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TIGSource ForumsDeveloperDesignDesign pet peeves / clichés
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P-Flute
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« Reply #240 on: May 05, 2016, 09:08:30 PM »

Having painfully apparent gameplay loops. When I get to the next tier of content and see that it's the old stuff with a new coat of paint... This varies based on how engaging other aspects are; I guess I'll stick with it for a good story, or not even mind if the base action is super fun.

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« Reply #241 on: May 22, 2016, 05:44:20 PM »

inspired by playing the new doom: i really hate the way checkpoints are done in modern AAA games, where the game just autosaves at seemingly arbitrary points. if you're going to use checkpoints,  give me an in-game thematic representation of them (e.g. super mario world's goal posts) and let me decide if i want to use them or not pls.
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oahda
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« Reply #242 on: May 22, 2016, 09:04:39 PM »

From an immersion perspective, checkpoints like that always bothered me tho. It works in some games, but in many they're just bizarre. They need to be very creative to blend in well, if that's at all possible.

Still not quite sure how to solve this in my game(s).

Also, what? The goal posts are save points? From what game on?
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Kinaetron
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« Reply #243 on: May 22, 2016, 10:14:19 PM »

From an immersion perspective, checkpoints like that always bothered me tho. It works in some games, but in many they're just bizarre. They need to be very creative to blend in well, if that's at all possible.

Still not quite sure how to solve this in my game(s).

Also, what? The goal posts are save points? From what game on?

Yeah checkpoints in certain games do look extremely out of place and break the tone and autosave is useful in those scenarios. I think the issue is one more of execution than it being just the idea being bad at it's core. If developers actually think about autosave checkpoint placement, it's a net positive. Like Hyper Lift Drifter is a fantastic example of how to to autosave right, while Transistor is an example how it can break a game.
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« Reply #244 on: May 23, 2016, 12:23:33 AM »

hey i didn't say it was universally bad, it's just a pet peeve. also my problem is less with the checkpoints as save points and more with them as respawn points.

also an annoying thing is that these checkpoints are often badly placed. there are so many games that make you sit through the same scripted sequence again and again if you die. for instance , the new doom has instances where you have to sit through a door slowly opening and things like that.
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Kinaetron
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« Reply #245 on: May 23, 2016, 01:59:25 AM »

hey i didn't say it was universally bad, it's just a pet peeve. also my problem is less with the checkpoints as save points and more with them as respawn points.

also an annoying thing is that these checkpoints are often badly placed. there are so many games that make you sit through the same scripted sequence again and again if you die. for instance , the new doom has instances where you have to sit through a door slowly opening and things like that.

Haha probably should of gave that a second proper read through. But yeah I totally agree with you on the bad placement and having to go through story beats over and over again :/. But it totally can wreck a good difficulty curve too. Like Transistor is a perfect example of this, it will disable one of your powers when you die, but you can get around it with just going back on your save and you only lose like 5 minutes of progress tops.
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« Reply #246 on: May 23, 2016, 05:45:58 AM »

Yeah, I feel that checkpoints should have at least some kind of logic. I was playing Halo 3 yesterday and it has the same problem, they feel random and you have no idea where the last checkpoint was when you die.
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