Sunday, April 26, 2009

The Sunday Paper Editoral

Today, I have to work all day, so I'm not going to be able to come up with anything interesting to chat about, not that I ever do. But I thought, since a lot of other bloggers set aside Sunday for their readers to discuss whats on their mind I would do the same today. I doubt that I have enough readers, so I thought I would start everyone off with a little question to answer.

What is the worst design implemented in a game? Not just MMO's because I don't want this to turn into a giant slam session or who has the better MMO. I'm just curious as to how many people think that developers just miss it, bad graphics, poor game mechantics, strange story lines, etc. I see lots of games get poor scores in gaming magazines, and then later I'll play them and go, who thought this was bad. So, I thought I would give the gamers a chance to respond.


  1. Ok, I'll take on your challenge!

    It's crafting. I hate crafting. The last thing I want to do as a hero in any game is sit down to make robes or something. That's what the "simple folk" back in town do. Not me! I'm an adventurer and hero!

  2. The storylines: there are exceptions both in well railroaded evolving stories (Witcher, FableII) and open-like storylines (Oblivion), but the majority of the stories are inadequate to bring you as a player to the game. World, I mean, of course.

    I believe that the script writers are professionals and could write an intriquing story, but the actual game designers are tying their hands on the creative side: it's way much easier to design a game around 'kill ten foozles' DIKU MUD quests than really try to devise something intriguing and interesting for a change.

    Sorry for the designers: I really appreciate the hard work you do, but sometimes it feels frustrating to do the same things from one game to another.

    C out