MAKING ANNOYING BUT NEVER STUPID GAMES AS A CHALLENGE
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EDIT
I have received a pm telling me that on this thread's title I could perfectly replace the term annoying with punishing. Let's say that's another way to see things that might be worth mentioning here.
END OF EDIT
Well, I have been told awful stories about how some moronic user kept uploading true sh** on boards like rmn. I am against such a stupidity, but it gave me an idea. What if we make a few uncomfortable games while still keeping in mind a few rules? Yeah, we need to keep it save for an audience after all.
How would I define the term uncomfortable?
It would not want to break the rules nor make you think it wants you to puke every 2 minutes. Yeah, I practically ruled out gore here. It should not try to justify stuff that is illegal and immoral like discriminating black people or asking to hurt Jews, et al.
What it should include would be things like sporting too many puzzles in row or scenes you cannot walk through the first ten times because it requires you to push several buttons and bring specific items or heroes along, and killing either mobs, sub bosses or a even few bosses. I know I could just name a few things here.
My point is that the player should feel awkward whenever he or she thinks they can just keep grinding in order to reach a level where the player would no longer worry about survival. It is like adding up the life is harsh concept in your game mechanics.
After thinking about it for I realized there is a lot of work to be done. Would all that hard work and nuisance stuff be worth the huge effort? Or would it be a recipe for a certain failure?
I have received a pm telling me that on this thread's title I could perfectly replace the term annoying with punishing. Let's say that's another way to see things that might be worth mentioning here.
END OF EDIT
Well, I have been told awful stories about how some moronic user kept uploading true sh** on boards like rmn. I am against such a stupidity, but it gave me an idea. What if we make a few uncomfortable games while still keeping in mind a few rules? Yeah, we need to keep it save for an audience after all.
How would I define the term uncomfortable?
It would not want to break the rules nor make you think it wants you to puke every 2 minutes. Yeah, I practically ruled out gore here. It should not try to justify stuff that is illegal and immoral like discriminating black people or asking to hurt Jews, et al.
What it should include would be things like sporting too many puzzles in row or scenes you cannot walk through the first ten times because it requires you to push several buttons and bring specific items or heroes along, and killing either mobs, sub bosses or a even few bosses. I know I could just name a few things here.
My point is that the player should feel awkward whenever he or she thinks they can just keep grinding in order to reach a level where the player would no longer worry about survival. It is like adding up the life is harsh concept in your game mechanics.
After thinking about it for I realized there is a lot of work to be done. Would all that hard work and nuisance stuff be worth the huge effort? Or would it be a recipe for a certain failure?
bad things are more enjoyable when you know an author tried their hardest to make something good but something along the process went misunderstood. you can't really force that kind of thing. it's really easy to intentionally make a bad game.
so this isn't really new or interesting to me tbh.
so this isn't really new or interesting to me tbh.
Well, my examples Never implied the games should be bad per se. Actually I was talking about going the other way around. Opinions like Darken's are just unjustified bias to just disregard something that could be useful no matter if they would be implemented partially or even far beyond the usual gamer's comprehension.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
If I wanted to play something with shitty but passable game design I'd fire up the NES emulator.
author=kyonides
Well, my examples Never implied the games should be bad per se. Actually I was talking about going the other way around. Opinions like Darken's are just unjustified bias to just disregard something that could be useful no matter if they would be implemented partially or even far beyond the usual gamer's comprehension.
A game designed to be annoying and uncomfortable isn't really that different from just being a bad game to play. It might help for you to communicate how that isn't the case. I don't even know how to address how extremely defensive you are about this lol.
It is not that I am defensive, it just shiws that you just don't really care to read a post just because or you only enjoy games that offer no serious challenge, and I deducted that from your own statements. I am also sure I would not be the only one noticing that. Who can prove making an so called annoying game can be, for starters, intriguing, inspirational, stuff that could make some gamers start thinking out of the box?
That kind of discussion, whether all participants find out at the end that from all valid arguments do really make anybody conclude it is a waste or is viable if we take care of this aspect or another is one of the objectives of this thread. Still, what do you think the original idea or concept would make it fail miserably? What exactly would make it become a bad game? You can't say videogames are lame or anything the like just because there were just two or three moments or perhaps a few more that made you feel uneasy for a while.
I also want to state clearly that I am not defending making a bad game, even if that should have been clarified from the very same moment you all had read the title. It definitely says I or anybody would have to make it crappy. Nope, it doesn't. It is more about making it annoying in a thoughtful or clever way so to say than just making a terrible mess of, I don't know, some FF fangame.
And obviously, someone had to play the devil's advocate role here.
That kind of discussion, whether all participants find out at the end that from all valid arguments do really make anybody conclude it is a waste or is viable if we take care of this aspect or another is one of the objectives of this thread. Still, what do you think the original idea or concept would make it fail miserably? What exactly would make it become a bad game? You can't say videogames are lame or anything the like just because there were just two or three moments or perhaps a few more that made you feel uneasy for a while.
I also want to state clearly that I am not defending making a bad game, even if that should have been clarified from the very same moment you all had read the title. It definitely says I or anybody would have to make it crappy. Nope, it doesn't. It is more about making it annoying in a thoughtful or clever way so to say than just making a terrible mess of, I don't know, some FF fangame.
And obviously, someone had to play the devil's advocate role here.
Don't worry I've read your post. The examples given just sound like bad games to me. Everything you have suggested exists in bottom of the barrel steam games. If you shoot for making an average game (or badly paced game or game that throws a lot of repetitive annoyances at you or whatever you're describing) you're likely going to end up with a bad game anyway should you fall short of execution. It's hard enough as it is trying to make a good game.
