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Avatar image for chickdigger802
#1 Posted by chickdigger802 (575 posts) -

Actually more like 'trends'.Not specific examples but a certain 'element' that pisses you off.

for me:

- Lucky critical hit from enemy boss that wipes out whole party of jrpg.

- When your guy get's his ass kicked in a cutscene after you kicked his ass beforehand easily (gameplay). Seriously wtf? Worse than QTE's imo.

- deep rpg games that try to explain every single game system before you even fight a dude (bonus: before you even get control of character).

- AI 'pals' in shooters that talk a lot of shit in cutscenes and yet in combat they can't shoot shit!

- games with a crappy feeling jump yet still need to insert X amount of jumping puzzles...

Avatar image for cl60
#2 Posted by CL60 (17117 posts) -

Realistic shooters like Ghost Recon and Rainbow 6 turning into modernized games with recharging health and barely any tactics.

Avatar image for slaker117
#3 Posted by Slaker117 (4873 posts) -

The first weapon you get in a game being the most useful the whole way through. You guys made all this other shit that seems cool, give me a reason to use it!

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#4 Posted by Aetheldod (3914 posts) -

long loading screen after deaths
no quick saves in modern FPS
no quick loads :( in modern FPS
Real life art direction (almost all current games)
Copycat tendencies (as in everyone wants to top COD....sigh)
Multiplayer focused games (Brink , Shadowrun etc.)
La Noir

Avatar image for hailinel
#5 Posted by Hailinel (25787 posts) -

Depicting damage through the vigorous slathering of strawberry jam on the edge of the screen. Such a pain in the ass.

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#6 Posted by Damian (1521 posts) -

Letterboxing the screen as a signifier for anything and Max Payne being the hero in every game.

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#7 Posted by warxsnake (2720 posts) -

Being able to spawn on any squad member in BFBC2, instead of spawning only on Squad leader, or someone that might have a perk that allows it.

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#8 Edited by CornBREDX (7255 posts) -

I really hate it when developers do things to intentionally piss you off. This was more prevalent when I was a kid then it is now but you still see it occasionally.

Realism as an aesthetic choice in games these days is a let down.

When they make the end leaps and bounds harder then the rest of the game. I feel you need to escalate the difficulty so the player learns how to handle the situations as it progresses- not just make the end incredibly painful to play because it's the end.

There's probably others, but I'm tired and cant think of anything else at the moment.

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#9 Posted by Claude (16657 posts) -

Not making the game I wanted to play.

Online
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#10 Posted by Tim_the_Corsair (3053 posts) -

Adding superfluous action elements to games (LA Noire) that are unnecessary and compromise the experience.

This game is meant to be an authentic feeling noir detective story experience, forcing me to kill 200 people is completely immersion breaking, and I doubt it sold a single additional copy of the game that the Rockstar logo wasn't going to well anyway.

Show the public a little bit of respect, we aren't all mindless dudebros.

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#11 Posted by Subjugation (4970 posts) -

The "follow the leader" mentality where everyone tries to mimic the most successful product. I understand it got to the point for a reason but that doesn't mean that there isn't room in the market for unique ideas still. Just remember, that guy on top (product) was probably trying something new when they ended up being so successful.

TL;DR: Too much "CoD-ification"

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#12 Posted by Xpgamer7 (2480 posts) -

No quick saves, Load times that just pop up, falling into objects, Sometimes getting from place to place in open world games(sometimes not), non-regenerating health bars, long load times, game crashes, and cheap deaths.

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#13 Posted by Azteck (7416 posts) -

Turning an RPG into a third person shooter to sell more copies to the mainstream audience.
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#14 Posted by chickdigger802 (575 posts) -

Got a few more!

- Doors in modern shooters. The only thing your squad mates can do is open the damn doors. Give me a game in which I open the doors and you guys shoot. Would be new and unique!

- Frustrating/shit last levels. Pretty much 80% of great games have horrendously bad level design for the last mission or so. Throwing waves of enemies at me or fight a boss in a game that doesn't have bosses. sigh*.

- Holster your weapons properly! Current gen games shouldn't have the magic sticking AK on your back, or the odd Sam Fisher case in which his guns were fine until Conviction where his sweater attracts rifles and he literally jams his pistol up his ass. No wonder he's so grumpy.

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#15 Edited by punpun (230 posts) -

In monster hunter tri you can't search or start a city for a monster that you haven't fought yet. i mean c'mon 
 
now that I think of it... at least I don't think you can.

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#16 Posted by dudeglove (13005 posts) -

Escort missions and underwater levels.

'Nuff said.

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#17 Posted by Ghostin (412 posts) -

Unskippable cutscenes...
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#18 Posted by Subject2Change (2971 posts) -

Lack of Mouse/Keyboard support on console games for shooters.

