How would you design the most frustrating game possible?
>Lock on always targets the furthest enemy
How would you design the most frustrating game possible?
>Lock on always targets the furthest enemy
league of legends
You walk slower than everyone
Run faster than everyone
Runs on the source engine
No border less window mode
Only escort missions, your escort is very fragile, but also always charges enemies headfirst.
Varying input delay between 2-4 seconds in a platformer.
numpad to move
wsad to look
Remove Poise
>input delay
annoying.
>varying input delay
fucking unforgivable.
>Lock on prioritizes enemies that are off camera.
Health potions are blue, mana potions red.
son of a bitch.
not specific enough, you can still work with that
>escort is a glass canon who rains down hell
> you have that cover ability from fonal fantasy
Someone already made the Ada Wong Resident Evil 6 level, so we can actually experience the worst design possible in real time.
runs at 20fps
the combat/physics systems designed at 30fps
microtransaction dependent progression
/thread
start game, delete system32
im fairly sure you'd be fustrated.
Enemies can steal your items but flee immediately afterward.
>Lock on always targets the furthest enemy
Oh, Witcher3 ?
into the freaking you go, filthy degenerate
The best parts of the game are just cutscenes.
It's a collectathon but all the different collectable items look the same and you can pick up the same item more than once.
No one said anything about the escort being a glass cannon.
>leveling up depletes HP and MP
Game has the time limit of 6 hours
Can't save or load
Tank controls
Nothing but flying enemies that cuickly swoop down to attack and then quickly swoop back up.
>enemies can permanently reduce your stats
did ray charles and stevie wonder team up to do the visual design for this game?
The most interesting locations in the game are out of bounds of the game world. The game world is a small, dull plains environment. There are enormous cities and natural wonders surrounding it and you can just look at them.
We make hard bosses. Like total bullshit trial and error bosses. And then, we put an unskipable cutscene just before every boss. Two minutes long.
GTA online
>tfw memes come to life
the original prince of persia on dos had something like that
>w controls left leg
>e controls right leg
>to move you have to move each legs individually
>it's a counter strike clone
Rust
i was saying that you can take your notes as they are, but you can still add things to the game to make it not shit
>Time machine to see archive of this thread
>Nobody else posts "Timed underwater escort mission" until this post.
Fucking disgusting.
My actual suggestion would be simply to place a 33% fail rate on every action with 2-second pause between each failure.
Every action: fighting, walking, talking, saving, quitting the game, alt-tabbing, making important decisions, getting a good result, getting A result, uninstalling the game.
I've seen the purest minds starving hysterical naked, dragging themselves through RNG games looking for a forum fix.
>make a big ass world map you can travel with some sorta aircraft
>ton of interesting things on map
>can only land on selected few boring places
>a/d are turn left/right instead of strafe left/right
Vehicle sections has inverted controls. The rest of the game regular ones. You must switch between both gameplays constantly.
>include pillars and rocks inside a boss arena as a visual cue for the player to take cover
>make the boss attack through walls
>every player has their own freethrow animation you must learn
>game has meter that displays to help you time it just right
>during game huge as fuck banner comes up to show line change, or display information about the player
>right over the meter
>hall of fame difficulty gives you few seconds to take the shot so waiting for the banner to fade could end up screwing you over
I know they designed it this way on purpose. 2K think they slick with this shit.
Make sure the camera works differently between the two.
Bonus points for a fixed camera position that changes how you drive the moment you move onto a new camera relative to your position. That was basically a fucking war crime in the 90s.
>ankle biter faggot enemies have unblockable attack you have to shake off
>latch a few frames before another enemies attack lands and kills you in one hit
Brilliant
>that wrecked ship in World of Ruin that you can't enter
bullshit
If you die 3 times in the game, you have to start all over.
No checkpoints.
No saves.
No continues.
NES kusoge tier difficulty.
>Game about trying to progress through missions in a way that will gain you the least amount of experience
>Weapons break randomly
>Like legit random
>Get a shiny new sword
>Snaps in half in one swing
When you level up, the very first 9 levels restore you HP and Mana to the max. Lv10 and beyond it no longer restores HP and Mana, but instead empties your mana. You reach Lv10 in the middle of a boss fight. You can level up in the middle of bossfights because what levels up is your weapon, not your actual character's level. Each weapon has durability and it can break, impossible to repair. New weapons start weak as fuck but your enemies keep getting stronger as you proceed on the main story. Your base and armor stats are virtually useless because 99.5% damage output is based on your weapon's level*base attack
Also WindowsME and Vista only.
>Game is open-ended and full of weapons/solutions/gadgets/whatever to experiment and try and find fun ways to do a single task.
>Game only rewards well you if you complete it in the least interesting way in as little time as possible.
>Game encourages you to try and ignore most of its content in favour of getting a good result.
So many games guilty of this, its an insult to their own work and I sincerely hope anyone responsible suffers a great kharmic chastisement fitting to their specific situation.
The game is only composed by underwater sewer levels.
I got one guys, lets make a sneaking game, where your position and timing is crucial for stealth.
Then lets make a glitch where sometimes your character will just start walking off in a direction.
Then lets make it so the only way to stop him from eternally walking in that direction is to walk further in that direction
Then lets penalize him for "Failing to stealth"
Take your average mobile game with stamina limits
Reduce the max stamina by 90%
Remove the ability to pay for stamina refills
Remove stamina refills from level ups
>knee-high fences everywhere
>you can't jump or climb
Made with UNREAL™
>Press button to change from a 1-hand stance to a 2-hand stance
>That press does nothing more than change stances, even though the previous game not only changed the stance but also had an unique attack that could combo in and out of others
why was DaS3 so mediocre?
