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Gameplay Flaws |
Onewing
Member #6,152
August 2005
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The purpose of this thread is to discuss what you consider to be a flaw in the design of gameplay in any given game. Maybe this list will serve a purpose...but probably not. I'll start. I'm making my way through Final Fantasy XII now and one thing I noticed is how I die at almost every first encounter of a boss battle (not "every", but "almost every".). The second time I fight them, I have a considerably better chance. It appears that skill has little to do with anything, more of picking the right strategy beforehand. And since you can't really decide the strategy without knowing what you're fighting, the first time is a huge dissadvantage. Of course, if you power level and get your chars really high, then you will typically win (without any challenge) the first time. I prefer to be under the recommended average level (if you were to look at a guide) as the challenge makes it more fun for me. However, I am glad that I came up with a unique strategy to beat a boss in one circumstance. ------------ |
X-G
Member #856
December 2000
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Some games are really bad that way, basically requiring you to either be prescient or have played the game in advance in order to solve any puzzles. It's aggravating and frustrating; a game should (in theory) be completable on the first try if the player is competent enough. There are some really awful examples, such as that Infocom-type text adventure--the name of which eludes me--that is impossible to complete if you happen to screw up a certain thing early in the game. -- |
Onewing
Member #6,152
August 2005
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I should probably mention the FFXII gambit system for clarity. The gambit system is a set of conditions followed by actions that you set up for each of your characters. Like, "foe: HP > 30%" target that enemy and do "Fire". So, a lot of the game is setting up your characters to behave in a certain way beforehand. You don't really change much in-battle, because this stops the battle and brings up the menu system and really affects the flow of battle imho. However, sometimes I will pop it open and change something really quick if absolutely necessary. ------------ |
Derezo
Member #1,666
April 2001
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Quote: I'll start. I'm making my way through Final Fantasy XII now and one thing I noticed is how I die at almost every first encounter of a boss battle (not "every", but "almost every".). The second time I fight them, I have a considerably better chance. I never found that at all. The first boss I died at was way late in the game, after 30 hours of play. The stone guardian statue dude... it's been awhile, I can't recall his name I don't like mindless play or play that requires no thought. The gambit system in FFXII, which I do not like, is a good example of this. You set it, then just watch it and make sure it doesn't mess up. I don't like the loot system being the main form of getting money, either, which is not specific to FFXII but is also included in FFXII. "He who controls the stuffing controls the Universe" |
james_lohr
Member #1,947
February 2002
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In most games dying is very much part of the gameplay. In the scenario you described, the skill is in adapting your strategy so that you can defeat the boss. In fact I'd say that "death" is vitally important to computer games in general, and is one of the main reasons why they are fun to play. You learn by making a mistake and then correcting it instead of avoiding it in the first place. Would you like to have to read a document on every boss before attempting it? Of course not. It's much more fun to get stuck in and learn from your mistakes (which rarely applies to real life). If something can be completed "first-time" without any prior knowledge, then it's likely to be too easy. What about later attempts? - it'll be ever less challenging then to the point of being boring.
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Demons
Member #8,807
July 2007
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I disagree with dying being part of the fun. I think "boss" fights should have visual clues (and other types of clues) on what you should do, so you could have a chance to win the first time around if you pick up on these clues. I don't enjoy having to learn a sequence to kill a boss either. Anyone can learn a sequence, but I think making the player look for weaknesses and exploit them is more enjoyable. Just my thoughts. |
23yrold3yrold
Member #1,134
March 2001
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Any "gameplay" that involves a grind, to use WoW terms. And I don't limit that to MMORPG's; things like Drawing/Stocking 5 million spells in FFVIII comes to mind too. If you can do something in 5 hours that takes a bare minimum of skill, the game shouldn't make you do it; it should just assume you're able to perform basic functions (or make it trivial in terms of time) and give you the benefit now so you can go do something fun with it sooner rather than later. This wouldn't apply to anything that might be a remotely modest challenge, of course. -- |
Slartibartfast
Member #8,789
June 2007
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I played some of the latest FF's with a friend of mine (that has them), and we were able to beat any boss we encountered by "figuring it out" while we were fighting him. None of that preparing for him business. What I dislike in games, are games that don't allow you to decide the most basic things: ---- |
Johan Halmén
Member #1,550
September 2001
