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Timmo

Minor changes to games that would make huge differences

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As @Stopharage has just said...

 

RDR2

- Better control layout

- Better gun play, making it a stronger focus

- Better inventory management

- Less linear missions

- Less separation between the main story missions and the game world

 

Other than that it was great!

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Sekiro

 

I've said this before, but I would've just liked a way of practicing the different phases of bosses before you had to do the whole thing. Once you reach a new phase you can play it as much as you like and experirment with any items you have, without actually being able to kill the boss (after a deathblow it resets) or die yourself (infinite resurrections). Then when you're satisfied you can try it for real.

 

Having to start from the beginning of a complex multi-phase boss definitely took a lot of the shine off the game for me, and I never did do the final boss. This would have made a huge difference, and wouldn't have needed to actually make the game easier as such. Just less tedious.

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2 hours ago, Hylian said:

RE4 had a run button.

 

Definitely.

  Reveal hidden contents

That's the joke?

 

 

There was a thing when the game come out where a forumite - I think possibly more than one - got all the way the game without realising there was a run function, which was and still is delightful.

 

 

I think RDR2 would have been improved immeasurably if they'd not had the mini-map. You can switch it off but when I tried that it turned out that an enormous amount of the game depends on you following icons and waypoints on there that don't exist anywhere in the game world ("put the bait at those rocks" and only a specific rock out of 70 is acceptable), or which exist as objects you can't reasonably be expected to see and keep track of (e.g. people who run off in cities). It's basically a game of following dots a lot of the time and I think that a lot of the criticisms of the game would have been avoided if they'd been forced to do something else. But perhaps their engine is only really built for scripted dot-following.

 

Arkham Knight would have been improved if it was literally impossible to crash the Batmobile. Don't care what technology they would've needed to use, making all the objects secretly act like rubber or put up bouncy force fields or whatever, but you never felt like Batman in that thing, you felt like someone who hasn't driven in 20 years who has stolen the Batmobile while absolutely smashed.

 

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Oh, Mario Kart: it's the world's best multiplayer game but if you don't want to play singleplayer all the way through you don't get half the content. Just give me an "I don't want to play single player" button.

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45 minutes ago, Jazz Glands said:



Remove escort missions from every game that had them, ever.

I’d love to know why these are actually put in to games . Is it just lazy filler ? Or do game designers actually think it’s an enjoyable aspect? .

 

I can only think of one game that got it right , and that’s Ico , and that’s because the whole game is basically an escort mission and it adds to the connection with Yorda.

 

But  the typical ones with a health bar on the thing you are protecting which invariably end with a game over screen and “ you failed” . Ah man ..

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58 minutes ago, gooner4life said:

Remove sneaking missions from every game ever.

 

I mean, it would certainly make the Thief and Tenchu games a lot shorter... (insert joke here about the same change having no noticeable impact on the length of the average MGS game, despite removing all gameplay elements)

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Rock Band/Guitar Hero series

 

Here's a welcome feature that the Rock Band games did gradually implement and perfect by Rock Band 3, which in an ideal world would be magically retroactively applied to every game in the genre:

 

In the earlier games, unpausing the game simply restarted the song instantly at the exact point where it had been paused, making it easy to miss notes coming immediately afterwards. Then they improved it by adding a countdown timer to the unpause action. Then in RB3 they perfected it by also rewinding the track a few seconds, allowing you to get back into the rhythm before hitting the next note.

 

Other features that were implemented in certain games and should ideally gave been in all of them: No Fail Mode should have always been a standard option instead of a cheat; and the Auto Kick Drum option from Lego Rock Band should have been available for all games' drumming, for those of us who have no leg coordination/strength and who want to preserve those fragile pedals.

 

 

My idea for a more complicated change to implement:

 

Allow players to mix and match song sections of different difficulties. There are some songs that have impossible difficulty spikes in solos on Expert difficulty, but if you drop it down to Hard difficulty, the solo is manageable but the verse/chorus riffs become boring. (In Guitar Hero 3, the jump was even worse: the impossible solos come in on Hard difficulty, but if you drop it to Normal, the game simplifies the controls down to just four buttons and misses out so many notes that it's no longer satisfying.) An ability to tell the game, "I want to play most of the song on Expert, but drop it to Hard for Solo 1, but keep it on Expert for Solo 2 because I can handle that bit" would have been perfect!

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8 minutes ago, b00dles said:

In almost every game that has a map; add the ability to put a custom marker in even if it's just a colour. 

 

There are a few older Metroid-style games that would benefit from this: maybe the map is generous enough to show a locked door, but if you've left a game for ages you'll forget which areas were impassable because of a huge chasm (get the ability) and which ones had a boss encounter (get good) - they're both represented by large, partially-complete blue squares.

 

I haven't played Metroidy games in a while but I've heard that the later ones have "pins" you can use? That's a step forward... :) 

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Every game in which you can set high scores and fastest times:

 

The screen announcing you set a new record should also display the previous record that you beat, so you can see how much of an improvement you made.

 

Also all high score screens should display the dates that that those records were achieved.

