GP writer Jared discusses five game design elements that may be a bit outdated in the current generation and need to change.
(Culture, Final Fantasy XIII, Grand Theft Auto V, Next-Gen, PC, Persona 4, PS3, Red Dead Redemption, Silent Hill: Homecoming, Xbox 360)
Wood and Steel, and Good ol' American craftsmanship.
But mostly, it's stupid game mechanics.
How about 'NO'?
I don't want to play through the exact same part of the game a dozen times before beating a level. That unfortunate design decision used as a means of artificially lengthening a game has luckily nearly been dead since the 5th generation.
I agree that its boring to do same stuff for offline gameplay. But online have to be more professionally made next gen., with smarter respawns, something like battlefield 3 it has huge base where enemies cant enter, but still you can spawn behind squad and randomly in objective, still behind or in front the enemy...
what I wanted to say is that different games and game modes request different approach, and 2 step behind game style cant be used for everything....
Having every single door lead to another room isn't practical if your engine can't handle it. No game is 100% open where every single door leads to something, and there are no limits to anything you actually see. There will always bee a limit to the map you're in. Quite frankly it doesn't bother me, I don't need to explore every single room I see and every door must open. The game becomes less streamlined when you spend 90% of your time opening every door that exists, plus believe it or not it can get extremely disorienting and easy to get lost with so many doors in certain areas, and a player getting lost kills the enjoyment. There is a method to the madness believe it or not.
As for Red Dead, you don't need to keep tapping x, they made it so you can just aim your gun and the horse would keep to whatever pace you were at before you started aiming.
Fine, don't make all the doors open. But perhaps rooms you can't access are collapsed or something instead.
Fine, you design in linear fashion. But perhaps instead of a CHAIR blocking your path, just design the hallways so that a sinister chair doesn't need to block open hallways (eliminate open dead hallways instead).
Fine, make certain paths undo-able in New Vegas for certain setups and scenerios. But instead of invisible walls half-way up the mountain, you could ACTUALLY make the mountain unscalable without ruining immersion and getting my hopes up when I'm almost at the top.
The game industry deserves a better caliber of designer and that will soon be ME.
This is SilentNegotiator, and he's the best game designer in his whole bedroom.
Not like I said "soon" or anything. I'm still in College, Mr. Judgmental.
I offered 3 obvious solutions that industry leaders overlooked. Game design could obviously be better and I think the next generation of designers could provide that.
Yeah I love his perspective. It shows how used to, as gamers, we are to having crap like chairs thwart us.
You know what I meant. I only have ONE thumb on my RIGHT HAND R*!
Happy Ndivhu? I don't get why everything must be spelled out in order for people's imaginations not to run wild. Unless of course you have two thumbs on your right hand or something, in which case I apologies...
there are definitely things i'd include in place of that. for example, throwing in the 6-axis just for the sake of saying you make use of the 6-axis. like when planting a bomb in killzone. they did it in a few places in the first uncharted, thankfully ND learned their lesson and got rid of that stuff.
***"i'm pretty sure that while you were aiming, the horse would sort of go into a cruise control of sorts."***
That is true, but only for a short amount of time. Once you let get go of the x button the horse will continue to run for a bit, but then will eventually come to a stop. The most effective way for me to deal with shootouts while riding on a horse was to use dead eye.
***"there are definitely things i'd include in place of that. for example, throwing in the 6-axis just for the sake of saying you make use of the 6-axis."***
I agree. Like strangelove said it's a personal pet peeve, but I was able to tolerate it at the end of the day. I'd definitely say tacking on things like sixaxis for the sake of tacking it on is far worse.
Its the only fitting punishment for someone so lazy they use an overturned chair to block a corridor.
I never played saints row but I know for sure that I was beatin people's asses with a dildo in San Andreas. It was from the sex shop on the Vegas strip.
In regards to #1 I think all games should have a button akin to the free running button in AC...not that allows you to free run per say, but is a general "get past shit like a regular human" button that at least allows you to clamber over tables and kick chairs out of the way.
Oh no, now what?
Fallout 3/NV only say: "you need level 100 lockpick to pick this lock"
This doesn't make any sense as you should definitely be able to still try a la Skyrim.
Related video
even if you love it, it's still a very, very painful thing to endure.
This is an actual question, what would be a better way of doing it?
@kma2k, too true. I will be waiting for that time.
I agree, get rid of them.
You know this needs to change when getting past a group of people is an actual technique in Assassins creed.
Open world games that are not open. My destination is at the bottom of this hill, but i have to take the loooong road filled with monsters that barely give more exp than the ones i can kill in one hit, but these ones can kill me in just a few hits.
Not being killed by 30 bullets, but if i fall into a river or off a 2 foot wall, i die. (looking at you, Uncharted)
1. Directional audio. I hate turning the camera and suddenly having NPC dialog go mute. SOUND DOES NOT WORK THAT WAY.
2. Loot for the sake of loot. I mean, jesus christ, this is getting absurd.
3. "Adventurers." This is the lazy way to avoid writing anything decent. Give the heroes a job! A real job! Use clever writing to lead them from that occupation to the earth-shattering plot!
