What is the worst game design you can think of off the top of your head?

What is the worst game design you can think of off the top of your head?

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Pay to Win

Runescape 3

Press X to win.

having to follow npcs that are either too slow or too fast for you

>worst game design
>posts OoT

Pathetic bait. Even for a zoomer.

The card shop system in KH Chain of Memories made me not want to finish it.

He's right, OOT is the GOAT but Instant failure stealth sequences which is what he's referring too are absolutely cancer

It's pretty shit and deserves to be the only game posted here

>Have to fucking Game Over like 8 times if you want to start collecting chip parts.
>Have to go through Duff McWhalen's slow ass auto-scoll stage three times if you want to pillage all the upgrades in it.
>Cannon/Shuttle RNG has a chance to cuck you out of Zero even if you've done everything else in the game right.
>How do we make our easy as hell bosses harder for the obligatory boss rush? Let's just triple their HP and call it a day.

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Games that want you to do literally the opposite of what they explicitly told you.

Best example that comes to my mind is Other M.

In the beginning of the game they tell you you can't use powerbombs because it could vaporize people even in adjacent rooms.
Fast forward to the Queen Metroid fight they expect you to use a powerbomb, without telling you can actually use them again, in a room right next to the only survivor on the entire space station that you have been trying to reach for the entire game.
Died three times in that shitty fight until the game was like "use powerbombs, dummy" - well excuse me for not innately knowing I could suddenly use a move again that had been locked for ten hours in the exact situation they used to justifying blocking it in the first place.

>"having to frequently pause the game to change equipped items is one of the worst game design decisions" - Eiji Aonuma
>makes botw, a menu browser emulator

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>ADP
>Soul Memory
>Level scaling
>Ayys moving upon being detected in XCOM

Get good.

second post best post

The problem is not even the instant failure mechanic, i think it is that specific section in the webm that is weird

RPG bosses that require a very specific strategy, like you have to choose from a list of your characters' 30+ different abilities, until you happen to discover the boss' weakness. It's different if some NPC told you the weakness in advance, or you have an ability that scans enemies and reveals weaknesses or something.

None of that has anything to do with getting good retard

daddy or political simulators like nu god of war, last of us and uncharted

Morrowind's slow ass player movement speed

Anthem and fo76 are the two most poorly designed games in recent history, and their flaws can be cited as a result of design by committee, aging and misused assets and tools, and drastic changes in scope mid-design.
Synthesis league for path of exile had to undergo a lot of adjustments before it was deemed to be worth engaging with. A big departure from Betrayal and recently Legion, though Legion is suffering from a lot of technical problems.
The battle for azeroth expansion for world of Warcraft has managed to make most of the same mistakes that were made with legions legendary items all over again in one way or another, patch to patch, despite the heart of azeroth being a stated attempt to depart from those problems.

These are pretty hard to recall though. I only really think about good design.

I had the exact same experience.
Throughout the whole game upgrades and new shit is explicitly unlocked for you (everyone remembers the 'activate the Varia Suit' part) and then all of a sudden the game expects you to use an item you probably forgot you had.

stamina

Has there ever been a game that does level scaling well?

Microtransactions
Time-based gameplay blocks
Long term level-based progression
"Classes" or "Characters"

That's pretty bad too

unskippable cutscenes you have to rewatch if you die or fail

What's wrong with classes?

I hope they fuck off with that and just put a fucking wheel. Pausing kills all of immersion

It may not be the "worst gameplay mechanic", but it blocks off customization. Removes player identity.
It's like, "There's a scout, I know how to beat a scout" instead of "There's whats-his-face, the fuck he is using?". Unless games really let you go nuts that, by end-game, classes don't even matter because everyone can be every thing.

... though I suppose the alternative of absolute freedom isn't very good in a competitive sense, meta builds and all.

The funny thing is SS has a wheel for item selection and let you move while selecting, no idea why they didn't do that again

Classes can be done really well and often are. They let you know at a glance the general idea of what something will do while giving you some freedom in how to do it. You instantly know that the scout is fast and has low hp, but don't know what exact gear he has. You know if he gets in your face however he has a bunch of damage so avoid that.

