What are some of your game design pet peeves?

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ShoulderHolster

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#1  Edited By ShoulderHolster

A few of mine are:

1. Unevenly applied difficutly: It is truly annoying when delevopers insert a super difficult boss fight in the beginning of a game or when the difficulty peaks early and then the rest of the game is a cakewalk. When I first play a game, I want to ease into it and I want the game to start to get harder and harder as I progress. 
 
2.  Bland environments: IMHO, the worst thing a developer can do make awesome game mechanics but then drop the player into a bland environment. It's a damn shame when this happens.   
 
3. Awful cameras: Bad cameras have the potential to ruin what would have otherwise been a good gaming experience. Ninja Gaiden 2's camera was atrocious and basically ruined that game for me. And that's a shame since I loved the first one.  
 
4. Ideas that don't mesh: Basically what I'm talking about here is when developers slaughter the pacing and flow of their game by inserting something that doesn't make sense in the context of the game. A good example of this is the Werehog in Sonic Unleashed. If the game had consisted of just Sonic levels, I think that it would have been his return to glory. But they just had to go and brutally murder most of the potential that game had with the generic archaic and clunky Werehog levels.   
 
5. Loading a game with cutscenes: As much as I liked Metal Gear Solid 4, the overload of cutscenes came across as a glaring flaw, a flaw that I'm surprised people defend. To me, the cutscenes in that game messed with the overall pacing of the game so much that I think its unexcusable. I mean, there were mission briefings that could go on for a half-hour. Not cool.
 
There was no reason that the cutscenes had to be as long as they were. Not all that shit is important and most of that technical mumbo-jumbo is not even interesting. It was begging to be cut IMO. Kojima wasn't thinking economically at all.  
 
And Metal Gear isn't the only one. I thought Bayonetta was awesome but it would have benifited from shorter cutscenes.

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shirogane

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#2  Edited By shirogane

I'm gonna have to disagree with you on the cutscenes, they're parts of games that i look forward to the most. 
 Although in the case of MGS4, i somehow felt they weren't quite as awesome as some of the previous games...that whole game was a bit of a disappointment to me. 
 
Setting the difficulty is hard, because they've been spending all their time on a game, they know how it works, so it's hard to judge. 
 
I personally hate annoying long 'dungeons' or levels, which are just tedious and don't add much to games.
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penguindust

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#3  Edited By penguindust
  • Unskipable cut-scenes.  At the very least, you should be able to skip them after seeing it one time.
  • Game controller settings that can't be remapped to your personal tastes.
  • The "silent protagonist".  I'm a little tired of this even though I understand the reasoning behind it.  The truth of the matter is Mass Effect has spoiled me and now I want all my protagonists in RPGs to be voiced.  Dual voiced ~ one male and one female. 
  • Locked in difficulties.  Okay, I can see developers linking achievements to specific difficulties, but I should be able to drop down or bump up the difficulty in any game at any point. 
  • Limited save slots.  I can understand this on handhelds since there is limited space, but there is no reason for this to persist on consoles.
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Jeust

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#4  Edited By Jeust
  • Clichés. They annoy  me to no end...
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Evilsbane

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#5  Edited By Evilsbane
  • Escort Missions - Nuff said 
 
(Ok the one in Uncharted 2 was fun but that is the ONLY one never ever ever was there a fun one before that)
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Captain_Insano

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#6  Edited By Captain_Insano

* The inability to pause a section of gameplay or cutscene, games need to realise that real life can sometimes intervene

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DCFGS3

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#7  Edited By DCFGS3

I have to agree with the long dungeon levels, they're a bitch. When a game lacks real story, this doesn't really matter in the linear games, as the story is usually well written and is half the game (uncharted 2 for example), but it can be lacking in some the open world games, Fallout 3 for example, which I could never get into.

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Titl

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#8  Edited By Titl
  • I have come to hate the "silent protagonist" concept with every fiber in my body, i really hate it. it doesn't need to be fully voiced, the dude just needs to talk dammit!
  • I also hate escort missions....they are truly the epitome of annoyingness!
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mano521

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#9  Edited By mano521

for me, its either bad physics "ragdolls, debris, whatever"   or glitchy environments. 
 
huge load times also kinda annoy me

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illumination

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#10  Edited By illumination
  • No AI bots! Not everyone has onIine!! 
  •  No spIitscreen! 
  • Escort missions!
  •  UnskippabIe cut scenes!!! Fucking hate them.. 
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callumbay

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#11  Edited By callumbay

Silly little mini-games that are only at one part in the game, and are really hard/annoying to complete, making me ragequit and return later after calming down... :p 
 
Okay, I'm talking about the asteroid mini-game in Dead Space... that's the only example I can think of, actually.

