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

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Aside from multiplayer levels, when does this happen in future Halo games? I didn’t notice any repetitive campaign missions in the other games.
Halo 2- The second half of 'The Oracle' is running back through the previous level 'The Arbiter'
Halo 3- 'Floodgate' is running back through the previous level 'The Storm', the end of the level is entirely reused assets leftover from 'Cortana'. The final mission is also a recreation of a section of AOTCR from Halo: CE from the control room to the pulse generators.
ODST: The Mombasa Streets open world reuses sections from the missions Tayari plaza and kizingo bouevard, Uplift Reserve reuses assets from the Halo 3 mission Tsavo highay
Reach: The mission Oni Sword base is reused for The Package, Also reuses a couple of the MP maps in some sections as you said.
Halo 4: The entirety of Spartan ops
Halo 5: The Walky non shooty 'missions' get reused a few times in the latter half of the game, Evacuation is running back through the previous mission 'Unconfirmed' I'm fairly certain the Sanghelios missions do the same thing.
Halo Wars: Cleansing and Repairs use the same map
Halo Wars 2: Don't remember any obvious examples off the top of my head.
 
Halo 2- The second half of 'The Oracle' is running back through the previous level 'The Arbiter'
Halo 3- 'Floodgate' is running back through the previous level 'The Storm', the end of the level is entirely reused assets leftover from 'Cortana'. The final mission is also a recreation of a section of AOTCR from Halo: CE from the control room to the pulse generators.
ODST: The Mombasa Streets open world reuses sections from the missions Tayari plaza and kizingo bouevard, Uplift Reserve reuses assets from the Halo 3 mission Tsavo highay
Reach: The mission Oni Sword base is reused for The Package, Also reuses a couple of the MP maps in some sections as you said.
Halo 4: The entirety of Spartan ops
Halo 5: The Walky non shooty 'missions' get reused a few times in the latter half of the game, Evacuation is running back through the previous mission 'Unconfirmed' I'm fairly certain the Sanghelios missions do the same thing.
Halo Wars: Cleansing and Repairs use the same map
Halo Wars 2: Don't remember any obvious examples off the top of my head.
I must’ve blocked the abomination that is Spartan Ops out of my immediate memory.
 
For all it's myriad and grievous sins I think the worst aspect of Dragon Age Inquisition's design is that godawful meeting table mechanic. I know the main gameplay looking is as boring as sin but having to go back to the castle to deal with mobile f2p mechanics in a single player rpg every couple of hours and being forced to wait upwards of 18 hours for progress made me want to pimp slap everyone involved.
 
Halo 2- The second half of 'The Oracle' is running back through the previous level 'The Arbiter'
Halo 3- 'Floodgate' is running back through the previous level 'The Storm', the end of the level is entirely reused assets leftover from 'Cortana'. The final mission is also a recreation of a section of AOTCR from Halo: CE from the control room to the pulse generators.
ODST: The Mombasa Streets open world reuses sections from the missions Tayari plaza and kizingo bouevard, Uplift Reserve reuses assets from the Halo 3 mission Tsavo highay
Reach: The mission Oni Sword base is reused for The Package, Also reuses a couple of the MP maps in some sections as you said.
Halo 4: The entirety of Spartan ops
Halo 5: The Walky non shooty 'missions' get reused a few times in the latter half of the game, Evacuation is running back through the previous mission 'Unconfirmed' I'm fairly certain the Sanghelios missions do the same thing.
Halo Wars: Cleansing and Repairs use the same map
Halo Wars 2: Don't remember any obvious examples off the top of my head.
Adding onto this:
-You forgot one of the most obvious reuses in Halo 1: Two Betrayals is literally Assault on the Control Room in reverse. Like, the entire level is going back from the control room almost all the way to the very beginning of AotCR, just with a couple Banshee flying segments to take you to otherwise inaccessible areas. Really, the only levels that didn't involve taking level geometry from other levels are Halo, The Silent Cartographer, 343 Guilty Spark, and The Library, and the latter two do enough copy-pasting from themselves to make up for that.
-If you want to get technical, Cairo Station in Halo 2 reuses The Armory, but I don't know if you want to count reusing a tutorial level. There are also a couple examples of levels that feel like they were intended to be one originally, but ended up split in two: Delta Halo/Regret and Sacred Icon/Quarantine Zone.
-You have it backwards with regards to Floodgate and Cortana. Cortana was originally going to be a much larger level that actually looked more like the High Charity we saw in Halo 2. But once again, Bungie was rushed for time, so pretty much the entire original level had to be scrapped, and the second half of Floodgate was mashed together with the "throne room" where you get Cortana back to produce the final level. That's why Floodgate ends abruptly once you get inside the crashed ship and there's no more enemies to fight; the level was originally going to be a lot longer.
-Being fair to ODST, it was built much faster than the other games in the series, and the whole day/night aspect played into the structure of the game (Rookie going through the city at night to find clues as to where his squad ended up, then playing through the missions during the day to see what happened). So in that sense, reusing map assets where the action plays out for both the Rookie and other characters is more forgivable.
-More than just a couple multiplayer maps got used in Reach's campaign. All of the base game's multiplayer and Firefight maps (minus Forge World) were used to build the campaign levels. If I remember correctly, they created the general layout of the campaign structure, built the maps for multiplayer/Firefight, then incorporated the final designs into the campaign. I might have that backwards, but I'm pretty sure that's how it went.
-oh god don't ever remind me of spartan ops again

