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Jan 27, 2019
16,073
Fuck off
Right, ERA, time to air some grievances about features that are in their to help gameplay/mask loading but either make gameplay worse or ruin the presentation.

No walking, some characters literally do not walk ever, unless a specific cutscene or segment requires it. Ones that stand out to me to includes Wei Shen in Sleeping Dogs, no matter how light you are with the analogue sticks Wei will either do a medium speed jog or a full out sprint. I find this particularly annoying as I enjoy taking my time to examine my surroundings and just slow down from time time.

Glowing aura's around interactive objects, a big offender for this is Alien Isolation, a game whose aesthetic I love, it is so true to the original film,I can often just sit and admire it for long periods of time, then the illusion is shattered by that awful orange glow that pops up whenever you get close to anything that ve intwrsxted with, such as a computer, switch or something similar. Assassins creed is a series that gones one worse though even applying this effect to characters in addition to things.

Colour coded climbing surfaces, just stop this please, it is very immersion breaking having climbable surface being a certain colour, once you notice it becomes hard to ignore, same with rags denoting climbable again, stop it, design your levels in a way that doesn't insult our intelligence, bring back trial and error we as players can figure this out without these aids. Thankfully the newest Tomb Raider game did include the option to disable climb paint, making the levels more visually coherent.

Over to you now, ERA.

I'll throw a few predictions of what we'll see

Motion Blur
Unskippable cutscenes
Too long between checkpoints
Forced slow walking (btw before you cry on this one, it's normally done for pacing and exposition)
 
Last edited:

Omar310

Member
Oct 27, 2017
1,704
UK
Auto combos in fighting games. Never liked em, never will.

DBFZ is probably the biggest offender where the characters will cancel into the next hit despite whiffing and then they'll fucking turnaround and tag you with the third hit into a dead character. Makes me drown in salt everytime.

That and superdash is why I dropped that game.
 

Kamaros

Member
Aug 29, 2018
2,315
any pop-up that takes the screen and pauses the action.

sekiro-boss-guide-chained-ogre-grab-attacks.jpg
 
Nov 17, 2017
12,864
Glowing aura's around interactive objects, a big offender for this is Alien Isolation, a game whose aesthetic I love, it is so true to the original film,I can often just sit and admire it for long periods of time, then the illusion is shattered by that awful orange glow that pops up whenever you get close to anything that ve intwrsxted with, such as a computer, switch or something similar. Assassins creed is a series that gies one worse though even apply this effect to characters in addition to things.

Colour coded climbing surfaces, just stop this please, it is very immersion breaking having climbable surface being a certain colour, once you notice it becomes hard to ignore, same with rags debiting climbable again, stop it, design your levels in a way that doesn't insult our intelligence, bring back trial and error we as players can figure this out without these aids. Thankfully the newest Tomb Rauded fane did include the option to disable climb paint, making the Jeeves mire visually coherent.
Kingdom Hearts 3 literally combines these two things. All climbable walls have this glowing aura. In one of the town areas, basically every single building is climbable so the whole town is just having a DBZ power up for no reason.
 

Trust

Member
Jun 10, 2018
268
Had to do a double take on the thread title.

But yeah any pop up aides that stop the flow of the action are kind of distracting and annoying, imho.

I played the FFVII Remake demo at PAX East yesterday and they had those during the demo. Still enjoyed the game but they were annoying.
 

Deleted member 7883

User requested account closure
Banned
Oct 25, 2017
2,387
Do you have such ADD that you can't have your "action" paused to explain intricate and vital game mechanics?
i do! altough I dislike 'em for reasons other than having my action paused lol. Depending on how complex/unfamiliar the game's mechanics are, and depending on how frequently the pop-ups show up, I have a really hard time learning how to learn a game. There's been a handful of games I've had to look up alternative sources/tutorials to figure stuff out, so I can see all the information at the same time or just have a video to follow.
 

Jessie

Member
Oct 27, 2017
9,921
Xenoblade 2's persistent HUD that tells you which buttons to press to open the menus
 

Zephy

Member
Oct 27, 2017
6,165
The controls guide that can't be deactivated and that pops up every time you stop moving for a second in DBZ Kakarot. For the entire game, in case 40 hours in you forget how to jump or run. It's so annoying because the game has pretty beautiful vistas and that obnoxious pop up with its unnecessary black background takes a huge chunk of screen.
 