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regularassmilk

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#12  Edited By regularassmilk

Camera's over all. They've ruined potentially great games.

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ryanwho

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#14  Edited By ryanwho

Mandatory sidequests. That is, things in the main game that are clearly meant to expand the 'official playtime' that  easily could have been optional sidequests, but some fool wanted "60 hours of gameplay!" on the box so now that bullshit is mandatory. Can't stand it. There is no quicker way to get me to give up on your game.

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Wally

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#15  Edited By Wally

Online Achievements - They are difficult to do when nobody plays
 
Unaddressed glitches/hacks - When everybody knows of a glitch/hack and the developer does nothing about it.
 
Trees made out of TITANIUM - Self explanatory

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bertmasta

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#16  Edited By bertmasta

Weight/carry limits - e.g fallout, oblivion

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Andorski

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#17  Edited By Andorski
  • Invisible/illogical walls - Invisible walls are obvious.  "Illogical walls" are barriers disguised as something that the player should easily be able to either hop over or get around.  For example... a double jumping Wolverine (from X-Men) can obviously jump over a god damn side-rail when on a bridge.
  • Missable achievements/trophies - Why the fuck would you want a player to replay the whole game again because he/she/it missed a particular sequence that had an achievement tied to it?  Batman: Arkham Asylum/Assassin's Creed 2 - I'm looking at you.
  • Repeating actions for bosses - These are when the play finds out how to damage the enemy, but then learns he has to repeat those same actions a number of times in order to defeat the boss.  Batman's fight against Bane and Uncharted 2's final boss are examples of this, with Zelda being repeat offender.
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Azteck

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#18  Edited By Azteck
@Captain_Insano said:
" * The inability to pause a section of gameplay or cutscene, games need to realise that real life can sometimes intervene "
You can sometimes just press the guide button, and if freezes the cutscene, if you're on the xbox at least. Though I really don't know if you are so maybe I should keep my mouth shut.
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toolus

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#19  Edited By toolus

Fucking quick time events during cut scenes
Having to mash on a button to open a door or chest 
Inventory limits 
having to walk up to ammo and push a button to pick it up.

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LiquidSwords

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#20  Edited By LiquidSwords

> Jumping on the band wagon. If it ain't broke, yadda yadda yadda.
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Illmatic

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#21  Edited By Illmatic

-Limited Save Slots 
-The inability to pause, rewind, or fast forward cutscenes in games. With all this talk about control over your entertainment when talking about games, it's amazing that I'm forced to sit through a cinema without the ability to pause it for a break or rewind and fast forward, something that's been afforded us since cassettes. I can't count how often I've been in the middle of a cutscene when I get an important phone call or an emergency happens at my home that requires me to leave the screen for a while. Sure, some games can have their cinemas paused for the 360 by pressing the guide button but there's always that one game that decides to overwrite the ability to do so, baffling me in the process.

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Adamantium

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#22  Edited By Adamantium

The only thing that really gets me is bad AI. I mean the kind of AI that just bullet dodges like Neo or reads my button presses and reacts so quickly that it feels like I'm controlling both my character and the NPCs.

Makes it feel more like the game's playing me instead of the other way around.

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Bobby_The_Great

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#23  Edited By Bobby_The_Great

- Bad computer "buddy" AI in a game. They NEVER do what they are supposed to, even in Mass Effect I had this problem.  
  
- Backtracking for no reason but to extend game length 
 
- The Unreal engine. Seriously, it crashes all the time, texture pop-in is annoying and it has some of the WEIRDEST BUGS EVER. Even Epic, (who makes the damn engine) can't keep bugs out of their game with this engine (Gears of War anyone...). 
 
- Any game where there is a mandatory turret-gun section. This is absymal in all games.
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nikral

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#24  Edited By nikral

Hmm, let's seeeeee
 
~ Unskippable cut scenes, I REALLY hate ones that happen before you even get to the main menu, both story cut scenes and the developer logos UGH!
~When they copy a game play element from another game. At least be original!
~Bad camera angles!

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Captain_Insano

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#25  Edited By Captain_Insano
@Azteck: yea I know, but there have even been a couple of games which continue to play in the background even when the guide button has been hit. Annoying
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Lind_L_Taylor

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#26  Edited By Lind_L_Taylor

Achievements obtained by completing the game on its hardest difficulty.  I hate that more than anything.

