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Retarded mechanics/features that never works out

CthuluIsSpy

Arcane
Joined
Dec 26, 2014
Messages
8,686
Location
On the internet, writing shit posts.
Turn-Based/Real-Time hybrid combat.

Abso-fucking-lutely not. Between Fallout Tactics, X-COM Apocalypse and Arcanum, I think its beyond clear now that this doesn't work. Commit to one or the other, or bugger off.

It does seem like this lesson has been assimilated.
Yeah, I played both FoT and Apoc, and whilst I do like those games they really should have picked one or the other.
RT in both feel clunky and overly punishing because your dudes will get instantly killed by sudden grenade spam.

Turn based in both feel way too slow and in Apoc you have instant kill units like poppers and suckers who have enough action points to ruin your day.

Both games would have been lot more enjoyable if they were just RtwP or Turn based.

On a related note, I don't get the apprehension towards Rtwp? What's wrong with pausing the game so you can actually think during the encounter?
 

CthuluIsSpy

Arcane
Joined
Dec 26, 2014
Messages
8,686
Location
On the internet, writing shit posts.
Biowares retarded "guess your dialogue line" dialogue system:
4a8.jpg
On a related note, I absolutely fucking hate that "in summary" dialogue system. A bunch of modern RPGs use it and it's always shit, no exceptions, because you read one thing and your character says something completely different.
I remember Dragon Age 2 being particularly bad about it. I clicked one option thinking it was something benign and my character ended up saying a bunch of harsh shit. Absolute bullshit.

It's even worse in Fallout 4 where it's like a one word summary. Is it really that hard to have an honest to god set of text boxes that state exactly what your character is going to say?
 
Last edited:

Gradenmayer

Learned
Joined
Jul 21, 2019
Messages
612
Crafting, random encounters, forced stealth sections in non-stealth games.
100% Agree. Everyone who suggests or tries to add stealth into a game where the entire gameplay and levels are not designed around it needs to get fired and blacklisted from the gamedev.

I kid you not, some of the retards who created Horizon: Forbidden West added underwater stealth section into that game, at which point I uninstalled the game.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,683
Enemy respawn. Why the everliving fuck would I want to play through the exact same encounter every time I happen to go down that same road? Especially criminal in games with heavy backtracking. The only reason why it even gets included seems to be to let the player grind, but if your game requires grinding, then it's dogshit anyway. I'm glad it seems to be on its way out, at least.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Biowares retarded "guess your dialogue line" dialogue system:
4a8.jpg
On a related note, I absolutely fucking hate that "in summary" dialogue system. A bunch of modern RPGs use it and it's always shit, no exceptions, because you read one thing and your character says something completely different.
I remember Dragon Age 2 being particularly bad about it. I clicked one option thinking it was something benign and my character ended up saying a bunch of harsh shit. Absolute bullshit.

It's even worse in Fallout 4 where it's like a one word summary. Is it really that hard to have an honest to god set of text boxes that state exactly what your character is going to say?
Those Failturd 4 lines also just give you different flavours of yes/no and a snarky remark that is usually astonishingly and ridiculously tone deaf at best or batshit retarded at worst.
 
Joined
Jun 6, 2010
Messages
2,386
Location
Milan, Italy
I never crossed a single case of "randomized itemization" that it wasn't at best tolerable and at worst actively detrimental to the quality of the game.
Detract even more points if it's a system where hundreds of variations of the same basic item (i.e. basic pistol) can drop with tiny differences in their values, actively encouraging the player to a lot of inventory busywork to "contrast and compare" garbage every few seconds.

Put it straight into shit-tier when the compulsive looting and swapping of items is a main focus of the experience (Diablo-like, looter shooters, etc).

Even in procedurally-generated games (which I don't exactly love in principle, as a general rule, but there are exceptions) I typically favor itemization where the pieces you can find may change place but still have set qualities and numeric values.
 

spockthewok

Novice
Joined
Mar 31, 2022
Messages
32
When a game disallows players from killing certain NPCs because doing so would make any quests they are involved in unavailable, or because it would be deemed 'socially unacceptable' (i.e. killing children).

tumblr_inline_o1dv893WLo1sbqj5d_500.gif
 

Tavar

Cipher
Patron
Joined
Jun 6, 2020
Messages
1,147
Location
Germany
RPG Wokedex Strap Yourselves In
Asymmetric multiplayer has never worked and probably is impossible to implement properly. One side will always be more interesting than the other and hence everybody will want to play it.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,683
Asymmetric multiplayer has never worked and probably is impossible to implement properly. One side will always be more interesting than the other and hence everybody will want to play it.
On the contrary, asymetric is the most fun kind. Natural Selection or Planetside are both asymetric and fun
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,167
Location
Eastern block
Recently I've been thinking about all the bad designs and features that I've encountered in my short journey with RPGs and games in general that somehow are repeated over and over again and they are always hot mess and pretty much never work out. I would like to dedicate this thread to gather as much as possible retarded ideas that some game devs still think are a good idea. Let's begin:

1. Level scalling:
I don't know which game started with this idea but from the get go it was one hell of a stupid feature. They tried to explain it by stating that it would provide user with constant challenge and the world would level up with you, what it really lead to is that the same bandit that you could beat as complete newbie is still same threat as when you're knight in plate armor, everything becomes bloated, including your mother and all the fun of leveling is gone. It almost as communism where everyone is "equal", that in reality means everyone gets shit. I think I encountered it first in Oblivion but I bet it was there way before that.

