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Guide to bad game design

Started by September 20, 2012 12:13 PM
59 comments, last by DaveTroyer 12 years, 2 months ago
On a system with save points, Have long cut scenes just after the save point which is right before a VERY difficult (very easy to fail) game action sequence that on average will have to be repeated 30 times. Oh and of course there is no 'skip' feature for the long stupid cutscene.

Might be even better if between the cutscene and the difficult fail point you have 5 minutes of uninteresting game play to go thru (with no intervening save point) just to make the 30-odd tedious repetitions all the more enjoyable.
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[quote name='Exodus111' timestamp='1351638840' post='4995615']
Market the game primarily around allowing the player to play a known, totally bad ass character, then make it a weaker version of the same character, making no particular difference in power from the last installment.

Hello Bioshock 2.

-Exo


"make it a weaker version of the same character" and then you say "no particular difference in power from the last installment".cause fuck logic.Besides the fact that the characters are totally different, and set BEFORE the first Bioshock. He's a goddamn Big Daddy, he doesn't even seem similar.And no difference in power? What? You have different mechanics and a drill as an arm. Do I even need to go further? A goddamn drill.God I loved that drill.
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Actually it was 7+ years after in BS2, but yes it was different - they added those defensive items/plasmids to set up defensive positions to allow some interesting set-piece engagements. The dual wielding helped some with the firepower combos.
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Make a PC port where the minigames (required to get certain sequences of missions) mismatch in timing and not work the same controls (clumsy buttons instead of joystick) -- with no cheat to bypass and have some with a sufficiently long game situation setup (no save point midway) to make the endless retry attempts nice and tedious. Add a few missions that nobody seems to have tested on the PC - obviously broken which never were fixed.

GTA...
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MP game that speeds up player movements at least 3X 'real' speed (in a game that touts itself as 'realistic') exagerating latency issues. Nothing spells fun like getting killed by someone who ran right up infront of you which you never saw because of the lag let along had a chance to aim at (and of cousre they have an insta-kill they use) ---almost as fun as getting shot dead thru a closed door (not bullet going thru door) before it even opens (to your clients view) for you to see whats on the otherside.

Cod MW2 MP
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Give the player the most powerful and funny weapon just before the last boss battle begins, right before the game ends.

Are you referring to RAGE, by any chance? (There are probably more, but I recently completed RAGE so it's fresh in memory)

I suggest that you really do make a great game overall:
Great story, great concept, great atmosphere.
But make the controls really akward, preferrably while preventing
smooth and predictable movement. Staying on predictable,
The principle of least astonishment is a sucker in this relation:
If it surprises the player, it makes the game more interesting.
Maybe the collision bounds are off the expected position and dimensions,
but how about changing it once in a while?

Oh, and if you're making a game revolving around, or taking long time spent driving in cars,
make sure the driving mechanics resemble something equivalent to gta 1,
Maybe even simpler: simpler car handling always makes a game easier to play.
Glue the cars to the road to keep things simple. Speaking of simple,
make cars look alike, to discourage players from collecting them.

(That was mainly something I disliked about the godfather game (~2004?)
But also gangland suffered from weird handling. Some of the nfs games have appaling vehicle physics too, but I guess it's because they are more like arcade games)

It's so easy to be a jerk about other peoples products! I'm enjoying it!
1. Make sure the uninstaller deletes all non MS appdata
2. Make sure the installer installs poorly which results in game files all over your program menu

Both bugs still present and ignored in a current popular MMO XD
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5 minutes to open the menu. Lag on closing it.

5 minutes to open the menu. Lag on closing it.


Hello, Crusader Kings 2 rolleyes.gif
Bad game design does mean you won't sell any just look at The Elder Scrolls series Oblivion and Skyrim. Like the standard D&G RPG you get quests to go from one village to another with a critical mission and along the way there are endless hidden caver and stuff which are not part of a quest so why bother, some may say to find better items, being and hard-core D&G player (play them with graph paper sheet) why would I wonder around look for butterfly when there a crucial quest to attend, more so the endless world that get you to trek miles between quest which is poor gamer gratification (too much time before getting a job done). The can keep their endless world but please make the quest in smaller distance.
I'm thinking that reaching the "massively" in "Massively Multiplayer Online Game" is bad design, this is why: debate

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