Long dialog before a boss fight

That very much depends on the type of game you're playing.
Your example seems to be FPS-based, but in an RPG or a dungeon crawler having classes is generally a good thing, IMO. It's less 'blocking customization' and more 'focusing the abilities of this particular character'.

Players do classes even if they don't have the "tag" of said class. Unless it's one of those casual games with no challenge at all, then you are forced to specialize in a certain set of skills in order to succeed.
The game lacking customization and balance has nothing to do with it.

giving you the option of killing or pacifying in a stealth game but only rewarding pacifying

This is not bad level design, this is worldbuilding. Because Hyrule lives peaceful times the guards are all incompetent and don't even think possible that there would be an intruder so they are dumb as fuck and are aware of the flaws of the castles security but don't bother because it's not worth it.

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In Mario 64 you need to replay the level to get additional stars. Every fucking time you need to replay the same fucking level from start to end with little to no differences at all. If you find a second star during your playthrough and pick it up, you need to restart everything to get the star you were looking for. Same goes if you accidentally touch a star you already collected.

This is clearly due to hardware limitations, but it's such a stupid design fault that totally kills the exploration feeling. Most people will say it's still ok just because it's Mario 64, but it honestly makes the game a chore to complete by today's standards.

There's a reason other collectathons got rid of this shit starting from Banjo-Kazooie to even Odyssey itself.

galaxy still kinda did it but at least changed some stuff sometimes.

Dk64 did collectathons in a terrible way thanks to it segregating the collectables by character, and not by going "only a certain character can reach these in the first place", it went "you gotta go through this place thrice if you want to get everything"

i hate cryptic progression in 80s and 90s retro gaming.

i'm replaying tons of retro games currently since i like their newer games (like Zelda, Metal Gear, etc.)

but there is stuff in those games where i'm running around for hours without any clue what to do. latest thing happened in Metal Gear 1, where the game expected me to detonate a RANDOM WALL without any clues whatsoever to progress. nothing hints at that exact spot, i would have needed to try every single wall in the game to progress. so i looked it up then.

or currently i'm playing Zelda A Link to the Past for the first time and i'm stuck. i just got the moon pearl, Master Sword, and Zora Fins.
i always ask the fortune teller where to go next (which costs fucking rupies everytime) and he says that i need to head to the smittys well next. which has some sort of wooden pillar blocking my way. i have absolutely no way of knowing how to progress and i'm thinking about looking it up, but that would be really gay.

>Game dissuades you from travelling up steep hills
>Except that one

hey, you need to use first person mode to look around in metal gear if you're unfamiliar with the game. the wall you bomb is literally painted over in an obvious color and I believe there is a corresponding codec conversation about it

I'm not exactly sure where you're at in Link to the past, if you have the moon pearl you should be headed to the dark world pretty soon

there's no shame in looking up walkthroughs if you get stuck, just don't read ahead and only use it to get yourself unstuck. I would say after an hour or two without any progression that means you're stuck. these games are fucking decades-old hence why some people run through them like clockwork because they've seen the solution a thousand times.

Gps

>but there is stuff in those games where i'm running around for hours without any clue what to do. latest thing happened in Metal Gear 1, where the game expected me to detonate a RANDOM WALL without any clues whatsoever to progress. nothing hints at that exact spot, i would have needed to try every single wall in the game to progress. so i looked it up then.

You should have used your codec to talk to the support crew. The wall looks different too. They tell you that.

Mcicrotransaction pay to win gacha mobile game

JRPG """""combat"""""

Quest markers hands down

The stars were different but were themed around the galaxy's motif. Thus some stars start at the same place on say a beach planet but where they end is very different.

This happened to me in blood borne with the sign in old yharnam saying don’t go in so I just turned around and then got stumped where to go like 1 boss later.

It had way too much filler Bonus Barrel bananas.

Mario Maker levels rant

>No powerups or lack of one ups
Literally can kill a good run in endless mode and cause you to reroll the stage or game over.

>far too many death traps
A few here and there are fine but I'm honestly not a fan of the kaizo levels, I want to play Mario not super meat boy or I want to be the guy.