2. Difficulty modes:
I remember the times when there was single difficulty mode, tailored for best possible user experience that would be both challenging and do not insult your intelligence while still not being too tedious. At some point there came this trend where game dev decided to put shit ton of difficulty modes, one for morons called easy and anything below, one for so called "normal" players and few other for complete masochists where nothing really changed other than giving enemies some bloated numbers in their stats and making the whole experience an nightmare fuel. I find this idea to be complete waste of time, that could be used in other areas of the game. All it does it makes it harder for you to choose the one mode that the devs had in mind when creating the game and avoiding all others all together so you won't end up either as demi god or complete pushover that have to hit enemy 15454646466 times before he dies and he can do as much as fart and you're dead and your save game gets purged.

3. Balance <insert Josh Sawyer here>
Similar to Level scaling it makes everything bland to the point of throwing up. All spells sucks, everything gets countered, your character can never become good at anything, everything in the name of the equality and fair changes. You will never fell as if you achieved anything because you will be bring back down to the ground by our smelly balancing mechanism. Absolutely disgusting.

4. Replaying same areas
Nioh and other asian games I'm looking at you. You know these games, they reuse every asset possible and make you go trough the same level, do the same shit but you start from other area of the map. I think the only game where it was slightly enjoyable were Severance Blade of Darkness, other than that it always feel dull and it's just petty attempt at making you grind more hours in their shitty game. I already played this level why would I like to replay it?

5. Grind Required
I'm not sure how narrow your asian eyes have to be to don't see what a waste of time is the idea of grind. You literally do the same shit a if you're working second full time job in some god forsaken game and it's somehow enjoyable? That's one of the reasons why I never could get into JRPGs and I can't understand what I had in mind when I was little younger, played MMOs and lost hours of my life on grinding some useless shit while cool kids made fun of me buying everything they needed in Item Shop. Who ever came up with the idea of grinding in games must be a chink. It wouldn't be so bad if grind was optional but hell no, if there's grind in the game you can be sure you will have to hustle to get to the end.

6. Random encounters
Especially when they are as boring and useless as in Solasta or Wasteland 2. They don't bring anything to the table, it's just a time waster oh hey some random, good for nothing bandits attacked you while you were camping 212131233th times and they didn't learn anything from last 23232323232 attemps where they failed, quess it's pointless combat again Woooohoooo. I think the only game where it kind of worked were first two Fallouts but even though those random encounter could be just areas to visit and then they could removed all together. Even if they did removed completely nothing of the value would be lost.

Ok that would be it for now, your turn!


All second-tier gameplay features in RPGs suck monkey balls


  • romances
  • player housing
  • minigames (rare exceptions)
  • cutscenes
  • voice acting (games with the right amount of it such as NwN 1 are rare)
  • too much cosmetic character customisation (like sliders for everything)
  • crafting (rare exceptions)
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,683
player housing
Depends. I like having a place to store my shit it open world RPGs. Gotta display those 200 ash statues somewhere too

It has never been done well as a mechanic
It usually comes about in two ways. First one is some grand reward that exists specifically to put your shit on display, organize your garbage, etc. Nothing to write home about, but good for what it is. Second is as a cash sink in a desperate attempt to put a band aid on a broken economy. Never works.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,721
There wouldn't be a need to bother with stash chests or housing if RPGs didn't throw a junkyard worth of loot into your pockets.
 

Hagashager

Educated
Joined
Nov 24, 2022
Messages
637
There wouldn't be a need to bother with stash chests or housing if RPGs didn't throw a junkyard worth of loot into your pockets.
You could also make the case that players shouldn't be picking up ever piece of junk.

The BG series is pretty good about that. The overwhelming amount of loot dropped by enemies is actual garbage not even worth selling. With how limited space and weight are, players are incentivized to pick up only what will sell well.
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,615
There wouldn't be a need to bother with stash chests or housing if RPGs didn't throw a junkyard worth of loot into your pockets.
You could also make the case that players shouldn't be picking up ever piece of junk.

The BG series is pretty good about that. The overwhelming amount of loot dropped by enemies is actual garbage not even worth selling. With how limited space and weight are, players are incentivized to pick up only what will sell well.
BG encourages you to carry around a bunch of spare weapons because they break.
 

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