Author Topic: Bad Game Designer, No Twinkie!  (Read 8805 times)

dustyjo

Re: Bad Game Designer, No Twinkie!
« Reply #30 on: July 28, 2010, 02:15:12 AM »
Computer Crashed While Saving? Game Over!

This is exactly what happened to my Burnout Paradise 100% save. I nearly fucking cried.

Your Only Save Is Immediately Before Your Death

Half Life 2 (I think) handles this quite nicely, if you die immediately after loading a save a certain number of times, it loads the previous save instead.

Friendly AI Characters Who Do More Harm Than Good

GOD FUCKING DAMNIT SHEVA GET OUT OF THE WAY I'M TRYING TO SHOOT SHIT

WHAT THE FUCK SHEVA GET OUT OF THERE YOU'RE GOING TO GET KILLED

I FUCKING TOLD YOU TO STAY THERE AND PRESS THIS BUTTON WHAT IS WRONG WITH YOU

CHRIST I HATE YOU

Huge Breasts and Other Juvenilia

This. For God's sake, this.

No On-Demand Save Game

Well placed checkpoints pretty much eliminate the need for this. Having a quicksave option encourages savespamming, making the game not challenging at all.

Crates Without Pallets or Forklifts

Oh come on, that's just nitpicking.

Bad Split-Screen Design

I run into this quite a lot in driving games where the game thinks that my split time is more important than seeing what's in front of me.
« Last Edit: July 28, 2010, 02:19:07 AM by dustyjo »

Re: Bad Game Designer, No Twinkie!
« Reply #31 on: August 06, 2010, 07:12:03 AM »
Almost all of these can be summed up as a "lack of player empathy." Bad game designers fail to understand that there's a line between "making a game that you like because it appeals honestly to your tastes," and "making a game that you like because you made it, and are willfully blind to flaws."

ZUN gets away with breaking any number of rules because, ultimately, he has a disturbingly strong sense of player empathy. Player empathy isn't making an easy game or a hand-holding one - it's figuring out what a player is likely to experience at a given point in play, given that they've never seen your game before, and adjusting accordingly. Even if his games are difficult, I was able to get into EoSD with poor reflexes and no real schmup background. Why? Because the "normal" difficulty level was well-designed, had a difficulty curve that was reasonably gentle up to the fourth level, and gave you copious bombs!

A bad designer would say, "Well, I'm making this for people like me, who are going for a Lunatic mode victory. I'll just make everything else tediously easy."

In some cases, though, the commentary misfires. I agree with the author that grind is a waste of time, but the MMORPG takeover seems to show that some people looooooove grinding. If you set up a strong reward cycle, with each successful acquisition unlocking new goodies and nifty designs, you can get people to grind like mad. And that isn't even starting on JRPGs.

Grinding isn't due to a lack of player empathy. It's the product of empathy with players who, on some level, like to grind. This is understandable - there's a weird obsessive addictiveness to it - but it's an astoundingly cynical device.

Paul Debrion

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Re: Bad Game Designer, No Twinkie!
« Reply #32 on: August 07, 2010, 04:14:01 PM »
A bad designer would say, "Well, I'm making this for people like me, who are going for a Lunatic mode victory. I'll just make everything else tediously easy."

I wouldn't say that this in particular would make someone a bad designer. I mean, this would imply that all games should try to be made to appeal to everyone

I believe video games should be about finding what you want out of a game rather than evaluating what is "good" or "bad".
I think it's only bad if you can't find a game you like or if the game you want isn't being made for whatever reason, and that has been becoming a problem nowadays where more specialized and niche genres are being ignored in favor of "one size fits all" games.

« Last Edit: August 07, 2010, 04:16:39 PM by Professor Paul1290 »
I'll come up with an evil scheme later. First, it's time to build a giant robot!

You can't have a good evil scheme without a giant robot!