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Give examples of game design YOU personally think is bad.
>>
>>722561518
>games get easier everytime you die
>>
>>722561518
All of the modern accessibility shit
>>
>>722561518
I assume most would agree Level Scaling is bad but it's still my biggest pet peeve because it makes a level system near pointless.
>>
>>722561518
Can't stand the illusion of free choice shit like in The Walking Dead from Telltale. It's basically false advertising, implying replayability where there is none.
>>
Not engaging in content to get certain stuff later on. Like how in some RPGs etc. certain quests and parts of a game will only trigger or work if you in some previous part of the game didn't do something that the game clearly intended or asked you to do.
>Don't do -quest- before interacting with character that comes much later in he game
In part it also transfers to having certain endings of a game, for example Witcher 3, you are clearly intended to help the Skellige children in their quests but not doing them is part of a certain ending. It might not be major as it is just somewhat of a recap but it exemplifying the design in question.
>>
>>722561518
Limited lives in a game where the only consequence is starting from an earlier save.
>>722562949
Machiavelli would have enjoyed Demon's Souls.
>>
1. Games that have that let you choose different magic schools, but nearly all of the creatures in the game are resistant to the magic type you choose
2. Elemental weakness/resistance systems in general often tend to be shit because there is no reason to not just spam the same attack over and over after figuring out what the weakness is. Some games address this. Persona 3 has the knockdown system where spamming attacks could be a tactical blunder since it will flip them
back up again. Other games greatly limit how many times you can cast certain spells, such as games with strict Vancian magic systems (but they run into another problem, what is stopping the player from just spamming rest) or games where MP is very hard to recover. Many don't
3. Attacks that have status effects but they never affect bosses, this is especially bad if most of the enemies are trash mobs and the bosses are the main course that actually matter
4. A game has "healing" in it but the healing doesn't actually matter because at some point the enemies deal so much damage or attack so often they will always outdamage what you heal, making it pointless
5. Having a charge attack in a turn-based game that deals less damage than simply attacking twice
6. A game that overly relies on "meta" knowledge to have the right "build" or to "play it the right way" to "beat it", to me, will always be kind of shit to me
>>
Boss runbacks, sparse checkpoints, no saves.
Anything that makes me waste time to retry and practice the part I'm actually struggling with.
>>
>>722561518
Battlepass and FOMOshit in general. The stuff is already on the HD but due to timegates and toll booths you can't have it.
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>>722561518
>browser game
>every mouse click opens an ad in a new tab
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>>722564649
This is reasonable but one thing I will say is that Ace Combat 4, 5 and Zero are very intense with 10-20 minute missions that you have to restart entirely if you die. AC7 has checkpoints which make dying a lot less intense. As a veteran of the series honestly makes it seem less enjoyable with the stakes being much lower and only losing 5 minutes of progress max. I can choose to restart the whole mission in AC7 but it seems stupid when the checkpoint option is available.
>>
game where a lot of boss enemies delay their swings or try to bait you into dodging by feinting but also swing so fast it is hard to react as it happens, you have to know the timing
ER is the obvious one but Clair Obscur also does this crap but feels worse because you can't abuse positioning/spacing
>>
>>722561518
>M opens map but doesnt close it
if a button opens a UI element the same button closes it stop fucking around
>>
Do i have to spend more than 33% of game time in an inventory or menu?
Then the game is bad.
Looting crates and managing inventory is what kills Elder Scrolls, Terraria and Valheim for me.
>>
Having a mostly luck based challenge at the end of a level where losing sends you back to the beginning of the level.
>>
>>722561518
>difficulty options that just consist of giving the CPUs a shit ton of stat buffs + bonuses
Imagine if a "master level" AI in chess just started with 2 of their pawns replaced with queens, but otherwise played the exact same as any other AI.
>>
Most of the equipment\skills is useless with only a couple of options being viable. Looking at you, Silksong
>>
>>722561518
Any zelda "puzzle" post Oot where the puzzle is arranged in a way that makes the solution obvious and nothing you do will block you from solving the puzzle. A good example of environmental puzzles is Golden Sun 1 and 2. 1 has puzzles with wrong solutions that will block you until you melt the ice pillars you just froze, push blocks back a certain amount etc. 2 has puzzles that span multiple screens and dungeon floors and requires you to keep track of map layouts.
>>
>>722561518
Lack of checkpoints. Having to completely redo a level because you fucked up one time is tedious. i proved i can get past these obstacles already, don't make me prove myself again. This is an area where Antonblast failed and Pizza Tower succeeded. Antonblast also pissed me off with having that shit with the boxes where they didn't respawn when you re-entered a room meaning if you fuck up once or break one on accident YOU HAVE TO REDO THE ENTIRE LEVEL just to get another chance at ONE FUCKING THING that's not fun it's annoying.
>>
>>722561518
Leveling up is completely pointless in linear RPGs. I'm not getting stronger because enemies also become stronger as I progress.
>beat enemies
>level up
>enter next area
>enemies are stronger
>beat enemies
>level up
>enter next area
>enemies are stronger
>...
What is the point? Either make leveling horizontal by giving you new ways to play or get rid of leveling entirely. It's just a stupid illusion.
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respawning enemies
bonus shit points if they don't drop ammo and the game has non-respawning ammo pickups
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>>722565938
I agree completely.
>Would you like to play on normal mode, where you and the AI is on completely equal footing?
>Or would you like to play on hard, where the AI is exactly the same but we made it so it can do everything you can do but better and faster
I pick normal every time simply because that is the most fair way to play. Make the AI smarter, don't just make it objectively better than the player in every single way by fucking with the stats.
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>>722561518
after reading the prince i have no idea why anyone would like to describe himself as machiavellian
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>>722567069
Only an idiot would outright admit they are Machiavellian. If one does then you know they are easy targets for manipulation.
>>
>>722561518
Fast travel.
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>>722567069
>machiavellian
>>722567167
>Machiavellian