If you're talking about things like fear or anxiety in a horror game then that might be something to talk about. Where in essence the goal of isn't always to get the player to have fun, but nowhere in your original post do you indicate that very well. I mean if you're going to suggest people make these "thinking outside of the box" games you have to precisely explain what you're getting at, we can't read your mind. Don't assume everything you say is at razor sharp clarity.
I mean I've heard arguments about Drakengard being such a repetitive game because it's trying to get you to experience Caim descending into madness. But I'm pretty sure Cavia just didn't have a good design team that could make the Dynasty Warriors-type gameplay interesting. So a game with a really interesting story about madness and subpar game design is really just a slog to playthrough at the end of the day. I mean I also love janky ass russian games that feel like they're held together with duct tape, it does add to the charm. But again, not a thing you can really force or "achieve" that's just the nature of games like Pathologic, STALKER or Silent Storm. Though what I mean by jank is build quality, lots of bugs, the game crashing, really meh user interfaces etc. Not a thing you'd want to intentionally do really.
If you're talking about things like fear or anxiety in a horror game then that might be something to talk about. Where in essence the goal of isn't always to get the player to have fun, but nowhere in your original post do you indicate that very well. I mean if you're going to suggest people make these "thinking outside of the box" games you have to precisely explain what you're getting at, we can't read your mind. Don't assume everything you say is at razor sharp clarity.
I mean I've heard arguments about Drakengard being such a repetitive game because it's trying to get you to experience Caim descending into madness. But I'm pretty sure Cavia just didn't have a good design team that could make the Dynasty Warriors-type gameplay interesting. So a game with a really interesting story about madness and subpar game design is really just a slog to playthrough at the end of the day. I mean I also love janky ass russian games that feel like they're held together with duct tape, it does add to the charm. But again, not a thing you can really force or "achieve" that's just the nature of games like Pathologic, STALKER or Silent Storm. Though what I mean by jank is build quality, lots of bugs, the game crashing, really meh user interfaces etc. Not a thing you'd want to intentionally do really.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
"Bad on purpose" is still bad.
The difference between a bad game that's frustrating to play and a bad game that's entertaining and fun to laugh at can make all the difference in which of the two goes down in memory.
No one will remember Beyond the Beyond but everyone remembers Sonic Boom.
No one will remember Beyond the Beyond but everyone remembers Sonic Boom.
How about making a game where you can only win if you lose? Every Game Over gives you a certain number of points and you can beat your own highscore by losing as fast as possible. So it's frustrating because you're constantly losing every single try, but it's also motivating, because you win anyway.
author=Tw0Face
How about making a game where you can only win if you lose? Every Game Over gives you a certain number of points and you can beat your own highscore by losing as fast as possible. So it's frustrating because you're constantly losing every single try, but it's also motivating, because you win anyway.
That world be rewriting what the winstate contextually is and not fundamentally changing anything. There is a game that's sort of like that where the goal is to find obscure ways to die. And the game is designed as such that dying gets harder and harder to do, but at the end of the day the flagpole is just changed to death-spikes.
A neat little context gimmick, but it's the equivalent of swapping the labels of doors.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Sgt M
The difference between a bad game that's frustrating to play and a bad game that's entertaining and fun to laugh at can make all the difference in which of the two goes down in memory.
No one will remember Beyond the Beyond but everyone remembers Sonic Boom.
I don't think sucking on purpose will lead to it becoming a cult classic without some serious work, any more than ironically bad movies ever reach the status of The Room or Birdemic. It's only fun if someone reached for the stars and failed utterly, rather than someone just hurling themself face first into the mud yelling "I DID THIS ON PURPOSE!"
What comes to mind with this thread is...

...this game. Though, to be perfectly honest, I've never actually played the thing, so I can make no further commentary there.

...this game. Though, to be perfectly honest, I've never actually played the thing, so I can make no further commentary there.
author=bicfarmer
i saw u play his games, hilarious game design decisions
One of my favorites is 'every time you switch party members, the switched in member is deleveled to level 1'
I am told that I perfectly matched the theme of "irritation" for my Theme Roulette (That Damned Redhead). The Let's Play reviewer said the word "irritating" no less than five times during the playtest.
The game was incredibly punishing, but (and here's the key) I understood the message of the game. It was hard, it was supposed to be annoying, and it was, from the puzzles, to the general plot (the game was literally about a couple that got on each other's nerves), to the challenge throwing curveballs at you, to the fact that your group had to literally work together or die easily. Yet somehow it still had humor and romance, down to the minor details like the best item in the game being a gift from the girlfriend, to incorporating part of their annoying quirks to be an asset in battle (she runs a shop in his house, so the final boss, she gives overstock as infinite items).
The difference between a brutal/annoying game and a stupid one is message. Does your game speak to the player? If it has nothing to say, it's a dumb game (in both senses of the word). Whatever you do, an annoying game is like a good horror, get under the player's skin.
The game was incredibly punishing, but (and here's the key) I understood the message of the game. It was hard, it was supposed to be annoying, and it was, from the puzzles, to the general plot (the game was literally about a couple that got on each other's nerves), to the challenge throwing curveballs at you, to the fact that your group had to literally work together or die easily. Yet somehow it still had humor and romance, down to the minor details like the best item in the game being a gift from the girlfriend, to incorporating part of their annoying quirks to be an asset in battle (she runs a shop in his house, so the final boss, she gives overstock as infinite items).
The difference between a brutal/annoying game and a stupid one is message. Does your game speak to the player? If it has nothing to say, it's a dumb game (in both senses of the word). Whatever you do, an annoying game is like a good horror, get under the player's skin.
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