Dec 6, 2017
10,989
US
I absolutely loathe AI partners, or your own character, constantly Naughty Dog-ing it and throwing hints at you via talking to themselves. It somehow seems really patronizing and annoying to me. I don't care if others like it but at please give me a slider for frequency or just an option to turn it off totally.

God Of War was really obnoxious about this in my experience where you'd enter a, or what I'd call, puzzle room and within ten seconds the kid shouts the answer from across the room. I don't care if the answer was obvious anyway or whatever, it just cuts through the mood like a knife for me every time.
 

spool

Member
Oct 27, 2017
773
Tutorials/help text that bother you throughout the entire game. Just in case you forgot how to play, I guess. Tips are fine on the loading screens, but not when they intrude during gameplay. I wonder how the SSD-powered next gen is gonna be in this regard?

New Tomb Raider also has that instinct mode or whatever it's called that's super annoying but is difficult to entirely opt out of using as it's helpful for finding stuff you need in cluttered environments. I'm not sure how that effect was approved for the first game, let alone carried forward into two sequels.
 
OP
OP
Lightning Count
Jan 27, 2019
16,073
Fuck off
Tutorials/help text that bother you throughout the entire game. Just in case you forgot how to play, I guess. Tips are fine on the loading screens, but not when they intrude during gameplay. I wonder how the SSD-powered next gen is gonna be in this regard?

New Tomb Raider also has that instinct mode or whatever it's called that's super annoying but is difficult to entirely opt out of using as it's helpful for finding stuff you need in cluttered environments. I'm not sure how that effect was approved in the first game, let alone carried forward into two sequels.

Detective mode is garbage in general. Should be reserved only for very specific scenes,
 

banter

Member
Jan 12, 2018
4,127
aim assist in shooters (especially when you cant turn it off). Nothing like trying to line up a shot in the distance and someone runs infront of you and your crosshair just starts following them. Or sometimes youre trying to line up a distant headshot but the aim assist keeps pulling it down to center mass.
 

Panther2103

Member
Oct 27, 2017
2,910
Almost all forms of "protect this character" gameplay. A Plague Tale did it okay because it didn't feel like as much of a hindrance but that's the only positive example I can think of.
 

Adhrast

Member
Jan 17, 2018
784
Almost all forms of "protect this character" gameplay. A Plague Tale did it okay because it didn't feel like as much of a hindrance but that's the only positive example I can think of.

I agree, all the escort missions and the likes are literally one of the worst things in gaming, I don't think I've ever come across a game who managed to do that right.
That's one of the reasons why I hated The Last of Us, which was basically Escort Mission: The Game. Making Ellie immortal was even worse, tbh.
 
Nov 17, 2017
12,864
Lol anything Fi related.
There's one really clever puzzle in Skyward Sword that I remember Fi ruining. It's the Sand Ship dungeon, where you need to hit the timestone up on deck to progress. At one point, you are inside the ship and you need to hit the switch but it's on deck so you obviously can't hit it. The solution is that one of the rooms has a skylight you can see the stone through and you can just shoot an arrow through it. The problem is, the moment you walk into that room, Fi tells you about the skylight. Like damn Fi, let me at least try to figure it out on my own.


Almost all forms of "protect this character" gameplay. A Plague Tale did it okay because it didn't feel like as much of a hindrance but that's the only positive example I can think of.
Is that really a gameplay "aid" though?
 

Adhrast

Member
Jan 17, 2018
784
The thing I hate the most is, as other already mentioned, invasive hints.
It'd be great if we could choose the amount of handholding we want to have: I play some hidden object games when I'm bored, from time to time, and I usually play in casual mode with tons of hints because I just wanna chill. But if I'm playing a "serious" game, I'd like to have to at least think a bit about what I need to do.
Fi in SS being one of the worst offenders.
 

