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Other => Discussions => Topic started by: Deshara on October 31, 2018, 04:20:20 PM

Title: Gaming's Worst Mechanic
Post by: Deshara on October 31, 2018, 04:20:20 PM
Weapon Degradation and Gun Jamming. Impossible to do well, never should be put into your game. Right? Wrong.
It turns out it's actually just been implemented badly this whole time.

Prey Mooncrash introduces said mechanics, but instead of having your gun randomly be removed from your inventory or randomly fail to fire when you needed it to, it would fire and THEN jam, making letting your gun get to 0 condition just turn it into a single-shot that you need to re-iinvest in or replace.

Which is pretty good, it turns out. It's fair, bc there's no randomness to it (every shot at 0 condition jams) you see it coming and know once it's there, but also the gun remains lifesaving and works when you use it, while also still /feeling/ like a broken gun that needs to be replaced.
So, the common line about how the Prey reboot didn't innovate on anything can go away bc its DLC innovated on gaming's worst mechanic and proved it can be done well.
Title: Re: Gaming's Worst Mechanic
Post by: Shrugger on November 01, 2018, 01:35:59 AM
Shuddup, guns jamming in Far Cry 2 and in S.T.A.L.K.E.R. was among the best parts of either game.
Title: Re: Gaming's Worst Mechanic
Post by: Cik on November 01, 2018, 04:21:19 AM
gun jamming is and has always been fine as long as it's done at realistic rates

if you don't want your gun to jam, don't melt your weapon by firing it at cyclic for extended periods of time.
Title: Re: Gaming's Worst Mechanic
Post by: CopperCoyote on November 01, 2018, 06:07:22 PM
Shuddup, guns jamming in Far Cry 2 and in S.T.A.L.K.E.R. was among the best parts of either game.

Haven't played farcry 2 but I have played STALKER. Its at it's best in the first game shadow of Chernobyl because the augmentations didn't get implemented till later. It was always a magical moment when you found a decent weapon with a full or near full durability. The guns felt the best in that one too. except pistols i guess. felt like the sights were busted, but every thing else was good.

Title: Re: Gaming's Worst Mechanic
Post by: Morbo513 on May 31, 2019, 01:06:53 AM
Weapon Degradation and Gun Jamming. Impossible to do well, never should be put into your game. Right? Wrong.
It turns out it's actually just been implemented badly this whole time.

Prey Mooncrash introduces said mechanics, but instead of having your gun randomly be removed from your inventory or randomly fail to fire when you needed it to, it would fire and THEN jam, making letting your gun get to 0 condition just turn it into a single-shot that you need to re-iinvest in or replace.

Which is pretty good, it turns out. It's fair, bc there's no randomness to it (every shot at 0 condition jams) you see it coming and know once it's there, but also the gun remains lifesaving and works when you use it, while also still /feeling/ like a broken gun that needs to be replaced.
So, the common line about how the Prey reboot didn't innovate on anything can go away bc its DLC innovated on gaming's worst mechanic and proved it can be done well.
I disagree that gun jamming in general is a bad mechanic. It's been implemented so few times in major games. There are some where it makes little sense, I felt FC2 was one of them, but it can be used to good effect where it's more appropriate, particularly survival-horror. I think its best appearance is in System Shock 2, from which Prey derives many features and design choices. Even if it's only ever failures-to-fire, it achieves the objective of sowing mistrust between the player and his equipment, unless the player takes steps to mitigate weapon degradation. It leads to moments of panic when you hear "a click instead of a bang" and you scramble for an alternative or try to run away. It fuels the tension, the player given the knowledge that the mileage they get out their weapons isn't just tied to ammo and accuracy, and that extending that mileage means diverting precious resource that might be better used elsewhere.

I think failures to feed/failures to cycle are certainly an interesting way to approach it - SS2's jams are of the failure-to-fire kind. I've yet to see a game that does both.
Title: Re: Gaming's Worst Mechanic
Post by: Nick XR on May 31, 2019, 12:21:59 PM
Ladders.  Ladders are the worst.
Title: Re: Gaming's Worst Mechanic
Post by: Serenitis on June 02, 2019, 02:21:48 AM
Minigames are bad. But often optional and ignorable.
Minigames that are gates to actual content are awful.

'Warscore' is one of my (incredibly sujective) pet hates. And the reason I bounced off Stellaris (and every other paradox mapgame) hard.
If I'm playing an empire game and end up in a war, the rules are as follows:
Being forced to specifiy what you want to take beforehand, and then give back the rest is utterly baffling to me in a game.
It's one of those fun > "realism" things.
Title: Re: Gaming's Worst Mechanic
Post by: Midnight Kitsune on June 02, 2019, 05:01:11 PM
Minigames are bad. But often optional and ignorable.
Minigames that are gates to actual content are awful.

'Warscore' is one of my (incredibly sujective) pet hates. And the reason I bounced off Stellaris (and every other paradox mapgame) hard.
If I'm playing an empire game and end up in a war, the rules are as follows:
  • Take what I can
  • Give nothing back
Being forced to specify what you want to take beforehand, and then give back the rest is utterly baffling to me in a game.
It's one of those fun > "realism" things.
THIS^ You keep what you kill! This, war weariness and forced peace treaties is why I just can't get into Stellaris. I came to fight space battles, blow s*** up and take over the universe! Not sit on my paws and kiss political a**
Title: Re: Gaming's Worst Mechanic
Post by: TJJ on June 16, 2019, 04:40:46 AM
Minigames are bad. But often optional and ignorable.
Minigames that are gates to actual content are awful.