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I have a game where you build a track for a bead to roll on. I haven't completed the game yet, because I'm stuck with the scoring. The aim is to build as long track as possible. When you do that, the field gets crowded and your next track will be more difficult to build. You get most points in the first turn and only peanuts in the next turns. The fun is only in the first turn. If you don't get top scores in the first turn, you have no chances to do that in the following turns. OTOH, if each new turn starts with an empty field, it's no good either. Kind of pointless to build up pieces of tracks for next turn while working on present turn. The game itself is great fun, but I haven't figured out a scoring system that wouldn't ruin the tension of continuing the game after first turn. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Years of thorough research have revealed that what people find beautiful about the Mandelbrot set is not the set itself, but all the rest. |
Slartibartfast
Member #8,789
June 2007
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Quote: but I haven't figured out a scoring system that wouldn't ruin the tension of continuing the game after first turn. Multipliers? Sounds like a cool game though. ---- |
Onewing
Member #6,152
August 2005
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Quote: The first boss I died at was way late in the game, after 30 hours of play. What about the Avion (Garuda) that guards Raithwall's tomb? Potential Spoiler There's a certain item you can get that supposedly makes it easier, but I really didn't want to have to get it. So I went back in with everybody having Protect casted on them, had everybody cast "Sleep" until it fell asleep (which was difficult, because everybody thought if one person was casting sleep there's no reason for me to cast sleep, meaning I had to keep telling everyone to keep casting). There was like a 50% chance I could make it go to sleep. In the time to finally manage it, the garuda could easily have killed one of my guys. As soon as it fell to sleep, everybody focused on weak magic spells. Ultimately, I like the strategic element of the gambit system, but it's not exactly what I want in a combat system. It's obviously meant to be properly setup before a battle, rather than during a battle. Anyway, enough of FF. The purpose of this thread is gameplay flaws in any game, FF was just my example. ------------ |
X-G
Member #856
December 2000
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... Garuda was freaking easy. All I did was spam Dark (the highest level magic I had at the time) and he went down quicker than a blonde on prom night. -- |
Onewing
Member #6,152
August 2005
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Quote:
... Garuda was freaking easy. All I did was spam Dark (the highest level magic I had at the time) and he went down quicker than a blonde on prom night. Well, that is completely circumstantial, so you should be able to believe it. I could have opened Dark on I think two people's license boards, but the rest were in other directions. Plus, I didn't realize Dark was its weakness. I didn't have trouble either, I just died the first time because I didn't realize it was going to kill me so quickly. The next time I fought it I beat it relatively easily with the strategy I used above, hence the gameplay flaw I'm mentioning. [Edit] ------------ |
Archon
Member #4,195
January 2004
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TeamTerradactyl
Member #7,733
September 2006
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I think one of the few games that DIDN'T do this was FF1 (for the NES) where you had "ice monsters" that lead up to the "ice boss", "fire monsters" that lead up to the "fire boss" and so forth. All other games seem to have a Boss that had different magic, weaknesses, etc., and that's just plain annoying. These should be "more difficult", sure. But not something like, "all the previous monsters had HP in the mid-hundred-range, but now the boss has triple- or quad-digit HP!" I think for funnest gameplay, I'd see all monsters leading up to a Boss who can:
Then I'd like to see the Bosses be able to cast ALL the spells encountered by the monsters that lead up to him/her (like the Boss had taught its minions how to perform them), but not "never-before seen magic spells!" Also, for the Boss to have the HP as well as strong Defense, though nothing totally out of the league of the previous minions. Examples are when you visited a town once, talked to everybody (including PersonX), and then needed to return to the town later to talk to PersonX again. Everyone in town knows you're looking for him: "Welcome to the town of Blip! Are you looking for PersonX? He's over in the corner room there..."
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X-G
Member #856
December 2000
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Now that you mentioned bosses and weaknesses, I thought of something that always bothered me: </li> -- |
Trezker
Member #1,739
December 2001
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I've been playing Battlefield 1942 a bit lately. The biggest problem for me is the stubborn vehicle-stealing bots. Some bots get out as soon as I press the key to enter and then all is well, but it's not a consistent behaviour. I think bots should always give way for real players immediately, unless it's an enemy bot... |
bamccaig
Member #7,536
July 2006
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Onewing said: The purpose of this thread is to discuss what you consider to be a flaw in the design of gameplay in any given game. I'll have to come back to this after I've given it some thought. It hasn't been on my mind recently. Onewing said: You don't really change much in-battle, because this stops the battle and brings up the menu system and really affects the flow of battle imho. However, sometimes I will pop it open and change something really quick if absolutely necessary.
