Frustration is an emotion that none of us want to feel, especially when we're playing video games. The problem is, of course, that frustration is always lurking just around the corner, unless you're like the gaming equivalent of the most meditative monk in the world – in which case, we salute your patience and understanding. For the rest of us, though, all it takes is one incredibly bad bit of game design to send us over the edge. We'd like to think that most of you can regain some sort of control before you put your DualShock through the television screen, but you'd be surprised at how serious our favourite hobby can be.
And so, we've compiled a list of what we reckon are the deadliest sins that developers can commit when designing a game. Whether these sins are the cause of cheap deaths, unforeseeable game over screens, or a dreadful act in the name of artificial difficulty, we'd love nothing more than to see each and every one of them disappear from gaming for good.
Enemies with ridiculous auto-aim
First on the list is surely something that we've all had to deal with before: enemies who boast the uncanny ability to hit you with projectiles as soon as even a hair of your player character moves into their line of sight. Whether it's a sniper, a rifleman, or some sort of long range magic caster, frustration is bound to set in when you realise that you can hardly move without the artificial intelligence pumping you full of holes.
A sin that's most noticeable in cover-based shooters, we reckon that it's unreasonable for foes to have 100 per cent accuracy – especially if they manage to spin around 180 degrees and plant one right between your eyes.
Now, obviously, we know that we can't just have waves of enemies who aren't able to hit a barn door with a rocket launcher, but we'd like to think that there's some sort of balance to be found here - if we can't possibly hit an enemy who's across the other side of the map with a single pistol shot, then why the heck can they do it to us?
Escort quests, of course
It's a cliché, we know, but it's a powerful truth nugget all the same. Here's the thing, though: there are actually some decent escort quests out there if you know where to look. Indeed, objectives which see you defend a non-playable character as they attempt to get to their destination can be fun with the right balance – that is to say, the character that you're protecting isn't grossly enfeebled or incomprehensibly stupid.
Alas, this is one that developers get horribly wrong on a regular basis, forcing players of all shapes and sizes to ask: "Did anyone even test this before release?" By this point, you'd think that every studio in existence would just have a massive sign stuck to the wall that reads: "Do not include escort quests" – but here we are.
Long retry load times
This one's the breaking point for many. You've just been killed by a boss that you're really struggling to overcome, and you can feel the anger rising. Maybe the boss is cheap, maybe it's just incredibly difficult, or maybe you're just desperate to get to a save point so that you can set the controller down to get some dinner – it doesn't matter. What does matter is that the game seems insistent on rubbing you the wrong way, and so it decides that when you choose to retry the fight, you have to sit through a thirty second loading screen. Well, that game can go ahead and bugger off back to the shelf.
Fortunately, this is something that isn't quite as prevalent as it once was. Better hardware has allowed for faster loading times across the board, but this also means that titles which somehow continue to commit this foul sin should never be allowed to escape severe and righteous punishment.
Badly done quick-time events
"Badly done quick time events?" we hear you say. "Is there even a good kind?" Well, we're glad you asked, because yes, we believe that there is. Quick-time events, or QTEs for short, can enhance cinematic moments – but only when they're used sparingly and thoughtfully. Sadly, very few games get them right.
For starters, far too many titles like to rely on them far too heavily. A button press here, a button hold there, and a quick little tap at the end – there's nothing wrong with a bit of player interaction, but let's not overdo it and fill every single second of the campaign with needless button prompts. Press X to quit game, press triangle to open menu, press X to delete forever.
There's definitely worse, though. What about when you can't even enjoy a simple cutscene because you're too worried by the thought that one wrong button press will result in an instant game over? Instant fail QTEs are harmful indeed, and when you consider that they're only ever really used in an attempt to enhance a scene, the fact that you're usually forced to re-watch the whole bloody thing if you fail sort of ruins the flow doesn't it?
Super armour
Super what? A term that tends to be thrown around when talking about action or hack-and-slash titles, super armour refers to a state in which an enemy cannot be made to flinch by the player. This essentially means that no matter how much you punch, kick, shoot, or slice, your adversary will never stop advancing toward you, and will never be broken out of their own attacks and combos.
Now, it's worth pointing out that there's a difference between enemies who can't flinch, and enemies who should flinch. In a hardcore action role-playing game, for example, it may not make sense for your foe to stagger, because gameplay may involve dodging or parrying while chipping away bits of health. In a game where you're supposed to be overpowered, though, or you're even meant to look like a badass at all times, having an opponent who doesn't react in the slightest to anything that you do is the perfect way to utterly ruin the atmosphere.
