Back in February I wrote a list of what
I think are the top 10 worst movie cliches. This week I've decided to
list the most annoying cliches found in video games. Video games are
lots of fun, but all it takes is one little thing to totally spoil
each one. For this list I've included aspects of games that I feel
are unoriginal and overused. If a common gaming problem you hate
didn't appear here, then check out next week's list of top 10 video
game trends.
10 – Your Helicopter is Shot Down
Just a minor complaint here, but you
ever notice that helicopters in action games crash/get shot down a
lot? And by a lot, I mean all the time. And with each instance, it
becomes more and more predictable. It happened in Halo:
Reach. It happened in Splinter Cells Conviction and
Blacklist. The Call of Duty series especially
abuses this stereotype. Your helicopter gets shot down in Call of
Duty: Advanced Warfare, at least twice in CoD 4: Modern
Warfare, and no less than three times in Black Ops.
And your character always walks away without any bone fractures as if
it was nothing. It's a miracle to survive one helicopter crash, let
alone three! Bottom line: helicopters in action games are death
traps. Don't enter one!
9 – Quicktime Events
I'm sure you've heard people complain
about this one a lot, but it really is that big of a problem. It
isn't so much irritating as it is disappointing. There's three
reasons why. First, the demanded button presses are often
counter-intuitive as to the action you're supposedly performing. For
example, twirling the thumbsticks around would work if the player's
character was spinning or rotating something, like the lock-picks in
Splinter Cell or Skyrim. But how does alternately
mashing the triggers simulate pushing things away, Ultimate
Spider-Man? How is pressing three random buttons anything like
using a rolling pin, Fable 3? The second problem is that the
button prompts that you're supposed to be keeping an eye on usually
force the player to look away from where the action is. You'll end up
not even seeing the result of your button presses because you're too
busy keeping alert for the next button prompt! And third, quicktime
events are just boring and not fun. How many times have you made it
to a final boss, excited to kick his butt, only to find out that you
need only press a few buttons to win. QTE sequences take control away
from the player, leaving him/her only with the ability to choose how
long the sequence continues. For this reason, a failed QTE attempt
feels all the more frustrating and cheap. In short, quicktime events
should be relied upon far less because they take away the player's
agency and reduce him/her to a passive observer of the action.
8 – Sequel-baiting
We truly live in the age of video game
franchises. Hardly a any successful game goes by without being
granted some sort of sequel. This isn't a bad thing, if the
game has earned it. Unfortunately some games think that if they leave
the game on a cliffhanger it'll have to warrant a sequel. They're
wrong! Gamers want self-contained stories. It's OK to leave the door
open for a followup – maybe one or two seemingly minor loose
threads to be resolved later. But games like Half-Life 2, Kane
& Lynch 2: Dog Days, Halo 2, The Walking Dead:
Survival Instinct, The Order: 1886,
and Homefront end so clumsily
that they really do spoil the feeling of accomplishment you should
feel upon completing a game. The proper way to secure a sequel is to
do the game right the first time so that we want to play more of it;
not by leaving out the game's ending, that's sloppy. What a shame.
7 – Regenerating
Health
It seems that
nowadays it's not often that you play a game that has a health bar
which does not regenerate on its own. I play a lot of shooter games
and in this genre regenerating health has pretty much become
commonplace – even in tactical shooters which are supposed to be
rooted in reality! I mean, having your wounds fully healed by
touching a first aid kit wasn't all that realistic in the first place
but it made a lot more sense than simply sitting still behind a wall
for a few seconds. Not only that, but a non-regenerating health
system encourages the player to explore the level, thus making
exploration more rewarding: I'm looking at you, Halo 2. Also,
multiplayer games that use regenerating health are typically littered
with useless weapons that aren't powerful enough to kill enemies
quickly – i.e. pistols have gotten the shaft lately. In my opinion,
regenerating health is only useful if you're playing on an extreme
difficulty or if the game you're playing has a really poor
checkpoint/save system.
6 – You're the
only competent one around
Don't you just love
games in which your AI allies are completely useless? The games that
constantly and thanklessly bark orders at you to do other peoples'
jobs? (Come to think of it, this is starting to sound like my
job.) I know video games are supposed to make the player feel
empowered, but could the NPCs please stop being so lazy? When it
comes to the point where one man single-handedly turns the tide of a
major battle, it gets kind of ridiculous. Call of Duty: Modern
Warfare 2 unintentionally created an internet meme with its
constant “Ramirez, do this!” and “Ramirez, do that!”,
expecting the poor private to do everything.