>Stages are far too long
If it takes me more than 5 minutes to beat your stage it's probably too long this is even worse if it has the above problems.

>Lack of actually feeling like Mario
So many stages in Mario Maker would never fit in any Mario game period. The whole meta of the level creation takes over and people are more interested in making puzzles or death trap levels.

Easy to make a hard level, Hard to make a fun level.

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Level Scaling

just design you game right and that shit wont be necessary

doom 2 final "boss"

A lot of dumb ass tropes that are in countless games

One in particular is loading screen tips, they either tell you stuff on the level on "press x to jump" or something you might actually need but the game loads too fast and you miss it

Another one is when there's someone on the radio/telepathically/some sort of spirit/etc. talking to you all the time telling you what to do, it's fucking infuriating

Dislike lackluster boss design like "this guy charges fast at you so you have to make him charge into a wall" or "this one is invulnerably until he just exposes his weak spot and you damage him there" etc..

One last thing that I also dislike is when someone's hacking a door or something and you have defend them while they do it, gameplaywise not bad but it's such a cliche

>sci-fi/futuristic setting
>COVER ME WHILE I HACK THIS DOOR
>medieval setting
>COVER ME WHILE I PICK THIS LOCK
>fantasy setting
>COVER ME WHILE I DISPEL THIS BARRIER

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Escort missions are ALWAYS bad.

>porn game
>COVER ME WHILE I UNLOCK MY CHASTITY BELT.

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Dark Souls 3
>want to get some items from Yuria on a new character
>too difficult to die the thirty or so times needed for max hollow level before Yoel keels over
>have to throw myself off a ledge in the Settlement for twenty minutes

Not the worst ever but in ctr if you beat the oxide time trial ghost on your first attempt you need to beat the track again for n.tropy and then once more for oxide.
Adds nothing to the game at all and I can't see why they made it this way

botw has wheels for everything??

They're more like lists.

>porn game
>you have to lose to see the naughty

The quest system in 7th Dragon on DS springs to mind. To unlock a quest you have to talk to the required person in a town who will tell you they put a request in at the Guild. After talking to everyone to make sure you got all the quests you can then go to the Guild that's supposed to handle them so you can take them on, but you can only take three on at once. You then go back to the quest giver to find out what you have to do and proceed through it. You can cancel a quest by going back to the Guild, but you have to do the full quest from the start again, including giving any items you already gave during the quest so if you get to a point where you need an item from monsters at an area you can't get to yet you need to get the previous items again with no way of knowing before starting the quest. It's a cool game but thinking about this just baffles me.

The main thing that's actually bad about this part is that you have to do it while it's daytime but you can't get the sun's song yet
It's still not that bad though

I never played Majora's mask, what is the significance of that webm?

A that's Ocarina
B You have to avoid the gaurds line of sight. What the game doesn't tell you is that this one usually unclimable slope functions as a regualr incline. I think the 3DS game changed the texture to make it look like it's partially collasped.

So most players conditioned to thinking it can't be climbed just get into a staring contest with the guards then.

"Pull back Chris, you'll need the RAMRODs to take that thing out"
ramrods are past that monster.
Capcom, why was re7 so meh?

There are plenty of tools to "get around it" though including how you build your character, which is why I put get around it in quotes because the problem might never exist depending on how you build your character.
Also I'm just gonna say the common advice to not put athletics in major because muh minmax has ruined the game for more people than anything else I can think of.

I like the modern Fallout games, but V.A.T.S is absolute fucking trash in them.

>He's right, OOT is the GOAT but Instant failure stealth sequences which is what he's referring too are absolutely cancer
>BOHOO, zoom zoom hates consequences

>>"having to frequently pause the game to change equipped items is one of the worst game design decisions" - Eiji Aonuma
that was fucking terrible in MGS3, which is the worst mainline MGS game in the series, by far, for many reasons

i think he's talking about metal gear 1, not metal gear solid 1

the wall doesnt look different in that game, that game sucks btw only reason to play it is for a challenge or historical reasons

Pretty sure old yharnam is completely optional

because that specific webm stealth section is retarded if you ever actually played it, it's almost like trying to walk the on the blood in max paynes nightmares but you can't see the blood. it's dumb as fuck

>avoiding guards in a basic game for kids is basic
>bad game design

Jesus Christ this is infuriating

Why don't they enable all the ghosts by default, it's insane that you have to play a track once then play again to beat trophy and AGAIN for oxide

It makes it even more of a slog

Doubtful. Dont know if I speak for most people here, but I walked up it and didn't think anything about it when I was a kid.