On topic, any time there's a boss fight with an unnecessary amount of immune phases. It ruins the flow of combat and just makes things tedious, especially when you have sufficient gear or skill to where you would normally be able to destroy it without issue. The Fanatic boss fight in Destiny 2 is a perfect example; not only does he go immune and teleport away when major add waves are supposed to spawn in, he also goes immune twice in between each of these phases and the end of the fight for a good 15-20 seconds each time, six times in total. And you can't skip any of these by doing sufficient damage, there's a hard health limit for each phase that you can't surmount no matter how much DPS you put out. It turns what would normally be a three minute encounter into easily twice that. Nothing about all those extra phases makes it challenging, only boring.

Interestingly enough, Bungie did a similar encounter with the latest strike, The Glassway, except they actually made it fun. The encounter starts with two Hydras (floating assrape machines), one big and one fuckhueg big. Removing a third of either of their health causes them to retreat, and when both are gone, one will reappear shortly afterward. It'll disappear after another third of its health is gone, then the other will arrive; remove a third of its health, and it'll disappear, only for both to reappear one final time. Once both are defeated, the strike ends. So in a nutshell, it's two bosses -> one boss -> the other boss -> both bosses again. Adds spawn as the bosses are damaged in a predictable cadence, and you're never left with a period of having nothing to kill. Most importantly, if you can manage to do enough DPS, it's possible to kill one of the bosses before the final phase. The result is an encounter that flows a lot better and doesn't punish you for hitting your maximum potential.
 
More Pokémon complaining, fuck Evasion. Nothing is more infuriating than being swept by something you can't even hit. It's rare to encounter NPCs who abuse Evasion effectively, but the ones who do will destroy you if you're not prepared.
 
The Brynhildr fight in FFXIII. The eidolon fights in general are shit, but here you pretty much have to die at least once since Vanille leaves your party right before and your paradigms are reset, and you can’t readjust them without restoring the checkpoint.
 
