There's a thread for hated trends in movies, so how about one for games?
1. Too much hand-holding. It's one thing to have some NPCs give little hints as to where you should go next or what you should be doing. It's another to beat the player over the head with the information, as in the following example:
Townsfolk 1: Man, if I had a sword, I'd definitely head up to Mt. Dread!
Townsfolk 2: Yeah, I hear there's a great treasure for anyone who climbs Mt. Dread with a sword!
Townsfolk 1: Of course, I'd definitely go see the wizard on the south side of town to get some magic before climbing Mt. Dread with a sword and claiming the treasure.
Townsfolk 2: Oh, definitely. No doubt about it that the wizard's magic would certainly help anyone with a sword get the treasure from Mt. Dread.
...
2. Cheating at "puzzles". I love puzzle games. And of course in puzzle games, there will inevitably be puzzles that are REALLY difficult to solve, and many people will probably end up looking up the answers (the marble/grid puzzle towards the end of Riven remains, in my opinion, one of the most brutal puzzles in the entire MYST series). However, most of these puzzles CAN be solved by people who take the time to do so. What irritates me is when games cheat by making a puzzle pretty much unsolvable from within the game itself (without really lucky guessing, of course). When you force people to look up the solution, it ceases to be a puzzle and starts just being an obstacle. I might even apply this to the Wise Old Man in the original Legend of Zelda (Dodongo dislikes smoke! Great! I now know how to beat Dodongo! ...who in the world is Dodongo?)
And no, having the information required to solve the puzzle become visible ONLY by standing in a specific, arbitrary place, then changing your camera to top-down view, then pressing the "attack" button during a specific frame of your idle animation does NOT count as including hints in the game.
3. Hero must do EVERYTHING.It makes sense in games that the normal civilians are not going to be the ones taking on hordes of monsters. It also makes sense that the hero can take on monsters that even the normal military can't. What doesn't make sense is when the hero is required to do ridiculous, menial things (such as deliver a message to a person standing across the street) for no better reason than because the quest giver doesn't want to. Also at issue here is, when you KNOW that only the hero will be able to accomplish some task, why bother sending in the normal military in the first place (I'm looking at you, Halo 3)? All it does is get good people captured/killed, and make more work for the hero who not only has to do the job that was originally proposed, but also has to save and/or avenge the troops sent.
So, that's all just for starters, and I'll probably think up more. For now, I'll open up the question to the community. What video game quirks do you most love to hate?
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"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
Cut scenes can be beautiful and move the plot along but with technology were it currently is there is no excuse for:
1) Unskipable cut scenes. Because the sixth time you have to sit through the difficult bosses' monologue your begin to loss interest.
2) Unpauseable cut scenes. Phone ring, kids break/spill things, and people come to the door.
I'm with you, especially on the first one. It's particularly bad when you have Save Point -> Unskippable, and Long, Cutscene -> Really Tough Boss Fight.
Rollback Post to RevisionRollBack
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
The Meaning of Life, the Universe, and Everything.
Join Date:
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694
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In Warframe, going into a spy mission with the intention of sneaking in and sneaking out... only to have a random player show up and do the "smash and grab" method, where he kills everything in his path, trips all the alarms, and only gets one out of three data vaults or causes the mission to fail completely only to blame ME for it...
This was before I discovered that you can change multiplayer options to "solo" mode...
Trying to make a boss "difficult" by giving him tons of hitpoints without actually making him challenging. Specifically, I'm thinking of the final boss of Kingdom Hearts (I think it was the first one, may have been the second). He had a ton of hitpoints that made the fight drag on and on, but apart from that he was pretty easy (couldn't damage you much, and by that point your heal spell is potent enough to easily get you through the fight). I don't particularly mind easy bosses, but if it's easy AND still takes 15 minutes of just hitting the same buttons over and over, it just makes for a really boring endgame experience.
Also, forced, sadistic choices that make no sense, like the one in Fable II.
Seriously, why do I have to choose between getting my family + dog back or getting back everyone else in the world killed by the villain? Why not just wish for EVERYONE who was killed by the villain to return, thus getting both good outcomes? Sorry, innocent victims of the world, but I REALLY want to see my dog again!
Rollback Post to RevisionRollBack
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
looking at the borderlands games, making the player have to play though the game twice before getting to where the game is really good. over powered bosses which require cheap tactics to beat with certain classes.