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#19 Posted by Mike (17572 posts) -

I gave this a lot of thought, and while there are a lot of things that annoy ms about games, the only truly unacceptable thing is the cheap, unavoidable death. You know, that one level where you keep dying over and over for hours and no amount of skill will get you past that point, and eventually you miraculously make it through. That kind of nonsense infuriates me, especially when the rest of the game is great overall.

Moderator
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#20 Posted by l4wd0g (2381 posts) -

- @dudeglove said:

Escort missions and underwater levels.

'Nuff said.

Those are the worst.

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#21 Posted by Yanngc33 (4551 posts) -

Encumbrance

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#22 Posted by 2HeadedNinja (2277 posts) -

Since I'm playing Persona 4 on my PC right now ... that there is no "reroll" button while fusing makes me yell at my screen.

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#23 Posted by haggis (1674 posts) -

Save points too distant from each other. Unskippable cut scenes. Escort missions. Lazy reuse of entire levels or dungeons. Forcing the character to backtrack just to make games longer. Fetch quests. Invisible barriers in open world games (seriously, I can't believe they still do this). Time limits artificially placed on missions. RPGs that oversimplify the experience for everyone when it would be really easy for them to simply add a mode for beginners that handled all the numbers in the background. I'm sure I can think of a hundred more.

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#24 Edited by CookieMonster (2536 posts) -

I always thought not seeing your feet in first person shooters is a bit weird. 

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#25 Posted by WJist (330 posts) -
@MB said:
I gave this a lot of thought, and while there are a lot of things that annoy ms about games, the only truly unacceptable thing is the cheap, unavoidable death. You know, that one level where you keep dying over and over for hours and no amount of skill will get you past that point, and eventually you miraculously make it through. That kind of nonsense infuriates me, especially when the rest of the game is great overall.
This is particularly annoying when the death involves a mechanic you use maybe once/twice in the game. That boss in Eternal Darkness where all you have is the old-timey flash powder in a big cathedral? At least 30 deaths until I got the timing just right.
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#26 Edited by MordeaniisChaos (5904 posts) -

Not designing multiplayer levels to completely avoid spawn kills. TF2 is pretty much the only one that does.

@Azteck said:

Turning an RPG into a third person shooter to sell more copies to the mainstream audience.

I wonder what game you could possibly be talking about... :(

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#27 Edited by blueaniman93 (620 posts) -

1. The dumbass slow walk in a shooter... and even fucking Arkham Asylum. This is so annoying.

2. I really do not like when a game has nothing substantial to differentiate from other games in the genre e.g. Homefront, Medal of Honor, Breach.

3. Unskippable, unpausable cutscenes.

4. Sequels that have nothing to do with the previous game(s).

5. Inconsistency in gameplay.

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#28 Posted by WickedCestus (3781 posts) -
@Slaker117 said:

The first weapon you get in a game being the most useful the whole way through. You guys made all this other shit that seems cool, give me a reason to use it!

Why don't you use them because they seems cool? They shouldn't force you to use the different weapons; you should want to use the other weapons because it's more fun that way.
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#29 Posted by HandsomeDead (11853 posts) -

Combat being the only real interactivity in 99% of games.

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#30 Posted by natetodamax (19467 posts) -

Infinitely spawning enemies that don't stop coming until you cross an invisible line. It's total crap and it happens too often.

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#31 Posted by Slaker117 (4873 posts) -

@supermike6 said:

@Slaker117 said:

The first weapon you get in a game being the most useful the whole way through. You guys made all this other shit that seems cool, give me a reason to use it!

Why don't you use them because they seems cool? They shouldn't force you to use the different weapons; you should want to use the other weapons because it's more fun that way.

I'm not the one making the game. Tools should be designed with a purpose, I shouldn't be designing a purpose for the tools.

Avatar image for wickedcestus
#32 Posted by WickedCestus (3781 posts) -
@Slaker117 said:

@supermike6 said:

@Slaker117 said:

The first weapon you get in a game being the most useful the whole way through. You guys made all this other shit that seems cool, give me a reason to use it!

Why don't you use them because they seems cool? They shouldn't force you to use the different weapons; you should want to use the other weapons because it's more fun that way.

I'm not the one making the game. Tools should be designed with a purpose, I shouldn't be designing a purpose for the tools.

But by only using one weapon, you are purposefully making the game less fun. This is my most hated complaint people like to levy against the developers: "Well, you didn't make me do the fun thing, so why would I want to do it?" I feel like you shouldn't be playing games just to beat them (which is what people who stick with one weapon the entire game do), you should be playing games to have fun, and if you refuse to use other weapons because it won't allow you to reach the end of the game as quickly and easily as possible, then you're kinda missing the point.
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#33 Posted by Mike512 (286 posts) -

- When at the main menu "new game" is listed above "load game" even though you click "new game" once and "load game" a ton of times
- Games that don't let you pause or skip cutscenes
- When you pause the game and it's not silent

Avatar image for pinworm45
#34 Posted by Pinworm45 (4069 posts) -

Pretty much everything about Japanese games.