'Warscore' is one of my (incredibly sujective) pet hates. And the reason I bounced off Stellaris (and every other paradox mapgame) hard.
If I'm playing an empire game and end up in a war, the rules are as follows:
  • Take what I can
  • Give nothing back
Being forced to specify what you want to take beforehand, and then give back the rest is utterly baffling to me in a game.
It's one of those fun > "realism" things.
THIS^ You keep what you kill! This, war weariness and forced peace treaties is why I just can't get into Stellaris. I came to fight space battles, blow s*** up and take over the universe! Not sit on my paws and kiss political a**

It makes sense in settings where there is an overarching legal framework within which all rulers operate; i.e. 'rules of war'.
The 'game' then becomes focused on the politics & intrigue behind acquiring the necessary claims & CBs to enact the wars you desire.

That's why ck2 is such a great game, and one of the reasons why Stellaris is such a dismal failure.
It's also why everyone will eventually outgrow Civ & Total War games.

If only Stellaris had been set in the Dune universe.....
Title: Re: Gaming's Worst Mechanic
Post by: Sabaton on June 18, 2019, 08:52:40 AM
The best system I've ever seen is in Fallout New Vegas where gear only jams/fails to protect you below a clearly defined threshold, as in your gun will never jam if you keep it above 75% condition.

Not to mention that the repair skill affects how good the repairs are, not whether you can do them at all, meaning that at 100 skill you will repair an item with way fewer resources that at 25. Not to mention certain perks that can make repairs ludicrously easy.

This system makes item condition transparent and always manageable, by far the best I know of.
Title: Re: Gaming's Worst Mechanic
Post by: Midnight Kitsune on June 20, 2019, 11:42:51 PM
The best system I've ever seen is in Fallout New Vegas where gear only jams/fails to protect you below a clearly defined threshold, as in your gun will never jam if you keep it above 75% condition.

Not to mention that the repair skill affects how good the repairs are, not whether you can do them at all, meaning that at 100 skill you will repair an item with way fewer resources that at 25. Not to mention certain perks that can make repairs ludicrously easy.

This system makes item condition transparent and always manageable, by far the best I know of.
At the same time Fallout New Vegas made it where, unless you had a certain skill, you need that EXACT gun to repair stuff. OR find an expensive as hell repair person that most of the time couldn't even repair the stuff beyond that 75% threshold...
Title: Re: Gaming's Worst Mechanic
Post by: xenoargh on June 21, 2019, 02:00:57 AM
Worst mechanic?

Wheeeeeeeeeeeee, that's hard.  I've seen so many, many, many really bad ones.

OK, so...

1.  Anything in a game that's designed to prevent the player's power from growing via time costs, in general. 

This is almost always lazy design. 

At worst, it's obvious padding to games with thin, weak designs; at it's best, it's faired into the power-curve the game is throwing at the player (in terms of increasingly-difficult / buffed things) and it may as well not be there at all; instead the game could just give the players <meaningful choices> when the game gets harder. 

There are literally no good justifications, from a purely game-design POV, for "experience" systems; they're just trashy ways to make players stay at power plateaus, regardless of how well / badly they actually play the game.

Very few games get this right (in the sense of making it feel like it's not terrifically important, blocking, or just wasting your time).  Most end up on the grindy end of the scale, where if I can't mod it out, I quit playing (or if it's really awful, write a scathing review).  Game designers who don't respect our limited time on this planet because they don't know what else to do to create a difficulty curve are pretty common, unfortunately.

I think that's my no. 1 sin, ever. 

2.  Games that pretend that RNG suffices in place of actual complexity. 

When you throw down a bunch of RNG, the results are inevitable noisy trash, not beautiful complexity. 

This is in part due to how computerized RNG generally operates; sometimes, for a few kinds of game designs (card games, for example) the developers actually build complex RNG systems that have better noise systems than just Math.random() but this is not common (because it can be computationally expensive).

In general, games that rely on RNG to create a lot of the "fun" are bland, forgettable and lazily designed in general.  Cool mechanics are, like, actual work.

3.  Games that are fairly balanced except for a few obvious Right Answers. 

This happens a lot, especially in aRPG systems; as they grow in complexity and the core systems are mature and content keeps getting out of the pipeline, designers tend to lose track of the fundamentals, because it's soooooo boring to have to do more testing of <insert boring scenario> to make sure that the Dagger of Luckiness +3 isn't, say, a replacement for every other Dagger in the design.  When I encounter these things in a game that's otherwise competent, I immediately want to mod it out of existence. 

Games where that can't be done (looking at you, Far Cry series) make me grumpy, because often the fixes to get it into the "close enough" range are fairly small, like narrowing the ranges of enemy health or making a weak thing a bit more competitive and so forth.  These kinds of things happen more often with AAA than they used to; it used to be that AAA meant a lot more playtesting before release and a lot of competent eyes on the product, but nowadays they rarely seem to take the time / spend the money; they'd rather blow another million dollars on kewl Content to distract us, rather than <yawn> reviewing the existing stuff critically in the context of actual playtesting.

4.  Games where a core mechanic was very poorly tested / polished before release.

An excellent example of this would be the "knife" mechanic in Teleglitch.  Teleglitch, by design, is about not having ammunition for your firearms, so you're supposed to stab things to death. 

The designers were told (by a third-party game designer from a college specializing in same) that they had a serious problem, in that it wasn't much Fun for players to not have a way to defend themselves when they were in scarcity situations.

Their solution?  An infinite-ammo weapon the player could wield; short-ranged and weak, but it was better than nothing at all (yup, the knife was added late, as a fix for something any player of Doom could've told them was a problem with their concept).  However... the knife, while technically functional, is very poorly thought-out; it's a raytest that occurs on one frame that only covers a small distance, in a straight line, for one gameframe

Long story short; it's incredibly hard to actually use, unless you have godly reaction times and know the hitboxes really well.
 This mechanic could've worked with minor tweaking (make it last more than one gameframe, make it affect an arc, make it a little longer) but it wasn't.  So, the game's difficulty, already rather overwhelming for most players, in a niche market to boot, was made frustrating; people expected a mechanic like that to work in a fairly forgiving way, if poorly, and instead, it just leads to one-mistake-and-dead gameplay. 

