What are some of the biggest examples of bad game design you’ve seen?

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They say the game has a steep learning curve, but what they mean is that you'll have to look up how to do everything beyond the basics online.
Rogue darling Dungeon Crawl Stone Soup realized that using online reference tables for weapon attack speed was inconvenient so just about any info online about enemies or spells or armor is available in the game. Its still hard as balls, but the info there.

Dwarf fortress, in my opinion, is falsely memed for its difficulty. The controls and interface are bad but past that and the ASCII its very intuitive. Many people do flavor builds with restrictions because its an easy game.

Rise to ruins has snark in its terrible tutorial and will say things like "oh shit its night you should have built a tower already. Hope you did or youre fucked hahaaaa." Even worse its very slow with a lot of waiting and speeding up the game gives warnings about lack of stability so the play, die, learn cycle is much more irritating.
 
I just assumed Angel put you into the New-U system, removed Handsome Jack and didn't add Roland because she didn't expect him to leave the safety of Sanctuary.
It’s a good handwave, but the lava jump side quest is post Angel, and Jack contacts you directly after you make the jump so he’s clearly aware that you’re alive. And again there’s the issue where Jack inexplicably doesn’t use his own respawn system.

Even Andrew Ryan’s perma-death can be explained by the deactivated Vita-Chamber in the back of his room, implying that they have a limited range and beyond that you’re still mortal.
 
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I read Nintendo Power long before I ever found a rare copy of this cart so I knew what to do, but it's funny to read online how many people were bamboozled by this. From a design perspective, there's nothing like this choice before or after in the entire game, and it's poorly explained within the game what the risk/reward is. It's still debated to this day whether it's obvious or not, so because these discussions are still happening 25 years later I consider that evidence of this being an element of bad game design.
Small other thing kind of related, but early on the story has an NPC ask you to join their resistance. It's even written in a way where refusing just re-prompts you giving you the impression you can't turn them down, but after 3 requests its finalized that you won't join them. Ultimately, nothing about the plot changes from this, but the game will reward you with a great accessory for joining them, but only if you refuse them a couple of times first.

In a completely different game, FFXII, the strongest weapon in the game is hidden in a chest in a late game dungeon. The devs thought it'd be a great idea to make it so 4 completely random and arbitrary chests spread out throughout the entire fucking game replaces the strongest weapon with trash should you open them.

What the fuck is up with Square-Enix just shitting on people that didn't buy the strategy guide?
 
Small other thing kind of related, but early on the story has an NPC ask you to join their resistance. It's even written in a way where refusing just re-prompts you giving you the impression you can't turn them down, but after 3 requests its finalized that you won't join them. Ultimately, nothing about the plot changes from this, but the game will reward you with a great accessory for joining them, but only if you refuse them a couple of times first.

In a completely different game, FFXII, the strongest weapon in the game is hidden in a chest in a late game dungeon. The devs thought it'd be a great idea to make it so 4 completely random and arbitrary chests spread out throughout the entire fucking game replaces the strongest weapon with trash should you open them.

What the fuck is up with Square-Enix just shitting on people that didn't buy the strategy guide?
In the pre-Internet era, stuff like this probably sold a lot of strategy guides. These days, with all the information you could want about the game being a few searches away, it's not as effective.
 
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Small other thing kind of related, but early on the story has an NPC ask you to join their resistance. It's even written in a way where refusing just re-prompts you giving you the impression you can't turn them down, but after 3 requests its finalized that you won't join them. Ultimately, nothing about the plot changes from this, but the game will reward you with a great accessory for joining them, but only if you refuse them a couple of times first.

In a completely different game, FFXII, the strongest weapon in the game is hidden in a chest in a late game dungeon. The devs thought it'd be a great idea to make it so 4 completely random and arbitrary chests spread out throughout the entire fucking game replaces the strongest weapon with trash should you open them.

What the fuck is up with Square-Enix just shitting on people that didn't buy the strategy guide?
Glad the Zodiac Age did away with that. I'm still not crazy about random chest contents but it could be worse.

I'm more mad about the best dagger in 12. It drops from a rare enemy that spawns once after unclear objectives have been completed (you have to kill enough indefinitely respawning enemies except sometimes it doesn't work because fuck you), at less than 1%. If you don't get it, spend another hour spawning it. Fuck that.
 
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While I loved Far Cry 5, I hated how the game seemed to be deathly afraid of you getting bored. You can't go half a mile without getting in a drive-by shootout with Peggies.

Also, tying the resistance points to scripted story progression made it go by way too quickly.

The worldbuilding was excellent, Ubisoft, but that game needs to be patched with a hefty dose of Adderall.
Big problems. I was looking forward to hunting and fishing but you can’t hardly do either when there’s fucking gunfire every minute.
 
