C'mon Game developers...show some f*cking imagination...

Lunch My Nuts

CAG Veteran
I literally groan everytime I see things in games that just smacks of laziness/lack of imagination.

There should be a BAN on the use of "giant" anything...rats, spiders, etc. as a creature you face on any level of any game. When I see one of these lame ass creatures, it's like the developer saying "F*ck You. We can't think of any better creature...so kill this giant (insert any lame creature here) and like it." A pretty game engine is no excuse for stupid ass creatures to kill.

Come on FPS creators...I'm sick of the bullshit USELESS weapons...STOP giving us fists, knives, and handguns that do absolutely jack shit in terms of damage and/or fun factor. Why not give us (god forbid) DIFFERENT f*cking weapons? ANYTHING...mix it up...hell...how about a handgun with a fisting knife attachment? I miss awesome weapons like the shark gun that shoots (you guessed it...a huge ass shark) that eats your opponents or the brain blade that sucks the brain outta your opponents.

CHANGE YOUR KILL ANIMATIONS once in awhile. Of course, it's impossible to make an unlimited number of kill animations...but if I'm gonna play your game for several hours you can at least give me the courtesy of changing up the kill animations every now and then to AT LEAST 5 different animations. I think this would encourage replayability. Imagine gears of war with at least 5 different curbstomps? Imagine the John Wu ripoff game with at least 5 different ways to shoot a character in the sack.

(A variation of the above) IF I LEVEL UP IN A GAME...LET ME SEE AND FEEL THE DIFFERENCE. In most games...there is absolutely NO difference between a level 1 animation for whatever...spell, weapon, etc. and it's top level counterpart. Cmon developers...give me incentive to level up.

These are just a few...what are yours?
/end rant
 
[quote name='Lunch My Nuts']Iow about a handgun with a fisting knife attachment? [/quote]


Do you really want a game with a handgun that forces you to sneak up on someone from behind and then shoots a knife up their ass?
 
Developers have plenty of imagination. The problem is developments costs and the people who provide the funding for it, are holding them back.
 
Knives in Turok and CoD4 are all basically instant kill. What the fuck are you talking about? Shouldn't be in the gaming pet peeves topic anyways?
 
[quote name='Malik112099']Do you really want a game with a handgun that forces you to sneak up on someone from behind and then shoots a knife up their ass?[/QUOTE]

:shock:

That would be awesome! :)
 
[quote name='Lunch My Nuts'](A variation of the above) IF I LEVEL UP IN A GAME...LET ME SEE AND FEEL THE DIFFERENCE. [/quote]Well, Rockstar and Take Two were working on a special controller that injected you with steroids from time to time, but that was canned.
 
Really, there are some greatly imaginitive games out there, yet people don't buy them. What gamers want is innovation that turns out perfectly. Sure, Super Mario Galaxy sells, yet when a game tries something knew, but doesn't get it perfect, no one buys it.

So, I just get annoyed with these topics, like developers don't try knew things.
 
im still waiting to see tht game tht truly shows me what next gen is all about. the one game i was e xcited to see was the 360 zombie game and thats cause i love zombie films. heres to hopin re5 will be tht game. that or gow3.
 
I go back and forth on this issue.

On the one hand I get tired of playing the same old stuff with a new coat of paint.

On the other hand, I don't like a lot of games that are too different from the stuff I love to play.

For me, I just like a happy medium of having some minor innovations in genre's I love, rather than some total new type of game like Katamari or whatever as I tend not to like stuff outside of my few genres of interest.
 
I think a start would be pistols should all have laser pointers, and make games more challenging by removing the cross hairs (at least the ones that have the cross hairs set perfectly centered). That way pistols wouldn't really be useless but actually useful. Oh and as long as knifing someone is much faster than shoot/reload then I'm all for it.
 
haven't had a 360 for since launch, so if this complaint has now changed, please inform me.

I played condemned and I remember how pissed off I was when it got to a door and the only way to get through was smashing it with a fire ax (or something of the sort, it's been 2 yrs? now). Problem was I had a sledgehammer that I swear could do the job.

That's what pisses me off is when it's clearly obvious that you don't need to find this item to get to a certain place but they make you do it anyways.

Maybe that has changed for FPS on the new systems, but I haven't played 360 for a long long time and I haven't played the PS3 yet.
 
I hate those games that have the characters with blocky hands. It's like stop being so lazy and detail some frickin hands! Developers nowadays
 
I disagree with the whole "adding different weapons to games makes it fun" argument. Case in point: Turok: Dinosaur Hunter. Most ridiculous game premise ever, paired with most ridiculous weaponry ever.

Also, I think CoD 4, despite its basic weaponry and realistic experience has plenty of room in the FPS genre as a MOTS (more of the same).

