Game design sins

Mostly PC, but console and mobile too
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Leisher
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Post by Leisher »

PC Gamer's 13 worst.

That's a good list. I absolutely agree with 1, 2, 3, and 10.

The rest are either a bit too harsh considering current technology, aesthetics, or minor design glitches that I wouldn't consider "major sins".
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TheCatt
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Post by TheCatt »

At the beginning of id's post-apocalyptic shooter, Rage, you're told to get in a car by a stranger in a buggy. Behind him a dusty slope heads off into the wasteland. If you walk past the buggy and head off on your own, he threatens you, and then shoots you dead. You're forced to reload and get in the car. Why have the path there? Why offer a false option and then dish out the ultimate punishment when the player indulges? It sends a clear and unpleasant message. "Don't exercise free will. Do as you're told, or you're dead."

I remember playing Red Dead Redemption. there's a point in the story where you are surrounded, and are caught or killed, can't quite remember which, in a cut scene.

Well, I played that one scene multiple times to see if it could be avoided. I managed to kill EVERY single bad guy before the cut scene started... but I was still killed/caught.
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Malcolm
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Post by Malcolm »

Destructible environments have been a thing for me forever.

"What the fuck do you mean I have a rocket launcher that can't open up a padlocked gate?"
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Leisher
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Post by Leisher »

I love the point they made about HL2's doors. It never occurred to me how the designers were throwing us a bone by showing them as inaccessible. Now I'm realizing other games do it too, like Bioshock: Infinite which has gates over inaccessible doors.
“Activism is a way for useless people to feel important, even if the consequences of their activism are counterproductive for those they claim to be helping and damaging to the fabric of society as a whole.” - Dr Thomas Sowell
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