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Top 10 Biggest Mistakes
in Game Design

Okay, so here's the latest Techtite
Table Topic: What are the most annoying traits of games,
that keep happening, over and over and over again? These are
the flaws that you'd expect someone would've realized were mistakes
by now, based on ill-received games released earlier. Yet even
the most respectable game designers make these exact same mistakes,
all over again! Here's my choices for the biggest reasons for
a "Burnout" rating here at Techtite.com :
Open Endings. Open endings are a cheap plea from the
game designer; "I'll finish the game in a mission disk/sequel...I
promise!" Really? Then why was there never a conclusion
to the open endings for Darkseed
2, Manhunter:
San Francisco, Leisure
Suit Larry 7...need I go on? Only a fool buys an
unfinished game. As I said in the review for the just-released
Heavy Metal FAKK2,
if there is "more" to the story, shut up about it until
the possible sequel, and give gamers the victorious
finale they want and deserve.
Thinking that all the box needs is
the disc (or, in the older days, disk). People buy CDs for under $15 every day.
Is a mere game CD truly worth three times as much?
That's the question people will inevitably ask, given a $50,
big ol' box with one mere game CD inside. Don't let people ask
this question; put something extra in the game box, that really
packs a punch. Write a manual with flair; i.e., if it's a spy
game, have the manual resemble a secret dossier. If it's an RPG,
please, include the game map (a cloth map is extra-stylish).
Even the tiniest of free trinkets keeps people from feeling gypped.
Sure, you want to "save a buck or two," though don't
get crazy about it. Some games (like Daikatana) even put the
game in a cardboard case, and don't even give you the courtesy
of a standard plastic CD "jewel" case. How cheap can
a game company be?
No demo. Demos help sell games. ID Software would be nothing
if not for word of mouth, via "shareware" games like
DOOM,
that used to be uploaded on mere online bulletin boards (pre-internet,
of course). If it wasn't for the demo of Thief,
I would never have known about it at all; its other methods
of initial publicity, if any, never reached my computer. Then
I played the demo and...hey, cool! I was there to buy it fresh
on store shelves. The best games offer a demo of the final product;
those that don't appear like they have something to hide.
No Single-Player. Yes, Everquest is fun.
However, when your ISP is down, or there's too much "net
traffic" to play until 1 A.M., you're left with a worthless
disc. How cool would it be to be able to test-drive an Everquest
mission, if just to up your character's stats? No single player
game is a game designer's way of saying they want to go home
early; after all, they don't have to worry about a decent save
game feature (see below), a decent storyline, AI (no computer
operated characters), and on and on. Think about it.
Console-itis (no decent save game
feature) Allow this
software developer to admit it; save features are a pain, for
any program. You have to keep track of every little thing
that the user may want saved of their work, while keeping the
file size as low as possible (nobody likes a one megabyte save
file). I can imagine that it's even worse for a game, where a
save must keep track of every single inventory item, every character,
every opened/closed/locked door, the exact coordinates of every
single person and item on that level, and on and on. However,
to just save a game at the end of the level is just plain dumb.
All you're saving is the number of the level you finished; big
whoop! Before you shrug off a save game feature as non-required
extra work, ask yourself what happens when the gamer has to go
to sleep (on occasion), eat a meal (preferably), or even go to
the little boy's room! Yes, your game needs a save game feature.
Period.
No music. Imagine Star Wars without the music.
Likewise for The Matrix, Titanic,
and any other blockbuster you can imagine. Now imagine your game,
with the only sounds heard are the bleeps when finding a good
item, and the bloops when finding a bad item. Even if the music
is digital (in some cases, that's even preferable), you need
background music. Just look at how cool a simple RPG like Sierra
On-Line's Hero's
Quest was, thanks to its excellent heroic score.
Believing the myth, that "all
a game needs is to look like [that other game], and it will be
a hit, too"
Look at Diablo;
a 2D game that was a smash hit, among a barrage of games that
followed on the coattails of the beginning 3D acceleration
craze. How many 3D games did you pass by, perfectly happy with
Quake/Unreal/Dark Forces 2
at the time? Comparatively, how many people passed by Diablo; a totally
inspired RPG, with random-generated dungeons every time you played?
Never think all your game needs is what that other game had;
if anything, it needs what that other game didn't have.
No beta testing. Gamers can forgive a glitch or two;
that's the truth. However, gamers want to be able to play the
game they paid for; that's a no-brainer! Here's the irony of
it all; beta testing really shouldn't require more than a few
amateur gamers, anyway. In fact, you might find it easiest to
comb local schools for kids who want the chance to test the latest
game. All they often want in return is some meager recognition
as beta tester (in the credits list for your game), and perhaps
a free game when released. Fair enough?
Following Hollywood's "example." It's understandable when a bad movie
is considered "like a video game," and, comparatively,
a bad game is considered "like being forced to watch a bad
movie." These are two different entertainment styles completely.
The best games, as a rule, would often lead to the worst possible
movies (need proof: rent the film, Super Mario Brothers).
Never follow in Hollywood's footsteps. They may be going in
the same direction, though in a completely different way.
Not loving what you make. If a game's own designer doesn't really
want to play his/her game, who is a consumer to feel any different?
Sure, they'll say in an interview that they feel the game they
designed was fun, though the truth is evident soon enough. Why
did Sierra On-Line soon get bought out completely? Because their
initial games, in their heyday, were created by people who loved
to make games, and in time, that no longer seemed to be the case.
Their last few games (pre-buyout) were made with no real sense
of fun. I can't imagine anyone truly thinking that King's Quest 7,
Space Quest 6,
or Quest for Glory
4 was one thimble as fun as the original, first games
that inspired them. This isn't because they were sequels (which
are rarely as good as the original); it was because the game
designers simply wanted to release a $sequel$, not a fun
game. Big difference.
...so, how do our lists compare?
Are there game mistakes worse than this? If you want feel free
to send your addendums to the list via Techtite's Letters
page!
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