Since I ended up with a pretty solid
list on both sides, this will be divided into two separate posts, starting with
the things I hate. But, instead of just making a top ten countdown of this, I
will first address a couple of items that I've chosen not to put on the list
for the simple reason that I avoid purchases that feature these mechanics. I
still heavily dislike them, and thusly they do belong in a blog post such as
this one, however, I do recognize
that I have the full power to avoid them, thereby they get their own separate
mention.
Honourable Mentions
First Person POV
Now, I
understand that it's supposed to be realistic and immersive. But to me, I just
feel like I'm playing as the weapon and not whoever is holding the weapon. The
few times I've tried it, it's just really bugged me. Also, the motion end up
coming off as either unnecessarily shaky or unnaturally smooth. At least with a
third person point of view, it makes sense that the camera motion is smooth,
because you see the person moving ahead of you. And personally, I really like
seeing the character I play.
Turn-based Combat
The first
(and only) time I played Final Fantasy, I was really looking forward to it, as
I had heard so much about this game. I was even playing a fan favourite
instalment, namely Final Fantasy VII. So I wandered about the game map, and
finally when something happened... I couldn't move my character. Couldn't do
anything to prevent this sudden monster from dealing damage. And then a menu
opened, and gave me a list of attacks... I turned the game off there
and then, even tried taking it back to the store and ultimately ended up
selling it off for little to no money. Since then, whenever anyone has
recommended a game to me, I've asked them specifically if the combat is
live-action or turn-based. Because I don't want to spend my gaming time picking
options off a list. I want to press a button and see the character make some
kind of movement. If the character do different things if you press a different
combination of buttons - even better. I want to be able to dodge or block
attacks. I want to know that if my character gets hit or heads in the wrong
direction it's because I accidentally
steered them that way.
Pointless DLC
I'm not the
biggest hater on DLC, although I do see the problem with them as one day the
console support will be non-existent and if you buy a game after that, you risk
buying a to a degree incomplete game. I don't agree with holding parts of a
game hostage unless you pay up, and I definitely have no plan whatsoever to
purchase weaponry, clothing or any other trivial DLC. If it's a bonus area,
bonus mission (as in not directly
related to the main story, but fits in with that game's specific world), then
fine. If I enjoy the game, I am likely to purchase new areas to explore, new
sideline missions to take on. So, my main grief with DLC is when they don't
make it worthwhile for us to purchase them. Give us a decent add-on and we'll
gladly buy it, but don't try all these bogus attempts to churn money out of
us...
My top 10 things I hate in video games
Turns out,
it's actually quite challenging to just narrow the list down to the ten most
important points, and I might have cheated by combining things into a single
point. And even then there were a few things that fell off the list (invisible
walls, bad lighting), but most of them were just smaller annoyances anyway, so
they're not all that important to mention. So, let's just start off the list:
10) No choice in save system / bad checkpoints
This is not
a major thing, at least not compared to some of the other things I will bring
up, but it is annoying when you don't have any say in how your game is saved. I
know some people swear to the auto-save, and I can recognize the merit in that
system, but I personally like to have the option to do things differently. I
like being able to create new saves, or maybe copy existing saves in certain
places, so that I can replay my favourite parts without having to start from
the very beginning (as that is the
part of the game you will tire off most quickly due to always having to play
through that to get to the rest).
I haven't
had a lot of experiences with bad checkpoints/saves
(thankfully), but there was one game that really drove me insane on that point.
Now, I'm a big fan of the exclusive Buffy
game that was released on the original x-box. It was a great, fun game to
play, so naturally I was looking forward to the more widely distributed sequel,
Chaos Bleeds. Now, the game does have
its good points, but one really fatal flaw to this game is that it puts the
boss fight at the very end of the level (unlike its predecessor that split the
boss fight levels away from the regular exploration levels). If you die in the
boss fight, you will start at the last checkpoint in the level, so it's no big
deal, and you may try as many times as you'd like to beat the boss... unless
you decide to stop playing and try again some other day. I was stuck as Xander on the Sunnydale High level for ages,
because he's an incredibly weak character to play and he was up against
frickin' Anyanka. I really, really hate it when I have to replay a
whole level from the start just to even get to the boss fight I have yet to
beat.
