Game Design things you hate

Discuss game development design and post your game ideas

Post » Mon Jun 02, 2014 12:55 pm

As already discussed by Beaverlicious and DatapawWolf, worst thing ever is probably cash grabbing mechanics. They feel borderline blasphemous to me, and it's something I really can't stand. I'm still new here, so I can't post links yet, but I suggest googling "Dark Game Design" to find some interesting insights in this and other "evil" practices.

Beside this, I hate equipment grinds, most of all when grinding long enough supersedes any level of skill.
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Post » Thu Jun 05, 2014 4:42 am

the third dimension
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Post » Thu Jun 05, 2014 5:17 am

just kidding!

I agree on special save portals, grinding, long distance backtracking without quick travel, escort missions with bad ai, and pay to win.

At this hour I have no original complaints or definitive examples.

Grok.Games.MakeBetter(Rock, Paper, Scissor, Spock);
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Post » Thu Jun 12, 2014 6:16 am

Eldirish wrote:-Random encounters or any kind of situation that you can't avoid (unless it's scripted), random things happening in the game world is fun but make them have sense and not frustrate the player. An example is Final Fantasy games where I was always put off exploring the world it presented to me becasue i was afraid of taking a step into an unnecessary long button spamming battle with an enemy i can 1 shot kill. Pokemon does this right tough.

This I kinda agree with and disagree at the same time. But I guess it depends on the mood I'm in for the game. Sometimes I do like to do some senseless grinding to get stronger for something or to look for a certain item in final fantasy. I do agree that there could be things that are done though for people that want to avoid it. Chocobos in Final Fantasy allowed for avoiding fights. Some games have an item you can purchase to temporally not do a fight. Or certain paths that don't spawn like in Pokemon you mentioned.


I agree that QTEs can be a pain in games if not done right or like when an enemy has only one weak point on it's enormous body and is completely invulnerable everywhere else a la Achilles' heal and the enemy moves around a lot blocking it where you only have maybe a split second at a time per opening.

I agree with Save Points as well not being very good, while I can see their point but at times you don't want to have to backtrack from 50 minutes of game play you just did, because the last save point you were around was eons ago.

Can't really think of any non-mentioned things at the moment though.
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Post » Thu Jun 12, 2014 1:30 pm

what I hate: baddly designed savepoint with gameover:

If a savepoint isn't giving you full life (can be justified sometimes), AND that being killed result in a return to title screen, the player can be trapped forever.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Thu Jun 12, 2014 2:33 pm

@Aphrodite yes! this one makes me really mad.
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Post » Thu Jun 12, 2014 5:39 pm

Aphrodite wrote:what I hate: baddly designed savepoint with gameover:

If a savepoint isn't giving you full life (can be justified sometimes), AND that being killed result in a return to title screen, the player can be trapped forever.



Ooo that reminded me of another thing with save points.

Final Dungeon: Save point at the start, get pretty cool items on the way through with no way of leaving final dungeon, no save point again till before the final boss. No New Game + or extra game play after final boss is defeated. Means that save is essentially grats you get to kill the final boss and see the ending as much as you want. But can't do anything else with it now.
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Post » Thu Jun 12, 2014 7:10 pm

Found an interesting list of things.

http://www.cracked.com/photoplasty_931_ ... ame-logic/

Granted some of the games the TMNT 13 wasn't that bad, yes challenging, but you could hit the seaweed multiple times iirc, just damages you some. Just gotta be careful.
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Post » Mon Jun 16, 2014 12:45 pm

Nice find @daehawk
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