AKA wormy cowards.
>>
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>>722561518
My controversial opinion: Level scaling in ARPG games is OBJECTIVELY bad game design and it is only ever used as a band aid fix for a poorly designed stat system with too much power creep. I could effort post several paragraphs about this but i dont want to get started. Its just shit, games like elder scrolls need to have their stat systems reworked rather than add in level scaling, it should not be needed, you do NOT need level scaling in an RPG with action combat if it is designed properly, ever.
>>
Expedition 33's counters.

Requiring reaction speed and reflex in a turn based combat system defeats the whole point of having a turn based combat system
>>
>>722567069
It's supposed to be an insult
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Small stat bonuses on gear in the early game are so small they're essentially clutter
Why not introduce the mechanic when it actually matters?
>>
JRPG "gameplay" is unacceptably dull and boring and rarely involves any actual strategy
>>
>>722567979
remember when "alpha male" podcasters would describe themselves as machiavellian?
>>
Maquiavel was probably the first sigma chud.
>>
>>722561518
QTEs
>>
>>722561518
Weapon durability. Most of the time it just adds boring busywork like in Far Cry 2 where you need to go grab a new rifle from the arms dealer after every mission or two, or it's so easy to repair a weapon that you never experience a jam or the damage being low enough for it to matter, making the mechanic pointless..
>>
>>722561518
arcade flight controls
>>
putting so much aim assist on controllers that they are viable in professional play is diabolical work
>>
Having to hold down a button for .5-1 seconds for things like looting stuff. Bonus point if there is some stupid animation for it.
>>
>>722567069
well if you're a leader being Machiavellian is a necessary trait, that's kind of the point of the book.
>>
>>722566648
Civ V was terrible for this shit.
>deity AI
>starts with an extra settler so they can get two cities within a few turns
>and a fuck ton of military units so they can immediately declare war on you before turn 10 and ruin your game
>and they start with several techs already researched
>>
>>722568481
The only satisfation I ever had in this shitty difficulty is the AI cheats so fucking much it was somewhat fun trying to cheese and figure out how to break it with a friend. Without looking for it online.
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I've bitched about this a couple times but nobody seemed to commiserate about it so it's probably just my autistic niggle, but I HATE the rule of three and I started really noticing it when playing Darksiders 2.
This is paraphrasing from memory from a long time ago, but as an example:
>we need you to kill these three undead kings
>each undead king is in one of three lairs
>each lair requires you solving three puzzles/getting three keys to open the boss door
And the repeat ad infinitum for every mission objective. I get it, I understand that 3 is a nice round number to build things around but when it starts cropping up back to back in games it starts sticking out to me like the Wilhelm Scream. It isn't enough to ruin anything for me obviously, but to me it's just lazy template design where they could have done something actually interesting.
>>
>>722561518
All Action-RPGs

