Aggravating game design... The "how not to make a game" thread.

+
not being able to pass 'obstacles' just because my vertical leap is not high enough to hurdle it, or because i have no option to crawl

it really breaks the immersion when a clearly traversable wall is too high to jump over but theres no climbing in the game. either implement climbing or make bigger walls. naturally id rather developers go with the former

also, ventilation ducts/holes/or whatever that are clearly big enough for me to crawl through but i dont have the option to crawl, crouch low enough, or crouch at all
 
enemies switching off from alert mode, just because the bullet/arrow missed them and enough time has passed without anything happening

i mean somebody just tried to kill you, man. just because hes missed doesnt mean he wont try it again. its quite funny that in every game, enemies will make a bigger fuss if they see you sneaking than if they hear/see shots fired
 
I like the idea of escort missions, but christ on a crutch I hate the implementation of them... always.... hey fucktard, just get in the goddamn car....

The best game I have played in regards to this is Half Life 2 ... granted it's not so much an escort as Alex is there following you ... but fuck it. That is the most stress free, don't have to worry about the NPC and their dumb ass AI and she can take care of herself. It was amazing and I loved Alex more for it.

I think the most frustrating example was playing Dead Rising and escorting like 11 people ... I think it was for an achievement. Horrible AI. Sitting their screaming at them to go up a fucking ledge that came up to their ankles that they were stuck on while zombies tried their best to crowd in and kill them.
 
I wish there'd come along a game where you couldn't just load a save and try again.

For example, if you had an escort mission, and the target of your mission died, you couldn't just load and try that mission again. You'd actually fail, and carry that failure the rest of the game. Oh I know, feels bad doesn't it, having to cope with failure? Well goddamnit, I want a game like that. Not one where it's optional. One where it's the only option.

Yeah, you could load if you die, but you'd have F:d up that mission, period. Try harder next playthrough. Having said that, those failures shouldn't affect the actual game so much that you'd actually have to start again.

Oh, and I'd want this to happen so often, that even the worst perfectionists (I'm one of them), would realize there's no point in trying to have a perfect playthrough, and just go with the flow, and actually enjoy the game.

It's just that today we have this ridiculous mentality that everyone's a winner, that everyone deserves a trophy, regardless of how useless they are and how much they suck, so my utopia will remain a utopia.
 
Top Bottom