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dtgreene: 2. The traps are always in the same place and not random. For example, if there is an invisible block that messes up your jump, it should always be in that place.
3. The penalty for failure should be minor. Having to worry about losing all your lives, watch a lengthy cutscene, or have to start over because you lack a necessary item and can't backtrack are all things that should be avoided in this sort of game. Syoban Action handles this by having checkpoints and allowing your lives counter to go arbitrarily negative.
4. Ideally, deaths should be funny, and the same trap should not be over-used. Otherwise, the game gets stale.
5. Getting around the traps, once you know that they're there, should not require tricky maneuvers. On the other hand, puzzles work well. (My favorite are the goals in Syoban Action and (at least the first stage of) Eryi's action; figuring out how to not die after hitting the goal is an interesting puzzle in these games.)
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rtcvb32: Hmmm if you could avoid it on future plays, then yes it's probably acceptable to a degree. But really the number of times such a instant death or trap is in place should be relatively low.
My point is, a game can be designed around the idea that traps are common and a core mechanic of the game. Essentially, this is a game focused on trial-and-error. You attempt part of a level and get killed by a trap. You attempt that part again, avoid that trap (or use it to your advantage), and hit another. After a while, you almost reach the next checkpoint, but on your next life you forget about one of the other traps. (Basically, the game starts to test your memory once there are a certain number of traps between checkpoints.) You then reach the checkpoint and continue with the next segment.

Then, you reach the flagpole, hit it and automatically walk toward the goal, only to be killed on the way there. You now need to figure out how to arrange things so that you can hit the goal and not die.

One other point: If a player does not like this sort of traps, point 1 (which you neglected to quote) ensures that the player can avoid this type of game. (It's the sort of reason why I consider stealth games to be acceptable: If I don't like stealth, I can just avoid those games. It's when I have to play through stealth sequences to get to the fun parts of the game that it becomes a problem.)
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dtgreene: My point is, a game can be designed around the idea that traps are common and a core mechanic of the game. Essentially, this is a game focused on trial-and-error. You attempt part of a level and get killed by a trap. You attempt that part again, avoid that trap (or use it to your advantage), and hit another. After a while, you almost reach the next checkpoint, but on your next life you forget about one of the other traps. <snip>
Reminds me of Demon Souls... which eventually i dropped playing after 3 hours of frustration...
Its a fact that most gamers never finish a game. But thats no reason why the story in many games lacks content around
halfway through it.

And than there is no real ending screen. I mean after hours of playing and than...The End and credits is not enough.
I'm currently playing the Never winter Nights original campaign, and I've found a couple of things that really bug me.

1. Level Drain.
Yaaaaahhhh!!! Why?!?!?!? I've spent more than half the game at level-minus-one, because of the ridiculous Level Drain. And why does it feel like every second monster do it to you? And Resurrection spells, the ONLY way to get rid of it, are Really expensive.

2. Features that aren't available in the OC.
I keep trying to do things, like check companion's inventory, or use my weapon creating feat, and then get told that this feature is only usable in the expansions. Why put it there then?
turn based controls and limited saves
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adaliabooks: "Hello, welcome to the-'"
"Yes, the shops are-"
"No problem-"
"Bearer-
Seek-
Seek-
Lest-"

o_°
Dark Souls II. Not only do you have to use the Floo Netw- I mean bonfires to warp back to Majula every time you want to level up, you also have to listen to or skip through Ms Mysterious' dialogue every time. Who does that!
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Schnuff: And than there is no real ending screen. I mean after hours of playing and than...The End and credits is not enough.
Ohhh, I hate that. When you sit waiting at the end of a game, not sure whether you can just turn it off or if there's going to be some kind of cutscene or chance to save or something after the end credits...

Older console games I find to be particularly bad at this with an ending screen that you HAVE to just switch the console off (as in no button press will even return you to the main menu), but you have no prompt or way of knowing that that's the case so you stare at it for ten minutes just in case... :S
Bugs.
- When a game force you into a tuturiol

- Console games that are ported to the PC. And the game still shows you the controller buttons instead of the keyboard and Mouse during the game

- the fact that some games are confronting you that you dont own specefic Dlc. For example certain missions are greyed out or are locked with the wordt Dlc...

- when your microfoon is put open automaticly by the game
Post edited December 31, 2015 by dhrverbruggen
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dhrverbruggen: - When a game force you into a tutorial
Blood Dragon as an example?
I agree with Tom Hall here:
https://3drealms.com/news/3d-realms-vault-1994-design-tips-tom-hall-part-1/

Especially:
"Don't make the player go all the way to the end, then all the way to the beginning, then all the way to the end again. It's more fun to feel like you are making ground. Have a series of areas to get through, rather than one big awful area. "
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dhrverbruggen: - When a game force you into a tuturiol
Also this! This kind of thing is "tuturiol" all-right!
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dhrverbruggen: - When a game force you into a tutorial
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rtcvb32: Blood Dragon as an example?
Yay!
Post edited December 31, 2015 by Lin545
Checkpoints, Autosave Checkpoints, Badly Placed Checkpoints, Anything that is CHECKPOINTS.

I like playing games at my own pace and saving whenever I feel like it, for various reasons of course. Luckily I play RPG's most of the time and this issue is rarely present, but in some other games, action adventures ones especially, they tend to use checkpoints, even worse some of them right before a cutscene NOT after.

DLCs that continue the main story of the base game:

There's a difference between offering DLC that simply add a new skin and ones that continue the main story. It's like selling a book and a few weeks/months later "oh, hey we've released a smaller book to further explain what happened in part xyz". I'd rather have a direct sequel than smaller chunks.
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dtgreene: Heterosexual romances. They are way to common, and I prefer my games to be without them. It seems that every time there is a male character and a female character in a game, there has to be some romances. (For whatever reason, I don't have this issue with lesbian romance. Perhaps it's at least partly because they're less common?)
Oh, damn nature!

Lets correct this...

Attach the ***** on the head and ... unicorns!
Post edited December 31, 2015 by Lin545
Unfulfilled potential because of political correctness sometimes augmented by a realism-bat which is completely oblivious of all the stuff that is even more unrealistic.
Post edited December 31, 2015 by anothername
Cheap deaths
Trial and error gameplay
Pixel hunt
Overly tutorialized games(looking at you Megaman X 7)
Guide dang it moments
Narm