 

I wouldn't say these would make the huge differences that the topic title requests. But they're useful quality of life features that (unless they're implemented in a cluttered way) help give the impression that the developers have thought hard about how to perfect their game's presentation.

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13 minutes ago, Qazimod said:

 

There are a few older Metroid-style games that would benefit from this: maybe the map is generous enough to show a locked door, but if you've left a game for ages you'll forget which areas were impassable because of a huge chasm (get the ability) and which ones had a boss encounter (get good) - they're both represented by large, partially-complete blue squares.

 

I haven't played Metroidy games in a while but I've heard that the later ones have "pins" you can use? That's a step forward... :) 

 

Here’s a though, a map that doesn’t just show location but maybe the last few places you have been too so you can figure out where you were going and why.

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7 minutes ago, Alex W. said:

 

Here’s a though, a map that doesn’t just show location but maybe the last few places you have been too so you can figure out where you were going and why.

I'd also like to be able to annotate text etc on them. 

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Remove any white screens from VR games. I'm looking at you, Wipeout! 

 

Well, actually, I can't because my retinas have been seared. 

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3 hours ago, carlospie said:

Remove the epilepsy warning from EVERY SINGLE LOAD screen. WE KNOW! 

 

Or just make the warning flash at 7hz and solve the problem forever.

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1 hour ago, Alex W. said:

 

Here’s a though, a map that doesn’t just show location but maybe the last few places you have been too so you can figure out where you were going and why.

 

Breath of the Wild's Hero's Path.

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Also on high scores, allow me (and my friends) to enter individual initials like in the arcades even if I'm logged in to one profile. Or a "hotseat" option at the very least, loads of games like trials or even driveclub you've got to just  remember if a few of you are playing on one console. 

 

Also loses that old school thrill of seeing your initials/ three letters on the scoreboard in an arcade. Even though I only ever got on a few actual arcade scoreboard because they reset the machines... <_<

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I read a while about how some games cheat with their health bar. The bar on screen represents 0% to 100% and when you take damage the bar decreases. But when your energy bar is in the last 10% it becomes a bit more forgiving to add tension and the illusion of narrow escapes. 

I'd extend this further. If you face a boss battle and fail, say 5 times, the game should secretly knock the boss' health down on each subsequent attempt. The player would feel their skills were improving and would eventually defeat the boss, but you wouldn't hit that brick wall that makes you rage quit and never play the game again.

 

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RE4 showed how that sort of stuff can make a huge difference to tension, ramping down difficulty if you keep dying at a specific sequence but being stingy with item drops if you have a good inventory already.

 

Keeps you in that “I have barely enough resources and health” sort of situation regardless of what you’re doing.

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35 minutes ago, dumpster said:

I read a while about how some games cheat with their health bar. The bar on screen represents 0% to 100% and when you take damage the bar decreases. But when your energy bar is in the last 10% it becomes a bit more forgiving to add tension and the illusion of narrow escapes. 

I'd extend this further. If you face a boss battle and fail, say 5 times, the game should secretly knock the boss' health down on each subsequent attempt. The player would feel their skills were improving and would eventually defeat the boss, but you wouldn't hit that brick wall that makes you rage quit and never play the game again.

 

 

This thread had some fantastic ones:

 

 

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17 hours ago, Alex W. said:

you felt like someone who hasn't driven in 20 years who has stolen the Batmobile while absolutely smashed.

 

 

You gotta admit, that'd be a fun game done well.

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16 hours ago, Nick R said:

An ability to tell the game, "I want to play most of the song on Expert, but drop it to Hard for Solo 1, but keep it on Expert for Solo 2 because I can handle that bit" would have been perfect!

 

Absolutely. You could even couple it with a separate mode for intelligently dropping/increasing the difficulty, so you don't need to know in advance what you can/can't do, but don't have to just give up altogether when the going gets too tough.

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Interesting point about Resident Evil 4 there.  I played through the Wii version in one long session using an infinite health cheat just for the nostalgia. There's a boss that attacks you on a train suspended above a cliff. When you get off the train it drops down and you fight the boss that's been attacking you. That boss must have its own health calculated based on what you have because its always a tense fight that you scrape through, but if you're cheating that boss is invincible.

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1 hour ago, dumpster said:

If you face a boss battle and fail, say 5 times, the game should secretly knock the boss' health down on each subsequent attempt. The player would feel their skills were improving and would eventually defeat the boss, but you wouldn't hit that brick wall that makes you rage quit and never play the game again.

This is just lazy though. Making the boss hard but fair should be the aim. 

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15 hours ago, Treble said:

Remove any white screens from VR games. I'm looking at you, Wipeout! 

 

 

is it just really bright or is there something else in VR which makes it bad?

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58 minutes ago, Hylian said:

This is just lazy though. Making the boss hard but fair should be the aim. 

True, but some people are a bit crap at games, why should they be denied the remaining section of the game?

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1 hour ago, Hylian said:

This is just lazy though. Making the boss hard but fair should be the aim. 

 

3 minutes ago, dumpster said:

True, but some people are a bit crap at games, why should they be denied the remaining section of the game?

And if you're 1337 you'll surely beat the boss well before dying 5 times in a row anyway. Win-win for everyone.

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