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View Full Version : Most important overlooked parts of a game?


moogle
08-13-2008, 07:21 PM
What parts of a game do you feel developers all too commonly overlook?

One thing that irks me, and this shouldn't be so much of an issue anymore, is the lack of a customizable control scheme. And the "type A, type B, type C" shit just doesn't cut it a lot of the time. Let me pick what button does what. This is one reason why I loved my Barracuda PS1 controller, I could program every button, and even reverse the analog sticks. I haven't seen too many controllers like that at all lately, nevermind the Wii.

And you'd think these days every game would let you save anywhere, or at least suspend your game. It's not as much of a problem anymore, but does still persist.

This one is a little less technical and is much more of a problem for the last ten years of gaming than any time before. It's the lack of originality out there. While there are a select few games that tackle new concepts in gaming, they are few and far between. Where is the next Katamari Damacy?

Blackdragon
08-13-2008, 07:53 PM
I feel you on the saving anywhere, and suspend game option. Some SRPG's allow you to do the latter, which is quite helpful during breaks. Enchanted Arms was awesome for letting you save wherever, whenever in the game. I feel like all rpgs should have that option by now.

Now for mine:

Skippable cutscenes/text: I don't know this is even an issue anymore. This only goes for some RPGs that I've played, but It's like a punishment for retrying a level. Now I have to sit here and keep pressing A over and over again to get back to the stage. Or maybe I don't want to watch your credits and just want to get my newgame plus or my achievements. On that same token it would be nice to get a confirmation if you accidently press a button during a new cutscene instead of skipping it. I know in FFX you can pause them, which I though was awesome.

Shortcut shopping options: Some games do this right. Like in Pokemon, say I want to buy 99 potions, I just hold the up button to increase the total by 10, and it doesn't take forever to get there. Or I think you can even press the down button to go to the maximum instantly Some games just don't know how to do this and force you to take the long way to purchase items. Two recent offenders for terrible shopping options have been Operation Darkness and Enchanted Arms. The former forced you to buy items...one...at...a...time! Very slow, and annoying process. Good luck trying to buy 50 grenades anytime soon. The latter just didn't have any shortcuts, so you have to hold the left keep to get those 200 mind gems you want or to bet those 1000 coins in the roullette. Bleh

I'll post more when I think of them. These have just annoyed me most recently.

Poofy
08-15-2008, 01:07 AM
I'm actually against the Quick-Save feature because for me it robs the games of too much suspense and drama. It's just too tempting and easy to abuse. If I'm wondering down a dark hall, and I only have 4 bullets left in my gun and 20% health left, I'm genuinely on edge and tense as Hell. Awesome. I don't want that feeling nullified by the ability to save instantly every few steps I take.

I'm not against frequent checkpoints though, especially before hard ass boss fights.


ANYWAYS...

I think simplicity in general is overlooked, regarding gameplay, controls, graphics, EVERYTHING. There's nothing wrong with a technically impressive game with a steep learning curve, but I think developers tend to forget that well executed simple concepts can be equally as fun. Katamari Damacy, Tetris, Puzzle Quest, Blast Works, Geometry Wars, all fun as HELL, and they don't even require you to read an encyclopedia sized manual in order to play.

Blackdragon
08-15-2008, 01:47 AM
I'm talking Quicksaves in RPGS. Since it would totally ruin the Resident Evil experience, and other survial horror games as well.

Poofy
08-15-2008, 02:12 AM
Point taken.

Void
08-15-2008, 02:23 AM
I totally agree with saving everywhere. Not being able to save doesn't add to the difficulty. It just adds to annoyance when you actually do reach a difficult situation. If you spend an hour going through easy puzzles only to die before saving at a boss... that is the epitome of hate. I'll also throw in autosaving. Not saving over your main file, but creating an autosave file, like in Oblivion.