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"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
The Meaning of Life, the Universe, and Everything.
Join Date:
3/10/2014
Posts:
694
Member Details
Just another thing I dislike in video games, namely RPGs. You defeat the final boss, with the final blow bringing him down to millions of lost HP... and in the red with millions more. He should be dead right now, right? Instead he rambles on for over five or so minutes about how he was supposed to win, how he was superior to the player characters, and how great (in his mind) the world would be with him ruling with a tyrannical iron fist...
And then, after saying all of that the game goes into an even longer death scene where he slowly dies, remembering everything he was taught before finally realizing how wrong he was. Only after asking the player to make the world right again or cursing the player for defeating him does he die...
Incredibly long cutscenes. I thought we were playing a game not watching a movie.
While I can understand the purpose to move the plot, but that can be done in other ways, such as through separate cutscenes after completing a certain task under a situation.
I hate it when the video game sums up a boss fight to be a bunch of QTE button mashing. You have to go through the entire game honing you skills and becoming better at the game, and then the boss fight gameplay is completely different and worthless to all the new methods and skills you just learned.
Its likes learning how to ride a bike and training on said bike for a month and a half, but when the event you were training for occurs, you are force to start riding a motorcycle instead.
In Warframe, going into a spy mission with the intention of sneaking in and sneaking out... only to have a random player show up and do the "smash and grab" method, where he kills everything in his path, trips all the alarms, and only gets one out of three data vaults or causes the mission to fail completely only to blame ME for it...
This was before I discovered that you can change multiplayer options to "solo" mode...
Agreed! I only play on solo mode for that reason.
well, except for interception missions, those are near impossible in solo.
There's a thread for hated trends in movies, so how about one for games?
1. Too much hand-holding. It's one thing to have some NPCs give little hints as to where you should go next or what you should be doing. It's another to beat the player over the head with the information, as in the following example:
Townsfolk 1: Man, if I had a sword, I'd definitely head up to Mt. Dread!
Townsfolk 2: Yeah, I hear there's a great treasure for anyone who climbs Mt. Dread with a sword!
Townsfolk 1: Of course, I'd definitely go see the wizard on the south side of town to get some magic before climbing Mt. Dread with a sword and claiming the treasure.
Townsfolk 2: Oh, definitely. No doubt about it that the wizard's magic would certainly help anyone with a sword get the treasure from Mt. Dread.
...
2. Cheating at "puzzles". I love puzzle games. And of course in puzzle games, there will inevitably be puzzles that are REALLY difficult to solve, and many people will probably end up looking up the answers (the marble/grid puzzle towards the end of Riven remains, in my opinion, one of the most brutal puzzles in the entire MYST series). However, most of these puzzles CAN be solved by people who take the time to do so. What irritates me is when games cheat by making a puzzle pretty much unsolvable from within the game itself (without really lucky guessing, of course). When you force people to look up the solution, it ceases to be a puzzle and starts just being an obstacle. I might even apply this to the Wise Old Man in the original Legend of Zelda (Dodongo dislikes smoke! Great! I now know how to beat Dodongo! ...who in the world is Dodongo?)
And no, having the information required to solve the puzzle become visible ONLY by standing in a specific, arbitrary place, then changing your camera to top-down view, then pressing the "attack" button during a specific frame of your idle animation does NOT count as including hints in the game.
3. Hero must do EVERYTHING. It makes sense in games that the normal civilians are not going to be the ones taking on hordes of monsters. It also makes sense that the hero can take on monsters that even the normal military can't. What doesn't make sense is when the hero is required to do ridiculous, menial things (such as deliver a message to a person standing across the street) for no better reason than because the quest giver doesn't want to. Also at issue here is, when you KNOW that only the hero will be able to accomplish some task, why bother sending in the normal military in the first place (I'm looking at you, Halo 3)? All it does is get good people captured/killed, and make more work for the hero who not only has to do the job that was originally proposed, but also has to save and/or avenge the troops sent.
So, that's all just for starters, and I'll probably think up more. For now, I'll open up the question to the community. What video game quirks do you most love to hate?
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
Personally I dislike it when devs use their game as a soapbox for whatever political/social agenda they're trying to push.
DRM. Especially always online DRM.
