Modern Game Mechanic You Dislike

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Hailinel

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#101  Edited By Hailinel
@HandsomeDead said:
" @Hailinel said:
" @HandsomeDead said:
" @Hailinel said:
"It's the ignorance of shoehorning everything that bothers you in certain games and then labeling it a problem unique to a specific culture, as though the designs produced by that culture are innately inferior.  At the same time, you ignore all of the positive aspects of design that companies within the culture have produced.  Then you blithely turn around and fail to notice all of the shitty design choices that western developers have been slinging our way for years.  And in case you forgot, Dead Rising 2 was made in Canada. "
Western games have taken leaps and bounds in attempts to push every aspect of what video games are over the past few years. They're not perfect, but they are easily the more enjoyable and innately playable games out there when compared to their Japanese counterparts. Example: Rockstar's Euphoria Engine can sometimes produce ridiculous, out of place animations but for a majority of the time, it makes the player's character feel like it exists in the same world as everything else but then I see other top tier Japanese games like Resident Evil 5, Metal Gear Solid 4, CastleVania: Lords of Shadow where it looks like the animations, physics engine, lighting sources and everything else are all pieced together from separate places, much like it was back when I was playing Devil May Cry and Onimusha on the PS2. For the past generation, I can't even think of a design choice that is unique to Japanese games that I like, so I can't mention one. And, in case you didn't realise, I never mentioned Dead Rising 2. "
Lords of Shadow was made by a western developer.  And I don't see how it feels like things were pieced together from separate places.  How is it that you separate the physics engine from the lighting sources, of all things?  They're bunches of code that are intended for different functions within the software.  And the idea that western games are somehow more innately playable is purely a matter of opinion, not fact.  And I brought up Dead Rising 2 because you brought up the original game.  While the first Dead Rising was developed in Japan, Dead Rising 2 carries over many aspects of the original's gameplay and is not somehow this all-new sequel filled with Magical Western Juices that make it innately better.  In short, it's more Dead Rising, but from a development team that isn't Japanese. "
As a small Spanish developer working with Kojima Productions, it's not difficult to imagine who is the team calling the shots. Same with Blue Castle and Capcom, whose only prior experience is The Bigs franchise. Were these tag team productions with major studios, I could see your point but these just seem like outsourcing projects.  Of course, the different pieces of code are intended for different things but in the end, they're intended to produce one cohesive and immersive experience so when that does not happen, it looks shoddy. Especially in 2010 and when it seems like Western developers are capable of doing it. Again, to bring up Resident Evil 5, when you do the context sensitive moves, more often than not, I had Chris and the bad guy sliding into place while everyone around waited for him to finish the animation. The same thing happened in Resident Evil 4. In Gears of War 2, the chainsaw still has a slotting into place animation, but it's much more organic with what's happening around the player. It can be interrupted, the chunks spread out over whatever obstacles are in the way, it's a step up from the first game which was only two year earlier. It's these little details that make Western developed games feel far more full of life than the Eastern counterparts. "
You're ignoring the issues that Gears of War 2 had.  Most notably the notoriously buggy online play and the notion that Epic appears either unwilling or unable to use the vast majority of the color palette.  Yes, Gears of War 2 features more color than the original, but in all seriousness they need better art designers.  Or look at some of the games Bethesda has published in the last few years.  Did you play Oblivion?  I did, and I can't imagine how most of what went into that game was considered a good idea.  And speaking of animation goofiness, WET had some goofiness of its own.
 
And then there's Activision and all that they and their developers have wrought.  Glitchy multiplayer in Modern Warfare 2.  The Tony Hawk skateboard peripheral and the disaster that was Ride.  And these are just games that I'm thinking of off the top of my head.  Games that aren't even that obscure.
 
These are video games we're talking about, and ultimately, I'm not concerned if it takes an extra moment for an animation to finish, or if the animation overall isn't perfectly organic in some way.  Sure, I like it to look good, but the fact that a little goofiness occurs during a context-sensitive animation is not a damning offense worth condemning all of the developers of a specific nation for.  I'm certainly not going to hang the west out to dry because no one outside Japan seems capable of making a fighting game worth a damn.
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deactivated-5c7ea8553cb72

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Two weapon limits, time limits, 6 hour games, and multiplayer always being more important in shooters than single player.