Super armour is cheap, it's tedious, it makes players resort to their own abusive tactics, which effectively destroys gameplay, and we need it to stop.
Hilariously broken boss characters in fighting games
There's always one, isn't there? Always one character on the roster who's just completely, totally, and utterly broken, and they're usually the story or arcade mode's final boss.
What's especially frustrating about this one is that fighting games are, by and large, supposed to be based on skill. They're about learning the ins-and-outs of a system, gradually adapting to it, and then feeling rewarded and satisfied when you realise how far your skills have developed.
They're certainly not about thinking how great you are, and then getting stomped flat by an overdesigned, gigantic, yet insanely fast demonic overlord, who does more damage with one lightning quick punch than you can do with a perfectly timed ten hit combo. Don't even bother calling for the nerf squad – just smash that disc squarely over your knee.
Instant fail stealth sections
This is arguably the daddy of them all: instant fail stealth sections. Usually found in games that tend to throw a sneaky component in just to add some damned 'variety' to the campaign, there's nothing worse than an experience that's all but ruined by one single level or area which sees you perilously adhere to horrifically half-baked stealth mechanics.
As far as we're concerned, any true stealth game will give you alternatives. By this, we mean that when you're spotted by an enemy, you've got options. You can run away and hide, you can pull out a gun and blow their head off, you can stand there and decide to take on a whole army – just please don't instantly throw us over to a game over screen.
When they're at their very worst, instant fail stealth sections make no sense whatsoever. You could have just slaughtered hundreds of goons mere seconds ago during the last level, only to find that now, you can't even handle being sighted by an individual grunt, or, for some preposterous reason, you can no longer survive a single bullet to any part of the body.
Trust us: if we could sit down in a boardroom meeting where missions or levels like these are discussed and seriously considered, we wouldn't be here right now – we'd just be out on the streets, kicking small animals.
Well, we hope that we didn't get you too worked up, but if we did, feel free to let that hate flow through you, and share your most rage-inducing game design choices with us in the comments section below.
Which of these is your greatest gaming pet peeve? (74 votes)
- Eagle-eyed enemies
- Escort quests
- Long loading times
- Egregious QTEs
- Super armour0%
- Overpowered bosses
- Insta-fail espionage
- Other
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Comments 36
I can handle all of the other sins, except for long loading times. I would gladly retry a stealth section a hundred times, if a retry was instant.
Long load times are worse than someone pushing in in the queue. That's how much I hate them.
@Crimson_Ridley I was just saying this to @ShogunRok. All of these problems are terrible individually, no doubt about it - but a long loading time can be the absolute icing on the cake. You're already frustrated at whatever crap the game has thrown at you, then you have to wait 45 seconds to try again. No sir, in the bin you go!
QTE's ruin the game experience far more than any of the other things on this list for me. I grew up when games were on cassette tape and could easily take 10mins to load- watching each line draw on a loading screen to build up a picture was so tedious so these few seconds of reloading today is nothing. Its not ideal but its not that bad either. It often gives me a few seconds break before trying again. Nothing is worse than a QTE to ruin the scene as you try and focus on what button you have to press instead of the action. If you mess up the timing you instantly die and have to redo the whole sequence again and all it does is ruin the experience and story.
I would rather see QTE's removed from gaming more than a few seconds of reloading time - although both need to go!
Escort quests are the worst, I hate just by remembering escorting Sully and dying over an over again in Uncharted Golden Abyss crushing mode...
I thought about voting QTE's but in the end I went with long loading times.
They are just the worst...
For me long loading times takes the cake. And then QTEs like Bayonetta's where you are given half a second to react and if you fail you get a game over that actually hurts your score. Good thing they removed those in the sequel.
Tank controls. I tend to go back and play old games semi-regularly, but games like the first 3 resis are unplayable for me nowadays.
Long loading times..looking at you mass effect..
In my opinion, the resident evil series actually had a good escort mission, ala Resident Evil 4. I think the big difference was that there were places you could legitimately hide her, but sometimes the enemies would check the environment for her, like they had an actual brain cell or two.
Another thing Resident Evil did right on this list was that Super Armor thing. Now of course, the normal zombies/uroboros would be flinching if shot in the face or body, but Nemesis wouldn't. He's probably the most terrifying old-school horror game guy out there! He was relentless, he was insanely strong, BUT he wasn't to the point where you would instantly die with him on the scene.