Cut scenes can be beautiful and move the plot along but with technology were it currently is there is no excuse for:
1) Unskipable cut scenes. Because the sixth time you have to sit through the difficult bosses' monologue your begin to loss interest.
2) Unpauseable cut scenes. Phone ring, kids break/spill things, and people come to the door.
I'm with you, especially on the first one. It's particularly bad when you have Save Point -> Unskippable, and Long, Cutscene -> Really Tough Boss Fight.
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
Aye, unskippables before tough bosses are the worst! (I'm looking at you, Matron from the first Mass Effect game!)
Ledges and platforming in any given FROM Software game.
Ah Benezia, for me that fight only lasted like five minutes. Vanguard is so overpowered.
And who are you, the proud lord said, that I must bow so low?
Only a cat of a different coat, that's all the truth I know.
In a coat of gold or a coat of red, a lion still has claws,
And mine are long and sharp, my lord, as long and sharp as yours.
And so he spoke, and so he spoke, that lord of Castamere,
But now the rains weep o'er his hall, with no one there to hear.
Yes now the rains weep o'er his hall, and not a soul to hear.
There're the following things I hate in certain games:
-One who cheats during battle
-Losing the game (commonly)
-Trolly things
1st: In-Game transaction on games that already cost money to play.
2nd: Glitches that disallows you to enjoy and/or finish the game.
3rd: Plot holes and ending (if it have one) twist that doesn't make sense.
Goodbye, Halloween. See you next year.
Other things:
Thx 4 t' h0gle m8!
In Warframe, going into a spy mission with the intention of sneaking in and sneaking out... only to have a random player show up and do the "smash and grab" method, where he kills everything in his path, trips all the alarms, and only gets one out of three data vaults or causes the mission to fail completely only to blame ME for it...
This was before I discovered that you can change multiplayer options to "solo" mode...
Lonnehart's Youtube Channel
Y'know? I bought Minecraft because I thought it was a war game where you had to create tactically placed proximity explosive devices...
Matching higher leveled players against lower leveled players; a nonexistant or terrible ranking system.
You can just call me Canary.
How not to look like a total fool in the forum games
Trying to make a boss "difficult" by giving him tons of hitpoints without actually making him challenging. Specifically, I'm thinking of the final boss of Kingdom Hearts (I think it was the first one, may have been the second). He had a ton of hitpoints that made the fight drag on and on, but apart from that he was pretty easy (couldn't damage you much, and by that point your heal spell is potent enough to easily get you through the fight). I don't particularly mind easy bosses, but if it's easy AND still takes 15 minutes of just hitting the same buttons over and over, it just makes for a really boring endgame experience.
Also, forced, sadistic choices that make no sense, like the one in Fable II.
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
looking at the borderlands games, making the player have to play though the game twice before getting to where the game is really good. over powered bosses which require cheap tactics to beat with certain classes.
"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
Just another thing I dislike in video games, namely RPGs. You defeat the final boss, with the final blow bringing him down to millions of lost HP... and in the red with millions more. He should be dead right now, right? Instead he rambles on for over five or so minutes about how he was supposed to win, how he was superior to the player characters, and how great (in his mind) the world would be with him ruling with a tyrannical iron fist...
And then, after saying all of that the game goes into an even longer death scene where he slowly dies, remembering everything he was taught before finally realizing how wrong he was. Only after asking the player to make the world right again or cursing the player for defeating him does he die...
Lonnehart's Youtube Channel
Y'know? I bought Minecraft because I thought it was a war game where you had to create tactically placed proximity explosive devices...
METAL BOXES
EMPTY SEARCHABLE METAL BOXES EVERYWHERE
Incredibly long cutscenes. I thought we were playing a game not watching a movie.
While I can understand the purpose to move the plot, but that can be done in other ways, such as through separate cutscenes after completing a certain task under a situation.
I hate it when the video game sums up a boss fight to be a bunch of QTE button mashing. You have to go through the entire game honing you skills and becoming better at the game, and then the boss fight gameplay is completely different and worthless to all the new methods and skills you just learned.
Its likes learning how to ride a bike and training on said bike for a month and a half, but when the event you were training for occurs, you are force to start riding a motorcycle instead.
Agreed! I only play on solo mode for that reason.
well, except for interception missions, those are near impossible in solo.
What? You don't like the folder and 2 desk fans inside of them?