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Fallout 3

Also known as: Fallout III

The 10 most common game design mistakes

Yes, we would like some cheese with our whine – all this bitching has made us hungry

Words: Tyler Wilde, GamesRadar US


“Depth” is not the same as “put a ton of shit in it.” If you’ve got to toss in 500 guns, cars, units, or unlockable whatevers, you’re taking the brute force approach to complexity, and it won’t work. A deep experience results from having a great variety of possible interactions between a limited number of variables.

 

If there’s too much stuff, we’ll only get frustrated. We can’t possibly remember the details of everything you crammed in, so we’ve got no idea what is better than what. The result is that we ignore half of it, and all that hard work goes unseen. Instead, limit the number of weapons, upgrades, and whatnots, and make them more interesting. Give them more attributes, make them more fun, and make us want them.

Perhaps the only exception to this complaint is MMOs. MMOs can get away with having tons of stuff, because you’re meant to play them for a billion hours.


If you’re building strategy game, let us have a skirmish with any combination of variables we want, even if it breaks the “universe” you’ve established.  If you’re making a multiplayer game, don’t force us into gimmicky modes. It’s fine to include them, but we always need the standard Free for All, Team Deathmatch, Survival, and Capture the Flag type stuff - don’t force us to play the way you want us to.

This is also true of many RPGs. If the main quest is over, but the story doesn’t involve the main character’s death, why can’t we go back and do the side-quests we missed? We just want to explore the world a bit more. Instead, we have to either load the save point before we “finished” the game, or start over from the beginning.

 

Granted, it would take some extra work to make sure the world still makes sense after the ultimate evil is defeated, but it just seems silly to load an old save just to go back and run through some completely unrelated quests.


Oh, we were supposed to jump onto that platform over there before the invisible “giant falling rock that crushes and kills you” timer that we had no way of knowing about ran out. Splendid.

Games are leaving out information – vital information – all the time. Part of it is the modern desire to do away with HUDs and interfaces that conflict with “immersion.” This leads to stat based games that never let us see the stats. The other part is just bad design. You do have to let the player know what they’re supposed to be doing, otherwise it’s all frustration and thrown controllers.

 

Resident Evil 5 doesn’t do this so much that it becomes un-fun, but it’s still guilty. A boss battle with a certain lady has you continually repeating the same action with no sign of progress. We need an indication that what we’re doing is working – something, anything! We can’t see the code, we can’t read the designer’s mind, and if what we’re supposed to be doing is completely arbitrary, then how do we know what it is?


This is the absolute worst.

Every cut-scene must be skippable every time. We don’t care how proud the animators are of them, or how important they supposedly are to our enjoyment. We’ll decide how to enjoy the game. And what if we’re playing it a second time? We still have to watch say... this?


Above: SLOOOOOOOOOW PAAAAAAAAAAAAAAANS!

Unskippable tedium isn’t just cut-scenes. It’s any repetitive task that could have been automated or eliminated. Don’t make us sell every bit of ammo we have one at a time with three prompts in between each transaction. Don’t stick locked doors all over your levels and then expect us to wander around trying each one until we find the one-in-one-hundred that’s unlocked. (Silent Hill: Homecoming, you scoundrel.) And definitely never make us grind for ten hours and call it “gameplay.”

May 22, 2009




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82 Comments
Order Comments: Newest First | Oldest First
gorillazbmx6  - 9 months 26 days ago 
Dumb AI can be really funny though, as long as they all arent clueless
Demonflare  - 9 months 26 days ago 
#1 Unskippable Tedium video started playing...I stopped the video.
Ell223  - 9 months 26 days ago 
trying to go all the way to one out of two hundred just because the merchant doesn't have enough gold on my xbox version of oblivion is the worst!
it takes forever!
RebornKusabi  - 9 months 26 days ago 
Number 5 annoys me, no **** that- number 5 pisses me off so much that I have quit playing several recent games completely because of not being able to quick-save or hard-save at any time.
NeoKef  - 9 months 26 days ago 
GD!!!!!! Those worms in Lost Planet were hell! And to start back to spend five minutes to get ready, just to die under 2 minutes is horriable.

Great feature, GR
JhonMutrix  - 9 months 26 days ago 
I agree about level grinding. As if a 40-hour RPG isn't long enough, they still feel the need to pad it out with painful repetition. It's ridiculous.
Corsair89  - 9 months 26 days ago 
DAMN YOU, UNSKIPPABLE CUTSCENES!!!
NipplesTheSuperHippo  - 9 months 26 days ago 
"Press X to make win happen!" Lol, great stuff.
michaelmcc827  - 9 months 26 days ago 
Great Article!
More like these.
Cyberninja  - 9 months 26 days ago 
i had to comment because the recaptcha makes it to easy its "aid Chaos" everything on this list aids chaos
VivaStrangeness  - 9 months 26 days ago 
I think Fahrenheit definitely did quick-time events right and others should have followed in suit
itsgoodtobetheking  - 9 months 26 days ago 
The unsinkable cut scenes have to be my biggest peave for sure. Force Unleashed had some of those that were annoying especially if it was an area that was particularly difficult.
Grenade  - 9 months 26 days ago 
Great article, but I think that on the unskippable tedium one, you should have added that the ability to pause is nice. Uncharted and MGS4 are, like, the only games that I've ever played that let me pause during cinematics.
dewfish  - 9 months 26 days ago 
I have stopped playing so many resident evil and RPG's because of getting killed and then realizing that I had to 10-20 minutes worth of crap all over again before returning to the fight I just lost.
iKOemos  - 9 months 26 days ago 
Woo-Hoo! Vents! Dark, small, dingy vents....
Ninja-KiLLR  - 9 months 26 days ago 
i really hate non-skippable cut scenes. that urks me so much im looking at u BLACK even though it is like 4 years old i remeber trudging through poorly made cut scenes and pressing ever button to make it stop
Koouunn  - 9 months 26 days ago 
lol "push x to make win happen" that is an epic win right there
Skykid  - 9 months 26 days ago 
Wow, you speak truth. Are you guys prophets? :)
zerolegends  - 9 months 26 days ago 
Why complain about stupid AI. if i was shot in the face i would beat them talk to them and beat them with a steel pipe again.
xXD0min8oRXx  - 9 months 26 days ago 
So true, but meh, games can't be perfect.

reCAPTCHA: short coming ( I dunno.. )
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