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06-19-18 03:00:25 PM

Jul - Gaming - Annoying things in games New poll - New thread - New reply
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Kazinsal
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Posted on 02-15-18 03:55:11 PM Link | Quote
I played Donkey Kong Country Returns with a more to use the controller instead of motion controls recently and there were multiple times where I maxed out the life counter at 99. I used a lot of them but spare lives were so readily accessible that it might as well just not have a life counter at all.

One of my favourite platformers is VVVVVV, which is incredibly difficult but uses checkpoints on every screen and instant respawn instead of lives. The checkpoints are also sometimes used in the level designs as puzzles.
Xenesis
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Posted on 02-15-18 06:41:14 PM Link | Quote
Terry Cavanagh is a very clever man and understands level design very well. VVVVVV is a gem for that reason. The fact that even the stalwart stubborns of the genre have finally ditched life counters (Nintendo in Mario) gives hope that everything can change.
Reimu

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Posted on 02-20-18 11:23:44 PM Link | Quote
Fester's Quest reminds me of how not to do checkpoints in games: Where if you die, and you will, yes it's game over but you restart at the beginning area of the game, and have to redo 20-30 minutes of backtracking. Did you die at the last area or the last boss? Tough shit, you're going to retrace those steps and you'll like it.

Is there any wonder why nobody liked the game besides its music?
a tiny fairy

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Posted on 02-21-18 11:50:21 AM Link | Quote
I don;t like controls that aren't remappable and 3D cameras that bob and sway. I had to stop playing FFXIII because the camera made me motion sick. I can't navigate in 3D so games with confusing layouts are also a no.
Nicole

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Posted on 02-22-18 09:59:38 AM Link | Quote
Originally posted by sofi
when you have to trigger an event by talking to someone a really special way and nothing indicates what you need to do

my least favorite part of FFL2 involves having to go behind the counter to talk to a shopkeeper. but there’s no way to tell you’re supposed to do this???

Similarly, right at the beginning of Phantasy Star you have to try to buy an item three times before you can actually buy it. I know my instinct would be to just go and figure out another way after the first time...
Kawaii-e

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Posted on 02-22-18 05:53:33 PM Link | Quote
Forced Tutorials. I so much hate them. And not beeing able to open the option menu or certain key features of the game until some arbitary condition is met.

I'm an inverse player, and I will stop playing a game or use certain features if it can't be switched.
Xkeeper

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Posted on 02-22-18 06:48:39 PM Link | Quote
Originally posted by a tiny fairy
I don;t like controls that aren't remappable and 3D cameras that bob and sway.

On a similar note, screen shake. Celeste overuses it to a sickening degree where almost any action you take causes it.
Mirzaba
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Posted on 02-22-18 06:54:15 PM Link | Quote
I don't like hard modes that just give all the enemies double health or double attack. I'd like there to be some craftsmanship in the higher difficulties.
Lunaria

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Posted on 02-22-18 07:01:09 PM Link | Quote
Originally posted by Mirzaba
I don't like hard modes that just give all the enemies double health or double attack. I'd like there to be some craftsmanship in the higher difficulties.
I very much agree with this. Especially when it's a title like Zelda where, you know, combat is only a small part of the experience? Where are the harder puzzles and dungeon layouts, etc? Bleh. Of course that would eat up dev time, but still. So many hard modes feel lazy.
a tiny fairy

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Posted on 02-23-18 02:39:03 AM Link | Quote
Originally posted by Xkeeper
Originally posted by a tiny fairy
I don;t like controls that aren't remappable and 3D cameras that bob and sway.

On a similar note, screen shake. Celeste overuses it to a sickening degree where almost any action you take causes it.

you can turn off the screen shake in Celeste but you can't increase the framerate or fix camera movement in FFXIII
rakiru
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Posted on 02-23-18 07:18:39 AM (last edited by rakiru at 02-23-18 07:21:32 AM) Link | Quote
I can't stand camera shake/bob, low field of view, or low framerate. It makes me nauseous after like 20 minutes of playing. Every time you complain about any of these things though, the fanboys descend and complain that adding an option to disable it would be unfair, so you must keep them all for REALISM. Because, as we all know, in real life, our spines are made of jelly, and our brain in no way compensates for body movement.

Also, rebindable keys (in all software, really) should be mandatory. Most of the time, the default controls aren't suitable, either because they assume US layout, aren't efficiently laid out, or clash with something else, like a push-to-talk key. Annoyingly, even when games do support it, they often only support one or two keys for each action, which can be a pain in certain games (e.g. I want jump on Lucio in OW to be space, scroll up, and scroll down). Also, "action" doesn't even mean single action in those cases - Payday 2 lets you rebind keys, but because it's designed with consoles in mind, a single key does multiple things depending on context, even though there's a ton of unused keys, and the context can change incredibly easily and make you, instead of doing some stealthy action, do something that causes everyone to go on full alert. Diablo 3 lets you rebind most actions (up to 2 keys per action), except mouse 1 and 2 - mouse 1 has to be move/attack, and mouse 2 is an ability. You can map these to another key too, but you can't map, say, force move to mouse 1, which would be far more preferable for a lot of builds. The number of times I've died trying to run out of a pool of acid or something, but instead clicked on an enemy and started shooting instead of running is way too high.

