Posted March 05, 2016
There was a thread not long ago called "little things you hate in games". This one is about the big things, or fundamental game mechanics that you can't stomach, but that everyone around you adores. I'll start with a few things:
Dungeons: the staple of every RPG and most action adventures since the beginnings of computer games. Labyrinthine corridors with monotone textures filled with illogically placed loot and a nonsense ecosystem of critters. For some odd reason, torches are always lit, and foodstuffs are never rotten. They can take many forms, but most commonly that of a dreary castle dungeon, absurdly spacious sewers, swamp where your movement is restricted, forest with conveniently cut passages going through it, etc. Sometimes developers get creative, but even if the dungeon is a massive tree bough, it's always the same labyrinthine corridors, creatures that sit tight waiting for you to stumble upon them, and valuable stuff left around. I'll take a logical overworld map or city setting anytime over dungeons, which I consider to be lazy design. Huge sprawling dungeons are even worse because they never seem to end.
Metroidvania style: backtracking and redoing a level I've already completed to explore a small area that was hitherto inaccessible because I lacked a critical skill or piece of equipment? No thanks. When I complete a level, it's done. I want to see something new, even if the game will be shorter for it. Forcing players to redo levels is just unnecessary game padding.
Respawns: when I clear out an area, I expect it to stay clear. In the real world that particular cave or map square will probably repopulate with new bandits and wild beasts eventually, but certainly not in a matter of days. Respawning enemies just make you do something you've already done dozens of times in the same game so it gets boring quickly. Also, it encourages grinding. System Shock 2 was the only game that got respawning right – in small doses, just enough to keep you on your toes. Respawning in Wizardry 8 is just ridiculous.
(Too much) crafting: a great idea at first, but few games have implemented it in the right way. Usually it detracts from the main gameplay, making your character look like a hobo lugging around heaps of junk just in case you need that metal rod, otherwise you'd have to go looking for it.
Large open worlds: the larger the world, the less exciting it is. There's only so much content developers can create. Since they have to populate their ridiculously large maps, that content is always repetitive. How long can you do one activity before it becomes boring and predictable? Also, open worlds tend to mess with quest triggers and there's a host of comorbid problems like level scaling. Give me a small, tight world anytime!
Dungeons: the staple of every RPG and most action adventures since the beginnings of computer games. Labyrinthine corridors with monotone textures filled with illogically placed loot and a nonsense ecosystem of critters. For some odd reason, torches are always lit, and foodstuffs are never rotten. They can take many forms, but most commonly that of a dreary castle dungeon, absurdly spacious sewers, swamp where your movement is restricted, forest with conveniently cut passages going through it, etc. Sometimes developers get creative, but even if the dungeon is a massive tree bough, it's always the same labyrinthine corridors, creatures that sit tight waiting for you to stumble upon them, and valuable stuff left around. I'll take a logical overworld map or city setting anytime over dungeons, which I consider to be lazy design. Huge sprawling dungeons are even worse because they never seem to end.
Metroidvania style: backtracking and redoing a level I've already completed to explore a small area that was hitherto inaccessible because I lacked a critical skill or piece of equipment? No thanks. When I complete a level, it's done. I want to see something new, even if the game will be shorter for it. Forcing players to redo levels is just unnecessary game padding.
Respawns: when I clear out an area, I expect it to stay clear. In the real world that particular cave or map square will probably repopulate with new bandits and wild beasts eventually, but certainly not in a matter of days. Respawning enemies just make you do something you've already done dozens of times in the same game so it gets boring quickly. Also, it encourages grinding. System Shock 2 was the only game that got respawning right – in small doses, just enough to keep you on your toes. Respawning in Wizardry 8 is just ridiculous.
(Too much) crafting: a great idea at first, but few games have implemented it in the right way. Usually it detracts from the main gameplay, making your character look like a hobo lugging around heaps of junk just in case you need that metal rod, otherwise you'd have to go looking for it.
Large open worlds: the larger the world, the less exciting it is. There's only so much content developers can create. Since they have to populate their ridiculously large maps, that content is always repetitive. How long can you do one activity before it becomes boring and predictable? Also, open worlds tend to mess with quest triggers and there's a host of comorbid problems like level scaling. Give me a small, tight world anytime!