In the JoJo PSX game's story mode, there are short segments using animated manga panels which have quick time events. You need to get a perfect for an S rank. The problem is, the inputs are randomized and you have VERY little time to react. If you mess it up, there's no way to restart quickly besides purposely dying (failing like 5 times in a row) or resetting the game. You have to perfect these for some of the unlockables. I do not understand how they thought it was a good idea. At least it has some solid voice acting.

>time trials, gold medals, expert difficulties only unlock the next tier once you play through the lower difficulty first and don't stack
>unskippable cutscene before a boss
>optional rooms with no indication which is the correct way to proceed so you accidentally go to far and can't return, leaving levels incomplete
>poorly designed geometry

It really does tho the game is easy as fuck. Besides the instadeath lasers in the end levels.

>Here use the stylus/finger and control the buttons at the same time while trying to focus on both screens

I can appreciate the story and themes in the game, but the original DS version's gameplay is unplayable messy dogshit. I've considered getting the Switch or even the mobile version version just to see if the changes they made in the control scheme are any better.
Not trolling

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guild wars 2 i guess

Not the worst, but, bosses that are designed to be defeated by cheesing.

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nice headcanon. why wouldnt they just let you through the path as well then?

Shadow the Hedgehog's structure and endings.

Games with only one attack button.

Any good video game combat must have at minimum 4 basic attack buttons, one per limb, and then your other shit.

Otherwise you might as well watch a movie

level scaling
one button kill moves with repeating in game cinematics
one button combat systems in general I guess
tube level design with repeating level layout, this is some really infuriating shit like in Dragon Age 2
also this

>Games with only one attack button.
t.brainlet.

Games with one attack button catch one of the most basic fundamentals of any combat: timing(of combos included) and momentum.

Thats why in games that have multi-faceted combat like M&B or KCD, everyone just looks like they're being pupeteered with broomsticks akwardly swinging around before landing a hit eventually

The gerudo village stealth shit was even worse.

Boggles my mind that nostalgiafags still think this game has aged well.

The final boss of Slay the Spire.
>What if we made a roguelike card game that encourages a wide variety of deck builds, but then made a final boss that invalidates 95% of them and is more or less impossible to beat without very specific builds that can cheese it to death?

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You know you aren't meant to literally play both screens at the same time, right? You're switching back and forth and there's a rhythm to it.

This, it has a great story and it busts at the seems with charm, but I'm still baffled people still say its the best in the series.

Nope, and the 8 or so hours i spent with the game before watching the rest of the story didn't incline me to play that way either. I'll keep that in mind but from what i remember it's not explained to the player.

I'm with you about how cryptic old games are, but I have to say that even when I was around 8 or so I was able to get through LTTP on GBA without a guide through playing and playing it. It's kind of what the devs wanted you to do, keep at it until you got it.

The weirdest thing is I don't remember anything about going through LTTP except I did dungeons in the wrong order by accident, using the hookshot to get past the massive gap of water in the 2nd world and working out the boss of 4th dungeon. It's possible to play it, you just need to keep at it. Although, I was never able to complete it due to never being able to time my fire wand shots in the second to last dungeon and running out of magic.

I'd say if you have the Zora Fins, go swimming around the place. You have two worlds to explore now (I think). Swim wherever you can, go behind waterfalls, under bridges etc. You can usually progress by using the latest item you've obtained.

>Games with one attack button catch one of the most basic fundamentals of any combat: timing(of combos included) and momentum.

Wrong

Godhand,nioh and ufc3 will have a word with you

>sort of wooden pillar blocking my way
You should be able to solve this
You need to think laterally :^)

I wouldn't say that describes Jin really, he's just a really challenging and fast paced boss who at most is one of the biggest casualties in how both player and enemy damage is ramped up so highly by default, yet still entirely doable and fun.