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#35 Posted by Adamsons (877 posts) -

Quick Time Events.

Avatar image for slaker117
#36 Posted by Slaker117 (4873 posts) -

@supermike6: There are conflicting philosophies on this. Ultimately a game is about having fun, you're right, but the questions is where that comes from. Personally, I like the challenge. I want to be told "This is your objective, these are your tools, figure it out." The enjoyment is had in learning how to overcome that; of course I'm going to adapt the path of least resistance. When you are given weapons that have interesting properties but not interesting uses, that pisses me off. It's wasted potential and sloppy design. I'm not losing out on fun because I am doing what I find fun, but as a criticism of a game's design, it's one of the ones I levy most.

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#37 Posted by WickedCestus (3781 posts) -
@Slaker117: Okay yeah, I can see where you're coming from. We just have two different ways of enjoying games.
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#38 Posted by iam3green (14368 posts) -

AI characters don't do anything. they're pretty much moving targets that do nothing. this hasn't happened to me in a long time but when they walk into walls and keep going that way.
 
another one, when difficulty is a big jump between two of them.

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#39 Posted by Xtrememuffinman (951 posts) -

Gameovers when the "leader" in a JRPG dies, but other guys are still around to revive you. 
I'm looking at you, Persona and FFXIII.

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#40 Posted by Galiant (2237 posts) -

Checkpoints before unskippable cutscenes.

Only one save slot.

No New Game+ in a game where it would make a lot of sense to have New Game+ (with upgrades or unlocked items for example).

Unskippable cutscenes.

Not enough time spent stomping out major game breaking bugs.

Not enough time spent making sure the game is stable enough not to crash too often.

No subtitles option when audible speech is involved.

Withholding content that is already done and on disc to charge extra for and call it "DLC".

Pre-order exlusives.

Poor ports (console or PC).

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#41 Posted by CaptainTightPants (2835 posts) -
@Aetheldod: So you don't like Team Fortress 2, Counter Strike Source, all that stuff? 
Avatar image for danimal_furry
#42 Edited by danimal_furry (1490 posts) -

Here is my list, and some of these don't fit the game design rule as much as just trends: 
1. There is a growing lack of originality. I understand the need to keep games cheap and produce them quickly, but most games feel like a knock-off of other games. A lot don't even use original concepts or stories. 
2. Games are rushed out and then a fix for their bugs is released later. I half-way wish they would do a quality job on the finished product rather than depend on patches to fix the problems after release. 
3. A lot of games have bad direction. It seems many developers have a brilliant idea for their games, but no one is present that is able to direct the game so it doesn't become tiresome and overdone. 
4. Downloadable content is the bane of video games. It will seriously kill the market if the developers push it too far. I see a future where games will be sold with a bare minimum of content at full price. Then the companies will make us shell out more money to get actual full content... bit by bit. It is already happening. I can't even count the number of times I have seen on this site alone where developers admit they withheld content for the sole purpose of bleeding more money out of gamers. 
 
That seems like a pretty negative list, but I hope it was a little realistic and made sense.
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#43 Posted by danimal_furry (1490 posts) -
@chickdigger802
In Rainbow Six: Vegas 2 the AI is actually pretty brilliant about that. That is in comparison to other FPS games.
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#44 Posted by Napalm (9230 posts) -
@Hailinel said:

Depicting damage through the vigorous slathering of strawberry jam on the edge of the screen. Such a pain in the ass.

BA-BA-BLOODY SCREEN. SO REAL. 
 
Also, fuck you. Strawberry jelly is amazing!
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#45 Posted by Deusoma (3222 posts) -
@chickdigger802
I'm gonna go with multiplayer-only games, but let me correct one of the things you said. Cutscenes showing you losing to an NPC after you easily defeated it in gameplay are really bad, but what's far worse is when you died three times and fought tooth and nail using every ounce of your skill to win that fight, and it still immediately plays a cutscene where the bad guy has handily defeated you. If they wanted the character to defeat you in the storyline, then why the hell do you get game over when they actually defeat you?!
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#46 Posted by Kyreo (4681 posts) -

Unnecessary boobage.

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#47 Posted by Hailinel (25787 posts) -

@Napalm said:

@Hailinel said:

Depicting damage through the vigorous slathering of strawberry jam on the edge of the screen. Such a pain in the ass.

BA-BA-BLOODY SCREEN. SO REAL. Also, fuck you. Strawberry jelly is amazing!

On toast, yes. On my TV screen? No.

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#48 Posted by DAFTPUNK (1307 posts) -
@Claude said:

Not making the game I wanted to play.

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#49 Posted by Muerthoz (367 posts) -

I hate when RPGs have level scaling. I prefer to have difficulty depend on what area you're in. 
Escort quests suck too.

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#50 Posted by xaLieNxGrEyx (2646 posts) -
@CL60 said:
Realistic shooters like Ghost Recon and Rainbow 6 turning into modernized games with recharging health and barely any tactics.

 
Thank you saved me time