It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Here's an idea: Make up an idea for a bad game, or perhaps a bad feature for a game, and post it here.

Rules:
* The game should actually be bad, preferably in a funny or ridiculous manner.
* Please don't discuss DRM in this topic; there are plenty of other topics for that discussion. Find other ways to make the game bad.

Anyway, I'll start:

Planescape: The Lady's Tale: In this game, you play as the Lady of Pain, in which you have to solve mysteries, defeat evil, and stay alive, as the denizens of Sigil can and will kill you if you're not prepared. Also, the city is being invaded. (Note that this game idea is only bad if you compare it to the Planescape lore.)

Now, for something gameplay related thing (consider this a different game):
* There's a stealth escort mission. In this part of the game, you have to escort someone from point A to point B.
* There are guards, and if one of them sees your escortee, it's a game over, and you have to reload from the last save point, and there's a long boss fight, followed by a long cutscene, in between that save point and this section.
* If your escortee sees a guard, they will run right toward the guard, trying to be spotted (and hence triggering a game over).
* Near the end of this section, there's an invisible (to you) guard that will get you on your first attempt that gets that far.
avatar
dtgreene: Here's an idea: Make up an idea for a bad game, or perhaps a bad feature for a game, and post it here.
Ok, so there's this RPG like game with a strong resource management/economy undertone (among other things). It's mainly an MMO, but everyone can just do their own thing, so you can think of it as single-player at various times during gameplay, with instances of other characters hot dropping into your game at certain points.

Here are some details about the game:
- you start off in a random location, with a rather long tutorial which teaches you a lot of things
- when you finally finish the tutorial you realize it hasn't really prepared you for the rest of the game, and you still have to figure out a lot of stuff on your own
- you fumble along doing various quests, without knowing exactly what the main quest is or what are your overall objectives
- you can pick among a variety of mini-games to invest time in, based on other player's recommendations, but it's unclear if any of them will be beneficial to your character's development
- leveling up occurs at regular intervals, regardless of your actions
- the higher the level, the more chances you have for the game to just randomly end due to an unexpected event
- the game only has an iron man mode and no save/load feature

If this post does not appear to be oozing with sarcasm out of its every pore, please check your sarcasm-o-meter and call a technician to replace it at the first opportunity.
Post edited September 24, 2021 by WinterSnowfall
A game with a big number on the screen for score and a timer. Then you have to hold donw a butten (Let's say H). The longer you hold it the higher score you get. Occationally the game will switch letters on you to make sure you aren't just having a weight pressed down.

High scores are sent to a leaderboard for everyone to see. :)
Make your own bad game, a case study:

Play Castlevania II. Then, carefully, duplicate its design decisions as an honest clone. (Truly, anyone with game-making aspirations needs to play that game as an aspirational tale of bad game design and what not to do.)

But let's "improve" it with a select few modern bad design:

* Each time you use a 'subitem' (they're not subitems in that game'), a quick-time-action-event pops up to determine your efficacy. The game briefly pauses while you do the QTE.
* The game is massively multiplayer, with dozens or more other players on-screen at once, including dialog bubbles over their head showing chat.
* You can buy in-game currency for real money.
* Each dungeon must be purchased separately.
* Add a 1 hour [very low quality] cut-scene each time you obtain a major waypoint.
* The game autosaves every 3 minutes, and autoloads on death. If your 3 minute autosave happens to be on your way mid-jump into water, you're soft-locked.
Post edited September 24, 2021 by mqstout
(Well, this is a condensed list for brevity).
Have trees and foliage popping in and out at random.
Have cars/people walking through solid objects.
Have a shooting mechanism where invisible collision meshes block shooting.
Have an AI which just a wanders in one direction or sometimes ducks.
Have a police force which suddenly appears behind you.
Have transport AI which stops if you walk in front of it, and never moves again.
Create an really in depth back story your character by creating a short mission and then fast forwarding some months.
Ensure no skill actually works.
Ensure stealth is completely broken.
Ensure implants make no difference.
Buy shedloads of Uber fantastic reviews.

Sit back and pay yourself huge bonuses!

Later on roll out some micro transactions and loot box gambling to ensure a steady source of taxation on the dim.

Rebrand as EA.
low rated
Make a single player game and have all the progression locked behind always online DRM? Topical, I know.
avatar
dtgreene: Here's an idea: Make up an idea for a bad game, or perhaps a bad feature for a game, and post it here.

Rules:
* The game should actually be bad, preferably in a funny or ridiculous manner.
* Please don't discuss DRM in this topic; there are plenty of other topics for that discussion. Find other ways to make the game bad.

Anyway, I'll start:

Planescape: The Lady's Tale: In this game, you play as the Lady of Pain, in which you have to solve mysteries, defeat evil, and stay alive, as the denizens of Sigil can and will kill you if you're not prepared. Also, the city is being invaded. (Note that this game idea is only bad if you compare it to the Planescape lore.)