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scarace360

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#103  Edited By scarace360

Quick time events, Moral choices, useless multiplayer.

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JoelTGM

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#104  Edited By JoelTGM

This isn't really a game mechanic, but it was certainly a big part of games.  I don't like how you can't unlock cool stuff anymore, and games almost never have cheats to play around with.  It's always outfits and playable characters for sale as DLC, never stuff to unlock.  The only thing we get to unlock nowadays are achievements.

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asurastrike

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#105  Edited By asurastrike

escort missions

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valrog

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#106  Edited By valrog

Wheel Dialog System. That's not evolving, that's making it dumbed down for imbeciles. Fuck you Bioware!

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TaliciaDragonsong

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Regenerating health, it's made stuff way too easy!

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WinterSnowblind

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#108  Edited By WinterSnowblind
Regenerating Health - it made sense with the shields in Halo, not in most other games.  And not even Halo uses it anymore.
Cover systems - Works in some games but practically every game has become a wack-a-mole fest, not fun.
QTE's - Once again, they worked in Shenmue for the chase scenes.  Most games nowadays use them to replace sections which should have actual combat and punish you for missing the button.  Bayonetta is the prime example of this, where failing even counts as a death after it gives you almost no time to react.
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Lawrens

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#109  Edited By Lawrens

- QTEs: depend on its usage, for example cutscenes from Bayonetta, I generally dislikes it unless it's a counter mechanic.

- Scripted/automated platforming: This is getting worse and worse, at some point we'll probably be able to just hold a direction and close our eyes and your character will probably do all the work for you.

- Automated combat: You press a button and your character does these long animated slashes, you press a button when your enemy attacks and you do this long animation sequence that one shot him, this isn't a problem but there are games out there with really really brain dead AIs, it's really boring.

- Corridor+scripted enemy spawns: again it depends, when there's a really narrow corridor and every damn time you have to walk to this invisible line inorder to trigger enemy spawns, so you could run a few steps back for cover, it gets annoying, or you have to run to this invisible line to get the fucking enemies to stop spawning. When it's done right, it's all fine, but sometimes, it's noticeable, especially when it glitches out when you ignore certain key enemy that spawns the next wave, you run to the next area and the event doesn't trigger, so instead of having this epic immersive waves of enemies, there's NOTHING AT ALL because it wasn't programmed to spawn unless you kill the previous dude.

- Input delay: I don't know how the fuck this is a mechanic, but hey people likes to think it's called "weight", so I'll play along, I think it's retarded, when your character act like it has a mind of his own when you press right, and he's like "o....k...  let me think about it before I react to your button press, ok, I'll move right in the next second", again this isn't annoying if it somehow fits into some kind of context like riding a horse and the horse doesn't move until your character kicks him or some shit, but it shouldn't be there on your character you're controlling directly, especially in fucking first person view when the character IS you.

- Retarded AI party members: especially ones that requires you to heal them when they die, this is all fine, but rather stupid if they can't program the AI to actually help you instead of dying to some fucking spiders that shouldn't even hurt you at all, while you're fighting a wave of enemies else where. Worse if they're there for no reason, not even for coop place holder, because the game doesn't even have coop. Why are they there? Is it for immersion? Where the character IS stupid and you have to hold his hands through every scenario to prove a point?

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Lemoncookie01

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#110  Edited By Lemoncookie01

To unlock the hardest mode,you must beat the game first.I hate that.

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Skald

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#111  Edited By Skald

Being able to hold an unlimited number of guns. Why carry fifty different guns if you're only going to use two?

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TheSeductiveMoose

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@mylifeforAiur said:

" @TheSeductiveMoose said:

" Does the lack of 2D adventure games count as a game mechanic? "
This^^ Have you played A Vampyre Story?  "
No, but thanks for letting me know of it, looks really interesting.
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Binman88

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#113  Edited By Binman88

Guns that are too accurate - not enough ret spread or recoil.

