henke on 2/3/2018 at 08:10
Quote Posted by Brethren
Turn-based - Not sure why, but I have a hard time with these, I just prefer real time. Could never get into Invisible Inc. or Xcom. I know way back in the day, I played some Final Fantasy, SNES era. Maybe it's a control issue, or maybe I'm too impatient. But I think it has more to do with fluidity. I want there to be consequences to not reacting promptly.
I can see how it would be annoying simply for being so unrealistic for each character to "take turns" during a battle. How do you feel about pause-time (FTL, KOTOR) or simultaneous turn-based (Frozen Synapse, Qvadriga) combat?
Malf on 2/3/2018 at 10:56
GAH!
Myself, I can't stand RTWP in RPGs, especially when that form of combat has been crowbarred in to an adapted pen-and-paper ruleset that is traditionally turn-based.
Things that annoy me?
Achievements. Especially when achievement systems can't be turned off (I'm looking at you Steam).
A very few games have done interesting things with achievements, most of them from Capcom. But these days, they break immersion, and can railroad players in to playing in particular ways. Achievements at their worst are hollow gamification used to bypass actual game design, checklists of drudgery.
I think Nintendo recognised this early on, which is why to this day they don't have an achievement system.
Reams and reams of dry text exposition leaning heavily on made-up words. Yeah, as well as being RTWP, Pillars of Eternity pulled this shit, and I ended up not giving a fuck.
While I appreciate some games that need a wiki in order to play them (such as Dwarf Fortress), others have no excuse. In particular, the arcane and cryptic obfuscation of systems in many of the Souls' games. Initially, it was quite a kick immersing myself in systems outside of the game. But now I've got very little patience for the byzantine unreadability of mechanics in games such as Bloodborne. So many items with unexplained dependencies, so many badly-named stats and abilities, with game-changing symbiotic bonds hidden from the user by shambolic user-interface design.
But I'm a bit of a Souls grump anyway. I rinsed Demon's Souls twice over when it came out, in part because at the time I was without a decent gaming PC. And I've grown increasingly tired of the basic formula which hasn't changed at all over the course of what, five games now? Basically, it was fun the first time around, still pretty cool the second time, but is now hard up against the cliff-face of the Law of Diminishing Returns.
Or maybe I'm just pissed off that they recently turned off the Demon's Souls servers, which segues nicely in to my next point...
The gaming community's acceptance of publishers making the running of game-servers a purely in-house operation.
It ties up with horrible intellectual property exploitation and profit maximisation strategies, and guarantees the loss of certain important games. How many MMOs have died purely because even upon dying, greedy intellectual property owners have refused to release server and source code to the community?
That kind of greed-driven behaviour has also been responsible for the death of mapping and modding in the FPS genre. In particular, I find it insulting that now that id are owned by Bethesda, you no longer see their SDKs being released publicly, or code being open-sourced for id games developed under Bethesda's ownership.
I think/hope this kind of behaviour may very well end up biting them in the arse. An engine is only strong as long as it has a large community of people willing and able to learn how to use it. And id were already fighting a losing battle against the Unreal engine before the Bethesda buyout. Now that the only people experienced with modern id tools are those employed by Bethesda, they'll have an ever-shrinking pool of talent to choose from.
Thankfully, Tim Sweeney and Epic are still doing a good job making their tools widely available to the community, but there's a part of me that balks at the idea that one party may end up dominating the commercial game engine space. Yes, Unity's around, but the feeling I get is that it's still not as highly regarded or easy to use as Unreal, just cheaper.
And there's also a lot to be said for the developer of an engine making a game for hobbyists to develop around. How many professional developers got started by modding and mapping their favourite game?
I know for certain that there would be no Call of Duty if it weren't for Quake 3 being so mod friendly.
Rassen, frassen.
Sorry, went a bit off-piste there.
Nameless Voice on 2/3/2018 at 11:10
I'm not really a fan of turn-based either, but I don't get the hate that real time-with-pause gets.
It allows you to both have a real-time game, but also allow players to take a break to think about what they are going to do next, rather than having to make split-second decisions.
It certainly fits in games like Commnados or Evil Islands, which focus on stealth and it's very useful to be able to stop and survey your surroundings before proceeding (I was kind of surprised that Shadow Tactics didn't allow pause, though it did at least have Shadow Mode to help with concurrent actions.)
twisty on 2/3/2018 at 11:14
QTEs
Complete changes in gameplay halfway through a game. E.g. deadlight
Ramifications of decisions made earlier in the game that make it impossible to win the game. E.g. xcom
Old skool pixel graphics for the sake of it. E.g. Too many examples
Certain types of art styles such as Warhammer and Torchlight
Mobile games without paid versions (I.e. I'd rather pay for a game then have ads and never ending in-app purchase nags)
McTaffer on 2/3/2018 at 19:30
Malf just reminded me of my number seven...
7. Always Online Singleplayer- STOP THAT! Apart from being really annoying, the game loses many of its features if the servers ever get switched off.
Malf on 5/3/2018 at 09:21
BLARGH!
Had another prime example of unexplained mechanics this weekend. I started Hellblade. Nowhere in the game does it tell you that you can recover from being downed by hammering a button. It subtly implies that you can recover, with the voices telling you to get up, but nowhere does it actually come out and say how to do this.
This would be acceptable if we were still buying games the way we used to, where you'd get a physical box and a manual. But if you're mostly targeting digital sales these days, you better make damn sure all a game's mechanics are explained in the game itself.
EvaUnit02 on 5/3/2018 at 11:07
* Forced stealth sequences
* Escort missions
* Shooters with scripted sequences where you have to defend against continuous waves of enemies until a timer runs out. I.e. SP campaigns with shoehorned in "horde mode". Waiting for chopper extraction in All Ghilled Up at the Pripyat Ferris Wheel in CoD4 comes to mind, god awful mission!
* Lack of save anywhere/quick-save.
* Unskippable cutscenes
* Unskippable company logo boot-up screens
* QTEs
* Season passes which don't include ALL of the DLCs
* Forced stealth sequences
Ostriig on 5/3/2018 at 11:52
If we're talking features, as in intentional gameplay design rather than oversights, bugs and other contrivances, off the top of my head:
- save limitations;
- forced third-person cover/stealth in first-person games;
- arbitrary per-item inventory limitations instead to aggregate encumberance;
I'm sure I'd hate lootboxes if I ever played a game with lootboxes, too.
SD on 5/3/2018 at 17:38
Quote Posted by Harvester
3. Adventure games where doing random stuff kills you, without there being a way to know beforehand. Like flushing the toilet in Larry 1 or walking across the bridge too many times in King's Quest 2.
Slightly on a tangent, but that reminds me of a particularly extreme example in the old Spectrum game "How to be a Complete Bastard" based on the comedy book by Ade Edmondson. The premise of the game being you are at a party and need to play as many practical jokes as possible eg putting plastic wrap on the toilet basin (not highbrow stuff we're dealing with here). If you choose to reset the party host's computer, then it actually resets your computer. You not only lose your progress in the game, but are forced to load it all up again off the cassette tape. I can appreciate the humour of it, but my goodness it's irritating.
Pyrian on 5/3/2018 at 17:53
Heh. That's awesome. Are there at least any clues that it might happen?
Riddles. Indeed any time I have to guess at what the game mechanics are going to be. I like obstacles where you know the mechanics and have to use them to progress. I don't like obstacles where you have to figure out (or just guess) what the mechanics are.