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Here's a topic for posting any game ideas you've had that are clearly and intentionally bad.

(Note: Don't give real games as examples unless the game itself was intended to be bad.)

Anyway, I'll start:

The game uses a split-screen display, or alternatively uses two separate screens. On one screen is a first person shooter, which the player controls with the keyboard. On the other screen is a 2D platformer, which the player controls with the mouse. The player must play those two games simultaneously; a death in one game counts as a death in both, forcing you back to the last checkpoint in both games.

Gamepad is supported, but only for the FPS; the platformer can only be controlled with the mouse, and there is no way to change that.

So, anyone else have bad game ideas they want to share?
Unskippable cutscenes.

I know your writers worked hard on these scenes and you spent a lot of money hiring actors for motion capture... but I don't care. Let me PLAY the game you jerks!
high rated
Licencing the image of a major real life celebrity, car, product or corporation for only 2 or 3 years, who at the end of that period will demand an extortionate amount of money to renew the licence or pull the game from sale indefinitely.
Post edited September 05, 2019 by thraxman
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thraxman: Licencing the image of a major real life celebrity, car, product or corporation for only 2 or 3 years, who at the end of that period will demand an extortionate amount of money to renew the licence or pull the game from sale indefinitely.
Ding ding ding.... I think we have a clear winner here!
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GreasyDogMeat: Unskippable cutscenes.

I know your writers worked hard on these scenes and you spent a lot of money hiring actors for motion capture... but I don't care. Let me PLAY the game you jerks!
So like Dragon's Lair, which was not an unintentionally bad game?

(The *entire* game is cutscenes and QTEs; there's nothing else there, to my understanding.)

(By intentionally bad, I'm thinking along the lines of games like Desert Bus and Takeshi's Challenge.)
Obviously, one that charges for payments every time you start and continues through the game every half hour demanding more money.
Tauto VS TinyE: Super Smash Showdown (featuring the voices of Pauly Shore, lootboxes and incremental payments for playtime).
Post edited September 05, 2019 by Sachys
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Tauto: Obviously, one that charges for payments every time you start and continues through the game every half hour demanding more money.
Sounds like your talking about one of those 'games' involving a pretty girl and a webcam!
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Tauto: Obviously, one that charges for payments every time you start and continues through the game every half hour demanding more money.
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mystikmind2000: Sounds like your talking about one of those 'games' involving a pretty girl and a webcam!
To me it sounds mobile games, not that they must be mutual exclusive.
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mystikmind2000: Sounds like your talking about one of those 'games' involving a pretty girl and a webcam!
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Dark_art_: To me it sounds mobile games, not that they must be mutual exclusive.
Playing computer games on a mobile is pretty sad, but A webcam girl on a mobile, well that's a whole new level of sadness!! lol
An FPS where the only equippable weapon is a supply of plastic spatulas that you can either use in close combat or throw at range.

The joke is that the whole game takes place inside a munitions factory, but the guns and explosives are purely decorative.
Interesting question. The things that bother me most as a player are things that take me out of the immersive experience. I'm definitely someone who plays games to escape to other places and so things like repeating the same content over and over and not giving me freedom to explore the world how I want are the most annoying flaws.

By that token, I think a game designed intentionally poorly would be one with a straight corridor linear style that punished you for trying to deviate. Say a game where you're a spy, and you have to get to the documents, but if you deviate from a set course through the facility you are instantly spotted and captured. The goal of the game would be to follow the designed route exactly, or else you lose and have to start all over. Creativity or choice from the player would be punished, not rewarded. Some stealth games have bits of this, like Splinter Cell's "if an alarm sounds you lose" levels, but I'd crank it up to 100.
Another idea:
* The game is one of those troll platformers; you will die often as punishment for doing reasonable things.
* Some parts of the game are RNG dependent; if you are unlucky, you are not going to progress and will die, no matter how good you are with the game and how much you've practiced.
* You only get one life; die once and you have to start the *entire* game over. This is the only game mode; there are no practice or more lenient modes to mitigate this.
* Oh, and the final boss introduces an entirely new mechanic, one you have to practice to get good enough to beat the final boss (and you have to play through the *entire* game without dying for each attempt).

Now, this game could work with unlimited lives, frequent checkpoints, and fast respawns, but with only one life it would be ridiculously unfair; one misstep (that looked like the right thing to do) or one unlucky die roll and you have to start all over.

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StingingVelvet: Interesting question. The things that bother me most as a player are things that take me out of the immersive experience. I'm definitely someone who plays games to escape to other places and so things like repeating the same content over and over and not giving me freedom to explore the world how I want are the most annoying flaws.
This actually made me think of another idea I've thought of before, though one that isn't horrible.

The game is a JRPG with a significant focus on story. The thing is, the story has nothing to do with the gameplay. For example, perhaps the story is set in a hyper realistic modern setting, but once battle starts, the setting changes to medieval fantasy with spells, or vice versa. Even worse, the game's story completely disregards the combat abilities of your characters, and even gives each character completely different gameplay and story personalities. For example, one of the characters is a medic from a plot perspective, but a different character is your healer in combat; the "medic" is actually your main offensive caster once combat starts, while the combat healer focuses on demolitions during the story (but has no explosive attacks during combat).

This, of course, works best if battles are on a separate screen.

(Of course, see the other idea I just posted for an example of a game designed to force you to replay the early parts of the game over and over again until you give up on the game entirely.)
Post edited September 05, 2019 by dtgreene
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dtgreene: So like Dragon's Lair, which was not an unintentionally bad game?
Duh.

Obviously if the entire game is based around cutscenes then clearly that isn't the case.

If the game is based on some other element... you know... gameplay... then stuffing unskippable cutscenes in the game, especially in combination with badly placed checkpoints... that's clearly bad design.

Red Faction 2 comes to mind where they'd place a minute long cutscene before a boss fight. Die during the bossfight... rewatch the cutscene.

Like video game hell.
Post edited September 05, 2019 by GreasyDogMeat
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GreasyDogMeat: Red Faction 2 comes to mind where they'd place a minute long cutscene before a boss fight. Die during the bossfight... rewatch the cutscene.

Like video game hell.
That sounds tame compared to what Final Fantasy 10 does at one point. There is one part where there is a 5 minute cutscene immediately followed by a 3-phase boss fight, and at the start of the third phase, the boss ses an attack that is likely to wipe out your entire party on the first attempt, forcing you to rewatch the cutscene to try again.

(To give you an idea of how nasty that boss fight is, a party that's set up to defeat Penance (the ultimate optional superboss, not present in the original JP and NA releases) could easily lose to this particular boss.)