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

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