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Discussion: Biggest gaming pet peaves


The Daisy
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Great podcast! One of my biggest pet peaves is RESPAWNS. Their are places for where it works and other places it doesn't. For example, COD2 one of the hardest parts was clearing a German HQ's. Trying to get to the second floor was pure hell because evidently there was 1,000's of Germen troops that were able to fit in a single room. It takes me out of the game. Now German troops out in the open field respawning I have no problem with. It makes sense, you are out in the open and realistically German troops can come out of nowhere.

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Skimpy game manuals. Oh, how I miss the old Genesis days, when even an EA Sports game came with a 20-30 page manual thick enough to serve as good bedtime reading. Even more rare these days is the manual that actually serves to draw you into the game world and enhance the title's immersiveness, like the old RPG and adventure-game manuals used to. The last title I can remember that had such a manual was "Indiana Jones and the Emperor's Tomb." I long for the days when the game packaging and the manuals were part of the experience.

 

Now, it seems like companies would prefer to give you a single sheet of postcard-sized paper printed in black and white with the bare-bones controls, then get you to buy the "official strategy guide" ("10 percent off when purchased with the game!") to get any information that's really useful. What, exactly, am I getting for the $10 premium I'm paying for "next-gen" titles? (I'm being ornery and facetious but you get my point.)

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For those that read this thread but not the podcast, here are two of mine:

 

-The inability to continue an online game after being disconnected (e.g. Think of playing a league game of NHL2K6, tie game in the third period and it disconnects. Why can't the game have a "save and continue later" feature).

-When playing Tennis, Hockey, or boxing online, why must one player have to play from an unfavorable perspective (e.g. Why can't I play the entire hockey game skating upwards, or boxing game fighting from the left?)

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Since Keith listed his, I'll list mine from the show.

 

- Sports games using the same game engine for the life of a console.

 

My problem with this is that allows for virtual "roster updates" every year without ever working on whatever issues might be inherent to that engine.

 

Glen

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And that's where Romier said that making games is really easy.

You keep on putting words in my mouth. It's easier to do that than come up with a point that doesn't smell of dog poop.;)

 

What I actually said was that there is no excuse for features available in current gen versions of said sports titles to be omitted from thier next gen counterparts. The whole "oh it's just too much work to put them in" excuse it absolute bullshit. If that isn't trivial work I don't know what is and you're damn right I'm going to trivialize the hell out of it.

 

Oh poor little EA Giant, there's just not enough time or resources to implement those little wittle features.:barf

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You keep on putting words in my mouth. It's easier to do that than come up with a point that doesn't smell of dog poop.
He he.

My final word on this subject is simply that I am not defending EA, nor appologizing for them. I really think that it is possible for feature omissions to be the result of development schedule and not marketing strategy. I may be wrong, but I will not close the door on the possibility.

 

The reason I am open to this possibility is because we hear developers using the phrase "from the ground up" to describe a develoment effort that starts fresh - throwing out tons of code and re-implementing features from scratch. The end result is usually nearly identical to the previous iteration, as far as the users are concerned, but behind the scenes a lot of work was done to get there in a different way.

 

So when a game is brought to a completely new platform, for the first time, I have to assume that although the features look and work the same, they probably required a fresh development cycle that takes more time than a typically evolutionary one we see year to year.

 

Now perhaps this transitional period at the beginning of a new platform's life cycle is convienient for the marketing folks, as they have a clear roadmap for their marketing strategy as they add new features in subsequent years. But it doesn't mean that the marketing angle is the sole reason in that case.

 

Anyway, how are the features of Madden 07 this year on 360? I suppose this years version is a better indicator of whether they're holding back features for marketing purposes. How does it stack up to the Xbox version?

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I've got plenty of pet peeves some of which have already been discussed. Here are a few more that come to mind:

 

*Lack of originality in weapons. What ever happened to the freeze gun, shrink ray, remote detonaded pipe boms, laser trip wires, etc of Duke Nukem?