Sometimes, things hang on one really unpolished (but core) mechanic.  I've seen games where jumping was supposed to be important, where the jumps aren't quite right (or are suddenly darn-near impossible), games where they nerfed their BFG into nothing more than a pretty light show, rather than providing a tool with limited use cases (always interesting, if done well) games where you're supposed to jump in and out of vehicles, but that process is clumsy or ill-behaved (and games where they did it brilliantly, like Saints Row 3).

I have no idea why it went wrong, in this case (there isn't a lot of post-mortem on that game), but I'm guessing that it was added at the last second, under duress, by the brothers who co-wrote it, because they didn't see any problem and felt annoyed that they had to put it in.  But it's always one of those exemplars of "how to hose an otherwise-good idea" in my mind.
Title: Re: Gaming's Worst Mechanic
Post by: TimeDiver on June 21, 2019, 02:19:59 AM
Not so much a mechanic (although technically, it IS), as a complete genre. Gacha games.

Where players have to spend in-game/RL currency to attain characters/units worth a damn for progression. Some are much worse than others at this.

Those games that have events that give away welfare(s) aren't quite as bad, but I despise being at the mercy of limited-time events (so I end up watching streams).
Title: Re: Gaming's Worst Mechanic
Post by: xenoargh on June 21, 2019, 02:35:56 AM
Pay2Win isn't evil, if it's a reasonable cost and the game is "free-to-play".

When it's like World of Tanks, where buying all the things costs literally tens of thousands of dollars... I kind of scratch my head and wonder what kind of dope they are smoking.  Maybe their research indicates that there are only two types of players:  the "freebies" who duck out instead of putting up some cash, and the "addicts" who'll come up with the money over and over, if only they're allowed to win more often than not.  Probably that's what's driving those designs. 

I avoid all F2P products like the plague, personally, unless I'm going to play them for one day for testing / review purposes.
Title: Re: Gaming's Worst Mechanic
Post by: outdated on June 21, 2019, 04:01:36 AM
You can do F2P without P2W so excusing P2W with "but it's free" doesn't really work.
Title: Re: Gaming's Worst Mechanic
Post by: vorpal+5 on June 21, 2019, 05:31:07 AM
@Xenoargh

I find you are hitting a bit hard on the knife from Teleglitch! By moving backward and stabbing repeatedly you can manage to hit with a decent probability, and it will save you some bullets.
Title: Re: Gaming's Worst Mechanic
Post by: xenoargh on June 23, 2019, 04:01:03 PM
Oh, it "works", sure.  It's just not great; it's a classic example of a mechanic that works, functionally, but doesn't meet the real need.
Title: Re: Gaming's Worst Mechanic
Post by: Morrokain on June 25, 2019, 04:15:39 PM
I see RNG as a game design "spice". Sprinkle some here and there in your recipe, and it brings out the flavor of your dish and actually does quite a bit to extend a person's threshold of repeatedly eating at your table.

Overdo it (very very easy to do), and the entire dished is ruined and probably inedible. It should never be the core ingredient, because spices only work to emphasize the core flavor and texture of the main ingredients.

A perfect example is The Binding of Isaac. Everything is so RNG heavy, you can actually spawn in dungeons that are unbeatable. There just isn't a way to get to the exit door. It doesn't matter how good you are at the game.

Your starting upgrades are also the difference between an easy run, and hardmode more often than not- so running into the above scenario is all the more frustrating if you were lucky in the beginning.

The main problem I see with too much RNG is that its already hard to predict and limit the standard starting experience pitfalls of a new player who isn't as well-versed with your system, so adding in the random element just makes it impossible. With that in mind, how likely do you think the player is going to hit the "first time fun" sweetspot under those conditions? lol

Title: Re: Gaming's Worst Mechanic
Post by: David on June 26, 2019, 05:32:39 AM
*sees talk of randomness, swoops in*

I simply must share this blog post (https://www.gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness_and_Game_Design.php) which breaks down types of randomness and categorizes how randomness can be used in games.

In particular, it discusses input randomness ("procedural generation") vs. output randomness ("noise injected between the player's decision and the outcome")
Quote
What it actually does is obscure the outcome. You may have played perfectly, and still lost. The game has now sent you off on a wild goose chase, thinking about where you must have messed up, when in fact your play wasn't the problem; dice rolls were.

Because of that wild goose chase, the game seems more complex than it is. The game provides unreliable feedback, and only after playing many, many games will it become clear which feedback you should ignore. Essentially, random games delay learning - the essential fun part of games - by injecting false signals into the engine.

Now even with that said, I don't think the takeaway should be that output randomness = bad randomness. But it depends entirely upon how the game is handling and contextualizing the result. For example, rolling the dice badly in D&D can lead to Vardox the Barbarbian failing to slay the Necromancer, leading to him getting brainwashed and turned into a minion serving the dark empire of 1000 years, but that can be a fascinating story. If the game simply says "you failed! try again ... and watch this five minute cutscene again before you try", that's rather frustrating. Similarly,

Everything is so RNG heavy, you can actually spawn in dungeons that are unbeatable. There just isn't a way to get to the exit door. It doesn't matter how good you are at the game.

... Doesn't sound great. And that's even the first type of randomness, procedural generation. It just has some problems with output that would be better served by having the generator run better evaluation of the dungeon generation results. ('Course this can be quite difficult/expensive to do - I sure know, what with working on Dredmor. Our solution was to make dying funny so that players didn't mind quite so much if they died. And the way loot/xp worked, you usually flattened out the variable difficulty of procgen within the first two levels of the game, where 90% of playtime and deaths occurred anyway.)