Now, for something gameplay related thing (consider this a different game):
* There's a stealth escort mission. In this part of the game, you have to escort someone from point A to point B.
* There are guards, and if one of them sees your escortee, it's a game over, and you have to reload from the last save point, and there's a long boss fight, followed by a long cutscene, in between that save point and this section.
* If your escortee sees a guard, they will run right toward the guard, trying to be spotted (and hence triggering a game over).
* Near the end of this section, there's an invisible (to you) guard that will get you on your first attempt that gets that far.
would be better if you escort a bounce of disciples of lady of pain all praising the lady of pain for being so good god....


Anyway my bad good game

making a Mech warrior 6 game introducing all mechs and give the player a tank game.
the player can drive a Darter,Beagle, Anat or Blizzard.

o yea that will be great!.
not hard with so many shitty games out there

it should be a lgbtq++ dating visual novel , with that garbage lazy cheap anime style drakonkins
and the best part only one nonlogical sequence succeed with the dating and only tells you at the end if you failed one and starts over , no saves!

oh and add in some shitty pixel graphics too at least for the font , so your eyes want to run away trying to read it

hmm thinking about this there is a high chance this game already exists :O
Post edited September 24, 2021 by Orkhepaj
Easy:
- Start the game and after a reaaaally long tutorial where you cannot even open the menu to change the settings (it should be all wrong like low res, in a strange language, in a little window that cannot be closed without task manager) get to a really strong enemies that will one shot you.

- if the user try to exit just put a looong cutscenes with no access to the option menu like before, and it should be a really boring one where you explain every little detail.

-after that put something really good just for 5 minutes to keep the player going (this is vital, we want to waste the user time by giving him/her a small taste of what a good game is to restore the hell feeling!)

Repeat until the user try to exit and you should ask him/her "are you sure?"-> "we will miss you presso no to stay, yes to leave"->"maybe you want to stay"->"Ok ok if you really ask for it I'll let you go" and if the user get the answer wrong repeat.
avatar
mqstout: Play Castlevania II.
Already did, and enjoyed it; it's my favorite of the early Castlevanias, actually.
avatar
mqstout: * Each time you use a 'subitem' (they're not subitems in that game'), a quick-time-action-event pops up to determine your efficacy. The game briefly pauses while you do the QTE.
* The game is massively multiplayer, with dozens or more other players on-screen at once, including dialog bubbles over their head showing chat.
So, does that mean the game pauses whenever another player uses a subweapon (which means the game would pause a lot)?

Reminds me of Secret of Mana, where casting spells requires pausing the game, and even then there are at most 3 players, all local, so it's not as bad as it would be in a true MMO, or even online with strangers.
avatar
nightcraw1er.488: Ensure stealth is completely broken.
Stealth does tend to be broken in games.

I don't think I've seen a game where invisibility isn't either gamebreaking or non-functional.

I've seen games where Stealth can't be turned off (notably Wizardry 8 and Daggerfall), which can be a problem if you *want* characters to be attacked (how can my monk (who has high AC and damage resistance) protect my casters if my monk isn't being targeted)?
Post edited September 24, 2021 by dtgreene
Open-world zombie survival crafting MMO. Maybe a battle royale. Heck, let's call it a roguelike too, it's not like that word even means anything any more!
Zombies can only be killed with headshots, but there's no manual aiming and the auto-aim targets entirely random body parts.
Ammo must be crafted using ingredients that are only dropped by zombies. Zombies can't be killed without ammo, ammo can't be crafted without killing. Hope you don't run out!
Post edited September 24, 2021 by BlackMageJ
Reminds me of one I made up years ago, except that it's a table top RPG, not a video game.

Character creation works as follows:
* Roll 3d6 for each stat (STR, DEX, CON, INT, WIS, CHA) in order. Whatever stats you roll, you are stuck with. (No re-rolls are allowed, even if you roll terribly.)
* Choose a class. For each stat, there's a class that requires at least 16 in that stat (could increase the requirement to 17 or even 18, to get the point across better); these are the only 6 classes. If you don't qualify for the class you want, tough luck. (A class *must* be chosen to progress.)
* The 5rules do not account for the (likely) case of not qualifying for any class. Since re-rolls are forbidden, you can get softlocked in character creation (unless the GM uses rule 0, which this game does not actually include).

I don't remember what (if any) other rules I came up with, but the idea is that the rules would be un-workable in many ways.

