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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.
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dtgreene: Don't you mean having the cutscene *before* the fight?

You're right, of course. It's been a while ..
It's not that hard to make an intentionally bad game. Just that I think nobody would want to put in the effort to do that.

Progression checkpointing system, with badly spaced checkpoints so that you run through several easy ones with no trouble, then get stuck because of a hard one.

QTE gameplay where the button changes at random

Cutscenes that constantly break the flow of the game by wresting control, and have the protagonist do amazing things that they can't in the playable game. Especially good if they're unskippable, and occur just after a checkpoint is reached

Have the "tower unlocking" gameplay mechanic with especially boring and tiresome towers to traverse

Console-ported control scheme that doesn't understand that mice exist, and has different buttons for every different bit of functionality, even if there is no overlap between the buttons

Really bad targetting so that there's no observable way to consistently aim at one thing as opposed to another (one enemy instead of another, one ledge instead of another, etc.)

Have lots of collectibles littered throughout the map that are too small to help in any conceivable way in progression

Have a busywork alchemy system for potions you never need or use, and a smithing system that upgrades your equipment at 1% increments. Have a limited inventory space, to really stretch this out

So yeah, basically just port a current generic console game to the PC :D
Post edited September 25, 2021 by babark
I stopped playing Inquisitor simply because the game autosaves just after the beginning of combat, rather than just before the encounter, so that one might avoid the fight or prepare for it better.

If the developers think this is good design, then I am disinclined to see what else they might conceive.