Enemies in action games that can only be killed by spamming one same attack

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One of the first mechanics introduced is the light puck, and I'm quite certain the game suggests using it as a guide to help you decide who to focus on.

Forced touch pad or motion controls.

RSC forcing you to reclick everytime you fail a skill. Luckily Open RSC singleplayer allows you to set up batching.

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Weapon degradation

>rude mars
>Not reisberry

RSC made up for that by auto dropping items when your inventory is full. Made fishing, mining and woodcutting so damn easy.

What was really hell though was smithing, smithing in RSC was cancer. You had to make everything one at a time and navigate through a fucking dialogue window that could go for like 5 pages to find the items you want to grind.

Smithing is such a shit worthless skill, I'd vote to redesign it so you can make rune at 50/60 in OSRS.

Some of them were cryptic because it woudl fit the genre. Others were just bad designed. But in most of them you were completely able to finish it without walkthroughs. The problem is that games are getting easier, and once we got used to them, we can't go back. We just don't have the same mindset anymore. Nowadays you can just google in your phone while playing in a matter of seconds, so there's no point in trying to make you think. Back then, if you got stuck you probably would talk to your friends at school the next day and one of them probably had one of those magazines with guides and shit and will tell you about it. You would go back home, throw your backpack on the floor, and before even taking off your shoes you would find yourself sitting in front of the tv, finally going through that part, after all those wasted hours, you are just able to experience the rest of the game, which now feels huge, and you come into realization that you just became the guy that was able to beat that part of that game, and now YOU are the one telling others how to do so.

To be fair, a majority of roguelikes are like that.

FTL is the first that comes to my mind

Need to keep up appearances. If you let that slip, anarchy awaits.

>pupeteered with broomsticks akwardly swinging around before landing a hit eventually
This is exactly what a real fight looks like though.

FTL makes up for it though because it's very obviously about mastering the gimmick of each particular ship, then carrying that through as far as the final battle in one piece.

Yes, and it's why a majority of roguelikes are terrible. They don't know how to balance a final boss around a wide variety of builds in a way that it's always at least challenging, so they just make it challenging from the perspective of the absolute strongest builds and near-impossible for the rest.

The solution to this problem is to have multiple very difficult final bosses which the player gets to choose from based on what they believe their build will do best against. I don't know why so few roguelikes have realized this. As much as I hate Binding of Isaac, it's the only one I can think of that got this correct, allowing you to go to heaven or hell, which have vastly different but fairly challenging final bosses.

>game creates an option of choosing between A and B
>you are severely punished for choosing one, even though it's available and completely sensible
If you don't want me to do something in your game, then don't let me. That kind of superior attitude makes me drop a game instantly.

Abyssmal drop chances. There's literally no need for this.

Sounds like you'd rather watch a movie then.

The card puzzles during certain bosses in Paper Mario: Color Splash.
You can't win unless you have the specific card they require and you must use it at the right moment. If you lose it for any reason it's back to Port Prisma to buy it back (hello, Kamek). Don't know whether you have it or not? Only way to find out is to start the battle and figure out which one it is, and if you don't have it you just have to lose the battle and THEN you go back and find it. It's not even that big of a hassle most of the time, but it's unsatisfying at best and extremely aggravating at worst, just like the card system in general.

>weapon durability
Even the best shakes at attempting this feature have ended up trivial at best, and bothersome at worst. I have no idea why developers try so hard to re-implement this chronically unfun mechanic.

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It actually works in Dying Light. But that's the only time I can think off. Hunger clocks in pretty much any roguelike are the same sort of pointless shit.

Xenoblade 2's gacha

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>skill tree consists of inane stuff like 50% ammo capacity and basic movement options that should have been available from the start

You haven't played Spellbinder for the BBC Micro, I see.

Honestly I think the gacha is fine.
Merc Missions, on the other hand...

After you get the master sword they literally tell you where to go. And after you get to the dark world there is only one way to go, as the others are still blocked by things you can later use items to get past. You can even check the fucking map on where to go, its not cryptic at all.