Transistor

Vodka martini, dirty, with Tito's please
Administrator
Oct 25, 2017
37,128
Washington, D.C.
Minimaps. I hate minimaps because all they do is draw my attention to it rather than the game itself. The same with POI compasses and waypoint markers. My eyes just focus on that dot / arrow instead of on the rest of the environment.
 

spool

Member
Oct 27, 2017
773
Most minimaps don't bother me, but the one in The Witcher 3 is an exception. It's like the quest design and even the world itself encourages you to navigate by minimap over using your surroundings to orient yourself. I tried turning the minimap off and found the game a whole lot more immersive. But you can't really play the game that way, since you lose waypoints and other vital information.
 

Ploppee

Member
Nov 28, 2018
1,039
In games like Uncharted and the new Tomb Raiders when tombs / caves that are meant to have been untouched for millennia have really obvious yellow paint / some sort of modern marker screaming 'YOU CAN CLIMB HERE'. Like I'd rather explore the tomb thanks and also who the hell put this stuff here?
 

Deleted member 7883

User requested account closure
Banned
Oct 25, 2017
2,387
Minimaps. I hate minimaps because all they do is draw my attention to it rather than the game itself. The same with POI compasses and waypoint markers. My eyes just focus on that dot / arrow instead of on the rest of the environment.
this x 100. There's a bunch of last-gen/early–mid current-gen games that I WANT to play, but am unable to enjoy bc of this. I'm glad more adventure-ey games coming out today are steering clear of FOLLOW THE MAGIC TRAIL type stuff, and are letting me piece things together on my own.
 

Transistor

Vodka martini, dirty, with Tito's please
Administrator
Oct 25, 2017
37,128
Washington, D.C.
this x 100. There's a bunch of last-gen/early–mid current-gen games that I WANT to play, but am unable to enjoy bc of this. I'm glad more adventure-ey games coming out today are steering clear of FOLLOW THE MAGIC TRAIL type stuff, and are letting me piece things together on my own.
It's pretty much why I've fallen out of love with the Elder Scrolls / Fallout games. They're basically glorified "connect the dots" games now.
 

Pyro

God help us the mods are making weekend threads
Member
Jul 30, 2018
14,505
United States
Aim assist I can't turn off, it always hurts more than it helps for me.

Do you have such ADD that you can't have your "action" paused to explain intricate and vital game mechanics?

Throwing up text boxes to explain your game is objectively shit design. We accept them because of how intimidating a controller can be to new players, games can be so different from each other, and putting the time into making a tutorial is hard/isn't as fun to create as the other stuff.
 
Nov 17, 2017
12,864
Throwing up text boxes to explain your game is objectively shit design. We accept them because of how intimidating a controller can be to new players, games can be so different from each other, and putting the time into making a tutorial is hard/isn't as fun to create as the other stuff.
How is explaining how your game works shit design? The examples you gave are exactly why they can be good.

You can't expect every player to just instinctually know what to do, what buttons to press, what this random things does. Tutorial boxes can definitely be overdone or poorly implemented but I think they're much better than being forced into boring tutorial stages. Just give us the information quickly and let us try it out ourselves.
 

SturokBGD

Banned
Oct 25, 2017
2,414
Ontario
Mini maps.

Single handedly ruined game design. I hate them. If the response is "you need them to get around" then the game is a failure. Might as well play Pac-Man if you're just going back and forth collecting dots, at least that's fun.

OK maybe that's a wee bit of an exaggeration, but in this day in age, everything on the HUD should be an option.
 
Oct 27, 2017
2,165


"Can you hear me, Zero?" And I know what you will be thinking, "just push R3 and let her talk." Okay well here is my counterpoint, don't even make the hint dialog optional if it's never going to stop pestering you. Burn to the grr burn bur burn toooo the ground. One of the worst games ever. Action starts at 48 seconds in.
 

Pyro

God help us the mods are making weekend threads
Member
Jul 30, 2018
14,505
United States
How is explaining how your game works shit design? The examples you gave are exactly why they can be good.

You can't expect every player to just instinctually know what to do, what buttons to press, what this random things does. Tutorial boxes can definitely be overdone or poorly implemented but I think they're much better than being forced into boring tutorial stages. Just give us the information quickly and let us try it out ourselves.

