GP writer Jared discusses five game design elements that may be a bit outdated in the current generation and need to change.
I completely agree with the first point. Like Conan pointed out in the Resident Evil 6 review, how can a chair completely block you from passing by?
Chairs were made of studier stuff in the olden days... Wood and Steel, and Good ol' American craftsmanship. But mostly, it's stupid game mechanics.
Mahogany will do you wonders.
What about almost infinite checkpoints?, who cares if you die you will respawn a meter behind, this trend is making games sooo easy.., this is one of the reasons I loved demon souls...
@Kevin 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.
You have to agree that "near" 2 steps behind respawns in online games are very bad this 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....
Yeah, thing is they need to have some sort of limits to the environment. Game engines are sometimes tailored to open world games like Read Dead and Fallout, other games are tailored towards linear gameplay like most of what gets released these days. 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.
SMARTER level design is the key. 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.
A few games like Skyrim you can open just about every door but then they blend it all so the inside starts to look the same after a while. Memory and programming is the problem. All these games must fit on a DVD for 360 also it's more work for the programmers. I still hate it.
'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.
....said beerkeg from his bedroom, self-projecting. 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.
Well, along with learning game design at college, maybe you could learn how to take a joke.
The blocked path thing always gets to me. The fallout picture made me laugh. I remember playing the game when I came across a door I could not get through and thought to myself why the hell they even used that model for a "Locked" door when logically the character would be able to reach through and open it seeing as the entire top half of the door was gone. I mean I get the lock door but it's lazy when the devs put a door that looks like that and then label it locked...
That door was pretty much put there as a joke. Nothing important behind it from what I recall.
Also they give you huge bombs and a mini nuke gun in Fallout but an old pre war 200+ year old door can stop anything you toss at it.
COCO! Yeah I love his perspective. It shows how used to, as gamers, we are to having crap like chairs thwart us.
I feel like the Red Dead section was a bit more of a personal peeve, but seriously I don't have twelve fingers Rockstar!
Yeah, like the author pointed it out, it was very frustrating to have shootouts while riding a horse. You needed the right stick to aim but you needed the x button to ride the horse. We only have one thumb R*!
Yeah. . .I don't know bout the rest of you, but I have TWO thumbs. Not one. . .unles of course yours was cut off or something, in which case I apologise.
^^^lolz 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...
i'm pretty sure that while you were aiming, the horse would sort of go into a cruise control of sorts. it's been a while since i played, but i think i'm remembering that correctly. 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.
@therealspy ***"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.
I totally want to smack a dev with a wet fish because of #1.
Why not a dry fish?
Better yet, why not a shark with lazer beams coming out of it's head? Or Danny DeVito left breast?
Not just a wet fish: a reeking, slimy wet fish. The smell of which once it comes into contact with human flesh and hair will linger for weeks despite numerous baths, showers and tomato sause treatments. A vittim of such will have to shave themselves bald. Its the only fitting punishment for someone so lazy they use an overturned chair to block a corridor.
Better yet grand theft auto style dildo baton
@Kingnichendrix that's saints row the 3rd
@legion. 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.
My personal policy is that if I can do something in real life easier than my superhero grade character can, something's wrong. 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.
lol Guy carrying an Axe, a steel pipe, a screwdriver and a handgun...Goes up to a door..."the lock is broken" Oh no, now what?
I'm so glad that they fixed this by at least letting you try in Skyrim.
So the people who disagreed like to be locked out of places without being able