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Games you hate or dislike?

author=LightningLord2
author=Ratty524
EDIT: Just for clarification, I get your overall point about what you are saying to LL, but I don't think "playing the game wrong" is entirely the fault of the player. Consider that "wrong" styles of play are a result of a failure of communication between the game and the player to some degree.
That is exactly what I'm trying to say - it's actually not important for a game to be done right - the player has to feel that it was done right.


word. I played SF4 and MKX. Many of the inputs for special moves are similar yet I am able to pull of MKX special moves much more consistantly than SF4 moves. Heck I even nail all of the fatalities. Yet I have never managed to perform any character's ultra move in SF4 (not even in training mode). I managed to beat MKX AI on the highest difficulty while I struggle with even the easy AI in SF4.

Race and Gender in Games

author=Craze
I kinda like "the <elves> that are all preternaturally beautiful to themselves" but are uncanny to us, like very long faces and slightly blurry/glamoured or something. I can't think of a specific example but I know I've seen it. Closest-but-not-quite thing would be the elves from... Lorwyn/Shadowmoor (maybe?) block in MtG... they hunt down the "eyeblights" and want everything to be their definition of beautiful. Eerie, I love it. I know that's not what you meant though XD

LightningLord2
It's not exactly unfair or wrong for Witcher 3 to not include people of color, but I still don't like that they justified it with something silly. Problem is that while lack of PoCs in a single game is nothing to be concerned of, it becomes a problem if the vast majority of games is nothing but the same white dudes over and over.


I actually had a preemptive post about this but I deleted it because it was rambly. Anyway, short version: I get that it's tiring. I also don't think that it needs to be pointed out every time it happens. If you don't like it, don't buy it; buy stuff you do appreciate. Complain if it's egregious or actually racist/sexist/homophobic/whatever, but otherwise speak with your wallet.

However, I didn't know that they had some sort of justification. What was it? You make it sound like it undermines their product. I know that I hate flimsy justifications like Hideo Kojima and Quiet. Blehhhhh. If you want to make a porno game, just make one.


If you don't like/care about inclusiveness in games I'd suggest you not to tell people who want it to shut up.
author=Sated
If you want bad inclusion of minorities or women in games look at GTA. It's hard to find a game that's more misogynist than that.
GTA is actually a terrible example because they're very equal when it comes to taking the piss. They send-up anything and everything.

I'd even go so far as to say that the GTA games are really good at being inclusive. There are a lot of minority characters in those games, to the point were pretty much every instalment has playable/very important characters who come from minority backgrounds. Sure, there are a lot of slurs and insults thrown around, but they get aimed at everyone; if everyone is being treated the same then I don't know how you can complain.

I don't see how the fact they're basically taking the piss out of anything that even remotely represents a stereotype is problematic when they're literally doing it to everybody.


just lol. Every woman's personality in GTA is either "Annoying New Age Feminist" or "Annoying Girlfriend". I didn't even talk how it displays race all that much but "it makes fun of everyone" is a weak defense. No one is ever made fun of for being overly white and/or straight. That is seen as "default".

author=Craze
isn't witcher 3 set in like a medieval poland expy. that's the same shit as complaining that elsa and anna are bright white



See these leopard pelts? Poland was pretty close with Persia. I get the polish people are white, but seeing not even a single PoC in Witcher 3 is just a result of a white dev team who didn't think about including PoC in their game.

Race and Gender in Games

What attracts you to the idea of adding in minority types?
I would answer this the other way around: Why would I want to make a game that is a pickle party with majonaise?

How much have you done?
Not much, I just started with RPG Maker.

What kind of research do you do, if you're writing someone whose circumstances are so different from your own?
Talking to people of different walks of life. That's pretty insightful. I recommend listening over talking too. There are many people out there. It's also important to listen to various people because talking to one queer person does not give you insight into the whole LGBT+ spectrum.

Is there any kind of identity you've intentionally avoided thus far? Would you ever consider writing that?
Not intentionally avoiding them but making an enby will be hard because MV's chargen is gendered.

If you're some flavor of minority, what sort of things would you like to see in games about your status?
I'm not so this question is skipped.

How do you feel about what's available now?
The fact that you can still "shock" people by making female lead protagonists in action games is pretty disappointing.

Are there any examples you can point to of really good or really terrible depictions?
If you want bad inclusion of minorities or women in games look at GTA. It's hard to find a game that's more misogynist than that. On the other hand, you have Saint's Row who really included cool and meaningful women and the dialogue is pretty awesome for a female PC. Pillars of Eternity sucks with gender, like most Western CRPGs. Sunset Overdrive made clothing gender unrestricted and shows how easy it is to be more inclusive by doing really basic stuff.
About race you can lol at Witcher 3 for being whites only but at least they try to remedy this with the additional content. So it's still bad but I don't want to openly condem them considering they listen to their fanbase.
If I would have to choose a game for being the best about gender and race inclusion it would be, hands down, Dragon Age Inquisition.

