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Your most depised game "features"

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In this thread, post the features of games you've played that made you annoyed/angry and caused you to question why the hell the developers decided to put it in there in the first place. Feel free to use the little template I posted below.
Quote:
Game: Feature: Comments:
Game: StarCraft Feature: Can only select 12 units at a time Comments: Seriously, WHY? Its so annoying when you want to send a large force to attack or defend. Its just a really annoying limitation that serves no purpose but to make the player micro manage more than they should have to.

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Game: Battlefield 2142
Feature: Unlocking weapons for online play.
Comments: Bought this a few days ago. Games been out for a few months. For the 1 or two hours a week I have time to play games, I go online and get my ass immediately busted by people who have been playing for months who have all these crazy weapons, invisibility, etc. while I've got jack diddly squat. With the basic guns it takes like 5 shots to kill someone, everyone else can kill me with one. Kinda makes me feel I wasted my money on this one. Unlocking is good for single-player, but multiplayer it just sucks. At my rate it will take me a year or two to collect all the weapons lol.

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on the StarCraft thing, I'd say it was a design decision based in something, maybe bandwidth, speed, memory
and was a huge improvement over WC's 4(6?) unit groups. Even AgeOfEmpires only let you select something like 32
units. Today's infinite unit selection(SupCom) is likely just cauze of advancement in computers allowed it
where it wasnt posible to do before.


Game: Homeworld 2
Feature: No fuel in ships
Comment: Why in the f*** would you remove one of the greatest tatical features of HW1 when making the next game?

Game: CallOfDuty 1(expantion) and COD2
Feature: AI waits for you
Comment: Why???? The AI in COD1(no expantion) was great, it moved foward, and supported you.
You didnt have to charge foward alone, cauze your buddies were always moving around you instead
of just behind you.

Game: Nexus The Jupiter Incident
Feature: Can equip multiple batteries, batteries can't be destroied like other modules, BUT the effects
of the batteries do not stack.
Comment: If you could lose them, cool, more would be backups. But since you cant what is the point of being able
"use" more than one?

oh man... the list goes on an on im sure.....

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Game: Codename: Panzers
Feature: Earning prestige by completing objectives and secret objectives allows you to buy more units in later levels
Comments: While it's a nice idea, in reality it only emphasizes the already slow, micromanaging gameplay style: complete every hidden and optional objective and you'll be stronger in the next level. On hard mode, every lost unit is lost for good, thus making me play the game even more cautious. I want a game that challenges me at the moment I play it, not a game that punishes me long after I made some mistakes. That's frustrating, not challenging.
Oh, and it makes me abuse those save game buttons more than I should need to. Which makes me think, I almost manage my savegames more than my troops...

Oh, and when I get to choose my units for the next mission, why can't I see how many troops a truck can carry on board? More importantly, where's the intelligence reports on the supposed enemy strengths? I understand that's not always readily and reliably available, and recon airplanes are a great thing, but please. Don't give me a juggling game.


Having that said, it's still an interesting game, even if only for the detailed and polished levels and units.

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Quote:
Original post by KulSeran
on the StarCraft thing, I'd say it was a design decision based in something, maybe bandwidth, speed, memory
and was a huge improvement over WC's 4(6?) unit groups. Even AgeOfEmpires only let you select something like 32
units. Today's infinite unit selection(SupCom) is likely just cauze of advancement in computers allowed it
where it wasnt posible to do before.


Doubt it. The original Command & Conquer (released 1995) allowed you to select as many units as you wanted and issue them commands. Starcraft was released 3 years later in 1998. Warcraft II was released in 1995, the original Warcraft in 1994, and Age of Empires in 1997.

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Game: Halo (1 and 2?)... and many others 'featuring' a torch
Feature: Torch battery drains
Comments: It's dark -> I can't see anything -> slightly annoyed. TORCH ON -> okay, continue... Torch battery expires -> TORCH OFF -> WTF. Wait until torch battery recharges... TORCH ON-> okay, continue... [rinse, repeat]

I know the torch is intended to increase the sense of atmosphere in dark, scary games (I see the point), but [1] I don't have a torch in real life that dies every minute or two, [2] surely the designer could have added the intended atmosphere another way (sound, gameplay, story...?), and [3] all the designer has achieved is for me to sit and wait for the recharge anyway... grr!

[Edited by - ajones on April 20, 2007 7:43:23 AM]

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Game: Diablo II
Feature: Bucketloads of useless items
Comments: In Diablo II, monsters and chests constantly drops compleatly useless items that won't even give a good selling price... Why?

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Game: King of Fighters
Feature: Rugal
Comments: If it's fun to fight decently skilled opponents throughout a game, why do designers think we want to battle an impossibly cheap bastard that defies the game's own physics and rules at the end? My complaint goes with all such fighting games, but mostly just Rugal.

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Quote:
Original post by Ahnfelt
Game: Diablo II
Feature: Bucketloads of useless items
Comments: In Diablo II, monsters and chests constantly drops compleatly useless items that won't even give a good selling price... Why?


Because then finding a unique one wouldn't be exciting.

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I disagree. In the Diablo-like (ripoff?) game Titan Quest you can set up a filter so you cann't se compleatly useless items. It doesn't take anything away from finding a useful item, except maybe the pain. If all the useless items didn't drop, each item that did drop would be worth a look. As I see it that can only make item hunting less tedious.

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