What is the worst idea you've ever seen implemented in a game?
#101
Posté 17 octobre 2011 - 11:16
Item DLC - just a very cheap and disappointing thing for companies to do. If I'm going to buy some content I want it to be several hours of gameplay that will add to the experience, not just some novelty item. I never buy it, which means I'm missing things that shouldn't be locked out of the main game in the first place.
DLC that's necessary to get the proper ending to the game. I expect the game to come packaged with its ending thanks. DLC that wraps up sub-plots is ok though.
Arbitrary timers - I don't like being rushed through sections of games personally. Fair enough if urgency is crucial to that moment in the plot, but often it isn't and it just serves as a frustrating gameplay mechanic.
#102
Posté 17 octobre 2011 - 03:51
Say for example heading down a corridor in DS2 (though the overall story was good) and seeing that it was auto saving told me here comes some excitement.... my mood was instantly killed.
Modifié par phoenixofthunder, 17 octobre 2011 - 03:53 .
#103
Posté 17 octobre 2011 - 03:52
Spatia wrote...
Restrictive inventory - The Witcher is one of my favourite games but item management is so frustrating in it. There's nothing fun about constantly having to find storage or leaving loot because you have no room. Worst cases are games where quest items take up valuable inventory space. Luckily this seems to be getting rare these days.
Item DLC - just a very cheap and disappointing thing for companies to do. If I'm going to buy some content I want it to be several hours of gameplay that will add to the experience, not just some novelty item. I never buy it, which means I'm missing things that shouldn't be locked out of the main game in the first place.
DLC that's necessary to get the proper ending to the game. I expect the game to come packaged with its ending thanks. DLC that wraps up sub-plots is ok though.
Arbitrary timers - I don't like being rushed through sections of games personally. Fair enough if urgency is crucial to that moment in the plot, but often it isn't and it just serves as a frustrating gameplay mechanic.
^^^^^^^^^^^^^^^^^^^^^^^
This too
#104
Posté 17 octobre 2011 - 03:57





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