Also, the overzealous auto-save system on Fable III almost resulted in a game-ending glitch, when my character fell below the ground and was left dangling in mid air. I immediately rebooted the game, only to find out that because of the game's auto-save system, my character had been saved in that exact position, and if not for a lucky break of having a secondary character accidentally triggering a cut-scene, I would have had to start from the beginning.
Also, the overzealous auto-save system on Fable III almost resulted in a game-ending glitch, when my character fell below the ground and was left dangling in mid air. I immediately rebooted the game, only to find out that because of the game's auto-save system, my character had been saved in that exact position, and if not for a lucky break of having a secondary character accidentally triggering a cut-scene, I would have had to start from the beginning.
9) Stamina Restrictions
Not a major
issue in the games I play (hence its low placement), but there's one notable
exception, and that's Skyward Sword.
I absolutely loved that you finally
got to actually run as Link, but having
to collect berries to keep your stamina meter from reaching zero, that was a
bit annoying. It got especially bad when the stamina meter also affected things
like climbing. Suddenly, you were
forced to take breaks between climbs - and considering this has never been an issue in the games before,
it just came off as artificial and was detrimental to the game. Now, I'm okay
with health restriction, and even power/mana bars. They make sense, but stamina
bars just don't.
8) Motion Controls
This may
sound a bit weird coming from someone who owns and plays Wii games, but I'm not
the biggest fan of motion controls. I'm not denying that there are venues where
they can work well, like with controlling a sword or a wand, and may even add
to the gaming experience when used correctly. But motion controls are a very
flawed mechanic, and you often find yourself waving the controller frantically
hoping the protagonist of the game will act the way you intend them to and not
the gazillion other ways they could act. Like, I love the Harry Potter
games, especially because at times the controller really feel like you are
waving a wand and casting a spell - but there are just some spells that the
game just refuses to recognize at times, and you find yourself getting up-close-and-personal
with the Wii bar, just so that the damn bush will catch fire already.
Similarly
with the two Legend of Zelda games to
be released with motion controls on the Wii, there are just these frustrating
moments where you are shaking, twisting and turning the controller, swearing at
the TV, wondering why on earth Link won't do the move you intend him to do. In Twilight Princess, the main issue was
that the game was originally developed for the GameCube and the motion control
scheme was just something they had added as an afterthought. After I finally
found myself a copy of the GameCube version, the game's enjoyment factor went
right up as I suddenly had a lot more control over Link. In Skyward Sword the motion controls were
there from the start, and for the most part they work well, but there are bits
where the controller falls out of sync with the console and even though you are
moving the controller just the way
you need to in order to make that move to deflect Girahim's attempt to grab your sword, Link still ends up doing the complete wrong move.
7) Forced hand-holding, interruptions, and
non-skippable information/cut-scenes
The same
franchise is also, unfortunately, guilty of the non-skippable information. Kaepora Gaebora is a big example of
this. This owl-like creature would interrupt you at random intervals and unload
a long speech on what was lying ahead of you, and you would just continuously
press the A-button to just get through it, and then when you did, and it asked
you if you had understood the message - the default option was set to no... When it comes to cut-scenes, it
doesn't bother me as much if there's no way to skip it, but at the same time,
if you are playing a game for the fifth time, you might just be sick and tired
of some of the cut-scenes, so having an option to skip them is definitely
preferred.
6) Out of proportion difficulty settings
With this I
am talking about both sides of the scale. If a game is way too hard from the
very beginning, it will come off as inhospitable, and you are likely to be
turned off before you even get started. Adventures
of Link was majorly guilty of this. Not only do enemies kill you before you
have a chance of dealing any damage to them, but if you get a game over you go back to the very beginning of the game. A couple of
rounds of this, and I just called it quits, which is a shame, because I quite
enjoy side-scrolling games, and this was the only side-scrolling instalment in
the Legend of Zelda series.
