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Outdated/Annoying Gaming Mechanics.

VGAddictVGAddict Registered User regular
What game mechanics were good, or at least tolerable in the time they were introduced, but need to go away, or are just plain bad? I feel one mechanic is parts in games where after you complete an objective, you have to go back to a certain place to be given your next objective. Why can't you just tell me my next objective right after I finish the previous objective?

All it really does is artificially lengthen the game.

It wouldn't even be so bad if you were just instantly transported to the area where you learn your next objective. Having to travel back to that area breaks the flow of the game.

Posts

  • Linespider5Linespider5 ALL HAIL KING KILLMONGER Registered User regular
    In a word, anything that amounts to busywork. This is, of course, subjective and not easy to define. I guess you could call it bloat: anything that provides no appreciable enhancement to play, other than lengthening the amount of time required to complete it.

  • jothkijothki Registered User regular
    Individual sections where unfun mechanics or level design are used without any purpose (building up towards a powerup that removes the terribleness counts as a purpose). Just because the game is only going to only suck for two minutes or so, that doesn't mean that the suck isn't worth being removed.

  • The EnderThe Ender Registered User regular
    Wooden crates as scenery.

    ...I guess that's not a mechanic.

    With Love and Courage
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Learning to succeed at the game being based on death.

    This was something that was huge in the NES era and was a crutch. There may be some truth, and I realize this is generalizations coming up, to video games being easier now and harder back then, but games being harder back then doesn't mean it was for the better. Frankly, as an adult, I have no patience for having to die in order to learn I was supposed to do this, that, or the other in a video game. The medium has moved along and evolved. That's not to say dying, or instant deaths, are a bad thing. But my favorite example of this is from Mega Man 5.

    megabs1.jpg
    Which way, left or right? Touch the bottom of the screen, and the game pauses for two seconds while it does its scroll before giving you control of Mega Man again. It looks like it shouldn't matter if you're fast enough.

    megabs2.jpg
    Here's the scroll. Something doesn't look right. Remember, the game is paused at this point during the transition.

    megabs3.jpg
    And now you have control again! Except it doesn't matter because you chose poorly and can't do shit about it.

    Giving players foresight is pretty much the name of the game in difficulty when you're doing any sort of real time gameplay (quick note: I know that changing the penalties for failing an action or choice are also part of difficulty but I'm talking about this specific part of it). The more foresight, the easier things are. But when you switch the foresight over to zero visibility, shit sucks and is not fair or fun. It is dumb. Now thankfully this isn't something really done anymore - even among indie devs. Which I'm personally happy to see because some indie game fans are hipster assholes who think that kinda stuff is okay.

    A mechanic that's actually still in swing that really does need to die is actual randomly-generated failure. There is nothing rewarding or challenging about that. It is just an abrupt end to your experience. "Dying is fun!" may have some legitimacy to it, but this is where it crosses the line. I'm not sure how much more I can elaborate on this. When I'm exploring a randomly generated dungeon, I shouldn't get a game over just because I went through a door or opened a chest. Penalize me - penalize me harshly even! But don't end the experience. Because I will end my consumer relationship with you.

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    jothki wrote: »
    Individual sections where unfun mechanics or level design are used without any purpose (building up towards a powerup that removes the terribleness counts as a purpose). Just because the game is only going to only suck for two minutes or so, that doesn't mean that the suck isn't worth being removed.

    You mean like when video games have that one level or one section that's supposed to be stealth and it's not a stealth game by nature?

    Yeah. Burn it to the fucking ground, goddamn. Either be something entirely or don't try to be it at all.

  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Henroid wrote: »
    Learning to succeed at the game being based on death.

    This was something that was huge in the NES era and was a crutch. There may be some truth, and I realize this is generalizations coming up, to video games being easier now and harder back then, but games being harder back then doesn't mean it was for the better. Frankly, as an adult, I have no patience for having to die in order to learn I was supposed to do this, that, or the other in a video game. The medium has moved along and evolved. That's not to say dying, or instant deaths, are a bad thing. But my favorite example of this is from Mega Man 5.

    megabs1.jpg
    Which way, left or right? Touch the bottom of the screen, and the game pauses for two seconds while it does its scroll before giving you control of Mega Man again. It looks like it shouldn't matter if you're fast enough.

    megabs2.jpg
    Here's the scroll. Something doesn't look right. Remember, the game is paused at this point during the transition.

    megabs3.jpg
    And now you have control again! Except it doesn't matter because you chose poorly and can't do shit about it.