I honestly felt it was fine in New Vegas, it gave use to weapons I would find that I didn't want but couldn't sell at the time so searching bodies wasn't as useless as it was in 4. It also meant that I could use two shittier weapons to repair a better weapon and then sell that for more caps after a fight. I also had to watch my durability of weapons and armour in the long run.

In something like BOTW it fucking sucks since it just means that the weapon will be useless after 20-30 hits, but I felt it had a use in New Vegas that was executed well. Since it gave a use to even the shitter weapons and armours. .

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You could get the same effect from having less ammo available, and ultimately it would be the same except with less makework.

>level scaling
This one really gets on my nerves in any game it appears in to a major degree.
Level scaling can work fine, but most games that implement it just deck out low level bandits in post-game armor and weapons that make traveling a fucking hassle.

Fallout 3's late game is notoriously bad if you have Broken Steel installed and try to travel anywhere north or west of Megaton since you encounter Albino Radscorpions which are the biggest damage sponges witnessed in any WRPG, just one encounter with an Albino Radscorpion will take your entire fucking supply of ammo.

Autobalance. The enemy team chose to lose all the objectives, shouldn't be my problem that they suck.

Having less ammo available would just make the game more frustrating to play, running out of ammo is a lot more frustrating than having to check my durability of a weapon once in a while.

the correct way to play is to focus on the bottom screen while mashing left or right on the D pad, occasionally looking up to make sure you're mashing the right direction. Fusions aren't really needed and unless you're stats are low you usually don't need to worry about dodging with your partner.

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Why are you assuming one meter is more restrictive than the other meter for no reason? they both do the same thing in essence, so why is running out of ammo not equivalent to breaking the gun?

Everything that user posted is artificial difficulty and filler. There's nothing to get good at.

I fucking hate when you get to far ahead of a npc and they just stop and wait. Fucking skyrim man

Time gating. "No, you've had too much fun today, come back and play more tomorrow if you wanna go any further" is bullshit.

having to tap so much to use the horse. it feels like shit, and the input is offputting since it doesn't feel that fast anyway. for a game that tries to be slow paced and let you soak in the world, I feel it has the opposite effect of being really immersion breaking every time I ride somewhere. Most other games with a horse have some kind of rhythm to controlling it, but here its just constant mashing

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>level boundaries of open world games that don't look like boundaries, just an invisible wall randomly instead of a fence or something
im autistic as shit for hating this as much as i do

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Early Access
Lootboxes

I don't understand how the latter was able to get the hate it so rightfully deserved and not having to pay money to be a beta tester like the former.

Health increases by leveling up. Shit, add stat increases too. All it does is create a false sense of progression by slowing down game progress if you go too fast. It also make old content extremely easier.

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It's not autistic at all. It really breaks immersion.

There have been plenty times it has been implemented well in a game that suits it and had a positive effect on the game, at this point I'm convinced that almost every single detractor of it just gets triggered by the concept and ignores anything about how it actually works.

When enemies kill you in one hit that defense becomes a pointless stat

>game give you choice between multiple charming/likeable characters
>they all have their own stats

final fantasy 8's junction system

All microtransactions discriminate people on the basis of their wealth
The right to have the same experience as any other gamer must be upheld

I fucking HATED AC3 because the idiots removed the weapon wheel from the previous game and added fucking menus instead. Nobody could care enough to try the new weapons because you had to fucking pause the game for like 10 seconds to equip them.


Only for equipped weapons. Everything else needs to be browsed.

women are always discriminating based on my wealth. I demand hot gold digger pussy.

comunism alert

>I shouldn't be punished for my failures

>finish a dungeon
>someone tells you where to go next
>not sure where that place is so you ask again
>now the character only says something like "I wish you luck on your journey" and nothing else
>no one else in the game tells you where you should go next or helps you in any way
youtu.be/ypqk7h8YYlY?t=59

>game expects you to jump across gap
>there is an item at the bottom of the chasm that only players who missed the jump or purposefully went down there will find

>crafting an item takes more than an hour of real time (MGSV is pushing it, fuck Warframe)

>spamming dodge makes you move faster than simply running, but not by much and doesn't feel like a cool exploit (Zelda sidehopping is fine because you're sacrificing camera vision and it's fun)

>damage sponges

>dialogue can't be mashed through - you are required to wait until the character finishes slowly animating to advance to the next line

>character's subtitle ends with a hyphenated cutoff, so you know something's gonna happen (character gets shot, explosion happens, etc.)