Pen and paper RPGs work because their mechanics are the scaffolding on which the players imagination creates the world.

If you create a world that's explorable and interactive through player action then those rules become a limit.

Games that "dumbed down" their RPG mechanics in little more than character customisation and skills progression aren't popular despite being shitty in the RPG compartment, but because.
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input eating
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>>722561518
Invincibility states assigned to certain moves like rolls, jumps or slides.
UI whose elements cannot be manipulated like resized, set aside or disabled, to be enabled later (Morrowind is a perfect example of a good RPG UI, a better one is yet to exist).
Scaling of any sort except for the most minor things like clutter loot. Things should be hand crafted and hand placed, an area should tell a story, no matter how small or large. No, it's not my problem that it takes you a lot of man-hours to implement this, find ways of optimizing your hand-crafting instead of relying on procgen like slopfield.
Difficulty=enemies get fatter, instead of becoming more aggressive or unlocking usage of new abilities. Bad design, plain and simple.
Powerful enemies are immune to status effects - this creates a situation where a type of gameplay is locked out of participation because...the developers decided that you're just not worthy of participating if that is the kind of a damage type you wish to use. Either grant the means to penetrate the immunity, or do not use status effects at all.
Enemies having randomized drops, that goes back to scaling=bad, but this is a different kind of beast, since it can create a situation where in a playthrough you might never see a particular item or weapon because you didn't get lucky enough or didn't spend 10000 hours grinding for it.

I'm sure there's more if I spent enough time thinking on it.
>>
being able to pause the game during combat and chug health potions and all sorts of buff/debuff stuff is a bit silly.

the jet slowdown mechanic in fallout 4 was absurdly powerful too, you shouldn't be able to chain slowdown mechanics like that without a large cost

"addiction" barely counts as a problem as it's cured with like 50 caps
>>
>>722561518
Games that feature a huge amount of different weapon types, spells, stats, perks ect. , but in the hardest difficulty there is only one or two viable builds, and the rest are either unusable or greatly inferior.
>>
>>722561518
charge partitioning
pixel perfect ledges
auto-reload
unbreakable armor
constitution stat
double-dose/stacking powerups
>>
>>722563074
Correct.
>if you properly minmaxed, everything stays the same except the numbers are bigger
>>
>>722566502
The point is to make you feel like you are getting stronger.
>Enter area
>Enemies start kicking your ass but you barely win the fights
>Get strong
>Enemies are now manageable
>Enter next area
>Enemies that would have easily one shot you before are now barely beatable
>Repeat
Also
>Go back to old area
>Enemies can barely even touch you now
>>
>Action game
>No token check on attacks that forces enemies to attack sequentially, so enemies will all attack at once and effectively make it impossible to dodge, parry or even block
>Player is forced to kite the enemies, bait attacks and only gets a chance to retaliate when all the enemies are in a recovery window and hunched together
A shocking amount of action games do this even today. Is it any wonder DMC, BamHam and Dark Souls became the blueprints of their respective corners?
>>
>>722561518
Mandatory cutscenes or heavy cutscenes at all to compensate for a lack of story telling ability through the world space.
>>
>>722561518
Reacting to button inputs in order to simulate player control.
You won't trick me. The game is already programmed to do what it wants to do.
>>
>>722561518
Everything facilitating MTX, e.g.:
>timesink/gating
>identity grifting (shitting out "storied characters" as mannequins for skins)
>(temporary) powercreep in FOMO/FOTM
>(...)
Moreso any "frictionless" design in multiplayers. Hardship and mild "inconvenience" can be strategecially used to help cultivate a community, facilitate player congregation in the game world and shape an economy.
In terms of singleplayer, there is nothing worse than repetitive and patronizing dialogue. There's no better way for a developer to express his disgust and insult his playerbase, than spoil the plot and puzzle, spell out subtext and "remind" the player repeatedly. Nigger, your game's depth is already tailored to lobotimites, there's no need to handhold them through a color-by-number process.
>>
>>722568618
>hates the Rule of Three
>gives three (3) examples
I'm very smart.
>>
Objectively bad game design, in any context is if one or two options are so much better than all the other options that there are almost no reasons for players to pick those other options unless they intentionally want to gimp themselves. This applies to any game, weapons in action games, characters in fighting games, RPG builds, etc

