Saturday 23 July 2016

Top 10 Worst Recurring Problems/Trends With Video Games

So last week we looked at some irritating aspects of video games that are overused and stereotypical. But when making that list there were a bunch more problems that I just couldn't let slip. I tried grouping these problems separately in that these are more like stupid directions/tendencies that video games as a whole seem to be heading towards rather than problems with individual games. Whereas cliches will have you simply rolling your eyes, these following problems are the ones that you should be genuinely concerned about in today's gaming industry. Or something like that. Just consider this the second half of last week's list if you want. Let's roll.

10 – Difficulty settings that you have to unlock
I will never understand this design decision, other than the fact that it tries to make you play through the game a second time. Why is a game's highest difficulty something that I have to earn? It should be something that's available right at the start. This is just lazy; unlockables in video games are supposed to be rewarding, not basic necessities. What's worse is when you're playing a sequel of a series that you're already well familiar with – like me when I first played Gears of Wars 3 and Judgment – and you can't have the challenge you want until you've already beaten the game once. C'mon, man! Veteran players already know how this game works. Don't treat the player like a baby.

9 – Unskippable End Credits
Same as last week's #1 worst cliche, but slightly less aggravating. These are just credits and it is the end of the game, so you could just get up and do something else while you're waiting for them to finish. However, the end of the campaign is supposed to feel satisfying and rewarding, not tedious and punishing! Developers, I know a lot of hard work went into your game, but c'mon, we already paid money for the damn thing. Be thankful for that and call it a day.

8 – Clumsy Weapon/Item Switching
Don't you just hate it when you're in a tight jam and you need to use a weapon or item quickly but the controls just won't allow you to do it? Video games – action games, especially – need to have a way to swiftly select things. Otherwise you'll get screwed sooner or later. Even though I consider it a great game, Far Cry 3 has caused me a lot of grief in this category. In this game you switch weapons by holding the left shoulder button and selecting the weapon with the thumbstick, which is OK but it would've been better if this was mapped as a simple press of the D-pad. Instead the D-pad is used for your camera, throwing rocks, and two random syringes – and you'll never remember exactly which syringes they are. To heal you have to press and hold the Y button, which is a pain in the ass. Holding the Y button takes too long and it doesn't even work for about 1/3 of the time. This “hold Y” bullcrap is the cause of probably 80% of my deaths in Far Cry 3. Other than that, if you want to use anything else you have to painstakingly do it from the start menu, bringing the gameplay to a screeching halt. What a load.

7 – Sequels that change up the controls
You've just bought the latest game in one of your favourite video game series. You pop the disc in. You start the game aaaaaaaaand... the controls are totally different from before. Dangit! Most of the time it isn't a huge big deal, but every once in a while they change up something critical to your survival/success. Like in Gears of War: Judgment, where I wasted a ton of grenades all because the objective/squad status button has been replaced with the grenade throw button. What's worse is when in one game the controls are really awkward and different and then in the next game they go back to being fairly straightforward. For instance, playing Splinter Cell: Blacklist right after playing SC: Conviction is a complete mess. I end up crouching when I'm trying to reload. I've aimed when all I wanted was to get into cover. I've leaped into cover when I wanted to perform a melee takedown. I've been spotted a lot because I pressed the “attract” button, expecting to see what the objective is. And worst of all, I've wasted so many gadgets just trying to crouch! Thanks, Conviction. You completely screwed up the following (and, might I add, much better) game.

6 – Short Single-player Campaigns
I know I'm definitely in the minority here, but I spend a lot of time playing the single player mode of video games. In fact, I don't think I've ever gamed online (with consoles anyways, I've done it before with PC games). To me at least, the meat of a game should be its single-player campaign; the multiplayer is the icing on the cake... of meat. (And if we're talking about a game that's multiplayer-only, then forget it.) That's why it really bothers me that a lot of games nowadays seem to be geared much more towards multiplayer with ever-shortening campaign modes of less and less creativity. It breaks my heart to see such games as the newest Star Wars: Battlefront have a campaign that's less than a couple hours long, especially when the original Battlefront games actually tried to do a fun single-player story mode. And that was over a decade ago! You'd think that games without a campaign mode would instead have a mind-blowing, revolutionary multiplayer mode where all their effort was directed, but for the most part multiplayer games haven't changed all that much in the past few years. And then there's the games that are single-player-only but they still have very short campaigns, like The Order: 1886. What's their excuse? Out of respect they'd better not be full price, because there really is something to be said of games with which you'll be completely finished in just one or two sittings.

