Game Mechanics You Love/Hate

MrDeVil909 wrote:
Scratched wrote:
MrDeVil909 wrote:
Quintin_Stone wrote:
MrDeVil909 wrote:

Ooh, not really a game mechanic as such, but something really dumb.

'Press any key(or A, Enter whatever) to continue' at the start of the game. Look, I double clicked the shortcut, sat through the splashes, skipped those I could. Now you want to know if I want to play the game?

And more games need an 'Exit to desktop/windows' menu option from the in game menu.

Console-itis.

Even then, why? You put the disc in, you want to play. It should take you to the menu.

A sensible middleground is that if it can't find any existing save data (first run) it shows the movies, otherwise it lets you skip. However, this is just lower down on the scale of annoyance.

That I can get behind and it answers the points that Danjo and ClockworkHouse raise. Publishers/developers get what they want and customers don't get annoyed at the repetition.

What has been annoying me with this is PoP 2008. Publisher splash (skippable) game title splash (not skippable) then 'Press any key to continue.

In PoP 3, the publisher and game title splash aren't skippable, but there isn't a title screen with a "Press any key to continue" thingy. It appears the screen to select the profile.

bilbodiaz wrote:

One game mechanic I hate is darkness. To me, it doesn't enhance the gameplay to have the screen be so dark that you need to squint while you're walking down corridors. Take Fallout 3/Oblivion/Bioshock for example, I understand it's to make you consider how you'll use items or make it seem spooky and what not but to me it's just annoying.

Sometimes they throw in darkness for atmosphere and psychological effect. Often, it's to make the game look better. Darkness is easy to render. It obscures muddy textures and prevents the player from seeing the area as a whole... complete with low-poly structures and occasional lack of detail. It also masks a reduced draw distance. Think of it as the modern equivalent of "fog."

That doesn't make it good or invalidate your opinion, of course. I just thought you'd like to know that designers don't overuse darkness simply because they think we love it.

I can get behind the darkness gripe. Sure, it can be used effectively in some situations. However, some games are just too dark, and it comes off as a lazy man's way to introduce some additional difficulty. I don't mind when games are challenging or difficult, but it's a fine line between cheap difficulty and well designed difficulty. I think overuse of darkness falls into the former category.

I don't think I've yet encountered a darkness situation that can't be "solved" by tinkering with the video settings.

Have you tried attacking the darkness?

Grenn wrote:

Have you tried attacking the darkness?

Cute, but I have navigated more than one hallway by the light of muzzle flash.

LobsterMobster wrote:
Grenn wrote:

Have you tried attacking the darkness?

Cute, but I have navigated more than one hallway by the light of muzzle flash. ;)

But only in the games where the programmers allowed muzzle flash to impact the environment.

The Fellout mod to Fallout3 makes things honestly dark. You know, like a cloudy night. It makes your light very important, but that only goes so far. Having a mutant bear pounce on you from outside that little bubble of visibility is a perfect example of darkness-related scariness. It also makes you start evaluating the importance of night vision in a helmet vs. stat bonuses.

Grenn wrote:

Have you tried attacking the darkness?

It's my main source of power.

IMAGE(http://sarcasticgamer.com/wp/wp-content/uploads/2007/12/img_13251_darkness_demo_450x360.jpg)

LobsterMobster wrote:

Sometimes they throw in darkness for atmosphere and psychological effect. Often, it's to make the game look better. Darkness is easy to render. It obscures muddy textures and prevents the player from seeing the area as a whole... complete with low-poly structures and occasional lack of detail. It also masks a reduced draw distance. Think of it as the modern equivalent of "fog."

That doesn't make it good or invalidate your opinion, of course. I just thought you'd like to know that designers don't overuse darkness simply because they think we love it.

Yea I understand it gives it some atmosphere and mood like in Dead Space or Bioshock but it's still annoying. I'm fine with being able to see further the 3 feet even if it detracts from the jump factor in a game.

Depends on how competent the game is. Getting caught out after dark in STALKER was terrifying. Left 4 Dead also uses darkness and flashlights really well.

I agree, STALKER did a lot of things right, including darkness. I think Dead Space got it right too.

Don't attack The Darkness, it's only kitschy glam rock!

However, please keep The Darkness out of my games. Also invisible enemies. While they're easy to texture, they are very annoying to fight.

mooglicorn wrote:

4). Drifting in racers - I'm not Vin Diesel. I don't like Vin Diesel. Don't make me drift in a game. Every racer relies on drifting...why?

You know what's awesome, though? Nier makes you drift while riding on a giant boar.