All game devs should be forced to read through this entire site: Game accessibility guidelines
And watch: 50 Camera Mistakes

Originally posted by Kawaii-e
Forced Tutorials. I so much hate them. And not being able to open the option menu or certain key features of the game until some arbitrary condition is met.

I'm an inverse player, and I will stop playing a game or use certain features if it can't be switched.

So much this. I'll complain loudly to anyone who'll listen for about 5-10 minutes, then give up if I haven't got to the actual game yet by that point.

Edit: Forgot links aren't auto parsed.
DashieSim
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Posted on 02-23-18 11:13:54 AM Link | Quote
Remember how first person shooters universally became spectacle slogs for like a solid decade plus

That sure was annoying! Just a little bit. Just ever so slightly irksome. Just a wee bit vexing. Was a teensy bit irritated by it
Reimu

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Posted on 02-23-18 08:47:49 PM Link | Quote
What's worse than remappable controls? How about games with complex controls that the game don't list in the manual or in guides, don't work 50% of the time, and are required for 100% completion?
Xkeeper

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Posted on 02-25-18 12:34:09 AM Link | Quote
Originally posted by a tiny fairy
Originally posted by Xkeeper
Originally posted by a tiny fairy
I don;t like controls that aren't remappable and 3D cameras that bob and sway.

On a similar note, screen shake. Celeste overuses it to a sickening degree where almost any action you take causes it.

you can turn off the screen shake in Celeste but you can't increase the framerate or fix camera movement in FFXIII

Yeah, that's the first thing I did was turn it off. It's still really weird to see it on when I see others playing it. I'm really glad they made that an option, but I really wish it just... didn't exist at all. Screenshake is way overplayed these days.
Nin★Collin

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Posted on 02-25-18 02:50:56 AM (last edited by Nin★Collin at 02-25-18 02:53:48 AM) Link | Quote
Pixel art-style indie games needing way to much juice for what they are. If someone makes a game that looks like something you would play on an SNES, it should be able to run on a Pentium IV or similar.

EDIT: Heck, Starbound can run fine on one of my Pentium IV's but simple indie shmups can lag behind. It's ridiculous.
Xenesis
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Posted on 02-25-18 03:07:28 AM Link | Quote
Originally posted by Xkeeper
Screenshake is way overplayed these days.


It's like games are about 10-15 years behind movies in that regard and they haven't realised that no one likes screen shaking in movies and then movies stopped doing it....now games are doing it and we have to wait until game devs realise that no one likes it in games either.
rakiru
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Posted on 02-25-18 08:24:43 AM Link | Quote
New complaint: audio sliders. I have difficulty picking voices out from background noise, but so many games either have a single audio slider, or have master and music sliders, or some other combination that bundles voices in with other sound effects. I end up with subtitles enabled in pretty much every game because of this, or I'll end up missing potentially-vital information. Not all games have subtitles/closed captions, which is even more bullshit, but that falls more into a general accessibility complaint.

Heroes of the Storm does this pretty well.

---

Screenshake can work great if it's subtle. It can really add weight to some big event without the player even noticing. The way it's implemented in most games nowadays though is ridiculous. Instead of a tiny shake during a cutscene where a meteorite crashes into the ground, it's the screen having a seizure every 2 seconds because literally anything happened. It's like they went "hey, this thing works well, so obviously if we do it 1000x more, it'll make our game 1000x better, right?!".

Originally posted by Nin★Collin
Pixel art-style indie games needing way to much juice for what they are. If someone makes a game that looks like something you would play on an SNES, it should be able to run on a Pentium IV or similar.

EDIT: Heck, Starbound can run fine on one of my Pentium IV's but simple indie shmups can lag behind. It's ridiculous.


Urgh, at this point I just assume that anything calling itself "pixel art" or "retro" is built in Unity, requires 4GB memory minimum, and needs a high-end CPU to maintain a decent framerate.
Xkeeper

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Posted on 02-25-18 11:50:01 PM Link | Quote
A really basic slider for master, music, SFX, and voice really shouldn't be that hard, and it's really frustrating when they aren't, especially if the SFX are really loud.

On that note, how about games that don't have subtitles at all?
a tiny fairy

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Posted on 02-26-18 12:41:02 AM Link | Quote
no subtitles = no buy
rakiru
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Posted on 02-26-18 09:51:18 AM Link | Quote
I wish more of these features were listed somewhere official. I end up having to go to PCGamingWiki to check most of the time before buying something.
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Jul - Gaming - Annoying things in games New poll - New thread - New reply




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