What is your least favorite thing about working in the industry?
Playing the games. This is probably a terrible thing to admit, but it has definitely been the single most difficult thing for me. I came into the job out of a love of writing, not a love of playing games. While I enjoy the interactive aspects of gaming, if a game doesn't have a good story, it's very hard for me to get interested in playing it. Similarly, I'm really terrible at so many things which most games use incessantly -- I have awful hand-eye coordination, I don't like tactics, I don't like fighting, I don't like keeping track of inventory, and I can't read a game map to save my life. This makes it very difficult for me to play to the myriad games I really should be keeping up on as our competition.
This pretty much explains how the terrible idea of "skip part of the game" button came to life. If you're working on designing computer games, you need to love computer games. Not only to know what are the trends in modern gaming but most importantly, to have a rich experience of playing the classics which introduced many elements that are rarely seen in games nowadays, but could enrich your products.
Otherwise, when faced with a problem, you'll have to think of a new solution, when one may already exist, much more interesting than what you'll be able to think of.
In this example, we want to design such system that will allow players to choose what elements of the game interest them and play the way they like it. It's a great idea, especially for a role-playing game. This genre is based on being able to play the character you wish to, in a way that suits you. But introducing a cheat code as a valid method of playing is certainly not the best way to achieve that.
Let's look back at System Shock, game published in 1994. Surely gaming has evolved so much that such an old game can't teach us any new? If there was something obviously brilliant in its design, it would be a standard nowadays anyway, wouldn't it? Unfortunately, it wouldn't. SS has highly customisable difficulty level. Instead of having one slider, it had four, allowing you to play an adventure game full of difficult puzzle, a game very heavy on story but with next to no gameplay, a simple shooter or a combination of the above. You could also impose a time limit or change the rules of cyberspace mode.
RPGs also experimented with allowing you to concentrate more on dialogues or puzzles, while being able to avoid many combat encounters. Dark Sun is the first example I can think of. The game has quite a few mandatory fights but many times you can use your wits and either find a peaceful solution or gain allies that will make encounter much, much easier. Fallouts further expanded on this idea, allowing you to finish them without engaging in combat. Or avoid dialogues and shoot everything that moves, if that's what interests you more. What's extremely important, even when you was able to skip combat, this
games didn't stop being
games, not interactive movies. There was a certain challenge in finding ways to resolve problems without violence. In Fallout, you had to build your character in a proper way, you had to gather certain items and ingame knowledge, you had to choose proper dialogue lines. In contrast, in BioWare games there's usually very little challenge outside of combat.
The worst is that these games didn't even feel like they perfected what they tried to achieve. While playing them, one could only imagine how much more could developers expand on them, analysing how the mentioned elements worked. Not only these ideas didn't evolved, they were completely abandoned by the industry, even though they were met with positive critical reception. All the games I mentioned were successful enough to guarantee sequels.
Instead of being able to customise difficulty level in meaningful way, our options are being removed and while in DAO friendly fire was controlled by its own option, in DA2 it's a part of general difficulty slider. It's still amazing that it's possible to toggle friendly fire, considering that it became a norm not to use difficulty levels, but "tediousness levels", which only give enemies additional hp, making combat longer and slower but not much more challenging. In nineties it was a norm for games to change number of enemies, their type and placement basing on chosen difficulty level.
Such lack of progression, and even regression is not an accident; people like Jennifer Helper are the reason for that. Developers who don't like games and people who buy games, even though they don't want them, they want to read CYOA books and watch interactive movies.