4. A new character archetype. I'm tired of short-haired snarkers, action girls and bulgy mchugemuscles. We need a fourth option!
5. Can we please spend less money on giant set-pieces that are pretty to look at and more money on expansive level design and game content? Please?
6. And let's start licensing out non-FPS game engines.
No it wont tie you down and damper your freedom .
Imo it even enrichs your freedom to have tons of things to do in an open world , over being left alone and "free" to only explore damp caverns and randomly attack guards , without one iota of influence on your world
Is that a reference to the Space Mutiny MST3K?
Little things like
1.real time audio
2. Dropping items in one area and coming back 3 hours later to still find it.
3. In-depth look into main character life
4. Real time whether and time cycle
5. Giving NPC's unique (I took an arrow to knee) dialogues and personalty.
All this takes memory to program and consoles do not have it if they want to implement game play and cut scenes with all the above.
Also some people on here complain about games not being more realstic but forget how boring realim can make games (GTA 4) - games are suppose to be fun and not some sim about life.
imagine getting shot 1 time and having to restart the level every time you get shot.
imagine sprinting for 30 secs only to have your player tell you to hold up he got to catch his breath
Some times realism is not always a good idea.
"
And no offense , i hope they wont bother listening to you in P5 ...
Also , your main is supposed to be rather special on a emotional and plot related level . We can't just nitpick every illogical aspects of a game at its detriment . Would be endless anyway
And I shouldn't have to mention said game's name...
Or if we can't take it out entirely just leave it on for the easy mode.
QTEs need to go.
Pseudo-platforming needs to go.
You get shot you patch yourself up, makes things harder when in battle as you can't just hide behind a rock and wait, you could take a chance to patch yourself up but doing so whilst in battle is a bigger risk.
Games like Borderlands & Warhawk use health kits, works great and is a bit more realistic.
Far as more technical design choices, locked save files gotta go. Never had this issue with physical memory cards. Digital DRM is outta control when I can't back up certain saves to cloud storage despite paying for the feature (eg. Mass Effect 3, Splinter Cell Conviction, Halo 3 on XBL Gold).
Being limited to just one save slot per playthrough (eg. the Arkham games) pisses me off too. Especially in games with no chapter select.
1. generic character design...west go learn from japan:
http://i158.photobucket.com...
2. cheap scripted events, every game should have cutscenes/cinematics IMO
I honestly think japan needs to diversify its antagonists too. Most of the time you're some androgynous teenager. I don't even think teenagers have interesting lives but that's just me.
I like what they did with Skyrim. You wasted a town of ppl. They wont magically respawn when you come back.
Killing the same exact enemies every time I ride or walk by a area is annoying. They need to come up with something better.
Make it so the area is either empty or at least make it so they dont respawn right away.
At the very least, even if theyre trying to be somewhat realistic, whats wrong with two rifles, two pistols and a knife.
And please make full button mapping a standard option. I dont want cars that control like FPS, I dont want the accelerator on the triggers, and I dont want reload to ever be anything but Square, EVER.
but i agree, unless they're going for all out realism, then limiting the player to just two guns can adversely affect the gameplay.
like you said, give the player options and they're more likely to find the way to play that they enjoy more.
and other items in your bank.
slow motion breaches...
follow some asshole
can't open a door because you must wait for a partner, or..
must wait for A.I. to open a door for you.
Escort missions
In the case of the "game over" for rpg protagonists dying, it's really only present in the Persona games(and FF XIII), and it's not that big of a deal. I mean, what, three games? And that's enough to complain about? Instead of accepting it as part of what makes the games unique as compared to other games(I dunno about the first two(3) Persona games; haven't gotten to play them just yet)?
Barriers That Aren't Actually Barriers: Totally agree with this one. It is extremely annoying when I come across a low level barrier that anyone would be able to scale in real life, but for some reason my character cannot. This was an issue in Lollipop Chainsaw would be a recent example for me.
Game Over Because Main Character Died: Also agree. It is very annoying when you can revive your party members, but you can't control them in time to save your main character. It's like, "What? I'm not special enough to be able to be saved, too?"
Blocking Exploration for No Reason: No argument here. It is irritating when you are deceived into continuing the story when you're actually looking for an alternate route or item.
Rockstar's Controls Are Crazy: I have been wanting to play Red Dead Redemption and still do. Kind of worried now with that description of the controls...
Buildings Exist Only to Take Up Space: We may not have the technological capabilities just yet, but it is still nice to have a good enough open world. His example for DayZ sounds really bad, though. That really sucks if you get caught because you choose the wrong building.
Agree with that part completely!
But if that small piece of rock is blocking the entire way I'm not supposed to go, that's a poor excuse. All we want as gamers is a rational explanation as to why you can't go that particular way. Just change that object with something else, something that'd make sense and your work there is done. Is that so difficult? :/