Going to
the very opposite spectrum is also bad, as you end up feeling patronised by the
developers. I see it as a bit more forgivable, as at least this way you are
actually able to play the game, but not by much. Fable III had some of this problem. It wasn't that there weren't
challenges within the game, but if you failed - nothing happened. Because in
this game, you are actually physically incapable of dying. If you fall in a
battle, you faint, and then you wake
up, mid-battle, all ready to continue. How are you supposed to care how well
you do when you can just wake up in the middle of a boss-battle, all ready to
continue? Sure, the more you fainted, the more scars your character would get,
but still. Taking death out of the equation made the game into a joke. I do
still play the game occasionally, despite this gigantic flaw (and several
others), but honestly, I was majorly, majorly
disappointed with this instalment for that very reason.
5) Cloned gameplay
No one
likes to do the very same thing over and over and over again, especially not
me. Whether it's repeating yourself in a boss battle (like with button-mashing),
repeating an area or repeating a task. Sometimes this can be something that
leads you to putting the game down and never picking it up again. One example I
have of this is the Silent Realms in Skyward Sword. I have no problem admitting that those areas really,
really creep me out. I feel like my heart is stuck in my throat while I
frantically try to make sure I have a tear drop nearby to collect so I won't
suddenly be chased by the giants. I hate how the mood suddenly changes if the
time runs out, or you accidentally thread wrongly - from serene to downright
stressful.
But,
although I didn't particularly enjoy
that bit of the game, I wouldn't have much problem doing it over in a potential
replay of the game. However, when I realised I would have to do the same task,
only in two other areas, I just put the game down. As much as I would have
liked to see where the game would take me next, it's not worth it to do more
Silent Realms.
4) Stealth-elements in non-stealth games
There's a
reason I don't buy stealth games. I don't enjoy sneaking around, worrying about
whether I will be seen. That was one of the things I didn't enjoy in the Harry
Potter games (which I otherwise love very much), there was always that obligatory stealth portion. I get it, when it's a vital point to the game (like going to the
restricted section in the library), and even though I don't particularly enjoy sneaking around, I understand why
it's a vital part of that game. But when they have to put in a similar section
in virtually every game, then it gets
annoying. There was no part in the
third book that had them sneak past security trolls (sure, trolls were
mentioned, but not once did the students have to sneak past them). If the story doesn't demand a specific mechanic,
it shouldn't be forced upon the player.
3) Interactive cut-scenes
The only
reason this is only on third place on my list is because I have (thankfully)
only encountered this idiotic feature in one
game, but that was one game too many. Now, I enjoy the Tomb Raider games, have
been since the original one came out on the original Playstation. When they
decided to remake the original game, I was really looking forward to playing
it... at least until I reached the valley of the dinosaurs. In the original
game you encounter a couple of velociraptors which you kill, and then you move
further into the valley only to suddenly have a tyrannosaurus rex come around
the corner. This was an eerie moment in the original, one that always had your
heart jump up in your throat (thanks to the dark setting and how parts of the
valley would only materialise for you as you moved further in).
This was
ruined in the remake, which instead featured a cut-scene of the tyrannosaurus
attacking. What made it worse was that the cut-scene was made interactive,
meaning you were required to press certain buttons at the right time in order
to make Lara escape the dinosaur's jaw. Not only do I hate the way that moment was ruined by a stupid cut-scene, but the
forced step by step button-pressing just added insult to injury. If you're
going to have a cut-scene, give it a story, present a character or a monster,
but don't add an interactive feature that leads to the character's death unless
you follow the very precise instructions...
2) Impossible motion/button combinations
Just an illustrative example |
But also
combat and trick-taking games (like skateboarding) can sometimes present you
with some impossible button-combinations in order to complete certain moves. I
get that it's supposed to be challenging to complete, but holy hell, sometimes
there are just too many arrow rotations and button combinations to get in the
exact right order, and don't let me get started on the moves that can only be
activated after you have done another move first.
1) Time constraints in non-platformer games
This is my biggest gaming annoyances. While I recognize the need for timers in platforming games, especially the retro ones, it's an absolute pain in other games. I understand if it's a critical moment in the game, like a house is burning down and you need to escape, and things like that. But having timed missions, timed dungeons or timed games, then I'm just not onboard. It's the main issue I have with Majora's Mask, because the whole game comes with a three day time constraint. Sure, the game's story makes sense with that constraint, and you can rewind time with a song (but losing money and progress in the process), but it just ends up stressing me out. Unless it's just small things where a timer makes sense, don't put that restriction on us, find other ways of making a task challenging instead.
Good job
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