It's about teaching the players in a more natural way. Here's some great examples of why:






Neil Druckmann also talks about this on a great video/channel about story (usually about film) at 8:27

 
OP
OP
Lightning Count
Jan 27, 2019
16,073
Fuck off
In games like Uncharted and the new Tomb Raiders when tombs / caves that are meant to have been untouched for millennia have really obvious yellow paint / some sort of modern marker screaming 'YOU CAN CLIMB HERE'. Like I'd rather explore the tomb thanks and also who the hell put this stuff here?

I touched on this in the OP but let me add one massive thing in Uncharted I hated. Fire escapes everywhere in ancient ruins.
 

VPplaya

Member
Nov 20, 2018
1,964
There's one really clever puzzle in Skyward Sword that I remember Fi ruining. It's the Sand Ship dungeon, where you need to hit the timestone up on deck to progress. At one point, you are inside the ship and you need to hit the switch but it's on deck so you obviously can't hit it. The solution is that one of the rooms has a skylight you can see the stone through and you can just shoot an arrow through it. The problem is, the moment you walk into that room, Fi tells you about the skylight. Like damn Fi, let me at least try to figure it out on my own.

Yeah Skyward Sword is actually my favorite Zelda but Fi tries really hard to ruin it lol
 

SirKai

Member
Dec 28, 2017
7,367
Washington


"Can you hear me, Zero?" And I know what you will be thinking, "just push R3 and let her talk." Okay well here is my counterpoint, don't even make the hint dialog optional if it's never going to stop pestering you. Burn to the grr burn bur burn toooo the ground. One of the worst games ever. Action starts at 48 seconds in.


Holy shit this is an actual nightmare.
 
Nov 17, 2017
12,864
It's about teaching the players in a more natural way. Here's some great examples of why:
I don't really have time to watch 3 separate videos but I think I get the gist of what you're trying to say.

I understand that games can teach players how to play the game through gameplay and other more natural ways. However, I feel like there are certain types of mechanics that are not expressed so easily and naturally within the game world. I think it's more common in RPGs which might have more complex, abstract mechanics or features. Sometimes it just makes far more sense to simply tell a player "hey this thing exists" and allow the player to then engage with that than to try and find some roundabout way to not break immersion or put the player in some mandatory tutorial level. I don't think it's bad design to expect a player to read a few lines of text. Games used to have instruction manuals they expected you to read. It's the same thing really.

Are there really bad examples of popup tutorial boxes? Sure, there's plenty. I don't think that makes them inherently shit though.
 

Horp

Member
Nov 16, 2017
3,709
Botw showing some notifications/sounds/animations eeeeevery time.
Powerups in Link's Awakening showing the same animation every time.

edit:
Oh oh oh I just remembered the worst ever.
Fable 1:
"Try to get your combat multiplier even higher"
 
OP
OP
Lightning Count
Jan 27, 2019
16,073
Fuck off
Botw showing some notifications/sounds/animations eeeeevery time.
Powerups in Link's Awakening showing the same animation every time.

edit:
Oh oh oh I just remembered the worst ever.
Fable 1:
"Try to get your combat multiplier even higher"

"Hero, your will energy is low, what the devil is that?"
"Your health is low do you have any potions or food?"
 

MinusTydus

The Fallen
Jul 28, 2018
8,198
last-guardian-part1-05.jpg_1200x675_.jpg


The Last Guardian: A game so hopelessly broken that the developers decided it was literally unplayable unless on-screen prompts constantly remind you how to play the fucking game.

"B-b-but pets sometimes ignore you! It's not a bug, it's a feature!"

Fuck yourself into oblivion.
 

Primal Sage

Virtually Real
Member
Nov 27, 2017
9,708
Well I like those, they give me time to understand the mechanic before having to react to what's happening in game. Bonus point when you close the pop up by pressing the required button for the action.

Totally agree. In the first Red Dead Redemption they have popups in the corner during the action which disappear after a short while. First time I played it I totally missed the info because I was having a gun fight. Took me a while to figure out how deadeye worked because that was the only time the mechanic was explained. Now a popup pausing the game would have been perfect for this.