Zombra
An iron rock in the river of blood and evil
This is a big one. "Everything has to be simulated in the game space." No it goddamn doesn't.Large empty, dead towns that would have been much better as Menu Towns.
This is a big one. "Everything has to be simulated in the game space." No it goddamn doesn't.Large empty, dead towns that would have been much better as Menu Towns.
Depends on what you call empty and dead.
Ah, yes, that I agree with. But how many games do those though?Depends on what you call empty and dead.
16x16, 22x22 or larger map with only a shop, an inn a training hall to find, and not even random encounters.
That was the worst aspect of Disciples of Steel and made me initially rage quit it.
This is a big one. "Everything has to be simulated in the game space." No it goddamn doesn't.Large empty, dead towns that would have been much better as Menu Towns.
I don't disagree here. It certainly can be done in a way that adds to the experience. And simulating a world is just about the only thing Daggerfall really has going for it. But the assumption, that many devs seem to have, that it always should be done, regardless of gameplay impact, is dumb.Depends. Daggerfall wouldn't be a tiny slice of the game it was were it not trying to simulate everything in the game space."Everything has to be simulated in the game space." No it goddamn doesn't.
Totally great design in both cases. Damage dealing traps is as good as no traps (unless we are talking hardcore dungeon crawl with no saves during the dungeons, or roguelikes, where consuming the ressources for healing is a big deal). NPCs fighting each other is the result of your decisions or lack of them, it's perfectly fine too. Having to leave one of this fuckers behind is an interesting choice to make and will make this run memorable.Don´t know if it has been mentioned already, but I would say, instant-kill traps are hugely annoying. Even if you constantly use your thief for scouting, what´s the point placing traps that most likely leads to loading a savegame for most players? I don´t like to excessively save-load, and if those would be replaced just with damage-dealing traps or whatever, they would be so much easier to bear. Not ideal game design.
Another thing, when NPC-characters suddenly decide to fight each other to death and you cannot do anything about it. As an example that eventually has lead to me restarting the game: Baldur´s Gate 2, in the Underworld, when suddenly Keldorn the Paladin decides to kill Viconia the Drow. Why exactly then, with no apparent sign that Keldorn was just at the edge of murdering her..? Earlier saves wouldn´t help, and eventually I had to decide whether I continue without my only cleric (Viconia) or load a game which is many hours before this situation. Again not really great game design.
Escort quests
Puzzles that require moon logic to solve
There's no moonlogic in Myst. It's just that you have to experiment to understand how everything works.Even though back in the days I was hooked on Leisure suit Larry and the Myst series. I even think for the first one Sierra had a hotline to help people that were stuck.
There's no moonlogic in Myst. It's just that you have to experiment to understand how everything works.Even though back in the days I was hooked on Leisure suit Larry and the Myst series. I even think for the first one Sierra had a hotline to help people that were stuck.
Great list.
I didn't realize how much Geralt's annoying "examine" animation or "Extinguish" animations pissed me off because you can't instantly break out of it.
BTW, I'd also consider adding in the next versions of this list:
1. Level designers who put dumb interactions (like Light/Extinguish) next to or in front of loot boxes you actually want to open.
2. In "tense" quests or sequences, including a ton of lootable containers guaranteed to over-encumber you or require a slow walk back to town to sell it rather than continue with the quest.
3. Cut scenes that prevent you from looting the corpses you just killed and teleports you elsewhere so you can never go back and get your lootz. (This is even worse when a no-warning triggered cut scene forces a level transition from a level you're not "done" exploring yet and can't go back to.)
4. Any game where falling to your death is more a danger than the enemies you face (Witcher!) and then includes enemies that often can fight you next to cliffs (Witcher's Sirens/Harpies). Yay.
5. Smuggler's Caches on Skellige implied to be actual discovery rewards rather than the sheer hell they represent.
Tried to add some of these, but the poll limit has been reached
Looks like polls can indeed only have 100 options.
You had "deterministic skill checks" but its the opposite that annoys me; random chance of success that encourages save-scumming and the equally obnoxious "variable and arbitrary stat increases at level up" that does the same.