Just because an experience has over the top or creative weapons doesn't mean the gameplay will be fun - just look at Turok and its ensuing sequels.
 
[quote name='dmaul1114']I go back and forth on this issue.

On the one hand I get tired of playing the same old stuff with a new coat of paint.

On the other hand, I don't like a lot of games that are too different from the stuff I love to play.

For me, I just like a happy medium of having some minor innovations in genre's I love, rather than some total new type of game like Katamari or whatever as I tend not to like stuff outside of my few genres of interest.[/QUOTE]

You, sir, are the perfect example of why a publisher doesn't care about innovation, but rather iteration.
 
[quote name='cuco33']I think a start would be pistols should all have laser pointers, and make games more challenging by removing the cross hairs (at least the ones that have the cross hairs set perfectly centered). That way pistols wouldn't really be useless but actually useful. Oh and as long as knifing someone is much faster than shoot/reload then I'm all for it.[/quote]

COD4 got's you covered there. If you play hardcore mode, you don't get a crosshair to even know how much ammo is in your clip.
 
[quote name='Dr Mario Kart']Developers have plenty of imagination. The problem is developments costs and the people who provide the funding for it, are holding them back.[/QUOTE]

Yup, absolutely nothing creative on the 360 or ps3. All I do is play the same old game over and over all day :whee::whee::whee::whee::whee::whee:
 
Indie/modding scene FTW?

While I can't really take the overall post seriously with the writing, I'll agree on the weapons part. More developers should use Warren Spector's methodology of not putting a weapon in a game unless it was absolutely-obvious to the player that it functioned much more differently than any other weapon in the game. I don't need five different versions of the same assault rifle with slightly different firing rates.
 
The next Katamari game should realistically impale any people that are unfortunate enough to be crushed by a city-sized ball of death, beneath the impossibly-rolling skyscraper and tons of flagpoles. Victims should scream and writhe in bloody pain!!!!!111!
 
[quote name='Malik112099']Do you really want a game with a handgun that forces you to sneak up on someone from behind and then shoots a knife up their ass?[/quote]

Wasn't that in Manhunt 2?


[quote name='guinaevere']Well, Rockstar and Take Two were working on a special controller that injected you with steroids from time to time, but that was canned.[/quote]

:lol::lol::lol:
 
[quote name='Jek Porkins']You, sir, are the perfect example of why a publisher doesn't care about innovation, but rather iteration.[/QUOTE]

Can't argue with that. I know what I like, and that's what I play. It has to add some new stuff, but totally new, oddball stuff I generally can't get into.

I like a new, quirky take on a genre I like. For instance, Okami was great--but it's really just Zelda or any other action-adventure game with a new gimmick and great art style. That's the type of "innovation" I support most of the time.

I give new stuff like Katamari a try, I just end up not liking it 90% of the time.
 
[quote name='Lunch My Nuts']I literally groan everytime I see things in games that just smacks of laziness/lack of imagination.

...what are yours?
[/quote]
I groan too.
Sometimes I shake my fist in anger even. You should send your complaints to the developers directly. If enough people are fed up, they might do something about it. And don't listen to the morons who say you have no place to complain. These games are expensive and if you're buying a new $50+ game, you should expect a little effort. Some peole don't mind being suckers, doesn't mean you have to be one.

Personally, the bane of my game playing experiences are Quick Time Events. Of all the things that plague the next gen experience I'm mortified to see that QTEs actually survived. Rather than create an intuitive control scheme, it seems that lately, every programmer who is too impatient, lazy, or stupid to lay out something interesting and fun will just have the game flash random buttons (or in really sad cases: waggles and/or arrows) on the screen. This one tedious control function which was carried over from Resident Evil 4, which got it from God of War, which borrowed it from Shenmue seems to have risen from the 80s arcade graveyard and is now haunting almost every new overrated game I play. I am getting sick and tired of lazy programmers who make gamers stop and play Simon Says like (as Yhatzee puts it) electrode laden chimps especially since it always seems to happen at the most exciting and/or cinematic moments. And yes I do love the fact that half of the last Zero Punctuation review was dedicated to ridiculing this gimmic and every lazy excuse of a programmer who uses it.

Really this has been going on since the arcade classic Dragon's Lair and it's about time it stopped. We were forgiving with that one (I was at least) because it was the first time we played a video game that looked like a cartoon (most other games back then had about 12 colors and looked like the kind of thing you'd pay $5 for on the Virtual Console; actually some of them are the games you can pay $5 for on the VC) and the controls consisted of one stick and one button. But now (over 20 years of progress later) that most every game looks like a cartoon and your average controller has about 12 buttons & a couple of sticks, I think we should expect more out of these programmers. They should also think we deserve better controls than "press A quickly or DIE" considering we're putting their kids through college. On a system with motion controls like the wii, this sort of contrived gimmick is absurdly unforgivable.