I haven't yet reached the point where gambits are added to my party menu, but I have a general understanding of how they work. If the game allows you to reconfigure during battle than you should make decisions based on the battle to give yourself a fighting chance the first time around. There's nothing wrong with that. Especially if you're always getting raped the first time. Or if you're too hardcore for that you can switch the battle mode from Wait (battle pauses while you're in the menu) to Active (battle continues while you're in the menu). Personally, it only makes sense that in battle if a certain tactic isn't working (in this case, a gambit) you would try another strategy. Onewing said: Of course, if you power level and get your chars really high, then you will typically win (without any challenge) the first time. I generally level up whenever I reach a new battle area. I developed that habit from FFVII where I found this tactic to be near necessary at numerous parts of the game. Also if I'm feeling too exhausted to keep up with the story (or paranoid that I might miss something) I'll instead spend my time leveling up. Leveling up is a part of RPGs; you should have to spend some time leveling up to progress in the game. James Lohr said: If something can be completed "first-time" without any prior knowledge, then it's likely to be too easy. I found FFIX was like that. I never did finish the game because it got messy around the 3rd disc and I think my previous save files were destroyed, but I never had to spend time leveling up even once... IIRC, I made it near the end of the 3rd disc just by playing through the game (never losing a single battle)... It was very easy, at least until that point. -- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
Onewing
Member #6,152
August 2005
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Quote: Or if you're too hardcore for that you can switch the battle mode That was the first thing I did, as well as increasing the battle speed. Didn't think about that though, might explain why the garuda was so freaking fast, haha. I enjoy making a lot of decisions really quick, choosing options mid-battle. Makes the victory all the more sweet. Quote: I found FFIX was like that. FFIX has my all-around favorite end-game boss battle evar (so far). A lot of people didn't like it popping up, but I enjoyed it. The rest of the game is pretty good imho too. Leveling-wise, I typically tend to only level when I feel the need to. If I'm beating everything too easily, I'll start rushing. I enjoy it when the enemy's have a fighting chance. I have an Esper now in FFXII, and it seems a little too powerful if you ask me. Took two marks without any trouble with it. Here's another debatable gameplay flaw: having to control the camera. I'm not a fan of moving the camera around or having to deal with it at all. I went from the camera-babysitting of ffxii to Gears of War and phew was that atrocious (considering their completely reverse of each other). ------------ |
Wilson Saunders
Member #5,872
May 2005
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Key searches: Jumping puzzles: Drain your clip final bosses: ________________________________________________ |
bamccaig
Member #7,536
July 2006
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Onewing said: Here's another debatable gameplay flaw: having to control the camera. Seconded. It makes sense to give you the ability to freely look wherever you want, however, the camera needs to have some intelligence an automatically place itself optimally to match your movements. I have actually found that in FFXII when you get too close to some objects the camera tries to move above the player, however, that makes it incredibly difficult to control the player because a) it's more difficult to make sense of the players orientation; and b) the camera moves too rapidly to see what your inputs are doing... IIRC, it has only happened in town where there are no threats, but it's still annoying... I think the close-quarters camera could be improved in FFXII (but I still love the game). Wilson Saunders said:
Key searches: Jumping puzzles: I think these are a closer look at a larger, more general flaw. I don't like games that expect you to know what you can or can't do in game. When you face an obstacle in the real world you can actually access the situation and come up with possible solutions. In game, you're often faced with a single obscure possibility that you have to discover by chance (or sometimes by Google). I prefer games that give you more explicit controls that allow you to know how to defeat problems (and offer many ways of doing so). Wilson Saunders said:
Drain your clip final bosses: Agreed. I don't enjoy these kinds of arcade-style battles. I prefer games that only let you carry what a reasonable character could actually carry on his/her person. When I play games that require me to empty 30+ weapons in the boss to defeat him I'm very turned off... I'm not that kind of player. I prefer strategy, stealth, and skill. On that same topic, I dislike games that require many bullets to kill a foe. A well placed shot should drop an enemy immediately (even if he's not 'dead' yet, he should be down). I also dislike games that make the player much more superior than the enemies. Often you can kill an enemy with 3 - 5 shots, but they need to hit you 30+ times to kill you. I think that's often brought on by the map designs and the accuracy of weapons. More realistic ballistics and more obstacles to take cover behind (and more distance between enemy and player) would give the player enough of an edge to avoid dying in a model where it only takes one well placed shot to die. -- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
deps
Member #3,858
September 2003
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Stupid enemies can really destroy a good game. I don't mind if the AI programmers cheated like hell instead of trying to mimic how we humans see and hear things. If it isn't done extremely well then they risk breaking the atmosphere of the game. Bad AI example: Call of Cthulhu Dark Corners of the Earth Quote:
Player opens a door
It's a good game, but the stupidity of the enemies really shines through. Quote:
Player on a hill overlooking evil Soviet military base ... And so on ... In this example, it's just fun to watch. I'm not playing a horror game, but a game that already contains a lot of humor. |
Neil Black
Member #7,867
October 2006
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Games where you can't jump. I hate coming up on a small ledge, one that's only knee-high to my character, and not being able to get onto it, even if it's an area you can get to. Instead of jumping (or even just taking a big step) you have to walk all the way around to the small ramp. A related problem, and one I've seen in a lot of games, is terrain that shouldn't block you but does. Here I am running around with a sword that cuts through plate armor like it's butter, and spells that can level an entire village, but I can't force my way past a Small Boulder, or some Slightly Tall Grass. WTF?
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bamccaig
Member #7,536
July 2006
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Possumdude0 said: Games where you can't jump. I hate coming up on a small ledge, one that's only knee-high to my character, and not being able to get onto it, even if it's an area you can get to. A related problem, and one I've seen in a lot of games, is terrain that shouldn't block you but does. Here I am running around with a sword that cuts through plate armor like it's butter, and spells that can level an entire village, but I can't force my way past a Small Boulder, or some Slightly Tall Grass. WTF?
Seconded. -- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
Lupuss.Umbrae
Member #8,387
March 2007
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What I dislike in games:
I think that creatures shouldn't always lead to a boss of the same type. In my opineon, a game is more fun, when "ice creatures" are leading to ... ummm... well, to that weird-thing-boss, beacause it's a surprise. I like surprises. But that boss shouldn't bee one of those tons-of-HP-and-spells-unbeatable-with-maybe-one-weakpoint-which-you-don't-know-boss. -------------------------------------------------- |
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