Most Annoying Silly Mistakes In Modern Video Games
Developers have spent decades honing their crafts and games are slowly becoming refined masterpieces, there are still a number of major mistakes that tons of studios continue to make. Whether it’s in the name of saving time or there just isn’t a valid way of solving a given problem in a particular game before – and sometimes after – launch, these mistakes always seem to crop up, despite the vocality of gamers.
Invisible walls are a relic of a bygone age of video games when games weren’t optimised and the hardware that stored them couldn’t hold up to the fancy graphics of modern gaming. They were an easy way to restrict the player’s movements and took up next to no space, whereas designing and implementing a wall texture would.
However, considering the heightening of technical standards in video games over the last couple decades, you’d expect that invisible walls would slowly get weeded out from games, but somehow they still linger. There is nothing more distracting than running into an invisible wall expecting to explore a whole new part of the map, only to discover that you ‘aren’t meant to go that way’.
Also, developers that place a small pile of climbable rubble and think that that is a sufficient enough barrier to justify restricting the players access to the rest of the game – especially when we can jump or climb – need to think again.
“Play Your Way…”
Games are becoming more and more about choice, immersion and creating an experience that fully engrosses the player at every turn. To that end, developers always seem to be pushing the catchphrase ‘play your way’ – something that on paper does wonders for immersion, but in practice? Not so much.
Titles that adhere to this mentality often have a multitude of weapons, equipment and options in terms of firepower to deal with your problems, but it often becomes clear that the game was designed around a small handful of these weapons, with the rest simply being auxiliary.
The amount of mechanics that ‘play your way’ games pile on result in bloated games where there is a superior option that everyone eventually gravitates towards anyway. Everyone just ends up doing what’s easiest instead of trying the myriad of convoluted and less effective options that the developers added in the name of ‘variety’.
By all means, have a game that allows players to choose from multiple different approaches, but make them all viable. Or just pick one of the many mechanics that are present and refine it so players don’t feel daunted by the vast amount of ‘options’.
Bigger Isn’t Always Better
Bigger isn’t always better; a lesson that a lot of developers seem to forget, yet an important one not only in game design, but life itself. There is a constant push for games to be bigger and better, more expansive and encompassing to the extent that map size can be a selling point in itself.
And that can be all well and good. Games like Skyrim excelled because of a massive space in which the player can explore – but not all games pull that off.
Having a bigger game for the sake of it can be detrimental in the long run, as a lot of titles profess their size as a major selling point, only to feel empty as that substantial space isn’t filled. When developers create a massive map but don’t have the content to fill it, you ultimately end up making the player commute half way across the world, only to do something tedious and dull (see the previous point).
Look at Shadow of Mordor – a game with a comparatively small world. Whilst it was small, there was so much to do, you could run from one end to the other without getting bored. Its size was considered and crafted, ultimately proving that just because technology dictates we can create massive game worlds, it doesn’t mean we should.
Source – Whatculture
#Most Annoying Silly Mistakes In Modern Video Games