1000 things you don't want to see in a game ever again

Rub'Rum

Hates acronyms
Joined
Nov 25, 2007
Messages
4,582
Location
Québec
1) Unskippable cut scenes

2) Sewer levels (slimes, rats, bats with clubs/dagger/firebolt(running out of mana every 2 rats))

3) Save points

4) No quicksave/quickload

5) Can't choose between "toggle" and "hold" (ex: toggling crouch vs holding the key to crouch, toggling aim vs holding the key to aim)

...
 
Oh man i hate sewer levels, they'l be around forever though hehe, personally i never again want to enter a corridor and see 12 doors, all of which are blocked by rubble or radiators except for the only one i can actually go through, it doesn't give the illusion that there's more paths to take at all, it just shows how linear the game is.
 
Unskippable dialogue.

Unskippable tutorials.

Loading screens that occur too often or take too long.
 
13. BS hype that exaggerates features or isn't even included in the game (Peter Molyneaux (Fable series, Black & White) recently admitted to making stuff up during press talks).

14. Rushed games, these almost always inevitably suck hard core (Dragon Age 2 is almost an exception, it has a lot of flaws due to its short dev time yet still manages to be a very stable, optimized and fun game).

15. Improper/lacking mouse control on ports (apparently Dead Space 2 has huge control issues on the PC).

16. Poorly optimized ports in general (GTA IV) that run like crap.

17. Overpriced DLC (which almost all DLC is, even the good ones like Lair of the Shadow Broker are NOT worth their price tag).

18. Retailer specific pre-order DLC.

19. Copy pasta maps (*COUGH*BIOWARE*COUGH*).

20. Anything closer to a JRPG look than the image in the spoiler below when it isn't a JRPG. Also the sword is a "bonus" pre-order related item.
Spoiler :
111901089-4.jpg
 
13. BS hype that exaggerates features or isn't even included in the game (Peter Molyneaux (Fable series, Black & White) recently admitted to making stuff up during press talks).

Honesty have no business in... um well publicity I guess?

17. Overpriced DLC (which almost all DLC is, even the good ones like Lair of the Shadow Broker are NOT worth their price tag).

I've never seen DLC that wasn't overpriced. The only DLC I bought was the Borderlands DLC,.. once it was all packed together and on special 75%... Nothing is worth as much as we`re supposed to pay for these.

20. Anything closer to a JRPG look than the image in the spoiler below when it isn't a JRPG. Also the sword is a "bonus" pre-order related item.
Spoiler :
111901089-4.jpg

This image horrified me.


Also Peteatoms I agree with yours fully although about loading screens... Well yes that's not as much a problem as it used to be, but that must be an actual really-hard-to-work-on issue in programming. It takes EFFORT to think of the problem and make it better. Whereas most of the rest of the things we've listed are just things that you can just NOT DO or INCLUDE with very little work.
 
22. Internet/phone registration required for activation
(It ain't an OS, it's a game, that's probably buggy).

23. Yet another FPS that is just another Doom-clone or Team Deathmatch clone. In other words, if you're essentially stealing gameplay then you had better add some significant advances of your own to game design/game play, or fugetaboutit.
 
I agree with sewer levels. I hate them so much. I like underground dungeons, but not sewers. I disliked the sewers in FNV as well even though it's one of my favorite games. There's little to do down there. And it's confusing as hell, especially in first person games. Fallout 3 had those damn annoying metro tunnels. While they weren't technically sewers, they may as well have been. They annoyed the hell out of me. It's one reason I only played that game 1 1/2 times (compared to 3 1/2 times for FNV). In FNV you can avoid the sewers, but in Fallout 3 you couldn't avoid the metro tunnels. Argh.

1 unit per tile. Come on now. This is the 2010's not the 90's. We have the computing power to put more than one unit on a tile. There was no reason to over kill stacks of doom in this way. They could have restricted it to 3 or 5 units. Play an Earth map in Italy and tell me how fun 1 upt is. 'nuff said
 
The metro tunnels in Fallout 3 were hardly confusing. Also earth maps suck as a rule in Civ.

I don't have a problem with sewers being there, its when they are filled with trash mobs and/or other bad design decisions. If I was maknig a city in a game that would have sewers, I'd put the sewers in but within reason and not a complete maze.
 
24. Wooden boxes.
25. Physics being touted as a feature.
 
Fallout 1 had good use of sewers, but I digress.
 
One unit per tile is like one of the only problems with Civ5. It's the ur-problem. A couple other things were maybe removed unnecessarily (like religion) or changed poorly like the diplomacy system but nothing else comes close.

I agree with a lot of the above in general though, kinda standard answers everyone should know in many cases like escort missions. But some other things to mention:

-Overused/overpowered "unlockables" of any sort in multiplayer. Yes, I'm not a huge MMO fan but to be clear - outside of MMO games, there definitely shouldn't be a reason to grant players access to overly different and especially more powerful gameplay-changing things that others don't have in multiplayer modes.

-Stuff that only exists in games for pointless "collection," "achievements" or to be only found in guides, 100% completion, etc... Sometimes one could argue it's hard to tell the difference between things that enhance a game's depth and experience but we all know the bad cases when we see them.
 
- Minigames unessential to the actual game that fail to be anything but annoying, trivial or monotonous.

- Achievements (I'm thinking X-box here, but other platforms applicable) that only prove you have nothing better to do than waste your life collecting every last item or killing that billionth zombie. It doesn't prove you're a skilled gamer, only that you have no life. EDIT: Oh, lol, just what Earthling said :)
 
My general problem with Civ 5 were more related to the blandness of the map, the low production of tiles, the feeling that city locations were meaningless a lot of the time, the way borders didn't fill up the map. I don't know, there's just a general sluggish or bland feeling to the game. But I liked that the map now had a much bigger role to play in war strategy, although the AI is incompetent. I actually felt like going to war now, whereas I,d avoid the stack war of previous games. I'll hold on to my feeling that one unit per tile was a good idea and that the blandness was in the map itself and the way it interacted with the city, production, and everything (and no, this is not indirectly, unbeknownst to me, due to UPT).
 
Back
Top Bottom