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Adding onto this:
-You forgot one of the most obvious reuses in Halo 1: Two Betrayals is literally Assault on the Control Room in reverse. Like, the entire level is going back from the control room almost all the way to the very beginning of AotCR, just with a couple Banshee flying segments to take you to otherwise inaccessible areas. Really, the only levels that didn't involve taking level geometry from other levels are Halo, The Silent Cartographer, 343 Guilty Spark, and The Library, and the latter two do enough copy-pasting from themselves to make up for that.
-If you want to get technical, Cairo Station in Halo 2 reuses The Armory, but I don't know if you want to count reusing a tutorial level. There are also a couple examples of levels that feel like they were intended to be one originally, but ended up split in two: Delta Halo/Regret and Sacred Icon/Quarantine Zone.
-You have it backwards with regards to Floodgate and Cortana. Cortana was originally going to be a much larger level that actually looked more like the High Charity we saw in Halo 2. But once again, Bungie was rushed for time, so pretty much the entire original level had to be scrapped, and the second half of Floodgate was mashed together with the "throne room" where you get Cortana back to produce the final level. That's why Floodgate ends abruptly once you get inside the crashed ship and there's no more enemies to fight; the level was originally going to be a lot longer.
-Being fair to ODST, it was built much faster than the other games in the series, and the whole day/night aspect played into the structure of the game (Rookie going through the city at night to find clues as to where his squad ended up, then playing through the missions during the day to see what happened). So in that sense, reusing map assets where the action plays out for both the Rookie and other characters is more forgivable.
-More than just a couple multiplayer maps got used in Reach's campaign. All of the base game's multiplayer and Firefight maps (minus Forge World) were used to build the campaign levels. If I remember correctly, they created the general layout of the campaign structure, built the maps for multiplayer/Firefight, then incorporated the final designs into the campaign. I might have that backwards, but I'm pretty sure that's how it went.
-oh god don't ever remind me of spartan ops again

On topic, any time there's a boss fight with an unnecessary amount of immune phases. It ruins the flow of combat and just makes things tedious, especially when you have sufficient gear or skill to where you would normally be able to destroy it without issue. The Fanatic boss fight in Destiny 2 is a perfect example; not only does he go immune and teleport away when major add waves are supposed to spawn in, he also goes immune twice in between each of these phases and the end of the fight for a good 15-20 seconds each time, six times in total. And you can't skip any of these by doing sufficient damage, there's a hard health limit for each phase that you can't surmount no matter how much DPS you put out. It turns what would normally be a three minute encounter into easily twice that. Nothing about all those extra phases makes it challenging, only boring.

Interestingly enough, Bungie did a similar encounter with the latest strike, The Glassway, except they actually made it fun. The encounter starts with two Hydras (floating assrape machines), one big and one fuckhueg big. Removing a third of either of their health causes them to retreat, and when both are gone, one will reappear shortly afterward. It'll disappear after another third of its health is gone, then the other will arrive; remove a third of its health, and it'll disappear, only for both to reappear one final time. Once both are defeated, the strike ends. So in a nutshell, it's two bosses -> one boss -> the other boss -> both bosses again. Adds spawn as the bosses are damaged in a predictable cadence, and you're never left with a period of having nothing to kill. Most importantly, if you can manage to do enough DPS, it's possible to kill one of the bosses before the final phase. The result is an encounter that flows a lot better and doesn't punish you for hitting your maximum potential.
Related to your Halo comment about levels split in half in 2, they really should’ve split “The Covenant” in Halo 3 into 2 missions. It’s waaaaay longer than any other level.
 
Related to your Halo comment about levels split in half in 2, they really should’ve split “The Covenant” in Halo 3 into 2 missions. It’s waaaaay longer than any other level.
It makes sense as it is the 'Finale' of the trilogy in a sense as it is the conclusion of the Covenant war. Cortana and Halo are Epilogue.
 
This is not terrible, but disappointing. The recent DLC for Total War Warhammer 2 in December. It is a lord pack that gives you two lords, the Twilight Sisters for the wood elves and Throt the Unclean for the Skaven. Each lord in this game has a unique mechanic (unless they are old WH1 races, though those have been updated.)

This DLC ended up being one of the most unbalanced dlcs in terms of who got all the cool shit. Throt gets a workshop where you can stack buffs onto your units, but if you add to many they can become explosive/degrade, it's cool. Sister's of Twilight.... Get a choice every few turns. A choice pops up and you can either get a new item or buff an old one, that's it. It was so boring and shit that the developers are patching it to be a little less boring.
 
Skill Based Matchmaking. Modern Warfare is a particularly egregious example.

>do well in a match
>get put with higher-skilled players next match
>proceed to get absolutely shit on
>next match is against potatoes
>do well
>repeat

I think I remember reading somewhere that that is 100% intentional by the devs as a way to keep people playing.

You'll either always be trying to get a win back or thinking you're going to crush the next round with your mad skillz.
 
Oh I have one. Maybe two.

That time they turned a fun Star Fox game into a shitty dinosaur game.