Fuck inverted reverse controls. If I'm going backwards and I press D, I'm not trying to go left you mongoloids. They really need to start adding options to turn that shit off.
...That's a thing, and sometimes you can't even turn it off? Who plays like that?
 
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Before Twelve Tales: Conker 64 was quietly cancelled and transformed into Conker's Bad Fur Day, a version of it was actually released on the Gameboy/Color. This version, called Conker's Pocket Tales, is mostly a neat little game that rather obviously suffers from being rushed. This is first noticeable about halfway through the game, when you have the option of going to either Claw Swamp or the Mako Islands. We'll start with the Mako Islands, since nothing about it seems wrong at first glance. It's a nice, open map you can explore freely with relaxing tropical music, as much as the Gameboy can make relaxing tropical music.

You're guided to this one acorn's house where he says he'll make Conker a boat for the boat race so you can complete the area and continue on with the game. But he doesn't have the materials; you'll have to gather them through minigames. The closest minigame is a short distance away to the west, and involves shooting coconuts: you need to hit above a certain score in order to win. The target boxes automatically locks onto the coconuts as they fly by, so it's just a matter of hitting A or B. It's incredibly easy to do, unless you mix up which button to hit. We'll go counterclockwise around the map and head south to the next minigame. This time it's the long jump. No big deal, right? Right?

This is the part where the game breaks. To play the long jump, you have to rapidly hit left and right to gain speed, then hit and hold A or B at the line until you get a good angle for a jump. The D-pad for the Gameboy/Color is a bit on the small side compared to the NES and SNES, and isn't as easily responsive either. And this minigame further reduces reponsiveness in order to increase the difficulty. Ever get a pain in your thumb playing Gameboy for a while? This minigame causes it in a couple of minutes if you don't get it the first time. And you probably won't because of how hard the game makes it to build enough speed to jump far enough to win. You can set it on a desk or table and just use your index fingers, but that takes them away from A and B to actually jump, making it more likely that you'll run over the line and lose, or stop running too soon, lose precious speed, and then lose because you didn't have enough speed for your jump.

But let's say you kept at it and finally won. Maybe you had a gaming friend help you, even. Well, the other two minigames have the same exact mechanic with the same level of responsiveness. The difference is that they're races against your asshole skunk rival so yeah, you're going to be hitting left and right a whole lot more. Race 1 is on land, and you have to periodically jump barrels or your speed will tank. It's also the hardest out of all four minigames. Race 2 is in the water and is actually the easiest of the three left and right minigames since your asshole skunk rival is a shitty swimmer. It's a lot longer, and slower, though, and you have to hit A or B to breathe when directed to. Otherwise, you guessed it, your speed will tank.

So you finally finish the Mako Islands, (unless you did them second) so it's off to Claw Swamp. The first thing you'll notice is that it's got a cool tune. The second is that Claw Swamp is a completely linear path, and every so often the path is blocked and you have to go in a building to solve a puzzle to continue. Compared to the first levels of the game (save the latter half of Crow Keep), it's boring as shit. Even Crow Keep had actual side paths leading to bonuses that made it maze-like, here the bonuses are just a "room" off to the side of the path. And if you think it'll get better, it doesn't because the last two levels of the game are the same exact shit, just with the occasional proper side paths.

It's a shame because the potential was there, they just wound up rushing the last half of the game in order to get it out. But if you want to give it a try, emulating it is much easier than playing it on a Gameboy. Those games are hell on a real Gameboy/Color. Even the GBA isn't much of an improvement.
 
As much as I love that game I think the Vanish/Doom glitch is worse. Makes way too many boss fights a non issue.
I don't call it a glitch; Vanish by design makes your physical evasion 100% but the trade-off is spells have a 100% chance to be effective. Obviously casting this buff on bosses makes an instant kill spell work amazingly well. But plenty of other things in this game make you just as overpowered, or even more so.

I think it was originally intended, and might've been just a developer trick to speed past bosses in playtesting to make sure triggers fire for quests and cinemas. People seem to complain about it a lot when it's helpful, which surprises me. For a game that doesn't require grinding, I don't think it's a big deal.
 
In Dragon Quest 8 (and probably other DQ games), an encounter that can easily knock out members of your party if you're not careful only gives you like 10% more XP than some trash mob that you can beat by looking away and spamming the confirm button.
So you're basically getting punished for not grinding since two trivial encounter that are quickly over and don't cost items or MP give you more XP than one challenging one.
 
Not quite bad design, more of a bug than anything, but Persona 5 has a fun exploit. Like the rest of your equipment, guns can have stat bonuses on them. However, for some reason, this has a bug where the stat boost is applied twice
This is extra fun because there's a lategame weapon that benefit from massively from this, Makoto's Judge of Hell, which normally gives +10 to all stats. With the bug, thats +20 to all stats.
Normally, Makoto fills a healer/support role but with that equipped, she can slide into an offensive role, shitting out damage higher than Ann (the usual best at offensive magic) can do, all while doing support

Even more, this bug is in Royal too, where there's an item that gives the equipper the move Mind Charge, the one tool Ann has over Makoto.
 