Ahem. Back to work!

Oh, maybe a parting shot for "worst mechanic": Yeah, I think gambling-style gacha mechanics in games that are tied to players spending real money AKA loot boxes is an ethically compromised mechanic that should be regulated by law because it is literally gambling -- but with even worse payout to players than eg. playing slots). Also it should never be in games anyway because it's relying on psychological exploitation (https://en.wikipedia.org/wiki/Operant_conditioning_chamber) to be appealing/addicting (I won't use the word "fun"!)

Title: Re: Gaming's Worst Mechanic
Post by: Morrokain on July 02, 2019, 01:25:14 AM
^ This is a fantastic article thank you! I greatly enjoyed reading it and have given it a lot of thought before I wanted to respond because I absolutely love these kind of discussions. :D

I certainly do agree that the strategy element needs deterministic design to give the player a reason to continue to play. We all want to learn and improve at a game over time. It is our very nature to do so. This was what I was referring to as the core ingredients in a game. It is hard to do, but giving design complexity such depth that it takes more than a single skim over the surface to learn its intricacies is the inherent goal of good design. We want the players to continue to have fun each time they play because they learn to get better and have a unique and enriching experience each time.

However, there is an assumption being made here. It fails to adequately appreciate experience as a factor in fun alongside the strategy element. The article responds to several counter arguments. Specifically, it mentions the simulation of real life- which indeed contains much randomness to account for, and I feel this should not be discounted as much as it is as simple "noise". It makes the mistake of assuming the only reason of playing a game is to learn to be the best at it, and that truly does makes sense and should form the foundation of the design. It is born from our inherent competitive nature that willed us to survive in the wild to learn to be better or die. It is a powerful attraction, but therefore so is our imagination that allowed innovation.

I believe there are many reasons to play a game beyond this that can strengthen the overall design. It can be a simulation approach (as the article stated had separate parameters) that can bring a lot of depth in its own right because it gives the ability to inject yourself into a scenario and be fulfilled in the idea of the possibilities from the start to the outcome which can change with each attempt. It provides a unique experience each time even within the framework of skilled play leading to better results, kind of like the DnD reference to dice rolls leading to an interesting story.

Roleplaying has been popular for decades because the inherent sense of building a character and acting out a play from your own imagination is fun! :) If the outcome was always the same with the same input, it would no longer be quite as fun. It was entirely predictable after a certain threshold of learning. Whereas if the goal was the experience rather than a fulfillment through increasing knowledge of the system, more weight would be given to differing outputs because they provide inherent replay-ability even under the same starting context as long as the variance isn't high enough to ruin the fun of the strategy element.

There can be a certain element of fun to the idea of taking a risk in the hopes of gaining an advantage or losing an advantage as long as two things are present in all cases:

Spoiler
1) The player understands the rules of when its random. If it is under the surface it will just confuse the player. The player must be willing to accept the outcome, even if unfavorable, because they were hoping for the alternative and were willing to sacrifice the cost regardless. But, one has to consider the psychology of such an action. Would it be when they are comfortable? Of course not. One would only resort to a gamble when all other alternatives have been attempted. Their back is against the wall and there is nothing left to lose. But the ability to then gamble makes all the difference. Because it adds an extra element when the alternative is simply losing outright. The system can still be deterministic. It gives rise to the "underdog story" that permeates most of our imaginative thinking and resonates within unique experiences where a player otherwise probably doomed anyway received a saving grace through a calculated risk that could have made defeat certain.

2) I feel that giving the player levers to influence the outcome adds complexity in its own right too, because now the player can somewhat determine the odds in some way. Do you have the resources? Then use them when it matters. It provides its own sense of strategy. Admittedly, this can lead to high highs and low lows since giving the highest sacrifice of risk and still getting the worst outcome will make anyone a little salty. I love X-Com, and the times I missed on 95% seem impossible..  :P But, again, as long as that is communicated upfront players who enjoy that unpredictability will still remember the highs when they achieved something against the odds.
^
Still, even the above stated randomness cannot be effective as a whole due to the emotional response of either extreme- which in too high of doses would be either stressful or even boring without a deterministic shell. I would call this nested randomness, which translates to:

Spectrum:
High End: Deterministic - Or at least very very close

Middle  High - Slightly random output

Middle - Fully random output

Middle Low - Slightly random output

Low End: Deterministic - Or at least very very close
[close]
-----
So the idea here is that the player can still control the outcome, but only on the edges of the spectrum that the player also has control over. The player has to invest other resources in order to obtain- or lose their ability to bargain from their actions. But each experience in between those two extremes remains unique and true to the immersion of the setting. The setting is a very important context for the choices a player makes. It is only the convergence of immersion and solid design that leave imprints deep enough to warrant future investment into the learning attempt in the first place, after all.

Anyway this is already rambling on so thanks for the input!  ;D
Title: Re: Gaming's Worst Mechanic
Post by: ciago92 on July 02, 2019, 09:07:59 AM
Minigames are bad. But often optional and ignorable.
Minigames that are gates to actual content are awful.

'Warscore' is one of my (incredibly sujective) pet hates. And the reason I bounced off Stellaris (and every other paradox mapgame) hard.
If I'm playing an empire game and end up in a war, the rules are as follows:
  • Take what I can
  • Give nothing back
Being forced to specify what you want to take beforehand, and then give back the rest is utterly baffling to me in a game.
It's one of those fun > "realism" things.
THIS^ You keep what you kill! This, war weariness and forced peace treaties is why I just can't get into Stellaris. I came to fight space battles, blow s*** up and take over the universe! Not sit on my paws and kiss political a**

It makes sense in settings where there is an overarching legal framework within which all rulers operate; i.e. 'rules of war'.
The 'game' then becomes focused on the politics & intrigue behind acquiring the necessary claims & CBs to enact the wars you desire.