Escort quests for me or "tail and eavesdrop", looking at you assassins creed!
@Azikira Ashley wasn't bad - they worked around it quite well - but Sheva was useless unless you used her as a human equipment bag. xD
Good list, except the first one...I like those kind of enemies! Metro 2033 and Call of Duty 1 through Modern Warfare 2 come to mind...some of my favorite games.
I would also add mandatory tutorial levels...I've been instructed on how to do basic things like walk forward so many times it's ridiculous. Did Blood Dragon not teach the industry anything???
@kupo Some games do it worse than others, I think. A good game introduces you to the mechanics and makes you understand how they work without ever telling you anything.
Escorts quests for me. Ac kills me with them, and usually cause me to put down an ac game for months at a time. Did the first eavesdrop in black flag, wound up not touching the game for 6 months after,now it did redeem itself, and my faith in ac (that is until unity) but still. And those eagle eyed enemies are fine if it's hard mode, but the other day I was doing heists in gta online, was in a heli protecting a plane, plane took off, and out of nowhere I took one shot from ground fire, wiped out my health, and heavy vest,killed me. Or just messing around in gta online, get in a heli with 3 stars and get sniped by a cop with a pistol. Grrrr
Ok not an option but had to note that a red barrel is a deadly, deadly sin of game design...
Seeing them in the Order was jarring
Definitely instant fail stealth sections. I absolutely hate those. So unfair.
I voted long load times - I once waited 45 minutes for lazer squad to load on my amstrad cpc464 and waiting with anticipation... it never even loaded, my 9 year old self cried. I thought that was the worst nightmare in gaming (anyone over 30?), however, after playing the overrated Fable games on xbox, those load times were the worst ever. It was a loading simulator, totally pulled you out of the world. As for overpowered bosses, can anyone recall when street fighter 4 originally released (the very first version) that bald silver surfer guy was impossible to beat filling the screen with projectiles and never ending meter moves. Luckily they nerfed him for the subsequent releases.
You forgot collectables. Pointless padding added to a game to extend the play time.
For me I'd have to say escort missions, simply due to the Bardock mission on Xenoverse. I find it incredibly frustrating that I can't heal him, nor is it very easy to locate him when he inevitably flies off, so by the time Frieza comes round after defeating 15 of his energy blast spamming underlings, the man I'm supposed to protect has barely any health left.
I'm sure I'll do it eventually, but it's quite annoying that the game almost encourages ki spamming to finish the mission, and hinders anyone using a melee build.
Any human enemy that can pwn me in 2-3 hits but takes 20 to kill, with the exact same weapon they use, is absurd also.
Id rather every enemy is a marksman than inconsistant ai though.
You can work around hyper accuracy because you know what to expect, not so with inconsistant ai.
@crazykcarter Lol, me and my brother played through RE5 together, only to get stuck on the final boss, having sold everything to buy ammo and ended up fighting him with a knife and eventually giving up, thus resulting in the most frustrating and unsatisfying gaming experience I ever had...
last time I touched a japanese game as well, those people are absolutely bonkers in their gameplay mechanics (dat inventory system.. )
Long load times are horrible. I hate waiting for them (Murdered Soul Suspect), but I think this can become overshadowed with more save points. I think companies need to realize that some people don't have the time to play for hours on end without save points.
I voted for the QTE's, as the frustration in using them helped ruin God of War for me. But I could not agree more with the picture of Azazel from Tekken 6. That was, without a doubt, the single worst boss I've ever encountered in a fighting game. When you spend the majority of the fight punching the knees of the other character and feeling like it's all worthless, there is something seriously wrong.
Instant-fail stealth sections are also a massive pain in the ass. Man, this article really hit the nail on the head for a lot of these.
The "super armor" part, for me, has more to do with "characters that work outside the logic of the game." The Conan game released early last generation featured this in spades against bosses. The bosses wouldn't react to your attacks, they could attack you in the middle of a combo, and they generally broke the logic of the combat for the rest of the game.
Great list! I particularly agree with the QTE one. Generally speaking I don't mind them (they're done well in God of War I think) but there was one near the end of Metal Gear Solid 4 that has to be the worst use of the idea that I've ever seen. When Snake is crawling through the reactor or whatever and you have to repeatedly hit triangle for about 5 minutes straight. Awful and pointless. I get it. It's killing him. Just crawl through the damn cutscene. Don't make me wear down a button on my new DualShock.