And that time they turned a fun dinosaur game into a shitty Star Fox game.

I AM REBORN. THE MIGHTY KRAZOA GOD.
Man, that General Scales sure is an asshole. Can't wait to take him down.
"Lol, nah, here's Andross again for no reason. He has dreads now."
 
For all it's myriad and grievous sins I think the worst aspect of Dragon Age Inquisition's design is that godawful meeting table mechanic. I know the main gameplay looking is as boring as sin but having to go back to the castle to deal with mobile f2p mechanics in a single player rpg every couple of hours and being forced to wait upwards of 18 hours for progress made me want to pimp slap everyone involved.
luckily it isn't server-sided, meaning if you change your clock time to a day after leaving the table all the timed stuff will be complete, still dumb AF.

A separate but similar question to the thread title is "What is the dumbest idea you've encountered in an otherwise good game" but couldn't really come up with anything off the top of my head. Not getting the strongest weapon in FF12 won't make the game worse but the chest thing is such spectacularly shit idea, such a tiny detail that is so dumb yet someone put it in there.
Dodging lightning in FFX was dull but someone thought it would be a good addition to the game.

In FF6 I got Shadow off the floating continent on my first playthrough. The game giving me the option to wait made me suspicious, so I waited. Never thought of it as bad game design, I actually really like it.
fighting against that 50M hp mark hunt montblanc gives you is a pain in the ass too, oh yeah. let's have a boss with 50,112,254 hp while the characters are capped to 6999 dmg on PS2 and up to 35K on PC because limit break, making nikkas waste 3 HOURS to kill it, there's also a hidden boss that is a pain to unlock near old arcadia.

on topic, it's the increase enemy health/damage with difficulty and making unskippable dialogues/cutscenes, fuck whoever comes up with these ideas.
 
I think I remember reading somewhere that that is 100% intentional by the devs as a way to keep people playing.

You'll either always be trying to get a win back or thinking you're going to crush the next round with your mad skillz.
Theres also suspicion that players are matched together based on cosmetics. New players are put against fancy/expensive skins to entice them into spending money, and players with fancy kind are given curb stomp to keep them enjoying the game so they spend more. At least, that's the theory.
 
Skill Based Matchmaking. Modern Warfare is a particularly egregious example.

>do well in a match
>get put with higher-skilled players next match
>proceed to get absolutely shit on
>next match is against potatoes
>do well
>repeat
yeah that was MWO to a tee.

Oh you hit Tier 3? Time to get fed to some rowdy Tier 1s. Oh no, you sank down to Tier 4 because you got absolutely assrammed, time to play with the stupid kids again! Bad enough that the PSR tier system didn't have nearly enough granularity, there were T1s who were just decent and had basically ground their way into T1 via any number of means and T1s who were actually some of the actual best players in the game.
 
Gen 1 Pokemon games have a number of issues.

There are some aspects that are obnoxious, like the move Wrap.
Gen 1. Wrap might be the worst move in any RPG ever, especially in Pokemon Stadium, where you have no access to items. If you're paralyzed and the opponent uses Wrap, then be prepared to wait a million years for the battle to end with you more than likely losing.

Then there's just straight up broken mechanics.
"Ghost types are strong against Psychic types!", the game and the anime told you.
Except, there's only two damaging Ghost-Type moves, one of which only does fixed damage, and the other that, due to a glitch, has been rendered so that Psychic types are actually immune to it. Not helping that Lick, the move in question, is extremely weak. Oh, and said Ghost-Types are all apart of the same family (Gastly line), and are all part Poison-Type, meaning they're still weak to Psychic.

Bug-Type moves are also super effective against Psychic-Types, but the only damaging Bug-Type moves are used by Jolteon, who gets no Same-Type-Attack-Bonus damage from it, and Beedrill, who's both fragile and weak to Psychic-Type moves, due to being part Poison-Type.

Finally, there's a personal gripe of mine that extends to Gen. 2. You can't catch anymore Pokemon if your current PC box is full. Gen. 2 would at least have Bill call you and warn you if a box was full, but no such thing in Gen 1. Thankfully Gen. 3 fixed this by making a newly caught Pokemon go to the next available box automatically.
 
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