FFD09062013

Games are awesome; we all think that – which is why we’re here. There can, however, be bits – conscious design choices –  of otherwise great games that annoy you enough to put your right off.

One such thing that drives me right around the bend is unskippable cut-scenes – particularly when they’re right after a checkpoint, in a difficult game , and you’re forced to watch the same waffle over, and over again. The same with games that have hours-long, forced tutorials, treating you like an idiot for the first section of a game.

Another one that gets my goat up? When you’re playing a game, kicking the snot out of some bad guy, but in the very next cutscene it’s the bad guy doing the ass-kicking. Of course, there’ always QTE’s which are seldom done right, and goddamned slow and boring underwater levels that nearly ruin games.

Another one that grinds my gears? When a change in camera perspective changes the direction of control, so mid-jump or mid-climb I have to switch directions. Or when NPC’s walk at a snail’s pace to tell me their life stories, forcing me to amble along with them. Just shut the hell up already.

Now, before I have an aneurysm, I’m going to shut the hell up already and ask you what design elements in games make you want to pull your hair out.

Last Updated: September 6, 2013

Summary
1.1
was reviewed on PC

Geoffrey Tim

Editor. I'm old, grumpy and more than just a little cynical. One day, I found myself in possession of a NES, and a copy of Super Mario Bros 3. It was that game that made me realise that games were more than just toys to idly while away time - they were capable of being masterpieces. I'm here now, looking for more of those masterpieces.

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