Also, the Lords of Shadow 2 image that you picked for the stealth point is completely on par. I decided not to buy that game when I found out how ridiculous the stealth sections were.
Finally, I'd like to offer two more ideas that would be on my list:
1) Unskippable cutscenes. I'll gladly watch a cutscene the first time. But if it's 10 minutes long and right before a boss, and that boss then kills me, and I can't fight him again without sitting through that same cutscene again, then we have a problem.
2) Puzzles. Pushing crates, rotating beams of light, placing objects on pressure plates, etc. Over the years I have become so sick of this type of gameplay that I just don't play games anymore that have puzzles. Dark Siders 2 is one of the worst examples. I'm a friggin' Horseman of Apocalypse, but I can't access this room without first pushing some boxes around? Shut up, game designers.
QTEs don't bother me that much. It's load times and insta-fail sections that are awful.
@larry_koopa unskippable cutscenes! How could I forget about those. Any game with those I imagine was made by people who have literally never played a videogame in their lives..
Escort missions for me god do I hate those. They always seem to make the NPC your escorting so stupid. Like who the heck walks right into gunfire oh an NPC that needs escorting that's who.
Escort missions are the pits, but even worse (to me) is the auto-save only game. These can paint you into a corner. For example, I was playing LotR: War in the North, & there's a section called the Siege of Nordinbad. It's divided into two parts (it automatically saves after the first part) - it's goal is to defend the entryway (which gets its own healthbar). I didn't do the first part well, the entryway had very little health left & was then unable to complete the second part. However, unless I wanted to start the entire game over (this section is more than 75% of the way through the game), there was no way to retry the level!!! I dropkicked the game into next week! Just let me save where/when I want or at least give me save points when I can save multiple times. One & done saves are the worst.
Escort missions are terrible. A good AI partner can make a game much better, but helpless escorts which hold you back or at times are literally running to their doom as you try to protect them are horrible.
Insta-fail espionage is as mentioned, usually a problem when developers try to have a stealth level in a game that was never designed for Stealth, and as such the Steath is horrible which is why instant fails are annoying. As someone who enjoys stealth games, I usually try for 0 detection anyway.
There is just one excellent way of doing an escort mission I know of, and that's how CounterStrike did it: let a player be the hostage. That way you've got an incentive t actually keep him save, because he can think for himself and not get stuck behind walls. And the best part is that he is armed as well, albeit less heavy. Nothing beats a hostage whiping out 2 enemies to seal a victory.
Insta- fail QTEs or espionage mission fall in the same category as loading times for me, in the end it's just testing your patience, patience I have little. I have to be patient at work because I have retards working for me, I have to be patient at home cause my kids are re...are naughty and I have to be patient every time people come over who my wife seems to like, but I just wanna punch in the neck.... Than for the love of Barker, don't test my patience in one of the few things I actually enjoy doing! Cause just like the other thing I like, it's best to get the job done quick!
@DarkKirby
If the game is well made and I have options of stealth or all-guns-blazing, I'll tend to try stealth (if there are some good rewards for doing so), but I tend to be a "light 'em up and let the chaos guide me" kind of player.
Long load times is why I don't play Battlefield. I mean I know the game isn't loading, but having to wait so long after you die to respawn is ridiculous. COD respawns are virtually instant, that's why I'll always like it better.
I got one to add. Racing in non racing games.
You people don't know what frustrating games are all about! As @themcnoisy said long load times these days (with the exception of gta5) are a small price to pay compared with load times of the 80's!
But the load times were nothing compared with the frustration and difficulty of some games. There was a game called slapfight on the commodore 64 (vertical scrolling shoot me up). You got 3 lives. Started with a very week gun but got power ups as the level progressed. Lose a life and lose all power ups. So 20 minutes in with a shed load of weapons taking a single bullet would mean losing a life and would also mean being busted down to the equivalent of a pea shooter. Finishing the game was then completely impossible so the last two lives were usually suicides. So losing one life was usually accompanied by extreme rage. All good entertainment when 2 or 3 friends could share the moment!
Like many others I also thought of voting QTEs but then realised games like Resident Evil 6 would only be 10 minutes long... if that.
@get2sammyb Sheva is the WORST AI partner I have ever dealt with. I actually find it hilarious that in the swamp mission with the Crocodiles, she won't even get in the water because her programming is so bad that she would repeatedly die!
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