Common things within games that you absolutely hate...
#51
Posté 27 janvier 2012 - 07:42
- dialogue skip button/key that is the same as the select response key
- 12 gig patches after first installing a game.
#52
Posté 27 janvier 2012 - 08:13
>=(
Quest Markers. I'm okay with it if they are kept in the HUD, or on maps but it really annoys me when you put a massive sign above the NPC's heads as if to say "HI TALK TO ME I AM THE PERSON WHO CAN ADVANCE THE GAME, JUST IN CASE YOU DON'T READ THE QUEST LOGS OR PAY ATTENTION TO THE DIALOG."
Do developers think gamers are 6 year olds? It also has the side effect of dulling exploration and discovery in a game and also looks silly/immersion breaking.
Quick Time Events can be okay depending on implementation but they are ghastly as a concept. It's not gameplay, it's a collection of movie clips that are linked together with button presses. Generally speaking, the less QTE games have, the better.
Unskippable cutscenes. What if I'm replaying the game and don't care about your damn life story exposition, NPC?
DominusVita wrote...
Well. This is rather convenient. Look what just popped up on Dorkly today.
The 15 Most Frustrating situations in Video Games.
1. Accidentally hitting “yes” when an NPC asks you if you need them to repeat entire explanation
+1000.
Modifié par CrustyBot, 27 janvier 2012 - 08:20 .
#53
Posté 27 janvier 2012 - 01:39
FFS, you've sold your game to many a 21st century adult with a spouse/job/kids/dog/phones/pager/IM client/front
door. You are not achieving anything in terms of the dynamics of your
story/gameplay, you are just making modern people (whose lives will interrupt them once in a while, and who might not have loads of time) choose between playing it again to see the cutscene every time they are interrupted, or ever progressing through the game.
Especially when placed just before/after some hard part of the game but even generally this is fail.
Unskippable ones are related - wresting control of cutscenes from the player is idiotic fail.
2. Checkpoints
Seriously. Want to break your game? Add checkpoints instead of allowing the player to save. This is supposed to increase tension or something, but only ever really results in people playing through the same areas again whilst bored.
When coupled with an area of random death it is the horrible crapulent apex of trial and error gameplay.
It's made worse by the fact that checkpoints have existed in some otherwise quite good games.
3. Stupid FOV/camera
Been mentioned by someone else. Let me walk up to a cliff that overlooks a spectacular-looking vista, and now you won't let me look below 12 degrees from the horizontal? I am fighting somebody 9 feet taller than me, but can't look up properly? I have to move out of position in combat just to see what's happening because the camera angle won't let me just... see straight?
Well THANKS. Few things are as frustrating in-game as this.
4. Squealing twelve year olds on VOIP
Headsets need to administer small-to-life-threatening electric shocks to people whose voices are above a certain volume and pitch. Might sound harsh, but online play would improve overnight.
Il Divo wrote...
Boss fights where I'm fighting a humanoid enemy who (logically) shouldn't take a million hits to die, compared to the average mook...
Ha, I was nodding while I was reading this, then I remembered how enjoyable my first Draugr Deathlord was to fight, despite the instakill and extra health.
DRUNK_CANADIAN wrote...
The developers try to appease [cry-babies] and as a result end up producing a sub-par product.
This++
Modifié par Gotholhorakh, 27 janvier 2012 - 02:00 .
#54
Posté 27 janvier 2012 - 03:03
I also hate things that break my immersion - such as massive yellow question marks above an NPC's head, or button prompts to remind me which button to press for an action like opening a door (I can remember my controls!).
And I hate boss fights where instead of concentrating on fighting the actual boss, you have to spend most of the time killing infinately respawning henchmen.
Actually, I hate the use of infinately respawning enemies in any context.
Modifié par G00N3R7883, 27 janvier 2012 - 03:05 .
#55
Posté 27 janvier 2012 - 03:52
2. When leveling up actually makes you weaker bc/ now you can't hit the bad guys and they now one-shot you.
3. To get that awesome ability, you need to take three sucky prerequisites.
#56
Posté 27 janvier 2012 - 04:53
((hehe, sorry, couldn't resist - I've been an obsessive Joy Division fanatic since I first discovered them back in the 80s))
Modifié par AshenSugar, 27 janvier 2012 - 04:55 .
#57
Posté 27 janvier 2012 - 07:35
Modifié par Joy Divison, 27 janvier 2012 - 07:43 .