5 – Difficulty Spikes
In video games, difficulty should be increased gradually in increments. But sometimes a game will unexpectedly crank up the hardness, which isn't very fair to the player especially when it's for no apparent reason. For example, about 2/3 of the way through Rainbow Six: Vegas 2 – a squad-based tactical shooter – you're sent on a mission to clear out an oil refinery. Not only are there snipers everywhere, dozens of bad guys waiting around every corner, and exploding hazards all over the place, but also your squad has been taken away and you have to do this all by yourself. Oh come on! This is supposed to be a tactical shooter, so why don't I have my squad with me? I tried playing this game through on the highest difficulty setting, but this is where I got stonewalled and gave up. There are other times when the developers can't think of a decent challenge for the last level so they instead just throw everything and the kitchen sink at you. This rarely goes over well, as was the case in such games as Battleship (2012), Rambo (2014), and Deadpool (2013). Way to go, guys.

4 – Unclear objectives
I know I complained about hand-holding and intelligence-insulting tutorials last week, but sometimes the exact opposite problem can bug the crap out of you. Designing video games requires a delicate balance between directly stringing the player along and just dropping him in the middle of nowhere with no clues at all of what to do. Everyone has at some point played a where-the-frick-do-I-go type of game. Every time that happens to me – like in Half-Life 2 or Tomb Raider: Legend – I find myself thinking of the Coldplay lyrics: “Where to, where do I go?” That's right, you can tell that even Chris Martin has gotten stuck in video games with unclear objectives. This issue is why I've come to hate Red Dead Revolver so much. Right now I'm about halfway through that game and there's hardly been a single level where I didn't have to look up what to do. Would it have been too much for them to just drop a hint every now and then? If this ever happens to you, here's what to do: keep your phone handy, then when you get stuck speak the words that I've repeated countless times over the years: “Almighty YouTube, show me the way!” The sad part is that if this happened to you in the age before YouTube and the internet then you were screwed, sometimes permanently.

3 – Not Enough Checkpoints
This one's self explanatory. Video game levels that have only a couple save points are never an easy affair, and it's the kind of problem that you only notice when you're doing a hard level. I'm the kind of guy who doesn't like having to redo things over and over. It's incredibly frustrating, another reason why I don't like Red Dead Revolver very much. That's why games with quicksaves are da bomb. That way if you screw up/die you can pick up at that challenging spot right away (if you saved) instead of having to go through hell and back just to try it again. Be careful though, because games that have quicksaves like Doom 3 and Splinter Cell: Chaos Theory sometimes have no checkpoints at all. And of course you'll never find out until you die for the first time and are forced to restart the entire level all over again.

2 – No Couch Coop/Local Multiplayer
WHY?!?!?!?!?!?!?!?! Yeah I know that online gaming has revolutionized the video game industry and all that bullcrap, but come on! Video games are most fun when you're playing with a friend; you know, a friend who's in the same room as you. Same-screen gaming has been a part of video games for as long as anyone can remember, even in the days of Pong and Magnavox Odyssey. Since when did the idea of two or more people playing together on the same screen become obsolete? Why take it away? I'll tell you why: it's a blatant attempt to force people into buying more consoles and copies of games. I think my heart skipped a beat when I learned that Halo 5 was not going to have splitscreen. That's right, the thing that Halo did best, the thing that made that franchise what it is today is now lost and gone forever. To me that's as crazy as a sports game not having local multiplayer. According to Angry Joe, it's all because of a new prevailing doctrine amongst developers/publishers known as “F--- you! Give me money!”

1 – Preorder/DLC/Microtransaction culture
This may not come as a shock since I just mentioned that I'm not much of an online type of gamer, but I do think that this problem is a huge waste of time and money for lots of people. Let's face it: video games aren't cheap, so when I buy a new game for full price I expect a full game. I don't want to install anything. I don't want to have to wait for things to update. I don't want to have to download a bunch of extra content to wind up having a complete gaming experience. I understand that not all DLC is bad. Patches that fix coding problems are OK. Paying a few extra bucks for additional maps and campaign levels is OK, but when it gets to the point where the release-state of the game is really only half a game – Star Wars: Battlefront (2015), anyone? – something has gone horribly wrong. A lot of downloadable content is just stuff that should've been included in the game already. What's worse, when it gets to the point that you have to pay additional money just to unlock/activate items or characters that are already clearly on the disc (i.e. you've already paid for them) it's obvious that the developers/publishers have lost their way and only care about the money. Capcom and Ubisoft should be ashamed of themselves. In the more complete games of the past, the player would unlock these things by completing some challenge or using good old-fashioned cheats. Nowadays it's all microtransaction this and preorder that.

In conclusion, when I play a video game all I want is the console, the controller, and the disc/cart that the game comes on. That's probably why I like old school gaming so much. I guess I'm a man of simple tastes. Thanks for reading.

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