That's why ck2 is such a great game, and one of the reasons why Stellaris is such a dismal failure.
It's also why everyone will eventually outgrow Civ & Total War games.

If only Stellaris had been set in the Dune universe.....

Two points I'd like to address here. One, when did Stellaris become a dismal failure? It's still growing and thriving as far as I"m aware.
Two, you can make empires that ignore standard diplomacy and instead just go "yes I'd like to take everything you've ever owned, kthxbye". I get that it's not perfect to your vision, but I feel like it's a reasonable substitute at least.
Title: Re: Gaming's Worst Mechanic
Post by: Midnight Kitsune on July 02, 2019, 12:21:40 PM
Two points I'd like to address here. One, when did Stellaris become a dismal failure? It's still growing and thriving as far as I"m aware.
Two, you can make empires that ignore standard diplomacy and instead just go "yes I'd like to take everything you've ever owned, kthxbye". I get that it's not perfect to your vision, but I feel like it's a reasonable substitute at least.
Paradox has actually lost quite a few character through out the years due to updates that completely changed the way the game was played and or locked away a much needed QoL feature in one of their MANY DLCs. (Or so I've heard) The worst one I can think of is the 2.0 update that removed the unique ways of traveling space and just made everyone use hyperlanes instead.
Title: Re: Gaming's Worst Mechanic
Post by: David on July 03, 2019, 06:20:08 AM
The worst one I can think of is the 2.0 update that removed the unique ways of traveling space and just made everyone use hyperlanes instead.

Oh man, I've got the total opposite take here. (No idea about the rest of Stellaris mechanics lately, haven't played it in quite some time, though I think overall it's got issues with scale and feeling generic. I do recall having the thought that the tile-building part of the game didn't matter because placement had essentially no meaning, so removing those was probably a good move) -- right, but going hyperlanes fixed the problem of the map's geography having little meaning!

If anything is accessible at any time (normal warp drive), then there are no map chokepoints. Nothing matters except timing and raw distance. If it's the same deal but you need to build warp stations, then you get the same problem plus more micromanagement. And if you're the poor fool who selected hyperlanes, you have to follow rules that everyone else breaks and therefore get to play whackamole with enemy fleets who go anywhere - or get shut out by chokepoints. Making everyone follow the same rules means there's interesting geometry to the map, and systems then have meaning based on where they are in addition to what they are.

Now that said, I don't think the combat mechanics quite hold up, but it was a good move! (Perhaps alternately they could have put a ton of design work into making the travel methods interesting w/re to some notion of map geometry and terrain, and interact together interestingly, but that'd be exponentially more work. So: still a good move to make the cut, I feel.)
Title: Re: Gaming's Worst Mechanic
Post by: Midnight Kitsune on July 04, 2019, 01:26:06 AM
The worst one I can think of is the 2.0 update that removed the unique ways of traveling space and just made everyone use hyperlanes instead.

Oh man, I've got the total opposite take here. (No idea about the rest of Stellaris mechanics lately, haven't played it in quite some time, though I think overall it's got issues with scale and feeling generic. I do recall having the thought that the tile-building part of the game didn't matter because placement had essentially no meaning, so removing those was probably a good move) -- right, but going hyperlanes fixed the problem of the map's geography having little meaning!

If anything is accessible at any time (normal warp drive), then there are no map chokepoints. Nothing matters except timing and raw distance. If it's the same deal but you need to build warp stations, then you get the same problem plus more micromanagement. And if you're the poor fool who selected hyperlanes, you have to follow rules that everyone else breaks and therefore get to play whackamole with enemy fleets who go anywhere - or get shut out by chokepoints. Making everyone follow the same rules means there's interesting geometry to the map, and systems then have meaning based on where they are in addition to what they are.

Now that said, I don't think the combat mechanics quite hold up, but it was a good move! (Perhaps alternately they could have put a ton of design work into making the travel methods interesting w/re to some notion of map geometry and terrain, and interact together interestingly, but that'd be exponentially more work. So: still a good move to make the cut, I feel.)
Oddly enough, another game did the different drive systems and worked out quite well: Sword of the Stars. Humans had the hyperlanes but they were also the fastest mode of transport and they were still able to "slow boat" if they needed to
Title: Re: Gaming's Worst Mechanic
Post by: Semondice on August 22, 2019, 04:52:48 AM
Weapon Degradation and Gun Jamming. Impossible to do well, never should be put into your game. Right? Wrong.
It turns out it's actually just been implemented badly this whole time.

Share the sentiment, but for to very good and very notable exeptions, namely the S.T.A.L.K.E.R. saga and Farcry 2.
In S.T.A.L.K.E.R. is not particularly fleshed out in animations or sprites in vanilla; probably it's a combo with the atmosphere, the gameplay, the difficulty and the rest, but it works pretty good.
Farcry 2, in that sense, is extremelly good. Could teach a lesson or two to many other present works; maybe a little slower on the degradation speed, though.
Title: Re: Gaming's Worst Mechanic
Post by: Kat on August 22, 2019, 11:33:28 AM
Escort missions, in almost any kind of game that features them, always seem to be very hit or miss in their implementation.

The ones I detest are the heavily scripted ones where enemies spawn out of thin air, but only when the escorted entity reaches a particular point, on their unalterable path. You can't sweep the area ahead, you have to do close escort.

Example: there was an escort quest in one of the Elder Scrolls games that I played, Oblivion it was. The npc I had to escort moved along a non-direct route, and every so often enemy archers or spellcasters would spring into existence, and of course they targeted the npc first.
So it was a case of having to reload several times, to work out the pattern of spawn points.