A “choice” is not meaningful if one or two or a few of them are objectively superior to all other choices, as a designer that basically means you just put those choices there as “traps” or to just give the illusion of options
>>
>>722561518
Not sure if design or just natural but
>action rpg
>starts more or less slow, sometimes methodical, you can clearly see what is happening and what you're fighting
>endgame
>screen is nothing but explosions and lightning blasts, monsters die as soon as they spawn, you teleport around at lightning speed
Any game that avoids devolving into epilepsy simluator?
>>
>>722569624
I disagree, there's simply no way to balance choices so they are all equally weighted. Play style that are sub optimal can still be fun. You don't want to min/max all the fun out of the game by just choosing the best option or just following walk throughs.
>>
>>722569371
It's an exact, insofar as I can remember, example of the chapter of Darksiders 2 where you're dealing with the King of the Dead.
>>
>>722566502
Retard alert.
>>
>>722561518
Missable content
Unmarked points of no return
Unskippable cutscenes, or even games that have too much story (just make a VN instead)
ARG-type puzzles which either require a community effort by their design, or are too obtuse for one person to realistically solve alone
Pointless non-puzzles reusing the same gimmicks like that one where you have to toggle on all lights in a grid
Overdesigned onions indie game UI with noises and animations spammed everywhere
RPG difficulty setting that just puts a multiplier on enemy stats
Characters with brown skin
Characters with degenerate sexual proclivities
Putting tips or easter eggs on loading screens as if I'm supposed to accept waiting for several seconds
Putting boss fights indoors when your game has a dogshit buggy camera controller
Old games expecting you to read the manual
Frequent "balancing" of multiplayer games that inevitably forces all players to play according to the expectations of the community and taints the vision of the developers with cycles of community feedback
Unskippable credits scenes
Getting all the endings requires replaying linear parts of the game from the beginning, being able to save at specific points is not an acceptable response to this as blind players don't know this in advance
2D platforming games with an "artistic" graphical style that makes collision boxes ambiguous
Roguelite permanent upgrades expecting the player to grind, instead of presenting interesting challenges that the player could overcome with experience and strategy alone
RPGs allowing you to pick up party members through optional non-linear choices, meaning ending up solo is possible, so it's almost impossible to balance the game properly
Inane poorly timed jokes that hurt an otherwise serious mood
Rhythm game mechanics
Murdering/raping beloved characters to troll the audience
Inconsistent English voice acting using some agency that hires VAs from different parts of the UK, such that accents don't match in-game cultures
>>
>>722561518
>unnecessary unskippable mini cutscenes that play on frequent interactions
>menus that don't scroll infinitely
>menus that have input delay
>game saves progress on every event and loads you back at a save point, but doesn't have a built-in "warp back to save point" mechanic, forcing you to use gameplay unrelated methods if you ever want to not waste time on returning to your last checkpoint
>walk and talk sections
>any section that is basically a cutscene but you are still "in control", essentially the game forcing you to not play it for minutes on end, but you can't skip this either
>checkpoints placed before a cutscene that introduces a part where you can likely die
>unskippable cutscenes in general (i like to replay games)
>textboxes you can't advance at your own pace
>heavy tutorialising and signposting, even well into the game, taking all the fun out of finding a solution to a problem
>any mechanics that are just time wasters in an otherwise more action oriented game. i.e. crafting and other survival mechanics like having to eat/drink/sleep
>>
Any game that ships on PC with a UI made for consoles makes my blood boil