>picking up new equipable items every minute and constantly having to compare and drop items (fucking Diablo-likes)

this

Contradictrory concept.
Like with Starbound.
You could build a city as detailed as Terraria one would be and there are shittonne of pieces, schematics and tools for that, but it's all completely pointless:
There is noone to live there and your base of operations is your spaceship.
Instead of exploring planets you just milk them dry in a couple of minutes and move on to the next one.
Same goes for NMS.

Literal NPCs lmao

At no point did they say it was hard, retard.
It was all talking about tedium.

Cutscenes.

It's good in STALKER as it has actual gameplay effects as well as encourages scavenging.

As much as I like OoT, having to sit around waiting for a boss to stop dicking around and reveal a point you can damage is poor game design, in my opinion. Even if you have to give the boss way more health to compensate, giving the player something to do other than avoid attacks and wait makes the fights a lot more fun.

It’s quite niche, but it’s my only complaint with the gameboy Zeldas

>progress normally throughout the game, beating dungeons, getting items
>suddenly stuck, run out of dungeons or places to go
>game expects you to complete side quest/side puzzle before you can advance

just WHY? it’s not intuitive

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this one makes me seethe the most. Its something that plages every single fucking action game from the last decade.
>game gives you a wide array of powers and moves
>you're supposed to only use one of them at a time to defeat certain enemies that are otherwise invincible, there isnt a single good time where you might want to mix them up

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>unique and powerful items in the game
>don't scale with you, power is set based on what level you find them
>have to wait until late game or else they're shit
I love playing 50 hours before I can get my fucking sword.

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>player stops at world border
>"no, I can't go that way"
>computer takes control of player character and makes you turn around and slowly walk back a few steps"

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BOTW

Bland open world that has nothing in it.
Terrible mechanics that don't work well together or are just completely pointless.
Shitty, half-assed survival mechanics.
Combat designed for brain-dead chimps.
Weapon durability system that makes combat moot.
The FUCKING MASTER SWORD constantly going back to the woods, making it a pointless weapon to get.
Terrible climbing mechanics that make no sense and it only used twice?

>Terrible climbing mechanics that make no sense and is only needed once, and at the VERY beginning of the game.

>Hey, let's massively increase the draw distance and put free teleports everywhere without changing the world size from how it's been since 2003

>look up exact release date
>Nov 1998
>No official remake announced afaik
>No news of any sort

So... it's not some anniversary, announcement or anything... then what's with all the zoomers talking shit about a 21 year old game?

Weapon degradation in botw
Or this

>The FUCKING MASTER SWORD constantly going back to the woods, making it a pointless weapon to get.

What the fuck is that referencing? You don't need to go back to the woods after getting the master sword. It stays in your inventory for the remainder of the game.

The only way level scaling could be done well would be if it was restricted to a single special dungeon.

There is a rhythm to tapping while riding that uses less stamina and it's not so fast that I would call it mashing. And even then it's only while galloping.

You know, I enjoy JRPGs a good deal, but I absolutely hate the tradition of putting completely, utterly useless dialogue options that a lot of them have. I dunno whether they do it for an illusion of choice, to help the player self-insert better, or what; it's a completely useless mechanic. Doubly so if those options are similar. It was super annoying in P4/5 seeing dialogue options that required a super high level of a social stat that were obviously designed for NG+ that added absolutely nothing. All those choices have done is make me appreciate dialogue options that actually change something, no matter how trivial.

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Based, I wish weapon-wheels caught on as popular game mechanic.

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BotW weapon degradation helped me get over my compulsion of hoarding powerful equipment and items, for the most part.

How you had to hold down the button for 3 seconds to do literally anything in RDR2.

gacha
pay2win
DESU it helped me as well, and I love it considering I used to hoard useless shit in MMOs and similar games

Any game that immediately doesnt give you full control for 99% of the time. Shitty game reboots that completely go against core concepts of their predecessors. Watered down RPG mechanics and general gameplay in order to "serve the story" despite the fact that good games can have story AND gameplay.