#58
Posté 27 janvier 2012 - 08:00
No, don't stop it. Being unable to skip a dialogue scene is hugely annoying, especially if you have to sit through it over and over because of bad UI controls (Skyrim) or because you got mauled in the combat right after it and the autosave was before the dialogue cutscene (The Witcher 2).Tommyspa wrote...
Being able to skip dialogue...too tempting to just spam the button instead of just sitting back and listening. Mostly BioWare games...stop it!
My answer to the OP, though, is QTEeeeeees
#59
Posté 27 janvier 2012 - 08:10
Every RPG that is coming out just LOVES to smack you in the face with how edgy and dark it can get as time goes on.
I do miss straight up heroic fantasy at times, when all we get now a days is games trying to imitate ASOFAI.
#60
Posté 27 janvier 2012 - 10:44
#61
Posté 27 janvier 2012 - 11:19
"You have to grind/do repetitive things for hours and hours before you start having fun!".
Dialogue options being unlocked with gameplay stats. If I want to play a dumb wizard all I have to do is pick a different dialogue option but if I want to play a cunning warrior I either have to gimp myself or hack my game.
#62
Posté 29 janvier 2012 - 07:37
#63
Posté 29 janvier 2012 - 08:10
Another of my pet peeves:
Pauldrons of Ridiculousness +5: I hate that in
Modifié par Han Shot First, 29 janvier 2012 - 08:11 .
#64
Posté 29 janvier 2012 - 08:42
(2) Unskippable Dialogue/Cut-scenes
Those two are the most annoying. I'd say texture/model recycling is getting up there too. I'm okay with recycling some stuff, but when a boss is the same design as a mook except he has like red stripes or a unique sword that kind of knocks the wind out of the encounter.
#65
Posté 29 janvier 2012 - 09:50
Devs doing exactly what's expected of them. Ok, seriously. I get that some people think of 2011 as one of the best years in gaming...I can even see why. But frankly, it was probably the WORSE in recent memory for me. Every game that came out was exactly what I expected. Nothing really caught me off guard at how amazing it was. I don't inherently hate sequels, but I do when they are the same as the first game. Usually they can't even claim that, they end up being dumbed down versions of the previous.
Arkham City, for example...was a repeat of Arkham Asylum. It played almost exactly the same way, they just added in new gadgets...most of which were redundant and unnecissary. They sacrificed QUALITY of Riddlers riddles for QUANTITY...
Assassins Creed Revelations is another good example. It was like Brotherhood, with a less interesting city, and a bunch of new things that lowered the overall quality. The Tower defense mini-game was a good idea...but ultimately I hated doing it, and wished I could just turn it off. Same thing with the bombs...mostly worthless...could have done with just having one (a smoke bomb and a poison bomb).
But yeah, for me to really get into a game, it has to catch me off guard with how good it is. If it promises something, and delivers, then I'm usually kinda of put off by it.
This is going to be a 2 for 1: I also hate the "someone else is doing it, we have to do it too" mentality. Battlefield 3 was miserable with this. The Single Player campaign was a disaster...but what really killed me was the leveling system with multiplayer. If I wanted my skill based entirely around what level I am, then I'd go play an RPG. FPS's shouldn't have this system where you have to unlock items...I, at the start of a match, should have the ability to do just as well as somebody who's been playing the game every day for the past 6 months. Let skill decide who wins.
But yeah...It's only in there because COD had it. EA remained afraid to do their own thing, and the game ultimately suffered for it. It could have been something unique...completely different from anything console players at least have ever seen before. But instead...they got CoD with vehicles.
#66
Posté 29 janvier 2012 - 08:06
Though to be fair, that's not really common...
Modifié par Da_Lion_Man, 29 janvier 2012 - 08:07 .
#67
Posté 29 janvier 2012 - 09:49
Gotholhorakh wrote...
1. Unpausable important cutscenes
FFS, you've sold your game to many a 21st century adult with a spouse/job/kids/dog/phones/pager/IM client/front
door. You are not achieving anything in terms of the dynamics of your
story/gameplay, you are just making modern people (whose lives will interrupt them once in a while, and who might not have loads of time) choose between playing it again to see the cutscene every time they are interrupted, or ever progressing through the game.
Especially when placed just before/after some hard part of the game but even generally this is fail.
Unskippable ones are related - wresting control of cutscenes from the player is idiotic fail.
This this this this thousand times THIS.
If there is one lesson I want hammered into every game developer's skull, it's that you are making games, NOT movies! It completely blows my mind that developers actually use the phrase "Cinematic!" as if it were a selling point, when all it usually means is that the game is going to be full of cutscenes. You'd think that developers would have learned this after all those horrible FMV games released in the 90s.