Contrast example: bomber escort mission in European Air War, you could use the autopilot function which would skip you ahead to the next enemy encounter, where your fighter wing, the bomber wing, the enemy fighters would all have scripted positions. But you could if you so chose, fly manually in which case you could encounter the enemy fighter wing at a different point relative to the bombers, and you could choose to gain more altitude prior to enemy contact, than the scripted autopilot positions & altitudes.

Weird example: Goat Simulator's MMO mode. It has an escort mission, where the npc moves extremely slowly. But you can subvert it, by licking the npc and stuffing them into your inventory, and then using your goat's own abilities to quickly move to the destination and then throw the npc out of your inventory.
Title: Re: Gaming's Worst Mechanic
Post by: Midnight Kitsune on August 22, 2019, 05:34:59 PM
Escort missions, in almost any kind of game that features them, always seem to be very hit or miss in their implementation.

The ones I detest are the heavily scripted ones where enemies spawn out of thin air, but only when the escorted entity reaches a particular point, on their unalterable path. You can't sweep the area ahead, you have to do close escort.
Bonus points: No mid mission checkpoints, the NPC moves slower than your run but faster than your walk speeds and has an aggressive/ reckless personality
Title: Re: Gaming's Worst Mechanic
Post by: Grievous69 on August 23, 2019, 12:24:05 AM
Escort missions, in almost any kind of game that features them, always seem to be very hit or miss in their implementation.

The ones I detest are the heavily scripted ones where enemies spawn out of thin air, but only when the escorted entity reaches a particular point, on their unalterable path. You can't sweep the area ahead, you have to do close escort.
Bonus points: No mid mission checkpoints, the NPC moves slower than your run but faster than your walk speeds and has an aggressive/ reckless personality

I started shaking just by reading this, curse you 'Nam flashbacks  >:(
Title: Re: Gaming's Worst Mechanic
Post by: Sinosauropteryx on September 03, 2019, 12:25:47 PM
this blog post (https://www.gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness_and_Game_Design.php)
Thanks for sharing, this was a good read.

I agree with the author's breakdown of output randomness and what it does to a game, but I think he's being needlessly specific in his language use, particularly the word "game" itself, as he defines here (http://keithburgun.net/interactive-forms/). In common parlance, what he describes as Toys, Puzzles, and Contests are all "games," especially when played on a screen and referred to as a video game. But the article takes a specific definition of Game in which understanding the system is the core value of the experience, and anything that detracts from that (like RNG) necessarily makes it less Game-like, and thus a worse Game.

This overly specific definition does a disservice to the whole article, as @Morrokain's post demonstrates. The author might argue that, by his definition of game, immersion and roleplaying do not enhance a game, even if they do enhance the interactive experience of which that game is a part. (Or to paraphrase, there is a set of values for strategy games which we can separate from the set of values for a roleplaying experience.) The problem is that no one uses that narrow definition of game; the interactive experience IS the game. The author could have defined terms at the beginning of the article, but instead I had to click on a small link in the rebuttal section to see his working definition.

Ultimately, an interesting look at strategy games from a purist perspective, but less applicable for designing games people actually want to play.
Title: Re: Gaming's Worst Mechanic
Post by: Noviastar on October 03, 2019, 07:22:35 AM
I got to throw jumping and climbing in most games.  *cough Elder scrolls* 

Seriously.  a rock is a barrier to advancement.   I can jump in some and climb some places in others.  A simple pile of wood or rocks can be a wall of total impassibility. 

This then gets to world/level design.  When you make things you can't get over.  that IRL you totally could.  Kinda breaks things... 

But i have acrobatics at 100.  so no big deal. 
Title: Re: Gaming's Worst Mechanic
Post by: Midnight Kitsune on October 03, 2019, 11:55:44 AM
I got to throw jumping and climbing in most games.  *cough Elder scrolls* 

Seriously.  a rock is a barrier to advancement.   I can jump in some and climb some places in others.  A simple pile of wood or rocks can be a wall of total impassibility. 

This then gets to world/level design.  When you make things you can't get over.  that IRL you totally could.  Kinda breaks things... 

But i have acrobatics at 100.  so no big deal.
I'd add on to this and say BS levels of fall damage. I remember in some games, Far Cry for example, that sliding down a cliff would half the time be ok and half the time beat away half or more of your health, even without the "fall damage" animation... Forcing me to walk around because I don't want to get beat to hell by *** physics is just S***
Title: Re: Gaming's Worst Mechanic
Post by: xenoargh on October 03, 2019, 09:32:55 PM
I remember a game I reviewed where it was a crappy, badly-done DOOM clone, done in 3D.  I was like, "this game has objects in levels that IRL we'd just barely notice stepping over... but they're impassable obstacles with no credibility in this game", lol.  That game is on my short-list for "worst game I've ever played" for a hilarious variety of reasons.
Title: Re: Gaming's Worst Mechanic
Post by: pedro1_1 on October 09, 2019, 06:52:53 PM
Pay2Win isn't evil, if it's a reasonable cost and the game is "free-to-play".

When it's like World of Tanks, where buying all the things costs literally tens of thousands of dollars... I kind of scratch my head and wonder what kind of dope they are smoking.  Maybe their research indicates that there are only two types of players:  the "freebies" who duck out instead of putting up some cash, and the "addicts" who'll come up with the money over and over, if only they're allowed to win more often than not.  Probably that's what's driving those designs. 

I avoid all F2P products like the plague, personally, unless I'm going to play them for one day for testing / review purposes.