So basically every GOTY of the past decade.

stop pretending to be an oldfag when you dont know how to greentext

> "Hey, let's do this thing!"
> Thing will have obviously bad consequences
> No option to avoid/subvert it

Why must you make me suffer for dumb shit I wanted to avoid

That racing mission in Jak 2 where you have to make it through every ring and come in 1st place while the AI can skip all the rings and cut a bunch of corners. I remember a lot of PS2/Xbox/Gamecube era games having terrible and unpolished vehicle missions, but Jak 2 had this weird contrast of tight & solid platforming mechanics and slippery near-unusable vehicles.

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No, you are a fucking retard. Characters/classes make a game more interesting and distinct, classless just ends up with everyone being some amorphous grey blob that is a bit of everything with no defining features, also dragging the rest of the game with it into that sea of genericity.

Classes/characters add a lot more character to a game, just look at games like TF2, RoR, or MOBAs.

>game has morality system
>killing enemies gives you positive karma
>stealing and killing npcs gives you negative karma
>quest choices are either save the cat or brutally murder the cat in front of a little child
>you end up killing 1000000 enemies in the main story so becoming evil is almost impossible unless you go out of your way to slay npcs
Fucking Fable

Came here to post this

pretty much what i assumed from dragons age1.
after the intro, i said, this is gonna be the same shit, fuck this game.
they probably think a middle ground is either "run away"
or
"save half the people, and kill the other half".

>Beat the giant goomber boss
>annoying helper NPC cut scene afterwards
>"um sweetie you were supposed to beat that boss with (specific sticker), just think about that OK??"

What's the motherfucking point. The game is literally going to give me shit about beating a boss without using some sekret strategy? Why the fuck is it even possible to win without it then!?

Also, regarding shit game design, I can think of nothing worse than this hidden wall in Star Ocean 3. You must press the action button against a wall in a dungeon that does not have any visual difference whatsoever than any other wall in the entire game. This is also required to progress and at the very least 20 hours into the game. WHAT THE FUCK WERE THEY THINKING?

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Not him, but Dragon Age actually doesn't have a two sided morality system colouring it's dialogue choices which I feel really worked great.

Level scaling in Bethesda games is so bad because they cannot make a good AI even if it costs their life. If the games had a good combat system with a smart AI then the only thing that would scale is their intelligence so theyre more responsive to your actions. Since they cannot do that they just have to increase the HP and give them strongest weapons.

I don't care faggot

The hollowing level increases proportionally with the amount of marks you have. IIRC it's powers of 2 or close (2 4 8 16) and you get as many as marks

I recommend you let the A.I take over the top screen and just focus on the bottom screen, it makes combat a whole lot easier.
>I've considered getting the Switch or even the mobile version version just to see if the changes they made in the control scheme are any better.
Haven't played the Mobile version but I recommand the switch if you are still looking to play TWEWY and don't want to have to deal with it's controls.

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The fuck are you talking about? The above section is easy and short as piss. Just give soldiers a wide berth and it's over.

That is actually terrible advice. All it does is avoid actually learning how to control them so that when the game gets more challenging and the AI can't keep up it's even more difficult to get into doing so.

It's the same with oot and mm. That shit is annoying.

Platforming sequences that are "off-beat" so you can't just jump the whole thing in one go. You often die or miss the first time and on your second attempt you stop, reposition and jump then spend the rest of the sequence not trusting the jumps.

Also floaty characters in platformers, especially in 3d ones
>jump on a box next to a wall and let go of the joystick
>character keeps moving up to the wall and start slightly running up or w/e that game does
>tilt the joystick in the opposite direction and jump, expecting it to work
>the character jumps off the wall instead
>fail

Any game where you often loot trash but have to sell or discard it one by one and they ask you to confirm every time.

When you're stuck in a story segment and you can't go back but it won't progress until you do the only thing you can do in the room and it's not a choice. Just do it automatically ffs, you don't need me to press X to continue.