Other things that I absolutely hate:
Level Scaling: "Congratulations, you levelled up! Now you're stronger, faster, smarter...oh wait, everyone else has just gotten stronger, faster, and smarter as well, thus completely negating your character progression." Or even worse is Oblivion's completely inept handling of it, where you character can actually get weaker compared to the enemies as you level up!
A related issue is loot scaling, which is even worse. One of my biggest gripes with Skyrim was that you would go through some dungeon, only to find that the loot therein wasn't any better than what you were presently equpped with. It destroys any desire to go exploring, since you won't find anything worthwhile.
Quick-time Events: How sad is it that developers are now borrowing mechanics from Laserdisc games? Not to mention how they take the player out of the game by forcing them to pay attention to when the button prompts are going to appear, rather than what is happening on the screen.
Regenerating Health: Completely eliminates any form of tension or tactical requirements to encounters. Doesn't matter badly the player screwed up or how poor their tactical decision making was, just hide behind a wall for a few seconds and you'll be right as rain. Health used to be a resource you had to manage - did you use the health pack now, or did you save for a more difficult encounter later? And if you were low on health, that changed how one had to approach situations. It also means that the effects of one battle never carry over to another - it doesn't matter if your character was thrashed to within an inch of his life in one battle, he'll be in perfect shape for the next one. As a result, every encounter feels disconnected and episodic.
#68
Posté 29 janvier 2012 - 10:49
-Designated save points. Like, really? Why? Thankfully the trend these days is towards free saving, but I think I have PTSD from the old days.
-Uncontrollable camera. Alright, maybe not that common but still, annoying as ****.
-Escort missions, like everyone else. The classic "slower than run, faster than walk" can't you just have them run and stop if the PC needs to catch up?
#69
Posté 30 janvier 2012 - 09:42
Timed Missions
Boss and Hoard fights just for the sake of it
Excessive graffiti appearing in the game for no reason
Lame attempts at witty banter between characters
#70
Posté 30 janvier 2012 - 10:01
Hand Holding/non challenging gameplay
Level scaling
Regenerating health
Lack of enemy variety
Lack of choices and consequences that truly change the game/characters
QTE's
RPGs where go anywhere you want in some crappy 3D gameworld, and the rest is UP TO YOU
Romances being a priority and focal point (play a damn dating sim ppl)
Modifié par bussinrounds, 30 janvier 2012 - 10:08 .
#71
Posté 30 janvier 2012 - 11:39
How is that bad thing, if you get enough motivation through dialogue and cutscenes what's so bad about an open world, it actually extends the lengthg of the games, done right and it can be quite immersive. Sure beats some linear gameplay where you have to do this and that to progress and you've got no other choice.bussinrounds wrote...
RPGs where go anywhere you want in some crappy 3D gameworld, and the rest is UP TO YOU
#72
Posté 31 janvier 2012 - 12:41
Andarthiel_Demigod wrote...
How is that bad thing, if you get enough motivation through dialogue and cutscenes what's so bad about an open world, it actually extends the lengthg of the games, done right and it can be quite immersive. Sure beats some linear gameplay where you have to do this and that to progress and you've got no other choice.bussinrounds wrote...
RPGs where go anywhere you want in some crappy 3D gameworld, and the rest is UP TO YOU
The problem is that you have no direction or storyline to follow, A good story needs a begining, middle and end and for characters to grow and change with the story. Open world games do away with all that you get some vague begining and then you'll spend the next 120 hours wandering around some empty land looking for the next town to get the next 10 pointless sidequests. The only reason it extends the legnth of games is because you spend so much time doing nothing trying to find places so you have something to do.
I prefer a game where effort has been put into the story and the characters over than just creating a huge gameworld where you can wander mindlessly killing animals and finding towns with wooden characters who all essentially tell you the same mind numbing crap.
Sorry but endless fetch quests are not my idea of fun.
Modifié par Moondoggie, 31 janvier 2012 - 12:42 .
#73
Posté 31 janvier 2012 - 02:36
- I've got an agonizing peeve for quests in games that require you go travel across the world to speak to an NPC, only for them to tell you to travel back across to speak with another.
- RPGs with little to no replayability. I Can Haz New Game +?
Modifié par Sedman211, 31 janvier 2012 - 02:38 .
#74
Posté 31 janvier 2012 - 02:49
#75
Posté 31 janvier 2012 - 03:05
There's many other things I don't like but most have been mentioned already.





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