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deactivated-5f8ac39b52e76

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Pointless "Press Start" Screens. Why do they exist? 

"I am Ken Block, and this is Dirt 2!" - Gee, really?! I thought this was Tetris.

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Deusoma

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#28  Edited By Deusoma

I don't like the way most games treat swords like big blunt hammers, where you have to hit a person a whole bunch of times to kill them. I mean, okay, if you could one-hit-kill everybody it would be stupidly easy, but compare Dead Rising (which I didn't even like, overall) where antique store katanas can slice through multiple zombies with one swing, to Darksiders, where you have this gigantic, kick-ass sword that you need to swing into ordinary demon minions seven or eight times to kill them.

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Hitchenson

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#29  Edited By Hitchenson
  • Press Start screens
  • When next to each menu item it explains what it is e.g. New Game - Click this to start a new game. WELL NO FUCKING SHIT.
 
These two really stand out amongst the obvious for me. 
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TheGodPoet

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#30  Edited By TheGodPoet

Personally I hate sections in a game that are cheap as hell. I'll give you an example.
 
Remember that fucking pillar in God of War you had to climb to get out of the Underworld, you know the one with the blades sticking out of it. I died so many times from that the game offered me the Easy difficulty. I got even more pissed when the game said only battle would be affected. 

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WinterSnowblind

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#31  Edited By WinterSnowblind
@Shirogane said:

" I'm gonna have to disagree with you on the cutscenes, they're parts of games that i look forward to the most.  Although in the case of MGS4, i somehow felt they weren't quite as awesome as some of the previous games...that whole game was a bit of a disappointment to me.  Setting the difficulty is hard, because they've been spending all their time on a game, they know how it works, so it's hard to judge.  I personally hate annoying long 'dungeons' or levels, which are just tedious and don't add much to games. "

Cut-scenes should add to the game and benefit the story.  MGS4 was most certainly in the bounds of too excesive, to the point where a lot of the information it gave you wasn't even important.  The game really didn't feel as epic as MGS3, and I think it's mainly because of how much it dragged on.
 
My biggest complaint with game design these days is definitely QTE's.   Again, they should be there to benefit the gameplay, but many game designers recently have started using them as a means to make impressive looking fight scenes, with no real gameplay.  Force Unleashed is a very guilty offender of this..  And what annoys me most is that none of them even do it right.  They're all copying the system Shenmue used, but in Shenmue you'd always have a warning of what was coming and how to react, where as in games like Bayonetta they slap you with one in the middle of a cut scene.  No wanring, and very little time to respond.   AND they punish you for failing.
 
Go to hell.
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Garden_Ninja

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#32  Edited By Garden_Ninja

Bad save systems.  Being forced to replay huge chunks of a game isn't fun.  Some
examples:

  • Ninja Gaiden Black (and NG2, I've heard, but I haven't played it yet) - I just  beat the area boss.  Look, there is a save point on the other side of a  platforming section.  If you fall before you make it to the save point, you  have to beat the boss again. Not putting a checkpoint immediately after the boss doesn't make your game hardcore; it's just bad game design.
  • Lost Odyssey - There are several sections that have about an hour and a half  of playtime between save points, at least one of which is has a boss fight at  the end.  There are at least checkpoints during that time which covers you if  you die, but if you have to shut off the game to go do something else, you're  screwed.

The lazy way around this is to let the player save at any time.  If they don't manage their saves properly (e.g. quick-save themselves into a corner), that's their fault.  For fairly linear games (e.g. most shooters) I like auto-saving checkpoints.  Ideally, it would be a combination of both.  If the game has chapters or missions that are distinct, then auto-save after each mission, and keep the which missions have been completed separate from the progress in the current mission.

Inconsistent Game Mechanics is another one.   For example, in Dead Rising. (I actually didn't mind the save  system as much as other people).  When you die during the main game, you save your levels, but have to restart the game.  Annoying, but fine, whatever. However, when you unlock Overtime Mode,  the spec ops guys don't actually kill you.  Instead, they capture you.  To get free, you have to play this stupid little mini game, and you lose all your clothes and weapons, and lose about 4 hours of in-game time.  It's annoying as hell, and is why I still haven't finished Overtime mode.
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JJOR64

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#33  Edited By JJOR64

Backtracking.  That's why I don't get very far in Metriod games.