The issue is that Handsome Jack is the president of Hyperion, and he's the primary antagonist. This means that the head of the company that runs the respawn system, that you're actively working against, doesn't actually disable the respawning system for you, which eventually lets you kill him. Also for some reason he doesn't use his own respawning system. And also Jack kills characters from the first game, who were also attached to the Renew-U system, but I guess now they're not and they're perma-dead.
The "official" explanation from the devs on this point is that the Renew-U system doesn't actually exist in-universe and is present in-game solely as a gameplay mechanic to respawn players closer to the action more quickly instead of (potentially) making them run all the way across the map to get back to where they left off when they die (and provide an incentive not to die by charging a fee each time they're used).

While this explains why characters "killed by the plot" or NPCs killed by the player don't come back (there's no actual respawn system in-universe to revive them), it doesn't explain the side quest you described. Jack isn't supposed to be aware of the Renew-U machines, so he should have no reason to think you'd "come back" if you did actually jump to your death. Yet sure enough, after you respawn, he says something to the effect of "wow, I didn't think you'd actually do it. Well, a deal's a deal, come get your reward." From his perspective though, you shouldn't still be alive -- because you just killed yourself. If you are alive to collect the reward, you haven't earned it.

For the record, I think the "official" explanation is retarded. It could easily have been made an in-universe "luxury" that most people simply couldn't afford, "old school" vault hunters didn't believe in (and stopped using once they figured out how), and Jack was too stupid and cocky to bother activating for himself. That would legitimately fit his character and explain why (almost) nobody uses them while allowing them to actually exist in-universe and make more sense.
 
The "official" explanation from the devs on this point is that the Renew-U system doesn't actually exist in-universe and is present in-game solely as a gameplay mechanic to respawn players closer to the action more quickly instead of (potentially) making them run all the way across the map to get back to where they left off when they die (and provide an incentive not to die by charging a fee each time they're used).

While this explains why characters "killed by the plot" or NPCs killed by the player don't come back (there's no actual respawn system in-universe to revive them), it doesn't explain the side quest you described. Jack isn't supposed to be aware of the Renew-U machines, so he should have no reason to think you'd "come back" if you did actually jump to your death. Yet sure enough, after you respawn, he says something to the effect of "wow, I didn't think you'd actually do it. Well, a deal's a deal, come get your reward." From his perspective though, you shouldn't still be alive -- because you just killed yourself. If you are alive to collect the reward, you haven't earned it.

For the record, I think the "official" explanation is retarded. It could easily have been made an in-universe "luxury" that most people simply couldn't afford, "old school" vault hunters didn't believe in (and stopped using once they figured out how), and Jack was too stupid and cocky to bother activating for himself. That would legitimately fit his character and explain why (almost) nobody uses them while allowing them to actually exist in-universe and make more sense.
One of the Hansome Jackhammer's (talking gun possessed by Jack in Borderlands3) lines is "Hey kiddo I'll pay you to take me to a Renew U station so we can digistruct me a new body." Making this even more confusing.

Which is weird because Maya dies in Borderlands3 and she is in the renew u system in Borderlands2.

Let's just say Borderlands writing sucks ass and is inconsistent.
 
One of the Hansome Jackhammer's (talking gun possessed by Jack in Borderlands3) lines is "Hey kiddo I'll pay you to take me to a Renew U station so we can digistruct me a new body." Making this even more confusing.

Which is weird because Maya dies in Borderlands3 and she is in the renew u system in Borderlands2.

Let's just say Borderlands writing sucks ass and is inconsistent.
I hate lore inconsistencies. It really isn't hard to have a consistent narrative.
Problems occur when companies fire departments and outsource.

When Eve Online outsourced Dust: 514 to China, The chinks fucked up the lore. The chinks 'explained' in the packaged literature that the PCs (capsuleers) control ships remotely via VR in station. This is completely wrong, and highlighted the fact that CCP: Shanghai never played the fucking game.
 
Forgot to mention this the last time Pokémon came up, but HMs are absurdly dumb. You know what's really awesome in a game where you're supposed to build a team of 6 creatures that can only know 4 moves each? Having to give up 6-8 of those moves for stuff you don't want to use in an actual fight just to effectively traverse the environment. You can get an HM slave, but that's 1/6 of your team that basically can't do anything in most battles.
 
Forgot to mention this the last time Pokémon came up, but HMs are absurdly dumb. You know what's really awesome in a game where you're supposed to build a team of 6 creatures that can only know 4 moves each? Having to give up 6-8 of those moves for stuff you don't want to use in an actual fight just to effectively traverse the environment. You can get an HM slave, but that's 1/6 of your team that basically can't do anything in most battles.
One of the best improvements on the formula was reducing those to regular moves.
 
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