It's weird because when you actually play WoT no one cares about that random guy with a "Premiun" IS-8 in the team rushing to die by 10 "Gold" shots that were probably bought by silver, the only diference a Premium tank does have is that it get's more silver
Title: Re: Gaming's Worst Mechanic
Post by: SafariJohn on October 09, 2019, 08:05:01 PM
A mechanic I hated: fog of war in single-player Men of War. You have like 5 easily killed guys that you can't replace vs. dozens and dozens of enemies. It just sucked.

In MP the fog was fine, though, since you could always call more reinforcements.
Title: Re: Gaming's Worst Mechanic
Post by: Doogie on October 13, 2019, 07:25:14 PM
After going on that RPG life,

Horse travelling that actually disincentives you to from using them.

Breath of the Wild is an absolutely amazing game and has the best, non-space, world design I've ever seen in a game, but man using a horse felt like a chore since it was only marginally faster and restricted your ability to explore.

On the other hand, Assassin's Creed Origins had one of the more intuitive systems and worked real well.
Title: Re: Gaming's Worst Mechanic
Post by: Deshara on February 07, 2020, 08:48:18 PM
*sees talk of randomness, swoops in*

I simply must share this blog post (https://www.gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness_and_Game_Design.php) which breaks down types of randomness and categorizes how randomness can be used in games.

Quote
"The major point I'd like to make is that noise injected between a player's choice and the result (here referred to as output randomness) does not belong in a strategy game."

That's such a good clarification the article opens with. I remember the eternal debate over whether or not TF2 should have random crits (for those not in the know, it's a team-based FPS where one in ___ shots will insta-kill you with no damage fall-off), and this cuts to the quick of the issue so perfectly; the people who wanted crits removed wanted to be playing a strategy game where superior play always leads to victory (a strategy game) to the point that one player of high enough skill can completely close out a game by themselves against the entire enemy team without dying once, whereas the ppl who supported crits (read as: valve) realized that the game being a strategy game is inherently antithetical to the act of being a team game, and that allowing your team to randomly insta-kill an enemy once every minute or so meant that if one enemy is fighting every member of your team and winning nonstop that they will be the one who gets insta-killed and that that uber MLG pro gamer will therefor be incapable of carrying a game by themselves bc they'll be dead from random crits all game.
Riot Games' Alex Jaffe referred to this in 2019 (https://youtu.be/8uE6-vIi1rQ) as "a cursed design problem", where the problem is essentially unsolveable because it stems from two inherently conflicting promises made to the player ("a shooter where you need to rely on your team to succeed" vs "a competitive strategy game where player skill & character customization leads to victory"), and instead of "fixing" the problem by merely designing better you can only patch over the problem to some extent by making a choice to prioritize one over the other -- in this case valve decided being a team-based game was more important to TF2's identity to stand out against CoD & Co, and to this day I agree
Title: Re: Gaming's Worst Mechanic
Post by: Morrokain on February 22, 2020, 06:48:32 PM
*sees talk of randomness, swoops in*

I simply must share this blog post (https://www.gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness_and_Game_Design.php) which breaks down types of randomness and categorizes how randomness can be used in games.

Quote
"The major point I'd like to make is that noise injected between a player's choice and the result (here referred to as output randomness) does not belong in a strategy game."

That's such a good clarification the article opens with. I remember the eternal debate over whether or not TF2 should have random crits (for those not in the know, it's a team-based FPS where one in ___ shots will insta-kill you with no damage fall-off), and this cuts to the quick of the issue so perfectly; the people who wanted crits removed wanted to be playing a strategy game where superior play always leads to victory (a strategy game) to the point that one player of high enough skill can completely close out a game by themselves against the entire enemy team without dying once, whereas the ppl who supported crits (read as: valve) realized that the game being a strategy game is inherently antithetical to the act of being a team game, and that allowing your team to randomly insta-kill an enemy once every minute or so meant that if one enemy is fighting every member of your team and winning nonstop that they will be the one who gets insta-killed and that that uber MLG pro gamer will therefor be incapable of carrying a game by themselves bc they'll be dead from random crits all game.
Riot Games' Alex Jaffe referred to this in 2019 (https://youtu.be/8uE6-vIi1rQ) as "a cursed design problem", where the problem is essentially unsolveable because it stems from two inherently conflicting promises made to the player ("a shooter where you need to rely on your team to succeed" vs "a competitive strategy game where player skill & character customization leads to victory"), and instead of "fixing" the problem by merely designing better you can only patch over the problem to some extent by making a choice to prioritize one over the other -- in this case valve decided being a team-based game was more important to TF2's identity to stand out against CoD & Co, and to this day I agree

Oh this is interesting! Thanks for the post!

I love a lot of the detail about team based games and the considerations one has when designing them. That is also a good point regarding top tier pros. Do we want them to be superior every time? Or do we want team based decisions about target priority to matter more? There are many considerations there especially considering how large of a spectating audience the game has at its disposal- at least in the case of competitive games. For instance, in a one-on-one strategy game like chess or Starcraft, the pros showing their superiority can make for a great story- even to the point of being boring because the outcome is essentially pre-determined at times- when reputation finally becomes a factor.

As far as Starsector? It is kind of outside that discussion because it's single player. (This topic isn't even about that, but I thought it might be worth mentioning considering it is Starsector's forum)

For my thoughts on single player games:

You are only really competing against the design and difficulty creep of that design- not other gamers- when playing a single player game. It's a different audience. Design using multiplayer considerations (such as strictly sticking to strategy game elements like the article suggests) in a single player game inevitably decreases the overall audience because those types of gamers aren't even playing single player games to begin with. If you're good, you're competing against others who are also good because oftentimes AI will never live up to the task of giving you a challenge (again, see Starcraft). The immersion and replay-ability experience matters much more in a single player game than in a competitive strategy game.