5 –
Intelligence-insulting Tutorials
Tutorials seem so
lazy and boring nowadays. All they are are just uninteresting
mini-levels that waste your time explaining how to do the most basic
things. “Use right thumbstick to look. Pull right trigger to shoot.
Press start to pause.” No, really!? I never would've figured that
out on my own. Game developers need to realize that gamers aren't
idiots and are capable of recognizing basic patterns that are found
in performing actions in video games. When was the last time you
played a video game that had an interesting tutorial? Most of the
time games just plainly flash the instructions on screen with no
creativity, not even trying to mesh the tutorial within the context
of the level. More games need tutorials like Call of Duty 4:
Modern Warfare or the original Splinter Cell, whose
tutorials took place at obstacle courses on military training
grounds. Those were cool. Or better yet, design the tutorial in a way
that subtly guides the player through the basic moves without overt
instructions, making the gamers feel as if they discovered it on
their own. Wouldn't that feel more satisfying? Empower the players,
man!
4 – Telling You
To Hurry Up
Sections that have
arbitrary time limits are bad enough, but how annoying is it when
you're playing a level that is not time sensitive and yet the NPCs
still have the gall to tell you to hurry up. This can often happen
when you're trying to explore a level – the NPCs reminding the
player of the level's/game's ultimate objective – in which case the
gamer's typical response is “Screw you. I'll do what I want!” But
other times it can be during just one part of a level in which the
game is trying to instill a sense of urgency; if that's the case,
then just put a time limit on that one small part. I won't mind. I
especially hate it when the game tells you over and over that you
need to do something and then doesn't bother to tell you how you're
supposed to do it. Do you think I'm a retard?! Do you think I'm not
trying?! Just shut up already!
3 – The Silent
Protagonist
A fairly common
convention in video games is to never have the player's character
talk. The reasoning behind this is that it is easier for the player
to project their personality onto the character and relate to that
him/her. Unfortunately, this pretty much always results in that
character having no personality of their own. This is why I don't
understand people who think that Master Chief (Halo) or Gordon
Freeman (Half-Life) are some of the greatest video game
characters ever. How can you call them characters when they hardly
say a word? With Halo it's not so bad because at least Master
Chief talks during the cutscenes, plus Cortana is there to talk to
you during the gameplay. But with Half-Life it is so boring because
there are no cutscenes; Gordon Freeman never says a single word.
Ever. Whenever people are talking to him, he comes off as some shy,
timid dweeb. And yet everyone seems to know what you're thinking and
what you need. In short, playable characters who don't talk are
awkward, boring, and forgettable.
2 – Hand-Holding
In response to
cliche #4, sometimes the complete opposite can pose a huge problem
too. Like when the player is supposed to do something and some large,
obtrusive instructions flash on screen and don't go away until you
finally do that thing. I hate that crap. Most video games don't need
those waypoint markers telling you who to follow/where to go. Most of
the time, the person/destination is straight forward and the player
can easily find it himself (if the game is designed competently, that
is). And just like with regenerating health, waypoint markers don't
encourage the player to explore the level. It's true that video
gaming has become more accessible and casual in the past couple
decades, but you don't need to dumb down the way gamers are expected
to think. An example of this is the Splinter Cell games. In
the earlier games, you were expected to figure out how to navigate
and traverse the levels on your own. But with the later Splinter
Cell games, tooltip icons pop up whenever you're in a position to
do something. What's more, interactable/manipulable objects are often
highlighted when you use your (sigh) sonar vision. It's almost as if
the games are straight up telling you exactly what to do/where to go.
Instead you'll find yourself repeatedly saying, “Yeah, I get it.
Thanks.”
1 – Unskippable
Cutscenes
I know that the
story is an important part of the game that developers work hard on,
but can't they just accept that people don't always want to watch
them? Moreover, did it not occur to them that people often do
multiple playthroughs and have already seen the cutscene?
Making cutscenes in video games unskippable is just a dick move. It
makes games like Destiny, Call of Duty 3, Max Payne
3, Assassin's Creed 3, and Metal Gear Solid 4 very
hard to get into – and even harder to want to make you want to
replay. Is this supposed to be fun? The worst offenders are
unskippable cutscenes that come directly before a boss fight or other
such difficult part where you're likely to die a lot: you're screwed.
The Angry Video Game Nerd said it best when he remarked, “Is this
what kids do nowadays: sit around and watch video games?!”
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