Melan on 14/10/2009 at 20:18
Quote Posted by N'Al
"Gather your party before venturing forth."KILL! :mad:
demagogue on 14/10/2009 at 21:53
Everything we'll mention ITT is probably old news, but never hurts to rehearse them every now and again.
Invisible walls that keep you out of clearly-passable areas for no better reason than just to keep you out. If it stops a logic-break in the game (that probably doesn't have to be there if they designed it better) or it's a no-exit area (ditto) that's understandable (though I think people should be allowed to stupidly plunge themselves off cliffs), but it's especially annoying if there's nothing particularly bad in itself about going in there and you want to see the view from there.
The thing I don't like about busy-work quests is that it kills wanting to replay what otherwise might be fun game to play again, just so I don't have to deal with that one thing.
Taffer36 on 14/10/2009 at 22:21
I think games need to take more care to hide what they're doing in terms of the level design.
That moment in Half-life 2 where you get the rocket launcher KILLS me. "Oh look, here is a rocket launcher! Can I have a volunteer to test it out? HMMMMMMMMMM I WONDER WHO IT WILL BE... oh how about you, Gordon? Here let me hand y- OH NO ENEMY DROPSHIPS! YOU'LL HAVE TO USE THE ROCKET LAUNCHER I SUPPOSE!"
What the fuck. When you have scenes play out like that you're not even trying anymore.
Quote Posted by Xenith
I can deal with failing an ingame objective by dying myself or not figuring out what to do. But failing said objective because a dummy of an NPC gets shot is just not cool.
This is probably what hurt Resident Evil 5 the most. Putting round after round into that chainsaw-wielding maniac, only for SHEVAAAAA to momentarily forget how legs work and get decapitated is one of the more ridiculous moments I've had playing a game.
TTK12G3 on 14/10/2009 at 22:21
HELPLESSLY STUPID FRIENDLY A.I.
Quote Posted by N'Al
"Gather your party before venturing forth."ohshutup
Zerker on 14/10/2009 at 22:50
Quote Posted by catbarf
That last one reminds me- unskippable cutscenes, especially in games where you can't save right after the cutscene. Although I suppose the horse has been beaten, killed, and buried by this point.
I agree, but also conversely (and admittedly less annoying): Skippable but unpausable long cutscenes. "Okay, this exposition is nice, I kinda want to find out what's going on, but I really need to stop and go to the washroom." MGS1-3 are bad about this; MGS4 allowed pausing in cutscenes; yay.
Aja on 14/10/2009 at 23:17
quick-time events!:mad:
I didn't buy an xbox to play Fabulous Fred.
Nameless Voice on 14/10/2009 at 23:32
This thread practically begs someone to say:
Press X to not die.
(Though, admittedly, the only such event I can think of offhand is in Trilby: The Art of Theft, which was parodying the idea...)
kidmystik101 on 15/10/2009 at 00:00
AI backup, in ANY form. I hate the computer diddling with what I am trying to do alone AND PROBABLY FUCKING IT UP FOR ME ANYWAY.
Gryzemuis on 15/10/2009 at 00:21
Games that make assumptions about what input devices I use.
All actions in a game should be configurable to different keys and/or axis. I don't use a mouse with a scroll-wheel. Having functions that are hard-bound to the scroll-wheel suck. Age of Conan and Aion are two examples of games that have zoom in/out bound to the scroll-wheel. And no way to change it. That sucks. My input devices have been carefully selected and I won't change them just because some developer is too lazy to make his keybinds configurable.
I also don't like artificial time pressure in RPGs. Especially when the time pressure is constant. Pathologic was an interesting game. I stopped playing it half-way because I had to keep running all over the place to finish quests before midnight. Not fun. I like to take my time to look around the place, to slowly read my quest dialogues, look for weird things, etc.
heywood on 15/10/2009 at 00:36
Quote Posted by Taffer36
I think games need to take more care to hide what they're doing in terms of the level design.
That moment in Half-life 2 where you get the rocket launcher KILLS me. "Oh look, here is a rocket launcher! Can I have a volunteer to test it out? HMMMMMMMMMM I WONDER WHO IT WILL BE... oh how about you, Gordon? Here let me hand y- OH NO ENEMY DROPSHIPS! YOU'LL HAVE TO USE THE ROCKET LAUNCHER I SUPPOSE!"
What the fuck. When you have scenes play out like that you're not even trying anymore.
I recall the RPG in HL1 was conveniently acquired in a similar manner.
Expanding on this point, I also hate weapon "intro" scenes. Like the gravity gun in HL2, and some of the plasmid intros & camera in Bioshock.
Expanding further, I also don't like it when there's an interactive cutscene or scripted sequence which the level designer has made sure I can't miss by artificially limiting where I can go or what I can look at.
I want to be fooled into thinking I've actually discovered something in the game, not be led around like a fool to MAKE SURE I "discover" it.