just make a PC UI holy fuck. They literally go to school for 4 years to be UI designers but refuse to actually make more then one UI.
>>
>>722561518
singleplayer games that try too gard to be difficult
they'll always pale in comparison to pvp games in terms of making difficulty rewarding
if i wanted a challenging gaming experience, i'd grind to master rank in street fighter 6 with a low tier character
i don't want singleplayer games to try to be more difficult than they need to be, i only play them for the story and the art
on the opposite end, pvp games that try too hard to be accessible end up becoming extremely stale extremely fast, there needs to be complexity in gameplay systems if you're competing against other humans
>>
>>722569784
My bad. I do like the rule, but I can see why it can become jarring if overused. Design-wise, it seems fairly economical, but surely they could use other numbers, too. For example, I just finished Hexen and it alternated between different numbers (activate two or six switches, find multiple amulets, defeat three bosses, etc.). That worked well.
>>
>>722569715
They don’t have to be “equal” but they have to be “good enough” to be meaningful

I’ll give you an example of objectively bad game design. In Kingdom Come 1, there are multiple ways to attack the enemy. However out of everything you can do in combat, actually attacking the enemy is objectively the worst thing you can do, because every time you attack the enemy there is a random chance for you to get locked into a cutscene where you take unavoidable damage. There is no way to predict when this will happen and it can theoretically happen with any enemy

Alternatively, you can either just wait for the enemy auto attack you first then master strike (counter attack) them for guaranteed damage, or, you can force them into a clinch, win, then sneak a free hit in. Or you can just use archery.

In this case, one option is so bad that there is almost no reason to actually do it. Yet, it’s advertised to the player as an option, there are combos in the game around attacking, etc.

In general, if an option is so shit picking it is just handicapping yourself, why is it even in the game?
>>
>>722561518
the sniper class in tf2
the inverse difficulty curve in nucom
busywork simulators like civ6 in the late game especially
>>
>>722570043
I don't know about that example. I pretty much used my mace head bonk combo as much as I could. Don't counters happen way less once you get some training in with Bernard anyway?
>>
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>>722566648
It's the worst shit in RTS games
>Normal AI has similar economy to player, and is simpleminded
>Produces top tier units at "normal" game pace, but AI doesn't utilize them well at all
>Hard AI shits out 9000 top tier units at once just to ram them against your defenses over and over again with no thought or strategy whatsoever
Woah, fucking revolutionary
>>
>>722561518
Stagger meters. It's just a way to pad out boss fights and prevent the player from ever feeling powerful no matter how much they grind.
>>
>>722561518
Evasion moves with invincibility
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>>722570221
very annoying in AOE2 when I was learning to play. Completely drained my side of the map entirely of resources and lost but the A.I could make units infinitely.

It will be interesting to see the way A.I improves in the future though
>>
>>722570043
Also combos are useless in KCD, even bandits will just counter and delete half your health for trying. I think they also nerfed the clinch because the enemy gets thrown so far back and recovers so quickly that you almost never have time to hit them.
>>
Bonfires
>>
>boss fight
>gets harder at 75%, 50% and 25% health, effectively making the final 25% the TRUE fight and the rest just time-wasting fluff

>GIGANTIC ULTRA-SIZED MEGA WORLD
>instant fast travel anywhere, completely negating the size of said world

>30 different weapon types
>instead of a few types that are actually different they're all the exact same and you can't even find any items of the rarer types of weapons like poleaxes or naginata (extra shitty bonus points if you have to specialize your character in a single weapon type)

>stealth game
>game doesn't really acknowledge how well you sneak at all and basically all you do is avoid combat which isn't hard enough to warrant avoiding
>>
I don't know why TC thought having tools require shard currency was a good idea when Bloodborne had the similiar problem with blood vials and a lot of people complained about that.
>>
>>722567878
it's for people who find normal turn based combat games unengaging

it's the same logic that was used for all manner of mario spinoff RPGs: add a modicum of gameplay to a videoGAME

>>722568349
i can't remember ever seeing weapon durability being implemented in a way that isn't either completely pointless in 99.9% of in-game situations or just tedius busywork added to stretch game time.
100% agreed

>>722568618
would it annoy you less if the numbers were arbitrarily switched up, or is it the clichéness of it that actually annoys you?

