12 AM (ISO 8601)
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- Feb 2012
Re: Things to avoid in (video) game design
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2018-02-19, 07:23 AM (ISO 8601)
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- Sep 2007
Re: Things to avoid in (video) game design
Eh, I actually have the black sheep opinion in which I love all the surprise gameplay changes like water levels, stealth sections, escort missions, hacking minigames, etc. They often spice up an otherwise stretched and tired game mechanic, so even if they're clunky, I often end up preferring them to just another straight level.
But I heartily second and condone every other complaint about any game essentials: cutscenes, save points, controls, camera angles etc. just shouldn't be creating trouble for players in this age and time.
To name something even more specific, though, I hate the cheesy excuses in RPGs that doesn't let you utilize your full party size. You go to all this trouble in collecting the zaniest/coolest/most badass characters in the universe and even befriending the lot, and then 80% of them sit on the ship/base sipping tea while the 3-4 of you go fight stuff. Adding a mechanic in which you make a second/third team that ends up in helping you in small ways should take just about one choice screen and a couple of paragraphs of writing, but 90% of the games still don't go to that trouble.
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2018-02-19, 07:35 AM (ISO 8601)
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- Aug 2008
Re: Things to avoid in (video) game design
Except that bugs are routinely defined by the observer (in this case player), where design comes from the designers. The designers can put a bug (as defined by the player) in as a side effect of intentional design decisions and then choose to leave it there, and while the designers probably wouldn't define it as a bug that doesn't make that an incorrect assessment on the player side, let alone a useless term for warning other players.
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2018-02-19, 07:57 AM (ISO 8601)
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- Feb 2012
Re: Things to avoid in (video) game design
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2018-02-19, 08:12 AM (ISO 8601)
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- Aug 2008
Re: Things to avoid in (video) game design
I think it's a definition difference between us. Among the definitions of "bug" I'm used to are some that fit (the player and reviewer side identifying obviously unintended behaviors, e.g. programs crashing completely), some that don't fit but at least roughly apply (the design side regarding behaviors that exist within a program that weren't put there intentionally), and some that are totally inapplicable (insects, arachnids, and similar). Things that aren't in any way a bug by one definition can still be a bug by other definitions.
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2018-02-19, 09:26 AM (ISO 8601)
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- Mar 2010
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Re: Things to avoid in (video) game design
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2018-02-19, 09:31 AM (ISO 8601)
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- May 2008
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- Orlando, FL
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Re: Things to avoid in (video) game design
"Jump puzzles"--I really dislike them and consider it bad game design when you're forced into them to advance. I rather get an optional alternative path and fight something than go through the jump puzzle.
I agree, and there have been games which addressed this! Earthbound had a mechanic I really liked--if your level was above a certain point past the enemy' level, the game automatically skips combat and declares you the winner.
Wild Arms 3 had a game mechanic where just before you enter a random battle, an exclamation mark appears above your head. You can then press a specific button and skip the fight if you wanted to, or just keep walking and the fight starts. Skipping random battles cost points off an encounter meter, but the meter can be refilled by finding gems in the dungeon you are in (usually there's enough to skip most battles). The bonus of this game mechanic is that the higher your level, the less it costs to skip random battles. The cost can reach zero too. This is very useful if you wanted to go back to an old dungeon to retrieve a treasure you forgot, but don't want to have to fight every darn random battle on the way there.
I know exactly which dungeon that is and it's the second most frustrating dungeon in the game for me. And later on in that game you do find more enemies that are hard as bricks to fight and yet only give you the "1 exp 1 gp" reward. That's just insulting.
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2018-02-19, 09:32 AM (ISO 8601)
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- Aug 2017
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- Midwest US
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Re: Things to avoid in (video) game design
Totally agree - the key word here is "incidental". If killing a ton of enemies of a certain type can be enjoyably worked into the normal course of the game, crafting some fine weapon from their mountain of corpses can be a nice bonus.
If, on the other hand, you are farming them - going back to the same place to kill the same mobs over and over in hopes of a rare drop - then I have a problem with the game design.
