Serious great thread..
No I mean it..
& maybe when we're done we can all make a thread where we all complain out of our asses about the things we hate about what YOU do for a living..
/joke
No seriously though..
I see this discussion becoming fruitless and lock-worthy IF individuals qualify there "hates" through reasons which consist merely of "I don't like this because it's shit.." or "I don't like that because it sucks.." without providing any clear logical path towards generating such a conclusion..
If you think something sucks then why does it suck..?
If it's shit then qualify it..!
It says
good read for developrs I would think
in the thread title but so far the thread fails to specify any such reasons for any of us to take these comments seriously IF they rely on nothing but subjectivity and bias.. What does your oppinion about a design choice profit anyone else if plenty of others don't share it for example..? (one man's junk is another man's treasure after all..)
If this thread isn't providing sound and logical rhetoric with respect to unfavourable design choices & simply doing nothing more then filling pages with lists of personal tastes and preferences then I fail to see how it's a good read for anybody..?
However I'd like to say that quite a few good arguements have been made so if the thread can produce more of those from here on out then it might end up a pretty good read.. However I don't really think any or most of us devs who frequent this forum are going to benefit from half of the complaints made here for a number of reasons..:-
1) we're mostly engineers and artists & therefore don't get much of a say in the design decision-making anyways..
2) most of the points made here are either already known or widely accepted/shared & therefore aren't "teaching" developers anything then haven't already heard/read/thought about before.. Those of us who use internal & external QAs, focus tests & plenty of other avenues for picking up these kinds of issues have likely encountered them before & if they haven't been fixed then it's likely been due to a lack of time/resources or thorough testing over any negligence in the form of designers neglecting to realise it would/could be a problem.. (don't forget, many of us have been making games since well before alot of gamers today have been playing them & so it's pretty likely a thing or two has been picked up along the way..
)
I'm not trying to belittle any of the points made here because it's pretty clear from alot of designers i've met during my time in the industry that they're not quite all as accomplished in game design theory as they could/should be however alot of mishaps in that respect come as the result of a lack experience or a lack of thorough enough forethought into the implications of other design choices made (with games as huge and complex as they are today, it becomes increasingly difficult to consider every possibly effect of a adding/removing a particular feature from a design..) So in this respect I'm just trying to help Kzin understand that as much as you may think anyone may "learn" from this thread, it's likely going to have little impact in the grand scheme of things..
Lastly I hope it's ok for me to make a few contributions..? (as amazing as this may sound, some of us are gamers too!
)
My Gaming Pet Peeves
-
The "Swarm" enemy type -
from the bugs in extermination to the skeleton-like-dogs in Serious Sam, these little critters insist on finding their way into a multitude of shooters which I tend to find increasingly annoying from one title to the next. It's the sheer lack of AI which is somehow expected to be made fun by placing hundreds on the screen and have them come at you in one huge frantic swarm which makes them so frustrating, & like the introduction of the flood in the Halo series for example, really ruins the game flow of strategic and tactical firefights which quickly degenerate into run-n-gun-hop-n-pop-style bouts leaving you with virtually no time to think, & force you to rely wholly on motor reflexes which, on consoles can be severely hampered at times by control responsiveness and analogue stick-based accuracy issues..
-
The Giant Creature Cliche -
how many times must we see, time and time again, a severe lack of originality and innovation in game design when, at the start of that shiny new next gen RPG, you walk into the first dungeon, unsheathing your sword, only to find that same old boring genetically malfunctioned, gigantism-suffering rats, spiders & bugs that we've been fighting for years since the days of the Atari, are just waiting to recieve release from their miserable lives of bondage once more..? Isn't it just better to let them rest in peace rather than continuing to resurrect the little frankensteins over and over again in some tired quest to see them live long enough to witness our beloved Christ's second coming..? Can't we just replace them with something else..? a four armed badger for instance..? a ninja-trained bushbaby..? an octo-croc..?
[NOTE: giant mutant deformed rat-people in Jade Empire being an exception as they were so damn awesome/freaky/interesting..]
-
The Western Husky Bald-Headed Hulking Caucasian Hero Cliche -
I wouldn't say I hate it, & I can see why it's such a recurring theme being something that seems to go down well nowadays in a market dominated by 20-40 year old americans who grew up on the likes of He-man cartoons & Arnie movies.. However! It would be *nice* to see some more progress being made in the area of developing games with a protagonist (heck do we even NEED the player to always be a "hero" anyway?) that's not so conventional..
A 16 year old nerd for example..? An abused housewife..? A 90 year old drunk..? an [insert social addiction here] addict?
I can probably think of some more but I've got to be up early for work tomorrow..
Peace