Race and Gender in Games

author=slash
The one thing I see with a lot of fantasy races & race conflict is most of them are limited to a couple simplistic traits. Elves are haughty, mysterious, seclusive. Dwarves are hardworking, gruff, and alcoholics. Orcs are violent and easily angered. Games like these typically create all characters of a certain race with most of these traits. There's usually not much depth to it.

(I've never played Suikoden, but it sounds like a good counter-example, maybe? I'm thinking LotR, D&D, etc.)


And 'humans' usually boils down to be just white people. Just look at Lord of the Rings.

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This is Moto, isn't he cute? He is going to be one of the main characters of the game I want to create with MV once it comes out. A friend of mine drew this portrait of him.

Giving an enemy random HP, good or bad?

author=Mysticphoenix
Is it a good idea to give an enemy a random HP?

Is it necessary for all enemies of the same type to have exact same HP?

One of my action-shooting game have random enemy HP mechanism. Some enemies die in 2 shots. Some die in 3 shots. And the players complaint a lot that it's frustrating.

Do we have to make everything predictable?

Or do we need to give a clear explanation that all the enemies will be given a random HP?


Depending on the tone of your game an arbitrary and otherwise bad mechanic can work in your favor. Assume you have a survival horror with zombies. If the player knows "ok 2 shots and they're gone" they ease up and know what they'll have to do when they encounter the enemy. This removes tension from the game. If you (assuming the ammunition is available enough for it to not become an issue down the road) however make zombies take a random amount of shots, you can scare the player into wasting ammunition to make sure the zombie stays dead.

That being said, if combat is fairly frequent in your game I wouldn't opt for this as the randomness would eventually erode into a nuisance like Craze said. With rare encounters however a bit of arbitrariness can shake up player expectations and actually provide for fun situations in which the player gets caught off guard - provided that these "mistakes" don't punish the player too hard.

But as previous posters pointed out, at least give the players a hint about the HP randomness. Otherwise they will quickly grow frustrated with mechanics they can't see through. Shaking up core expectations of players is always a gamble.

Alternate Difficulty Levels: Feature Toggles

By making simple stat-up/down difficulty levels you don't enforce new strategies or playstyles, you simply give the player less margain of error which forces you to optimize better. This is IMO the simplest and best way to implement difficulty. That way all players get the same experience and less skilled players don't feel left out by adding hard-mode only bonuses/quirks etc.

[General Design] What is the worst implemented/thought out system you've encountered?

author=Liberty
Except the argument was that the identification was the issue, when it is clearly the treasure given that is the issue. If the same system were used with decent loot it wouldn't be an issue. The treasure is the problem, not the system for identifying.


WHAT IS THE WORST IMPLEMENTED/THOUGHT OUT SYSTEM YOU'VE ENCOUNTERED?
-Topic title

I dunno why you felt invited to chime in and explain how good you implemented an ID system when I wasn't even talking about your game.

[General Design] What is the worst implemented/thought out system you've encountered?

author=Liberty
That's less an identification issue that a screwing your player over with shitty items issue, though.

I mean, in one of my games I had identification necessary for scrolls and items. You'd go to an identifyer, they'd do a batch identify then you'd get a random amount of items based on the type.

So for scrolls there were eight types, four rare, four normal. You'd randomly get them during identification (the items would not be determined before-hand). So you might get lucky and have 2 great scrolls and 2 normal, or all four be normal scrolls.

Same with healing items. You'd get vials, you get them checked, they give you a random amount of x items. Check 10 vials, you might get 5 health, 2 magic, 2 antidote and 1 life. It was a bit weighted so that you'd get more health and magic than the other vials, but there was always a chance.

But yeah, identify is fine. It's the shitty loot that you're unhappy about by the sounds of it.


The argument was that the system is implemented badly, not that the system itself is a bad one. Likewise, leveling up is not a bad system just because it sucks in Oblivion etc.

[General Design] What is the worst implemented/thought out system you've encountered?

Identification mechanics from about 99% of all roguelike games.

All loot you get in many roguelikes is unidentified. This means it could be beneficial or harmful. You don't know what these are unless you have scrolls of identifications or used the same item before. So most of the time you just use the items to identify them. This is all fine and well until you realize that "Potion of Self-Petrification" is a thing. So essentially you gamble with instant death in a lot of cases.
But that's not the only thing. There is also cursed equipment that can't be taken of unless the curse is removed (good luck with that). Some of those cause you to catch fire at all times or every few steps get teleported some other place randomly etc.

I get that roguelikes are random to some extend but the ID mechanic is more often than not a cheap sucker punch that can't always be avoided.
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