Come to think of it, I wonder if I just object to "farming", period. I think games should more or less flow from beginning to end. If you get bogged down in the middle performing the same repetitive task for hours, I can't see the appeal. But this might be a taste thing? Some people might like a "farming" mechanic, for gold, XP, upgrade materials, etc.?
Anyone here ever "farm" for something in a way they actually enjoyed?"...one may smile, and smile, and be a villain..."
JB: I don't get this at all. I thought Lo Pan...
LP: Shut up, Mr. Burton! You are not put upon this world to "get it"!
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2018-02-19, 09:41 AM (ISO 8601)
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- Dec 2013
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Re: Things to avoid in (video) game design
“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2018-02-19, 09:58 AM (ISO 8601)
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- Apr 2008
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- Germany
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Re: Things to avoid in (video) game design
Huh, I didn't know that. (yeah, I really should play it, yadda yadda) neat.
I know a few games allow enemies to run if you are too powerful but then you'll still need to start the encounter and wait for them to get away.
But something like that, comparing levels or some other threat assessment, cannot be that hard. I don't even want your five gold and ten XP, just stay away from me, please
I don't want to resurrect the bug debate but regarding farming.. Yes, as people have pointed out : there are genres around it. I can't say I enjoy it usually but there seem to be fans. I guess again, the problem arises when it pops up in games that are normally not about that.
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2018-02-19, 10:17 AM (ISO 8601)
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- Mar 2010
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- Gridania, Eorzea
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Re: Things to avoid in (video) game design
Yup, in lotsa games. Although I find farming to be a lot more fun when there's some sort of challenge involved (Diablo 3's greater rifts, RPGs with elite enemies that you can sign up to fight (FFXII, FFXV, etc), or if its to experiment with character/party builds (FFIII, FFV, DQ9, etc.). Farming just for items though is less fun than me, and terribly frustrating when the item just. won't. drop.
I agree that games should just flow from start to finish, but if there's farming as part of side game/post game material, its not an issue for me.
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2018-02-19, 10:32 AM (ISO 8601)
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- Feb 2006
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2018-02-19, 04:35 PM (ISO 8601)
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- Aug 2008
Re: Things to avoid in (video) game design
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2018-02-20, 09:59 AM (ISO 8601)
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- Dec 2010
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Re: Things to avoid in (video) game design
One more, specific to strategy/tactics RPG games (do they even still make those?) is character perma-death for non-story reasons. I get that these games are supposed to be more difficult and challenging than turn-based games, but it irks the $#!& out of me that if I lose a character to a lucky critical hit, they're gone for good.
Many of these games have items or magic to revive characters, but I often find that when you lose a character in these circumstances and then try to bring them back, they just get killed again and you spiral into an endless cycle of pissing away items and magic to keep one character from being lost permanently after this battle, when if you were allowed to just revive them after battle like a normal RPG, you could end the fight quickly despite the loss of one character.
It would be like if D&D resurrection magic only worked while you were in the same battle, and once the encounter ended you could never raise them.
--
RE: the bug debate that I inadvertantly touched off, my opinion is the same as BeerMug Paladin's. Bugs are not intentional, but when they're so obvious that it's impossible the developer was unaware of them, or they're so numerous that the game is basically unplayable and the game is released anyway, then as far as I'm concerned it becomes a choice. Whose choice it was (developers, engineers, marketing team, executives, etc.) is not relevant.
Destiny's jump mechanics are extremely forgiving, but there are still a few places where it's a big pain in the butt. And most of the time it's more "falling down an enormous distance and then activating your double jump at the right time so you don't die of falling damage" rather than actual platforming anyway.
Haven't played Dying Light so I can't comment there.
Even in these instances though, I'm firmly of the opinion that giving players an option to switch to 3rd person view (even if it's buried in a menu somewhere) would improve the experience if there's going to be platforming.Last edited by Velaryon; 2018-02-20 at 10:14 AM.
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2018-02-20, 10:12 AM (ISO 8601)
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- Aug 2017
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- Midwest US
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Re: Things to avoid in (video) game design
How do we feel about gimmick bosses?
Not bosses that are just a cut scene, or bosses that you are doomed to fail against, but bosses that you defeat by means other than mano-a-mano combat.
