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The 10 Most Common Game Design Mistakes PDF Print E-mail
Written by Endyo   
Sunday, 24 May 2009 18:24

  I stole this from GamesRadar because I feel like I would have written the same exact content if someone asked me what the top 10 most common game design mistakes.  Check it out here.  I decided to add some things on to the list though.  This first one sort of fits in with number 10 on their list, "Incomprehensible puzzles."

11.)  Timed/Fire Missions With No Clear Path

 

 

 

 

 

Here we have Max Payne and it's infamous fire level.  I think I went through this 10 times, each time getting a bit further until coming to the next area where you must decide where to go with about two seconds to figure it out.  Luckily they put this in Max Payne 2 as well, only slightly less impossible.  Of course this isn't just an issue in Max Payne, they decided to put an eerily similar situation in Brothers in Arms:  Hell's Highway and, even more recently, Call of Duty: World at War.  This is just a new twist on the old tactic to make your experience more intense by putting a timer on things.  Sure it will get your heart racing the first time, but when you've had to play through the same content 10 times because you missed the timer... it just becomes annoying.

 

 

12.) RESPAWNS

 

 

This is something we've seen in Call of Duty since it's inception and only in the sixth iteration of the game do they intend to address it.  Nothing's worse than spending half an hour expending all of your ammo on spawning enemies only to realize you need to move forward three feet forward to stop the spawns and only need to fire three more shots.  Though I haven't played it yet, this is apparently also a big issue in Far Cry 2 since enemies respawn in camps you've already cleared.  Also, this seems to be a key gameplay aspect for the Metal Gear Solid series since without it, you'd have a pretty boring time running through the empty areas.  Hooray for hundreds of expendable near-blind and easily distracted guards to make your game a little more fun.

You'd think with these issues repeated from game to game across the industry that someone would learn and make games without this problem... but as the article says, making games is hard.  I guess you can't take any good idea and make it in to a good game.  Yet you developers have to admit that sometimes you seem to put two or three of these things together at a time and it is horrifying.  Like when you have an unskippable cutscene and then it leads into a spot you can't save... which turns out to be the most difficult part of the game so you have to watch the wonderful unskippable cutscene 20 times.  

Well alright I don't have any more off the top of my head right now but maybe I'll come up with some more later.

 
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