Saturday, December 25, 2010

Game design decisions that piss me off.

Ever been playing a game, even a really good game, and you suddenly--or gradually perhaps--discover something that just annoys you really badly? I've had that experience a few times and I'm sure I'm not alone. Without further ado...

1.) Sandbox, or This Shit is Getting Old

Ladies Man
Pro-tip: If you're going to make your game non-linear, you better give players something extra to do that's at least moderately entertaining or immersive. Don't just say "WELL, THEY CAN DRIVE THEIR CAR ANYWHERE THEY WANT. YEAH! SHIP THIS SHIT!" and let that be the end of it. There has to be something interesting to do. This is a big reason I didn't love Grand Theft Auto IV when everyone else seemed to have a raging boner for it. The story segments of the game were really fun and I enjoyed watching the narrative unfold. However, I didn't enjoy a nagging fucking girl that wanted to go out with me all the time. It was the same pattern: pick up girl, drive to date, go home, maybe get laid. Great. I can tell all my friends that I got Niko Bellic some ass in GTAIV. Can we please get back to the story? The intrigue? The suspense? The plot twists? Sandbox games can be really fun if the secondary content is compelling. However, if its not... then I just find myself bored. How many times can you go on a crazy rampage in Liberty City and be entertained? It's finite, for me.

2.) Playing Rock, Paper, Scissors with Guns (Do not try this at home)

This is one thing that pisses me off about Mass Effect (and other action RPG games). In Deus Ex, I can increase my skill and add modifications to my pistol and make it a very powerful weapon, easier more powerful than a typical assault rifle. I do this because I like handguns and I enjoy using them when I have the option. Plus, ammunition is typical very plentiful. However, games sometimes say "handguns suck, buy a rifle and deal with it." In a game that supposedly offers players freedom of choice, this is especially egregious. Give me a choice and not "M16 beats 9mm and Sniper Rifle beats M16" bullshit. If I want to kill the final boss with a fucking pea shooter make it possible, if not more difficult. Otherwise don't persist in the illusion of open-ended gameplay. Note: this only applies to games like the previously mentioned Mass Effect, Deus Ex, and others like Fallout 3. If your aim is to give players freedom in selecting and managing their equipment (which all of the mentioned games do), go all out and give them a personally tailored experience.

3.) Adding "depth" by including a pointless mini-game(s)

Zidane has made a startling revelation!
Sometimes developers try to add some supposed "depth" to the game by including a mini-game. I think the best example of how to do this best is Final Fantasy VIII's card game, Triple Triad. You collect cards throughout the game and can challenge NPC's to a match anytime. It's a neat little game where you place cards on a 3x3 grid. The object is to capture opponents cards and defend your own. The cards have strength values and some have elements that make them more effective against other elements. The cards you get can later be transformed into helpful items like "Holy War" which makes your party absolutely invincible for a time. However, when Final Fantasy IX tried the card game mechanic, they got it all wrong. There are no rewards whatsoever for playing the game. None. Zip. Nada. It's the same placing cards on a 3x3 grid with each having unique strengths and weaknesses, but the card values are confusing. Instead of simple numerical values, there's letters and number combinations. The game also doesn't fully explain what the hell they mean. Why do this? Ugh. Better question: why include it if it doesn't matter? It's not more entertaining that the main game by any stretch of the imagination. At least with the system from FFVIII I can later benefit from the mini-game by getting really good items.

Happy Holidays, everyone!

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