ITT: shit game design
>your reward for finding a secret shortcut/passing a skill check/meticulously collecting items is less gameplay
ITT: shit game design
>your reward for finding a secret shortcut/passing a skill check/meticulously collecting items is less gameplay
>an endless grind that periodically resets so you can re-earn the combat bonuses that you previously earned
Honestly Blizzard, what the fuck are you doing anymore
>beat the final boss
>unlock incredibly fun/useful weapon/ability but have nothing to fight but trash mobs that die from 1 hit anyway
>class/job has tons of skills to use
>they're all meticulously designed to be used in a very specific way
>not doing the thing is utterly worthless
why the fuck do people even play ffxiv, the jobs are retardedly made
>rpg in which weapon shops exist
>all weapons that are actually good are obtained by stealing/treasure
>playing well rewards you with items that make the game even easier
>fucking up punishes you by taking away your items/XP making the game harder
Seems kinda counterproductive. In general I don't understand items that make the game trivial
>stunlocking
>class has a lot of weird or more situational soells
>they all get purged because they did't fit the rotation
Fuck you Blizz,give me my eyes of the beast back
>beat a boss you're supposed to lose to
>cut scene shows you losing
That's good design.
>i cant disarm traps anymore
fuck such simple things can make the game feel like utter shit.
>game rewards you for winning and punished you for losing
WOOOOOOOOOOOOOOOOOW
That's called gameplay story segregation and has nothing to do with game design
Depends on the game, but in ones where less gameplay means you don't have to waste resources and can save it for more difficult sections/bosses then passing the skill check seems like a decent reward to be able to avoid a more difficult area.
>Permanently locked out of content because of some incidental shit.
It's fucking terrible, why do the shops even exist if just playing the game normally will get me better weapons for free?
Guess a better example would be
>defeat a boss you're supposed to lose to
>no reward of any kind
>Absolutely ridiculous amount of expensive in game items
>abysmal currency acquisition
Lookin at you witcher 3
I'm okay with punishment for losing, but making an easy game even easier is puzzling to me, I feel like if I was making a game I'd add a prompt when someone was doing super good asking them if they want to bump the difficulty up or at least opt out of the reward items
>to advance the story you have to go to a specific place to activate a trigger and start a cutscene
Most of the time this is done well like when you enter a building and someone says "Sorry I can't help you" and you leave the building, then the next cutscene starts. But sometimes this is botched, like in Golden Sun where you have to specifically exit a village to the LEFT to start the next scene.
>game/boss can't be beaten on the first try without beforehand knowledge
Because if the shops weren't there how would you even have preliminary weapons to get better ones dipshit?
Iktf but irl
There is genuinely no reason to ever lock players out of content without at least a warning
>game has unskippable cutscenes
What kind of reward would you constitute as "making the game easier"?
They still have a bunch of "fantasy" skills that have no combat uses, but they really needed more of that in the game
I was really hoping TESO would have more of those because of the world design but it wound up being even worse
WoW is still one of the only MMOs with skills that aren't strictly combat oriented, but damn I wish they hadn't pruned so hard