>>722568859
charge partitioning, in fighting games i assume you mean, are based and add more depth and reward for practice and good execution to a character

>t. urien player
>>
>>722561518
"Open world" games where 90% of the map is empty and the remainder are just basic cut-and-paste settlements with a handful of named NPCs
>>
>stuck on puzzle
>character verbally gives hint without prompting
>>
>>722571184
>"Hmmm... Mr. Dinkleton’s diary mentioned something about the ‘stars aligning in the night sky’... If I were to rotate these squares on that wall that seems to stand out from the rest..."
>>
>>722561518
The so called "Ha! Gotcha!" obstacles that only force you to reload and then you know exactly what to do to avoid them. Cheap waste of time.
>>
>>722571106
open world level "design" in general annoy me, as almost always it's just there to add the illusion of game space when in actuality it just forces non gameplay, busywork sections between points of interest.

small "open worlds" like in older Zelda games add enough flair and atmosphere, without forcing you to spend minutes holding up on the stick and mashing the pickup button to mindlessly grab craftan materials on the way because most devs are too retarded to add a world traversal auto loot function out of the box
>>
>>722561518
>invulnerability phases
>flying adds/bosses with massive health
>checkpoints
>single hit skills with long cooldowns
>come back when you're higher level/further into the story area placed next to the starting area of the game.
>all enemies level with you
>text popups/pausing during combat
>follow npc missions
>>
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Durability system on equipment. There isn't a single instance where weapon breaking mid-combat makes you go "wow, this really makes the game more fun!"
>>
>>722571747
y is he banana
>>
>>722571376
This is a big pet peeve of mine. There's a reason no one follows 80-90s D&D Gm vs players mindset anymore.
>>
>>722572270
they both have ap-peel.
>>
Stamina bar. I'm tired of that crutch
>>
>>722571106
>>722571431
This is the primary reason why MGS5 is just "okay", instead of a good game. About 7-10 bases that you have to sneak into are great and expand on the system introduced in Ground Zero.
The open world that connects these levels suck complete ass and don't pose a challenge after the first 3 hours of gameplay
>>
>>722561518
I can't define bad game design but I know it when I see it.
>>
>>722572280
It "works" in Tabletop if the DM isn't a complete retard because there is no fixed encounter or save/loads.
And the DM could always backpedal if he realized it was too much.
In a vidya it's just an obtuse gotcha.
>>
>>722561518
I don't like backtracking when it takes a tremendous amount of effort.
I just unlocked an upgrade that lets me explore new areas, don't make me go through the same areas I already explored with all the insane hazards just so I can see behind mystery door #3.
>>
>You have to follow or guide an npc through a dungeon.
>They walk in a speed that is faster than you walking but slower than you running.
There's a special place in hell for you, developers.
>>
>>722572805
The newer assasins creed games fix that whole issue because the NPC is always moving at the same walk and or running speed as you but slightly ahead.
Mmos are the fucking worst at this
>>
>>722573019
Naisu, I feel vindicated even though I fucking despise the non-gameplay of AC.
>>
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>>722561518
>Unlock [ability]
>Game pauses whatever you're doing to take you to a training room where you have to use the ability 3 times before it lets you proceed
>>
>>722561518
>Ubisoft-style towers to unlock the map / remove fog of war (not a bad mechanic, bust just to many of them)
>Ubisoft-style: over 100 useless collectibles for "achievements"
>Ubisoft-style: collecting flowers or hunting animals for weapon and armor upgrades