The first thing that springs to mind is a boss in Demon's Souls called Dragon God. There's huge buildup to him, he appears in the opening cinematic and in a special scene in the tutorial, he's absolutely huge and terrifying - and you end up not really fighting him! Instead, you sneak around his stage trying to avoid his eye (because his attack can insta-kill you), until you make your way to magical ballistae that take him down and render him helpless until you can finish him off.
Now, given the testosterone-fueled git-gud attitude of a lot of the Souls base, many players were disappointed that they didn't get a true test of strength and skill against such an awesome-looking boss. But perhaps it's actually appropriate, given the setting? This ancient, gigantic thing is *just too big* for you and your pathetic weapons. You HAVE to resort to executing him using tools left to you by unknown architects.
A fitting anti-climax, appropriate to an alien, melancholy, Lovecraftian setting? Or simply a bad design decision?"...one may smile, and smile, and be a villain..."
JB: I don't get this at all. I thought Lo Pan...
LP: Shut up, Mr. Burton! You are not put upon this world to "get it"!
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2018-02-20, 10:29 AM (ISO 8601)
- Join Date
- Oct 2015
Re: Things to avoid in (video) game design
Expansions that throw the game's sense of power scaling completely out of wack. This is especially bad when the content is available, even unavoidable, to new players and not just veterans. I'll provide two quick examples:
In the Elder Scrolls Morrowind, the Tribunal expansion includes sewer dwelling goblins, who can easily of a threat to even a high level character than the final boss of the main game (a 4,000+ year old mad-man who has tied his powers and consciousness to the heart of Tamriel's creator god and plans to spread his divine influence through disease and dreams until everything else is either dead or part of his shared lovecraftian hive-mind). This also added Assassins who would target the player in their sleep, and depending on build could be more than a match for a player while giving the stronger/luckier ones an overly reliable source of income and good gear.
By contrast, the first expansion of the original Guild Wars game, Factions, expects a character to reach the game's maximum level (and gives them access to max level armor) within just a few hours of following the story (as opposed to the game's original 'days' or even weeks depending on how you went about it), and afterwords spends the remaining 70%+ of the campaign fighting mobs of creatures that are as strong/stronger than the ones found in the end areas of the original game, (IE numerically stronger than the players and often in much larger groups than the player's party). This is regardless of if you move over a finished character from the first campaign (who may be in need of the new abilities available to keep up) or if its your first time playing either game. All in the same world, within 2-3 years of each other and within fairly short sailing distance.
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2018-02-20, 10:33 AM (ISO 8601)
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- Apr 2011
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Re: Things to avoid in (video) game design
Depends on the gimmick.
Dragon God is a bad gimmick boss because the gimmick is super poorly communicated and what cover will and won't prevent him seeing you is less than wholly clear. (Especially on the bottom row). (Not as bad as Bed of Chaos though).
Maiden Astraea is a great gimmick boss because everything about it is well communicated and there are multiple ways of solving it other than the obvious "fight Garl first" way.
That said, most of Demons Souls' bosses have at least some kind of gimmick, Leechmonger heals, Old Hero is blind, the bird on the Adjudicator's head is the real boss, Dirty Colossus inflicts a status you can burn off with the fires in his room, but many of them are too easy for the gimmick to become relevant because Demons Souls is mostly easy bosses after hard levels. (Giant Depraved Ones and Horrible Swamp Lady are harder to deal with than any of the Valley of Defilement bosses)
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2018-02-20, 05:30 PM (ISO 8601)
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- Feb 2006
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Re: Things to avoid in (video) game design
One thing I personally don't like is trade-off perks. Currently playing Kingdom Come: Deliverance and it actually has a very nifty system where most of your attributes, combat skills and non-combat skills all have separate perks you can pick when you level the skill up. Unfortunately, most of them are of the "get a bonus to this and an equal malus to something else" so instead of being improvements it's specialisation at the cost of versatility, and the rewards you get for levelling up will in most cases also reduce your skills or attributes. I don't mind some trade-off perks, but there's so many of them I actually have unchosen perks simply because I don't want to turn myself into a one-trick pony.
Last edited by Driderman; 2018-02-20 at 05:31 PM.