So I've been gaming quite a bit recently and I have found a few design choices which I don't ever want to see again. It's not that the games weren't good or anything like that, it's just that certain aspects of the game took them from great to decent, and that's sad.
My first example is a simple one which comes from playing Dead Rising recently. It's a fun game for the most part with a relatively intriguing basis, but honestly I get irked because the game expects you to level and die and restart the game several times so that you're a high enough level to really do anything at all. While it is possible to beat the game without leveling up all that much, it really is a murderous difficulty curve, but then, that's something that makes sense for the game. No, the thing which really does Dead Rising in is that you can't do anything so much as hop while using the radio. This leaves your nipples right in prime zombie biting territory without so much as a complaint from you. That combined with the obscenely small text for any and all messages you receive on said radio just becomes infuriating.
Really I suppose this should be a retrospective for all such design choices, see the inventory screen in Alone in the Dark or any number of other examples that have frustrated so many of you. If you have a screen which requires players to give their full attention to it, indeed which sometimes takes up the whole screen, PAUSE THE ACTION! Do not kill your player because he had to do something which is vital for game play and plot advancement. Killing your player for playing the game usually results in broken controllers and pawned games.
Another one comes from the original Star Wars: Knights of the Old Republic. Your AI doesn't need to be flawless, but at least make them competent at the skills they're given. I can't tell you how often I've had my bomb tech step on a mine she went to pick up. It's infuriating. This goes for games like Elder Scrolls IV: Oblivion too. The NPC's that fight with you are true imbeciles sometimes, especially one which you HAVE to rescue by the name of Farwil Indarys. Now, technically you don't have to save him, but you really should, and his friend too. Another is the son of the fighter's guild master. Having NPC's who charge into battle when you're a rogue is one of the most maddening aspects of the whole game. If you make an NPC warrior who needs to survive with the PC, make him competent or don't bother making him.
Lastly I'm going to pull out a game which is one of my favorites for the 360 despite everything. Assassin's Creed is such a terrible game that is so good I can't ever stop loving it. It's gorgeous, it's a fantastic storyline, and it's complete shite in gameplay. I have never been angrier than when I'm chased down by powerful NPC guards because I rode my horse at a speed that will get me to where I'm going before tomorrow. I don't like being made to endure long and tedious travel sequences and while I find the evironment entertaining and pretty I think all designers with gorgeous, expansive environments should take a page from Shadow of the Colossus. Let me ride through it as fast as I damn well please because pretty becomes piss when I can't get where I'm trying to quickly.
I know that's only three complaints, alright three and a half, from a handfull of games, but these three have come up more and more often these days. So let me summarize. DO NOT have elements which make the player defenseless and don't pause the game, DO NOT have retarded NPC's who can't even pick their noses without the PC's help, and DO NOT force gameplay to lengthen so the player can "truely appreciate your gorgeous environment." It's bad design and you will sell less games for it.
Thank you. This rant has been brought to you by the Umbrella Corporation, our business is life itself. (I'll talk about dialogue another time, bloody RE.)
22 March 2009
Truly Horrid Design Choices
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1 comment:
Maybe if you were a better player, it would be more enjoyable. :-)
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