    Giving players foresight is pretty much the name of the game in difficulty when you're doing any sort of real time gameplay (quick note: I know that changing the penalties for failing an action or choice are also part of difficulty but I'm talking about this specific part of it). The more foresight, the easier things are. But when you switch the foresight over to zero visibility, shit sucks and is not fair or fun. It is dumb. Now thankfully this isn't something really done anymore - even among indie devs. Which I'm personally happy to see because some indie game fans are hipster assholes who think that kinda stuff is okay.

    A mechanic that's actually still in swing that really does need to die is actual randomly-generated failure. There is nothing rewarding or challenging about that. It is just an abrupt end to your experience. "Dying is fun!" may have some legitimacy to it, but this is where it crosses the line. I'm not sure how much more I can elaborate on this. When I'm exploring a randomly generated dungeon, I shouldn't get a game over just because I went through a door or opened a chest. Penalize me - penalize me harshly even! But don't end the experience. Because I will end my consumer relationship with you.

    I actually happen to like the sort of unfair difficulty of some games and having to die quite a few times before I learn how to proceed, and that doesn't make me some sort of fucking hipster asshole either. It just means I have a different opinion of what's fun than you do, and that's fine because we're all entitled to our own opinions. But I think the premise for this entire thread is fucking stupid because I doubt there's a single universally reviled game mechanic.

    JtgVX0H.png
  • Descendant XDescendant X Skyrim is my god now. Outpost 31Registered User regular
    Darmak wrote: »
    I actually happen to like the sort of unfair difficulty of some games and having to die quite a few times before I learn how to proceed, and that doesn't make me some sort of fucking hipster asshole either. It just means I have a different opinion of what's fun than you do, and that's fine because we're all entitled to our own opinions. But I think the premise for this entire thread is fucking stupid because I doubt there's a single universally reviled game mechanic.

    QTEs?

    Garry: I know you gentlemen have been through a lot, but when you find the time I'd rather not spend the rest of the winter TIED TO THIS FUCKING COUCH!
  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Darmak wrote: »
    Henroid wrote: »
    Learning to succeed at the game being based on death.

    This was something that was huge in the NES era and was a crutch. There may be some truth, and I realize this is generalizations coming up, to video games being easier now and harder back then, but games being harder back then doesn't mean it was for the better. Frankly, as an adult, I have no patience for having to die in order to learn I was supposed to do this, that, or the other in a video game. The medium has moved along and evolved. That's not to say dying, or instant deaths, are a bad thing. But my favorite example of this is from Mega Man 5.
    megabs1.jpg
    Which way, left or right? Touch the bottom of the screen, and the game pauses for two seconds while it does its scroll before giving you control of Mega Man again. It looks like it shouldn't matter if you're fast enough.

    megabs2.jpg
    Here's the scroll. Something doesn't look right. Remember, the game is paused at this point during the transition.

    megabs3.jpg
    And now you have control again! Except it doesn't matter because you chose poorly and can't do shit about it.

    Giving players foresight is pretty much the name of the game in difficulty when you're doing any sort of real time gameplay (quick note: I know that changing the penalties for failing an action or choice are also part of difficulty but I'm talking about this specific part of it). The more foresight, the easier things are. But when you switch the foresight over to zero visibility, shit sucks and is not fair or fun. It is dumb. Now thankfully this isn't something really done anymore - even among indie devs. Which I'm personally happy to see because some indie game fans are hipster assholes who think that kinda stuff is okay.

    A mechanic that's actually still in swing that really does need to die is actual randomly-generated failure. There is nothing rewarding or challenging about that. It is just an abrupt end to your experience. "Dying is fun!" may have some legitimacy to it, but this is where it crosses the line. I'm not sure how much more I can elaborate on this. When I'm exploring a randomly generated dungeon, I shouldn't get a game over just because I went through a door or opened a chest. Penalize me - penalize me harshly even! But don't end the experience. Because I will end my consumer relationship with you.

    I actually happen to like the sort of unfair difficulty of some games and having to die quite a few times before I learn how to proceed, and that doesn't make me some sort of fucking hipster asshole either. It just means I have a different opinion of what's fun than you do, and that's fine because we're all entitled to our own opinions. But I think the premise for this entire thread is fucking stupid because I doubt there's a single universally reviled game mechanic.

    Well let me say this - if it's gonna be done, there's a way to do it right and a way to make it aggravating. If the time it takes to try again after death isn't long, then it's easier to stomach (using Mega Man again, if you die at a boss, at least you're in that hallway right before them).

  • Wraith260Wraith260 Happiest Goomba! Registered User regular
    the ultra hard/trail & error type games made sense back then because it was a way of artificially making the game longer. i mean, consider the amount of time you'd spend playing in comparison to just how much content there was. doesn't mean there isn't a place for those kind of games now, but there's a reason why they're no longer the norm. thankfully there's a balance of games adding extra difficulty modes. Arkham Origins 'I Am The Night' mode seems to fit this bill.

    also, grinding!! having to run around doing the same annoying random battles/encounters/kill x of y missions. if a game can't find a more natural/enjoyable way to make you (at least feel)more powerful then there's a problem.

