Things in video games you hate

“Damage Sink” bosses. The ones where the only difficulty comes in a huge hulking boss that can kill you with a single shot, but soaks up your entire arsenal of ammunition.

Half Life, Return to Wolfenstein, Castlevania, Unreal…the list is countless.

Please give me a clever puzzle, or some trick to help kill the boss. Otherwise, whenever I get to a boss level now, I just turn on “god mode”, and continue to do the aforementioned emptying of all of my ammo, but without the tediousness of dodging and running.

Because the first game designers to make the types of games that had these properties to them ahd neverp layed any video games themselves save for pong and pac-man. They simply thought along the lines of,

“Well, they want the game to be challenging, so I’ll make it so they can only beat the level if they jump at the absolute last pixel on this platform, while hitting all buttons, and maknig sure this little dude doesn’t die.”

Other game designers followed suit because hey, it’s what everyone else was doing and there games were selling (nervermind the fact that since most games had one of these bad properties to it, of course they had to sell.) t seems a lot of designers had the “game vs. player” idea, that simply by maknig a game hard, they were making it good.

It seems now that members of generation X and generation Y (who, BTW, have never known a world without video games) are the game designers, things are getting a little better…but not by much. They still have to overcome the stuffy old CEOs and crap of the game world who have only seen what they think works, and want to just do the same thing. Why take a chance on a new and innovative game, when everyone knows that everyone likes FPS with escort missions and timed driving missions? And, since most people buy the game first then realize it sucks, they still make money and could care less what reviews say and continue to push their designers to make crappy games, because they only look at sales in figuring out if a game is crappy, not reviews and feedback.

Of course, Wing Commander also had one of the hardest escort missions I’ve ever played. The only thing it has going for it is that you don’t absolutely have to win it. It got to the point where I just used the exploit to get the Ralari back to the Claw without running into any furballs.

Seconded on all the above, with elaboration:

*Jumping puzzles that kill you or require to start from the beginning if you screw up. (A friend of mine has such atrocious luck with jumping that we kid he’s a magnet for bottomless pits.) If I can’t auto-jump, don’t give me jumps that make me want to throw the controller across the room.

*Escort missions where the NPC is as dumb as a rock (and that’s insulting the rock). In some cases I do expect the person I’m escorting to be incompetent, but more of them should be able to fend for themselves on some level.

*Timed missions that have next-to-impossible clocks. Maybe I suck, but in Ocarina of Time I can never seem to get those eyedrops up Death Mountain on the first try. (Although, I suppose, since that is a subquest to get the most powerful sword in the game, I sort of understand why it’s so frigging difficult. Still drives me insane, though. Ditto Pikmin’s 100 day limit.)

*Easter Eggs so well hidden that you basically have to scour every inch of the map to find them, or get a walkthrough. Worse is when you actually need the Doodad of Leetness to advance gameplay. I realize that there’ll always be some aspect of the game that only the most hardcore gamers would be able to get to, but the rest of us generally have lives.

*Game items that have no function other than to advance the plot. The Magnifying Glass in Link’s Awakening, for example, especially since I had to do that stupid trading game to get it.

*Lack of in-game maps. Some of us don’t have good senses of direction and can’t bother to memorize where everything is.

*Unskippable cutscenes, or uncomfortably long special effects sequences. Yes, the first couple of times it’s cool, but after that it’s just irritating. Either streamline the animation so that it delivers more effectiveness in a shorter time, or offer the ability to show shorter versions of the sequence. (Something that I found nice in Star Ocean: The Second Story is that the more times you cast a spell/use a special, the faster it would animate. Every once in a blue moon, though, you still got the full animation so you could go “ooh, pretty”.)

Games in which there are places that no matter how skilled you are, no matter how well prepared you are, no matter how careful you are, you cannot survive without foreknowledge of what’s coming up.

Or, make them smart enough to wait until you tell them it’s okay to move forward, as opposed to running around like a monkey on crack.

Or walking RIGHT INTO TRAPS! Come on, if I have to lead you around the perimeter would you at least follow my fucking footsteps, ya bastard?

Escort missions suck!

My personal Pet-Peeve is a very new one, so most of you may not get it. It was “inspired” by Vampire: The Masquerade: Bloodlines. basically, that game had these really nice looking big areas, almost none of which was useful to you. The worst was the club Confession. I men, it has this really neat (andvery Vampire-appropriate look, but it had only two NPC’s in there, one of which you generally got rid of quickly. It needed several more NPC’s scattered around. And why not?

To be fair, Lucasarts made them release the game basically before it was done.

A crying shame. In so many ways it was even better then the rockin’ original - a much better combat system, a deeper, darker, storyline {I really liked the revisionist take where the whole galaxy was sick to death of damn Jedi going bad and busting up the place}, more complex and ambiguous characters, lightsabres not growing on trees, swirling robes… Needlessly fussy in places, with the whole “create/breakdown item” bit, but all the elements were there. And yet it wasn’t bloody finished, and so the whole plot basically just fizzled out with so many loose ends left hanging.