(Then again, this also reminds me of the idea of an unimplementable computer game, as in one that can't be made (for example because programming it would require solving the halting problem).)


avatar
BlackMageJ: Open-world zombie survival crafting MMO. Maybe a battle royale. Heck, let's call it a roguelike too, it's not like that word even means anything any more!
Zombies can only be killed with headshots, but there's no manual aiming and the auto-aim targets entirely random body parts.
Ammo must be crafted using ingredients that are only dropped by zombies. Zombies can't be killed without ammo, ammo can't be crafted without killing. Hope you don't run out!
The softlock due to lack of resources can actually happen in SaGa 1 or 2, though such a situation would be quite rare, particularly in SaGa 2. (And in SaGa 1, you may be able to recover by letting a character other than the main character die, run from the battle, then go to a guild and retire the character; the new character will come with starting equipment, including a starting weapon (or natural weapon if a monster).)

Then again, I happened to read on a Japanese site about a similar situation in Final Fantasy 3 (Famicom); if you have a 4 bard party, don't have any harps or attack items (so you have no way to do damage), have no way of getting any (because there's a boss in the way, perhaps?), and not enough Capacity Points (CP) to switch to a different job, you can get stuck forever. (With that said, that's unlikely to happen by accident.)

I just remembered another example of a game where you can get stuck due to lack of resources: Universal Paperclips. That game, however, at least provides an out if the situation does happen, though with a significant penalty.
Post edited September 24, 2021 by dtgreene
Taking a cue from Mass Effect, it could be a game, role playing or otherwise, in which a choke point fight is followed by a 3 minute long cutscene that cannot be skipped. It is understood that you will die multiple times before mastering the essentials to get past this hurdle, at which point you will have learned the dialogue of the cutscene by heart, and will spend the next twenty minutes of gameplay trying to forget it.
avatar
instaboy: Taking a cue from Mass Effect, it could be a game, role playing or otherwise, in which a choke point fight is followed by a 3 minute long cutscene that cannot be skipped. It is understood that you will die multiple times before mastering the essentials to get past this hurdle, at which point you will have learned the dialogue of the cutscene by heart, and will spend the next twenty minutes of gameplay trying to forget it.
Don't you mean having the cutscene *before* the fight?

Also, only 3 minutes? Final Fantasy 10 has a fight that's proceeded by a 5 minute cutscene (I timed it on YouTube); this fight has 3 phases, and somebody who is playing the game for the first time is *very* likely to die at the start of the 3rd phase. (incidentally, this boss could easily kill a party that's set-up to kill the ultimate superboss in the International/Remastered versions of the game.)

Final Fantasy 4 (3D Remake) and Final Fantasy 5 are better about this; both games have one boss in particular that is likely to defeat you at first, followed by a lengthy cutscene, but at least the cutscene happens *after* the fight.

By the way, I have another idea that I'll post later, with the constraint that every bad mechanic is from an RPG that has seen a release on a major video game console (that is, a console from Nintendo or Sega, or some variety of PlayStation or Xbox).
Here's the RPG. (How many of these traits do you recognize?)
* You start in the middle of nowhere. There is a town nearby, where you can buy basic starter equipment, but the town is invisible.
* The starter equipment is not worth it. In particular, Unarmed is the best weapon in the game.
* Once you equip a weapon, the only way to unequip it is to equip another one.
* Armor is heavy. It weighs you down, slowing down your movement and making it harder to dodge attacks.
* Some enemies have attacks that take off a percentage of your max HP; the only defense against such attacks is evasion. More HP and stronger armor will not help (and will likely be detrimental).
* Armor also makes your spells weaker, but the game doesn't tell you this.
* Speaking of magic, spells require MP to cast. The only way to restore MP is a party wipe, which causes you to be sent back to town, minus half your gold, but with your party's HP/MP restored.
* Oh, and spells, even the simple ones, require reagents to cast in addition to MP.
* You can't just ignore spells, as there's an entire dungeon where you can't use anything but magic and consumable items.
* The game randomly drops inputs. Also, the game randomly does the reverse, remembering inputs made while the game is lagging and then executes them, causing you to make extra moves you didn't intend, or worse, input the wrong command during battle.
* The game lags *a lot*.
* During combat, you can't even choose which enemy you target for single target attacks; a random one is chosen, and often one enemy will be at low HP but your party members insist on attacking others instead of finishing of that one.
* Movement is *slow*. You can run to speed things up, but it comes at the cost of HP.
* Resting only restores a small amount of HP, and healing spells are rather weak, so recovering that HP takes longer than the time saved by running. (Also, note that resting does not restore MP; only a party wipe will do that, as I mentioned above.)
* It is very common for your party to be ambushed, allowing the enemies to get a full round of attacks before you can enter any commands. Even worse, it's not unusual for an ambush to take your party down from full health to dead without you getting the chance to input any commands.

Edit: Forgot another thing:
* The more battles you fight, the stronger the enemies get, and they get stronger faster than you du. (This applies even if you run away from or lose the battle.)
Post edited September 25, 2021 by dtgreene