 

*Repetitive/poor level design. Nothing worse than traveling through the same looking shit for hours on end. Half-Life 2 is an example of how level design and game pacing should be. Everyone else...take note! Really hoping Halo 3 delivers in this area.

 

*Braindead AI. We all have seen that good AI can be done. Games like FEAR are built around great AI and it makes all the difference in the world.

 

*Lack of in car view in a racing game. Ya I know it is hard to make in car views for a game that has 200+ cars in it but it still bugs me. I've played too many great racing games that do it and do it well and when it is missing it just seems...wrong.

 

I could come up with alot more but I've gotta run. Damn work...

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I suppose it would be too clich?d to mention cut scenes that you can’t skip, no matter how many times you’ve seen them. I could perhaps understand making you watch them the first time, but if you have to watch it every time after you die during a boss battle, that’s just ri-goddamn-diculous.

 

I also despise when heroes in games say the same stupid lines over and over again during battles. I’m looking at you Price of Persia: Warrior Within. Your catch phrases weren’t that good to begin with, and the fact that I had to listen to such witty lines as, “You’re time would be better spent seeking sanctuary,” several hundred times diluted its overall impact.

 

Finally, don’t get me started on final boss battles that are laughably easy. I mean, this enemy is supposed to represent the total sum of all other enemies in the game. He or she is the baddest of the bad and should be easily smacking my ass down a half-dozen times before I figure out what I’m supposed to do. Why is it that some many games feature final boss battles that never live up to my expectations?

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Also re: cutscenes, it's bad enough if you can't skip, but I really, really hate it when you can't pause either. If my son needs me to run over and help him, he needs help right then, not in 20 minutes when Kojima decides it's time for you to control the character again.

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Oh poor little EA Giant, there's just not enough time or resources to implement those little wittle features.:barf

 

I just fell out of my chair reading that! :lol

 

I agree with all the above. Except for the jumping part. What are you thinking there? ;)

 

- Especially cutscenes. Sometimes I need to pause in the middle of one, and it ends up being skipped! As Charlie Brown would say, "AUGH!!" That happened in Dead Rising's intro, so I logged off my profile and started over a new game. I wish the developers would be consistent in which button skips the cutscene (and keep it skippable, please.)

 

- Respawns. There was one notorious clan in Unreal Championship that I had a real personal vendetta against because they sacrificed victories for camping. It ultimately made me a very good player, though, because I made sure I would give them all they could handle the 20+ times they ran into me. Developers need to work harder at randomizing respawn areas so they can't be camped.

 

- 3-5 hour games. Too short, and I don't feel like I'm getting my money's worth. If it's a design that calls for it to be short, let it be fun and replayable like Dead Rising. I still miss games like Ultima VII.

 

- Microtransactions. I am going to be super choosy about this, because most of the content should be free for all they add to the game (how is horse armor gameplay enriching?) And in terms of multiplayer content, it should not make any person have an advantage over the "have-nots".

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I agree with all the above. Except for the jumping part. What are you thinking there?

 

You guys have not seen Bobbio try to play a game that requires any sort of jumping at all. Most 2D platformers are bad enough, but the real hell for him is dealing with jumping in 3D games. He might as well be a one-eyed retard with no legs because Lord knows he has no depth perception to tell when to hit that A button. I have to admit though, it's awfully fun to watch. :)

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He might as well be a one-eyed retard with no legs because Lord knows he has no depth perception to tell when to hit that A button. I have to admit though, it's awfully fun to watch. :)

You mean he isn't? All this time I thought that was the reason for his spelling errors...now I won't feel guilty when I make fun of him. :)

 

-Dean-

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So I'm not the only one who doesn't like Splinter Cell and Metal Gear Solid? The only stealth I've enjoyed is in games like Zelda where it is a brief mini-game. I think BG&E I enjoyed that stealth level too. But not whole games based on the mechanic.

 

I'm the opposite - I hate stealth elements that are just thrown into the middle of a game (Zelda). I don't mind it if it's the game's main play mechanic and I know what I'm in for.

 

Oh - escort missions.

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