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Stanshall

Curious Game Design Choices

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17 hours ago, Kevvy Metal said:

 

No, it's L2 just like the left trigger to focus on an NPC. 

It's -- you know -- not actually that complex at all. But I like the idea of Ste Pickford getting frustrated at the game by wandering the world mass-murdering everyone accidentally. 

 

The issue isn't complexity, it's context sensitivity. The buttons don't do the same things in all situations, and a lot of that  is effected by where you and the other characters are, often while you're moving. This inconsistency in the controls is frustrating, not the large number of possible button uses.

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You want a game that actually has bad controls and user interface, let's talk about FFXV

 

Quote

When you’re running around on foot, you make Noctis jump by pressing the X button. This is consistent across all three control presets.

 

The jump button is the same as the interact button, and there’s usually lag when the game is switching between the two. As a result, you’ll walk up to someone you want to talk to, then spend some time jumping up and down in front of them instead of talking.

 

But when you’re on a Chocobo you jump with circle. Pressing X will make you dismount so that you have to get back on again.

 

Everything else is weirdly remapped as well (you run with the right trigger and sprint with square?), but I can’t get over the fact that for some mysterious reason, the game has decided that Chocobos jump with the circle button. They could have so easily kept jump on X and had you dismount with the circle button. It would have made more sense in several very obvious ways. But they didn’t.

 

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Ghost Recon Wildlands is full of these. You can feel the tension between its strategic roots and wanting to be a mainstream looter shooter.

 

1. Sync shot: you can play the entire game almost risk-free simply by tagging enemies from the safety of your drone and getting your AI team mates to sync shot up to three enemies at once (once you've fully upgraded it). They never miss, the cooldown is short, and there is no downside other than missing out actually playing the game. You can skip all that aiming and shooting nonsense and simply point and click at enemies from the safety of a nearby mountainside.

 

2. Loadouts: scattered around enemy bases are weapon crates where you can change your loadout if you need to trade your sniper for a shotgun. Cool. Except you can also pause the game, go into the menus and magic any of your guns into your hands at any time, like loot games such as Destiny and The Division, undermining any semblance of realism and making the weapon crates mostly pointless.

 

3. Helicopters: the physics on these is pretty well-modelled once you understand the invisible line between hover and flight modes. Despite filling the map with gunships, the designers decided against adding an aiming reticle to helicopters, meaning all you can do is spray wildly. They also didn't bother with strafe left/right controls, something all other games featuring choppers has. Ubi did patch in an aiming reticle, but only for the 'simplified' chopper control scheme.

 

4. new 'Hardcore' mode: this was a great addition in a late patch! Adds friendly fire, restricts loadout swaps to aforementioned weapon crates, restricts you to carrying one primary weapon etc. However, it also 'features' permadeath, meaning if you die all your progress in one of Ubi's biggest ever games gets wiped. Perhaps a bit too hardcore for most.

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