Featured in all Ubisoft games from the last 15 years, as well as Ubisoft-influenced titles like Shadow of Mordor, Middle-earth: War, Ghost of Tsushima, Marvel’s Spider-Man, and many other open-world games.
>>
>>722561518
That's a portrait of Jonathan Blow
>>
>>722561518
Inventory weight system.
It's not bad game design but I hate it because I'm a virtual horder.
>>
>>722561518
random loot
gear that differs only in stat strength rather that meaningfully changing gameplay approaches
skyrim style separate hands equip
open worlds meant to represent areas bigger than a single town and immediate surroundings
killzones on drops between playable levels
a lot more shit I can't be bothered to think about
>>
>>722573438
>NPC asks if you need something explained to them
>say "No"
>NPC: "Oh okay ... *proceeds to explain it in any case*
>>
>>722561518
br, extraction shit, mobas - these are ANTIFUN games, they are designed to make people rage and play for revenge, not for fun
>>
>>722575898
*to you
>>
>>722571668
>come back when you're higher level/further into the story area placed next to the starting area of the game

this is actually one of the most kino tropes in single player games
>>
>>722573438
the way to nicely and quickly teach a newly acquired skill to the player was solved literally over 30 years ago in metroid and zelda games, I don't understand why devs have regressed since
>>
>>722561518
Tanking
>>
>>722561518
Invincible/unkillable enemies that are either present consistently for a large portion of the game, or placed in the locations you have to actually explore.
Bosses having a "phase transition" where they just become fully invincible and spam dangerous/oneshot attacks for a while.
>>
>>722561518
test
>>
>>722561518
the parry mechanic aka the QTE
>>
>boss beats you up so much you subsconsciously recoil when he raises his arm, and players call this "learning the moveset"
>>
>games have uneeded complex weapon upgrade system and hidden stat buffs everywhere
MH Rise
>>
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Single plane side scrolling games that have too many enemies that take over one hit to kill. It often reduces the game to stop and go. You progress to one screen then stop at that screen because you want to vanquish the foe which takes more than a single hit. No matter what it promotes tedious play with either the player killing everything or finding out strategies to avoid everything so they interact with combat infrequently.

In 3D games making certain enemies that immediately pick up on you within view and you take damage thus reducing players to inch around corners and hit small pixels of foes to not immediately get blasted when rounding a corner. You turned the game into a sniping pixel hunt and to cheese the turrets you set up.

Having the player retread a single place many times going back and forth to extend game time. It's one thing to retread areas because you've died, it's another going through the obstacle course one way, getting an item, going back through the obstacle course in reverse, using that item to unlock something, then having to go through the same obstacle course a third time to get on track.
>>
>>722564115
I will have to agree with this, it isnt intuitive. Sometimes the order affecting things can be ok.
>>
>>722561518
Time wasting shit that pulls you out of the story and gameplay like inventory tetris or having to go sell
>>
Hearing laura baileys voice at this point makes me irrationally angry
>>
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>>722561518
The Divinity: Original Sin 2 definition of 'hard'. Which is basically: you cannot beat any encounter normally. You have to go in, get annihilated, and then exploit your way through it now that you know how it works. Immersion breaking, not fun, and lazy.
>>
>>722561518
>burrowing enemies
>enemy has an attack that prevents it from dying until the animation or attack is complete
>enemy can summon adds with zero cooldown or limit
>>
Instantly ruins any game it's in. Even if you have the option to turn it off it's still shit because the game was designed around using it.
>>
>>722564115
Yeah, that's a big problem with these story games. They sacrifice gameplay, and then tack on muh branching endings that you are almost forced to look up and go back and slog through.

>>722566648
Stellaris's AI is garbage because the devs know people will buy the DLC and soi over text boxes for tiny, irrelevant stat bonuses. Once you can play on GA, you should have realised how bad the core gameplay is, and how little all the DLC menus actually help.
>>
>>722561518
>Give examples of game design YOU personally think is bad.
Enemy level/stat/etc scaling in all of it's forms. Been hating it since Oblivion almost two decades ago. Fucking laziest design "choice" concievable.
>>
>>722561518
Hollow knight dark souls



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