Learning should make the game more fun, but if it's your only attraction, then the best players will quickly move on because they crush the difficulty and the worst won't even bother because there is nothing there for them to experience.
Title: Re: Gaming's Worst Mechanic
Post by: Deshara on February 22, 2020, 07:07:20 PM
yeah the issue of team game vs strategy game definitenly doesn't come up for SS because it's a single-player game but there are other different cursed problems that can come up. IIRC SS has a similar one since it's both a strategy game where you're commanding a fleet and an action game where you're piloting one ship. Do you design a peak MLG pro gamer RTS like starcraft where you can lead your fleet to victory from above by managing your fleet so acutely & well, or do you design a game where you can pilot your ship so well that you can single-handedly wipe out the enemy fleet by yourself? You can't do both, and since those two elements are what SS is, you also can't do just one, so you have to make a choice on where your balance lies. That's what CR-decay & fleet command points are; you can't micromanage your fleet because your commands-per-minute is limited, but you also can't solo an enemy fleet because your ship breaks down over time & has limited HP. The larger the fleet battle the more strategy comes into play bc the relative impact your flagship can make is diluted by the # of other ships in play, the smaller the fleet battle the more of a difference you can make with your quota of HP & CR points on your flagship.
Alex could easily remove the fleet command cap & the flagship and SS would instantly become an RTS, he could easily set the max fleet size to 1 ship and make an action game, but those aren't the games he chose to make and he has to make conscious decisions to deal with the inherent problems of mixing the two genres.
(For the record the reason I'm so interested in this is bc I'm working on a spiritual sequel to Kingdom Under Fire: Crusaders, a hybrid hack-and-slash 3rd person action & RTS game)
Title: Re: Gaming's Worst Mechanic
Post by: Morrokain on February 22, 2020, 07:45:20 PM
I definitely agree in regards to your synopsis of the difficulties of genre-mixing. It is certainly tough- but to a veteran gamer like myself it is more valuable than gold!  ;)

What I was speaking to, though, wasn't genre mixing in and of itself- it was more the idea that you must create a unique, visceral experience in a single player game to get players to buy-in to your product in the long term and therefore recommend it to others- whether publicly or personally to friends.

Players who want to "be the best" as an incentive for playing- and therefore are competitive in nature in that sense- do benefit from the strategy game layer or the arcade action combat layer in both cases. Crucially, however, that only truly works in competitive games by their very nature of pitting two (hopefully) equal opponents in an equal contest which ideally results in the better player coming out on top (since design indicates there is a "right way" or "optimal way" to play because learning sheds insight into the complexity of said design). That is more aligned with the goals of chess and- admittedly to a lesser extent though it is my favorite strategy game- starcraft (There are some RNG elements there). In a single player game, the designer has to rely on difficulty adjustments through progression and the AI to fill the shoes of a potential rival player. That is practically impossible, imo.

For a single player game: If you want a broad audience, you must accommodate the strategy game element to a point (in order to make replaying the game more fun), but the inherent appeal of your game under those considerations will never appease the types of gamers that are trying to play the game on a competitive-like level, because they will eternally "beat" your design and demand more challenge. The broader audience wants an experience through having fun while playing and usually digesting- at the very least a setting- and at best a story.

I am ignoring the other category of gamer that has been popularized by the smart phone phenomenon- repetitive "strategy" without a level cap where unique gimmicks are introduced without an apparent overall goal in mind to produce artificial difficulty. I don't buy into that either, to be fair.

*EDIT* *Adjusted for awkward wording or unclear points that didn't have proper clarification*
*EDIT2* typos  ::) sorry!
Title: Re: Gaming's Worst Mechanic
Post by: Jaiden on March 05, 2020, 01:26:47 AM
Games that end once you reach your full potential then don't offer NG+

Any game that has a levelling system, or a player power progression system, or something you get almost at the end that's fuckin badass, only for the game to end and its like "really?"

Jedi Fallen Order is probably the newest game I can think of that suffers from this. You unlock all the main force powers outside of the levelling tree, then the game ends and no NG+ in sight. Like, come on.

Edit: Red Dead 2 also suffers from this, locking the player out of equipment in SP until they progress through the story. I've racked up serious cash doing side activities, found the best horse through exploration, buy a pretty sweet gun only for the next mission to give me the next step up from that, for free. And the gun was arbitrarily locked until then. Ugh.
Title: Re: Gaming's Worst Mechanic
Post by: Deshara on March 05, 2020, 05:51:14 PM
Games that end once you reach your full potential then don't offer NG+

this was why far cry 3 was brilliant. It introduced RPG mechanics into a FPS (first major game to do so IIRC), and then you get all of your abilities maxed out only by clearing out all the content on the map at which point the game is over... except then you unlock a whole new map with another 1/3rd of the game to play but with, like, the ability to fly at will & against stronger enemies. Great mix-up, that game had. Shame the franchise didn't... learn from it...
Title: Re: Gaming's Worst Mechanic
Post by: Terethall on March 06, 2020, 09:28:26 AM
I think Alex should add paid lootboxes that grant the player uberships with powerful randomly generated hullmods, but over time those ships degrade and their guns jam (you can pay real money and wait for 48 IRL hours to pass in order to unjam them), and also in order to deploy them you need a CB and permission from the Luddic Church and also it will increase your fleet's war exhaustion.
Title: Re: Gaming's Worst Mechanic
Post by: Deshara on March 09, 2020, 09:40:16 PM
I think Alex should add paid lootboxes that grant the player uberships with powerful randomly generated hullmods, but over time those ships degrade and their guns jam (you can pay real money and wait for 48 IRL hours to pass in order to unjam them), and also in order to deploy them you need a CB and permission from the Luddic Church and also it will increase your fleet's war exhaustion.

only if its a competitive online multiplayer game. And while we're at it, make beating enemies ships give your ships a stacking stat boost