>Composed by
Oh god it'd be nothing but slushing mud sounds and the noise of moist effluent slipping through greased tunnels and flowing "water"
>Oh hey guys lets make a game where every now and then when you're crouched and being stealthy you SOMETIMES automatically walk a little further than you intended, and put landmines literally everywhere.
Thanks, gamebryo.
This, but you can fall down. You can't climb over or up, but you can always fall down.
Also the entire game is ladders and cliffs with dangerously powerful gusts of wind and butting rams.
so pretty much just tank controls
god damn
Atari and Sega must be involved in the development and publishing of the game. What can go wrong?
So your game will be a nigger simulator?
I'm pretty sure Metroid Prime worked like this, just with a joystick
There are vehicles but they only get used for one level.
i..what? i think this is a bug for just you if youre actually talking about mgsv
E.T. 2006
Can't believe Dishonored did this to me.
I dunno, but I always thought it'd be funny if you had an enemy minion with a random chance of spawning at every encounter and that if it does, it deletes your save games and forces you to start over.
Maybe something like starting out with a very low spawn rate that increases the further you get in the game.
Sounds interesting.
All weapons look the same, only with minor changes in the stats. And when you visit the shop, you can't see which one you have equipped, how many you have or if you already have that weapon. Same with armor and items.
>enemies has attacks that permanently decrease your stats
2006?
So just older style of controls?
level scaling bosses
>funny
Didn't even think of dishonoured but fuck yes it does that. Its one of the more egregious examples too.
my personal favourite is Valkyria chronicles, which dominant strategy suggests should be a 30-minute game in which you control two units and only one ever moves except for a few "Special" missions where you get to use people .
MGSV does it too, by rewarding time completion far more than any other factor. Its not so bad because the game is designed to be replayed (well, in theory) but its still encouraging you to forget all this cool shit you've developed (can't use anything interesting good man, that's an a-rank limiter!) and just belt through the game, don't even worry about alerts! Its basically a sprint!
Out. Fucking. Outrageous.
>Menagerie of firearms available
>Certain guns become unavailable as the game progresses
>You like that SMG that drops in level 2? Well tough shit, enjoy it's garbage variant.
>The same goes for ammo, ammo is firearm specific
>Gun upgrades don't add cosmetics
>Two gun limit
Take all the things Sup Forums whines about other games not having and put them all into one game. Boom, worst game ever, but Sup Forums will love it because it's hard.
sacred 3
I think that's called "Your mum just got run over and you're traumatized" user, its a feature of every game!
character creation has a strobe light distorting the whole screen
Even better.
>enemies take away levels
>Enemy can steal plot-vital quest items.
This actually exists, thanks sierra
Controller Schemes from the Past:
Easy mode: Off the top of my head I can think of 007 Agent Under Fire.
Left Analog stick:
Up = Fwd
Down = Bckwrd
Left = Turn/Look Left (NOT STRAFE)
Right = Turn/Look Right (NOT STRAFE)
Right Analog stick:
Up = Look Up
Down = Look Down
Left = Strafe (NOT TURN/LOOK)
Right = Strafe (NOT TURN/LOOK)
Confusing as fuck.
Back in the day PC game had dedicated strafe buttons on Q and E. This shit triggers me.
>finally finds the key item
>checks description
>this is only the first piece to the puzzle
What is the original Wizardry?
>difficulty level is decreased if you die a few times in a row
sounds like some sucky analog sticks to me.
Let's not pretend that the PC didn't have a bumpy road to greatness. I'm old enough to remember when this was considered a fantastic revolutionary idea.
Well I would, but I can't fucking remember what they were actually called. Someone help me out? Those cardboard overlays people used to put over the keyboard to show what all the buttons did. Usually saw them for flight sim games and stuff.
The pro is that the game play mechanics allow for more than alternating dash attacks in pvp and hoping something hits.
>Dash button
>Doesn't have any IFrames
>Fight boss with AOE moves and the only to evade them is with your Dash
Who thinks of this shit?
Thays how i play console shooters when the controller settong allow me. Got so use to it playing Agent under fire on Gamecube.
I can also name Deus Ex: Human Revolution. You get more experience for stealthy taking opponents down. I can't say it's the least fun way, but why do I carry this shit load of guns and grenades with me? And I can leave some guards alone and sneak by, but no, I need upgrades so I take them down one by one waiting for half an hour after each guard so my battery can fill.
Besides you get awarded for hacking even if you have a code so there is literally no reason to find codes and passwords once you get your hacking skill to the maximum.
Experience become useless by second half of the game if you were good enough though.
Level with instant killing enemy that kills you before visible.
AI have perfect aim and true sight, regardless of buildings.
>stealth mission in a non-stealth game
I'd make sure it reads every fucking input like the ghouls in fallout 4, if you press the button to attack with a melee weapon the ghouls will fast attack to stun you and stop you from attacking.
It will also track harder than the enemies swords/spears in dark souls 1 so no dodging for you.
Stunlocks harder than Manus.
When you get hit a big pop up covers the screen that says "health bar at risk"
A souls games with Resident Evil 1 movement controls.
Completely agree user with all points. Please spend this sincere (you) wisely.
Why do people think tank controls are bad? As long as the camera angles are well designed they work fine.
Forward = walk forward
Back = walk backward
Left = turn to character's left
Right = turn to character's right
So, any game ever?