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Vextroid

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#114  Edited By Vextroid

Regenrating Health. In some games it makes things to easy. 
 
On the flip side my fave next gen mechanic is the whole screen turning red when your close to death. Great quick visual reference of my health status instead of having to look away from the action to a small number at the bottom of the screen. I really hate it in CS:S. The hud is small and yellow so its invisble in maps like dust and office. (gotta find some good hud mods)
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Cwaff

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#115  Edited By Cwaff
@guiseppe said:
" Multiplayer achievements. I know it's not really a game mechanic, but that's all i've got. "
This.
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JoeyRavn

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#116  Edited By JoeyRavn
@Cwaff said:
" @guiseppe said:
" Multiplayer achievements. I know it's not really a game mechanic, but that's all i've got. "
This. "
I agree. Multiplayer Achievements are what is preventing me from S-Ranking several games. Take MW2 for example. A couple Achievements are tied to multiplayer features... in the single player portion of the game, Spec Ops.FFS. The game has two different launchers, one for the multiplayer and one for the single player campaign, on PC. Why the fuck they decided not to keep the multiplayer things in the multiplayer part and the single player things in the single player part is beyond me. 
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Jost1

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#117  Edited By Jost1
@Napalm said:
" @josty81 said:
" @FancySoapsMan said:
" . Real-time combat systems in RPG's. I prefer turn-based thank you very much. "
 Seriously? What about Mass Effect? "
Dude, srsly? He just said he prefers turn-based systems in RPGs. Asking him about Mass Effect is a /facepalm comment. "
Well pardon me then sorry for writing stuff on a message board.
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Goly

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#118  Edited By Goly

Regenerating health. It's so fucking dumb I can't even comprehend it. 
 
And cutscenes but those are starting to disappear slowly.

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deactivated-5aeccee38cdf9

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@TheGreatGuero: Exactly. I lost a 20 hour save file in Mass Effect 2 because of the same reason. Damn auto-save.
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napalm

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#120  Edited By napalm
@cnlmullen said:
" Too many cliche boss fights (e.g. hit the giant things weak point after it goes through a patten of attacks you dodge). "
The only notable example I can think of, is the Resident Evil series, but they mixed it up by making the boss fights incredibly challenging and having a high number of attacks to dodge. Resident Evil 4 is a prime example of this, and probably the best use of this mechanic. 
 
@Hailinel said:
" @LiquidPrince said:
" @Hailinel said:
" @LiquidPrince said:
" @VelvetLore04 said:
" Regenerating health. "
That's kind of bullshit... Who liked health packs...? "
They have their place.  There's no reason that every shooter under the sun needs regenerating health.  How many shooters fall into the trap of Advance ---> Soak Damage ---> Run and Hide ----> Wait and Heal ----> Repeat?  There's no real advantage to it.  And it certainly doesn't help the pacing when you're constantly hiding behind barriers and waiting for your health to restore.  There's something to be said for the tension that forcing the player to advance and search for a health pack provides.  Otherwise, we just have far too many shooters with regenerating health and a damage indicator that fogs up the screen with raspberry jam. "
I disagree. I never found health packs to be things that created tension, I just found them to be annoyances. I found having to dodge a hail of fire while trying to find cover far more exhilarating. Too many games with health packs fell prey to the: "I just don't fucking have enough health to pass through this area no matter how many times I respawn" syndrome. "
As opposed to dodging a hail of gunfire while locating a health pack? "
Somebody (LiquidPrince) never played a Doom or a Duke Nukem title man, because running low on health creates HOLYSHIT tension in those games.
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Geno

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#121  Edited By Geno

Already been mentioned, but regenerating health. So apparently in modern day shooters everyone plays as Wolverine and has the ability to fully heal oneself of bullet wounds within seconds. 

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Snipzor

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#122  Edited By Snipzor

Someone mentioned forced multiplayer and I could not possibly agree any more. Also, cinematic QTEs can go to hell. I don't want to be forced to go through a long ass god damn cutscene again just because I forgot to press X to not die.