  • Man of the WavesMan of the Waves Registered User regular
    QTEs.

  • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
    Pretty much all MMOs' mechanics, at least for me. The only one I ever really got into was Shadowbane, and then it died.

    Guild Wars 2 tried to dress everything up pretty, but it was the same as every other MMO.

  • BYToadyBYToady Registered User regular
    I always enjoyed the fact that some 5 dollar image design and instant failure code can so easily and instantly ruin probably hundreds of thousands of dollars worth of CGI in a single cutscene, because if I have to watch for the button prompt, I'm not paying attention to your story laden screen.

    Battletag BYToady#1454
  • CorpekataCorpekata Registered User regular
    Oh, hello thin rope/board/pipe that's acting as a bridge to a chasm. Why yes I would love to teeter wildly while I fiddle with controls to stay balanced on this. ESPECIALLY if you have motion controls.

    Games seem to be phasing this out, thankfully but not completely yet. Such an irritating, boring thing that has never been fun or challenging, just annoying. Skyward Sword might have had great motion control sword play but man did I hate encountering those balance beam moments.

  • LostNinjaLostNinja Registered User regular
    One that's bothered me in a couple of games recently is when you have to follow a NPC somewhere so that they can tell you something in order to progress the story. They always walk painfully slow making it take even longer to get to the actual story and action parts of the game. No thanks, just give me a location on my map and I'll make my way there a lot quicker, or maybe slower if I want a chance to explore the surroundings that I would have had to ignore if I was following someone.

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    Lack of quicksave and quickload. No excuse, any game dev who thinks including only a checkpoint system is acceptable can take their game and shove it up their ass.

  • LanrutconLanrutcon The LabyrinthRegistered User regular
    Save points.

    Save points are like DLC: great idea on paper, but in reality the implementation almost always sucks. I want save points in every town, after every cutscene, before every boss fight, before every story branch and dialogue option, before every point of no return, before every missable (be it a drop or whatever), on each new map/area/location, before every puzzle ESPECIALLY jumping puzzles and multiples distributed evenly across every segment of game that takes more than 30 minutes.

    Alternatively you can just dump that outdated shit and implement quicksaves because this is 2013. Thank you.

    Capture.jpg~original
    Currently playing: GW2 and TSW
  • KrathoonKrathoon Registered User regular
    edited October 2013
    I agree on the save points. I am looking at you Dark Souls.

    I get annoyed with pacing. When you die in a game, don't linger the camera on the death, quickly jump to a resume prompt. Also, always make the cut scenes skippable.

    I second the sentiments about slow walking NPCs. WoW is really bad about that.

    Krathoon on
  • DranythDranyth Surf ColoradoRegistered User regular
    Dark Souls doesn't have save points, it saves constantly whenever anything changes pretty much.

  • GarthorGarthor Registered User regular
    Dranyth wrote: »
    Dark Souls doesn't have save points, it saves constantly whenever anything changes pretty much.

    I think he was talking about bonfires, in which case... bwuh? Dark Souls absolutely hinges on them, the game would be pretty much ruined if there were quicksave / quickload.

  • KrathoonKrathoon Registered User regular
    They could do it where it also saves when you enter a boss door. That would be reasonable.

  • GarthorGarthor Registered User regular
    edited October 2013
    If it were a different game, maybe. But it's Dark Souls, and it hinges upon creating an oppressive atmosphere for the players. Part of this is having to run back from the bonfire each time you die. Doubly so in areas in which PvP is meant to be a major factor, like the forest.

    It's certainly not convenient, but not everything in every game needs to be convenient.

    Garthor on
  • CullenCullen Registered User regular
    Second save points. Just let me save when I want.

    Also unskippable cut scenes. Especially right before some difficult boss fight.

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    Garthor wrote: »
    If it were a different game, maybe. But it's Dark Souls, and it hinges upon creating an oppressive atmosphere for the players. Part of this is having to run back from the bonfire each time you die. Doubly so in areas in which PvP is meant to be a major factor, like the forest.

    It's certainly not convenient, but not everything in every game needs to be convenient.

    Oooooh, let's make the player have to replay stuff unnecessarily because we are super hardcore

    that's exactly what this thread is about. It doesn't add to your game to have that bullshit, and the only reason some players like yourself argue for it is stockholm syndrome AFTER they've already played it because they have to justify all the bullshit they went through.

This discussion has been closed.