Don't get me wrong, I actually enjoyed God of War and RE4 but if the programmers thought of some intuitive controlls, I might have thought these games deserved all the attention that much better games of the time should've gotten.
I'll end this rant now befor I think of something else but I don't think anything shows off a lack of imagination and ingenuity better than programmer's use of quick time events.
 
[quote name='GonzoGamer']Personally, the bane of my game playing experiences are Quick Time Events...[/quote]

Interesting perspective. I'm playing POP:TTT and I'm loving the QTEs - if a QTE is forgiving enough, it makes me feel like a badass without alot of effort.

My personal pet peeve is the following typical RPG boss battle storyline

"Could you tell me the way to the Chocobo forest..."
"You - you killed my sister!"
"What.. um - nevermind I'll find it myself..."
"She was killed with a sword - you have a sword - it must have been you!"
"Well everyone has swords it's a damn fantasy game..."
"Enough talk, now we fight!"
"Now wait a damn minute what are you doing..."


"You... you didn't kill me!"
"As I was saying - I never wanted to fight and I didn't kill your sister it must have been "
"Well in that case let's team up, friend!"
 
[quote name='GonzoGamer']I groan too.
Sometimes I shake my fist in anger even. You should send your complaints to the developers directly. If enough people are fed up, they might do something about it. And don't listen to the morons who say you have no place to complain. These games are expensive and if you're buying a new $50+ game, you should expect a little effort. Some peole don't mind being suckers, doesn't mean you have to be one.

Personally, the bane of my game playing experiences are Quick Time Events. Of all the things that plague the next gen experience I'm mortified to see that QTEs actually survived. Rather than create an intuitive control scheme, it seems that lately, every programmer who is too impatient, lazy, or stupid to lay out something interesting and fun will just have the game flash random buttons (or in really sad cases: waggles and/or arrows) on the screen. This one tedious control function which was carried over from Resident Evil 4, which got it from God of War, which borrowed it from Shenmue seems to have risen from the 80s arcade graveyard and is now haunting almost every new overrated game I play. I am getting sick and tired of lazy programmers who make gamers stop and play Simon Says like (as Yhatzee puts it) electrode laden chimps especially since it always seems to happen at the most exciting and/or cinematic moments. And yes I do love the fact that half of the last Zero Punctuation review was dedicated to ridiculing this gimmic and every lazy excuse of a programmer who uses it.

Really this has been going on since the arcade classic Dragon's Lair and it's about time it stopped. We were forgiving with that one (I was at least) because it was the first time we played a video game that looked like a cartoon (most other games back then had about 12 colors and looked like the kind of thing you'd pay $5 for on the Virtual Console; actually some of them are the games you can pay $5 for on the VC) and the controls consisted of one stick and one button. But now (over 20 years of progress later) that most every game looks like a cartoon and your average controller has about 12 buttons & a couple of sticks, I think we should expect more out of these programmers. They should also think we deserve better controls than "press A quickly or DIE" considering we're putting their kids through college. On a system with motion controls like the wii, this sort of contrived gimmick is absurdly unforgivable.

Don't get me wrong, I actually enjoyed God of War and RE4 but if the programmers thought of some intuitive controlls, I might have thought these games deserved all the attention that much better games of the time should've gotten.

I'll end this rant now befor I think of something else but I don't think anything shows off a lack of imagination and ingenuity better than programmer's use of quick time events.[/QUOTE]

I agree about QTE's. I think developers use QTE's as a method of keeping the player engaged in what would normally be a non-interactive section of the game. Unfortunately it is just a bandaid for the larger problem of stories being divorced from the gameplay experience. Developers realize they need to make the player feel involved in the story, so they use the quick fix of slapping simon says onto a cutscene, rather than the more difficult task of intergrating the story into the gameplay.
 
[quote name='msdmoney']I agree about QTE's. I think developers use QTE's as a method of keeping the player engaged in what would normally be a non-interactive section of the game. Unfortunately it is just a bandaid for the larger problem of stories being divorced from the gameplay experience. Developers realize they need to make the player feel involved in the story, so they use the quick fix of slapping simon says onto a cutscene, rather than the more difficult task of intergrating the story into the gameplay.[/quote]

I realize that but I think it's a poor excuse for the things.
Example: In god of war, during a QTE like killing a cyclops, they can have the cutscene and the button mashing but why do they have to be arbitrary. Why do I press the magic button to jump? Why am I pressing the jump button to stab him in the eye? And why is the beautiful image have to marred by images of these buttons flashing over the animation? Same thing in RE4: I know I have to run up on the monsters back when he goes down on one knee but why aren't I running like normal rather than pulling the trigger or some other random button. And I figured I have to waggle to slice the tumor, no need to flash it on the screen.