Link Finally Snaps

My theory is this: game consoles and televisions at standard refresh rate can’t accurately depict what it really looks like to drive 150mph. It would either result in terrible clipping or annoying motion blur. But they can model the physics at that speed. So what you get is a car that looks like it’s going 80-90mph and performs like it’s doing twice that. The result is running off course. A lot.

I have to admit I really liked the escort missions in Earthworm Jim. Really turned the idea on its head. In fact, if you’ve never played any of the Earthworm Jim games, I highly recommend them.

Things I hate: Games that have absurd and undocumented ways of unlocking features that you would never in a million years discover by playing the game. I’ve been trying to unlock songs in a DDR game that my roommate got, and had to go online to figure out that to get to the next “mission”, I had to hit a secret step on an arbitrary song, and then go to the store to buy some other retarded thing. Giving some rewards for playing well is fine; it gives you a sense of accomplishment and something to work for. But hiding actual features behind a maze of idiocy just frustrates me.

There is only one escort in WoW that I can actually stand, and it’s one of the few (maybe the only one) where the escortee actually follows you. Most of the rest walk along a pre-set path, at their own speed, generally ignoring enemies unless they’re actually attacked by one (one of the most annoying things that ever happened to me in this game–I ran ahead a little ways to clear some enemies, the %^&$ing chicken didn’t stop to help, and I then failed the quest because I was too far away from the escort). And of course, most of them also have groups of mobs which spawn upon them, at the level of the quest but too many to take solo if you’re actually at the proper level for the quest.

And that’s also the reason Bloodlines is far more of an example of what could have been than what is. From about the 2/3rd mark it’s painfully obvious they had to wrap things up quickly. I mean, a sewer level?

Bah…we played our games over and over and we loved it! Besides, when it came down to it, losing WAS an option.

I DO remember actually flying without autopilot from point A to point B to avoid having to run into the bad guys at waypoints.

-Joe

Yay, I get to be the first to mention the Unreasonable Rubber Band.

(I talked about this briefly in the “what kind of games do you like” thread. This will expand a bit.)

I play a lot of racing games, and one feature with the potential to drive me insane, if poorly implemented, is called the “rubber-band effect.” In short, it’s a means of managing the performance of computer racers to keep the race competitive, no matter how well the player is doing. When implemented well, it provides a challenge; the player stays in the lead only by the skin of his teeth, with rivals nipping at his heels, and wins a close, satisfying victory. But when implemented poorly, the computer drivers are so implausibly fast as to increase frustration and reduce entertainment.

The worst I’ve seen, as I mentioned in the other thread, is Need for Speed: Underground, which I’ve been grinding through again after having taken a long break due to an unreasonable spike in difficulty in the last couple of dozen races. The rubber band in this game is outrageously bad, especially in the circuit (multi-lap) races. It doesn’t matter how flawlessly you’ve raced the first few laps; you can count on the computer cars creeping up on you and flashing past in the penultimate lap, forcing you to play frantic catch-up in the final lap. Every time. It’s supposed to make the game challenging; it just makes it infuriating.

But I’m a completist, so grind away I do.

There’s a bit of this in other racing games I play (e.g. the Midnight Club series), but as long as your execution is close to perfect, you will win the race. Not so in N4S. Grrrr.

(I understand there is a similar effect in some sports games, like Madden Football or whatever it’s called, but I don’t play those, so I can’t speak to it. I imagine someone else will confirm this, though.)

I’ve yet to play IX. I could take or leave Yuffie, though the motion sickness running gag made me laugh. I was so-so on Relm then after Kefka breaks the world she got really powerful magic-wise. She’s my best friend now (I’m playing though the game for the first time currently), though it bugs me that her hat is red in the battle and world scenes and blue in her portrait.

Many thanks indeed, goodsir. You shall have to inform me of the title of this masterpiece, so that I may support this eminently worthy endeavor.

Come now. You know, in the poist-coital-gaming glow you’ll look over at the game’s box and think to yourself, “Man, it would have been even cooler if they’d included an escort mission.”

-Joe, rapscallion!

RPGs where you have to make carefully-timed button presses in order to attack, especially when combined with a high encounter rate. Legend of Dragoon, I’m looking in your direction.

Level-whoring.

What, you think I actually play RPGs for the gameplay? I don’t give a flying fajita about getting all the Aeons in FFX (sure made one part of the game easier :wink: ), I care about the characters and their motivations and what makes them who they are. I don’t mind having to level up reasonably, but if I have to spend 3 hours leveling up so I barely have a chance to beat the boss, then I get frustrated. I follow the game - I take all the battles given to me, but I still have to sit around for how many more hours.

Yet another agreement on cutscenes you can’t skip. But also …

“Forced-viewpoint” scenes. Most of the game, you can look around any direction you like, but suddenly in this one location, you can’t change the camera angle. Often for no observable reason. I … hate … it!