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Symphony

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#123  Edited By Symphony
@ChristOnIce said:
" @Hailinel:   While I agree that they're useless, that fact doesn't make them bad.  It simply makes them irrelevant.  If a feature can be completely ignored and have no effect on you, what makes it bad?  I have no use for French subtitles in any game that I play, but I would hardly consider their inclusion bad given that I needn't turn them on.  Achievements seem no different.  Are you suggesting that you dislike something that you could entirely ignore simply because other people don't ignore it?  Again, this seems petty. "
Except you missed his point where there are people will judge others based off of their game score, which makes it more than just an irrelevant tool that some people enjoy. Such things get used not only as an artificial e-peen enhancer, but as a means to judge others, which is ridiculous. Yes, yes, I know not everyone does this and those who do are retarded, but that's beside the point.  
  
And like I said  I find it to be a lazy way to extend a game. Rather than putting in fun easter eggs or bonuses for completing crazy amounts of fetching or exploration, devs can just tack on an achievement and call it a day. There are countless examples of older generation games where collecting everything or exploring every nook and cranny would unlock a cheat code, bonus items, or a little easter egg cutscene or whatever. Sure, such games still exist today, but there are so many that reward you with only an achievement, instead. 
 
 Would I rather have a 50 point achievement that said I beat all the missions in Goldeneye on 007 level or some different settings we can use for multiplayer? Gee tough choice. I think I'll go with the option that actually gives me an in-game reward that will want me to keep playing rather than put the controller down and go, "Phew, that chore of an achievement is done. Time to do something else now."
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LiquidPrince

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#124  Edited By LiquidPrince
@Napalm said:
" @cnlmullen said:
" Too many cliche boss fights (e.g. hit the giant things weak point after it goes through a patten of attacks you dodge). "
The only notable example I can think of, is the Resident Evil series, but they mixed it up by making the boss fights incredibly challenging and having a high number of attacks to dodge. Resident Evil 4 is a prime example of this, and probably the best use of this mechanic. 
 
@Hailinel said:
" @LiquidPrince said:
" @Hailinel said:
" @LiquidPrince said:
" @VelvetLore04 said:
" Regenerating health. "
That's kind of bullshit... Who liked health packs...? "
They have their place.  There's no reason that every shooter under the sun needs regenerating health.  How many shooters fall into the trap of Advance ---> Soak Damage ---> Run and Hide ----> Wait and Heal ----> Repeat?  There's no real advantage to it.  And it certainly doesn't help the pacing when you're constantly hiding behind barriers and waiting for your health to restore.  There's something to be said for the tension that forcing the player to advance and search for a health pack provides.  Otherwise, we just have far too many shooters with regenerating health and a damage indicator that fogs up the screen with raspberry jam. "
I disagree. I never found health packs to be things that created tension, I just found them to be annoyances. I found having to dodge a hail of fire while trying to find cover far more exhilarating. Too many games with health packs fell prey to the: "I just don't fucking have enough health to pass through this area no matter how many times I respawn" syndrome. "
As opposed to dodging a hail of gunfire while locating a health pack? "
Somebody (LiquidPrince) never played a Doom or a Duke Nukem title man, because running low on health creates HOLYSHIT tension in those games. "
Actually I have played Duke Nukem and Doom. What it creates is frustration, not tension.
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napalm

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#125  Edited By napalm
@sorachev said:
" Regenerating health. It's a system for retards. "
Yes. This! This a thousand fucking times over. Maybe if the sixteen year-olds in this thread played more than Gears Of War, they would understand why regenerating health isn't always needed.
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Zafmg

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#126  Edited By Zafmg

Jumping. Who jumps these days? It's the 21st century. Nobody jumps any more. Current high jump record post-2000? 0m
 
If you have to include jumping in a game, introduce like a jetpack or a pogo stick or something but don't make me sit here and tell me that hey this guy can jump because it just breaks the realism.

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sarahsdad

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#127  Edited By sarahsdad

AI buddies that don't actually help. I don't want them to win the game for me, but if I'm going to have "help" then make them helpful. 
I'm looking at you Transformers, and Dark Void.