Godfather Blackhand had a tutorial for all the moves in the pause menu. That I think is tactful and not insulting to the gamer.

camoor-That's just it. I never feel like a badass doing QTEs, I feel more like a lab chimp with electrodes and a gamepad. And I don't hate all games with QTEs (just most of them) in fact I really liked RE4 and God of War, just thought they were a little overrated. Not super overrated like nomoreheroes or anything. I'll probably even rent POPTTT one of these days. It's still a real lazy cop out that's really kind of insulting at this point and I can't easily forgive anymore, even if the rest of the game is top notch.

I totally agree with you about the overused RPG dialog: that was even a cliche when I stopped playing rpgs, on the genesis. But I also remember rpgs being full of cliches.
 
[quote name='GonzoGamer']I realize that but I think it's a poor excuse for the things.
Example: In god of war, during a QTE like killing a cyclops, they can have the cutscene and the button mashing but why do they have to be arbitrary. Why do I press the magic button to jump? Why am I pressing the jump button to stab him in the eye? And why is the beautiful image have to marred by images of these buttons flashing over the animation? Same thing in RE4: I know I have to run up on the monsters back when he goes down on one knee but why aren't I running like normal rather than pulling the trigger or some other random button. And I figured I have to waggle to slice the tumor, no need to flash it on the screen.

Godfather Blackhand had a tutorial for all the moves in the pause menu. That I think is tactful and not insulting to the gamer.

camoor-That's just it. I never feel like a badass doing QTEs, I feel more like a lab chimp with electrodes and a gamepad. And I don't hate all games with QTEs (just most of them) in fact I really liked RE4 and God of War, just thought they were a little overrated. Not super overrated like nomoreheroes or anything. I'll probably even rent POPTTT one of these days. It's still a real lazy cop out that's really kind of insulting at this point and I can't easily forgive anymore, even if the rest of the game is top notch.

I totally agree with you about the overused RPG dialog: that was even a cliche when I stopped playing rpgs, on the genesis. But I also remember rpgs being full of cliches.[/quote]

I think POP:TTT hits QTEs on the nose though. To activate the speed kills you need to figure out a way to sneak up on the enemy (essentially stealth gameplay). Then the animation starts, and the only indication of the QTE is the prince's dagger suddenly shining and some bullettime (a mostly organic implementation). The only button press is the "knife" button, which still makes sense, and it's at most two or three QTE button presses. To me - it looked like a moving tapestry, esp when the prince's knife begins to shine.

If you don't like QTEs you can just drop to the floor and somersault all around, knifing enemies and throwing them off cliffs.

It's truly an extra - the game would have been fine without it, but it's all the better for giving you the option.

I can totally respect you don't enjoy them (and I too hated them in GOW), just wanted to point out that IMO they can be fun when they are implemented well (as they are in POP:TTT)
 
[quote name='camoor']

I can totally respect you don't enjoy them (and I too hated them in GOW), just wanted to point out that IMO they can be fun when they are implemented well (as they are in POP:TTT)[/quote]

Agreed but in almost every case I've come across, it isn't implemented well. That's why it bothers me. I wouldn't mind if it was integrated with the regular control scheme, intuitive, and cinematic (once again, why we were so forgiving with Dragons Lair and from what you describes PoP) but flashing arbitrary buttons goes against all those qualities and that's usually what we're given.
 
[quote name='camoor']I think POP:TTT hits QTEs on the nose though. To activate the speed kills you need to figure out a way to sneak up on the enemy (essentially stealth gameplay).[/quote]They're especially well done early on, opportunities to sneak around are numerous but somewhat hidden. You're allowed to plunge on ahead and chop though the enemies, but taking a minute to see the ledge that leads to the wall that you jump off of to reach the crack directly above the archer to pull off a stealth kill is a lot more satisfying.
 
I finally tried PoP and you're right, it's an acceptable use of QTEs. In fact, I would say it's a completely different category of QTEs: somewhat intuitive and noninvasive.
What bothers me about most quick time events is the arbitrary nature of the directions and it shows the lack of confidence the programmers have in the intelligence of the average gamer: though looking at some of the initial responses to this thread, it's not completely unfounded.
 
[quote name='InuFaye']COME ON OP USE SOME fuckING IMAGINATION.

otherwise known as why did you make this topic?[/quote]
This is the kind of thing I mean. Morons like this might cause some programmers to think we lack the intelligence for anything beyond QTEs.

Glad to see this InuFaye idiot was banned. One too many completely useless comments I guess.

The length of some of these new games is starting to annoy me as well. I could see if they were the same price as DVDs but they are usually about twice to three times the price. Doesn't show lack of imagination but the same measure of contempt.
 
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