ITT: Bottom of the barrel level designs.
Post 'em.
ITT: Bottom of the barrel level designs
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I could post so many levels from Galaxy 2
>unironically having trouble with MM 3 Good Future
kek
In what stage of megaman zero 3 are there rings, springs, and bumpers?
How are these bad
the novelty of shit being big will never grow old
this faggot is in charge of overwatch
You could post 85% of Sunshine, honestly.
Sunshine's moveset is so fucking phenomenal but aside from Ricco Harbor there's hardly any platforming. I'm worried Odyssey is going to suffer from a similar problem; great control, horrid level design.
fuck that fucking "clean the ink in x:xx amount of time" level
take your pick
what?
Carnival Night and Ice Cap are shit as fuck and are back to back. Marble Garden is rough but honestly the spike balls are the only reason why.
stardust speedway
Still better than 99.999% of the quests in the game
>kill x
>kill x and collect their y
>find the y and right click on it
>talk to mr. x
>Here is the Y. bring it Mr. X
"Oh this quest is bad because now I need to manage inventory and talk to other people. All I want is my numbers to go up!"
I swear MMO quests are the absolute bottem of the barrel for game design.
wew lad get some taste
Sonic and Knuckles is the better and more menorable half of S3&K, deal with it.
that's actually not right at all since it's one game with no differentiation in quality among either halves but keep sucking that contrarian dick user
the weird part is that they just needed to increase the drop rate. But they never touched it
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What's wrong with Ice Cap?
I just don't really like the level layout or set pieces, particularly in act 1. Also the music is godawful. It's dull and repetitive as fuck. Launch Base picks up the slack though
nice
This one was dope.
>Doesn't like Ice Cap Zone's music
What the fuck is wrong with you
I have functional ears
MMO developers seem to be universally retarded. Guild Wars 2 has a similar problem right now where the devs keep complaining about how the price of a particular crafting item is way too high, and yet they keep putting it in the recipes for everything worth making.
>Also the music is godawful
How does one person have such shit taste?
youtube.com
The drop rate is a non-issue. As a matter of a drop rate that is too high basically means you always complete the quest which dumbs it down.
Good quest design is when there is a descion about whether to do the quest or not instead of mindlessly running around and doing every quest. Think of how WRPGs do quests. Almost every one of them is optional and you have to make choices about which ones you will do or not do. You almost never do all of them.
MMO quest design basically does everything wrong. Green hills is actually one of the very few quests with more than one solution. You can get the pages by killing monsters or trading with other players. You can trade page for page, page for gold, or something abstract like 'give me your pages and I will help you do another quest'. You can even choose to never complete the quest and trade away all pages you find to other players. Hell it might be the only quest with multiple solutions in the whoel game, which would make it THE BEST quest in the game (which really show sthat wow players are basically idiots)
you just dont like it because its popular
What was so bad about the quest? I've never touched WoW and a quick google search doesn't really tell me anything besides needing to collect pages.
Absolute trash
I don't like it because it's an absolutely mind numbing drone, and I'm a guy that listens to some pretty repetitive music. Launch Base blows that shit out of the water
>Hell it might be the only quest with multiple solutions in the whoel game, which would make it THE BEST quest in the game (which really show sthat wow players are basically idiots)
WoW devs are functionally retarded. You shouldn't always equate what they say is bad to mean that the playerbase didn't like it. For example, back in vanilla everyone was complaining about how there was absolutely nothing to do in the game after reaching level 60 besides raids, so Blizzard in their infinite wisdom decided that they should make raids easier instead of create other content worth doing.
Same shit with player housing. Every gook MMO knows exactly what players mean when they ask for player housing, but Blizzard decided to do garrisons instead and when players complained how much garrisons sucked Blizzard said "Wow, we gave you what you asked for and you still complain! You people don't know what you want!"
It really wasn't that bad. I enjoyed it on my first character and had exactly the experience he intended - trading with random players and asking for pages in the general chat. I had plenty of space in the bank on that particular character so the inventory issue wasnt all that bad. On future playthroughs I avoided it like the plague though. At least he tried. "Forcing players to interact" is a great design goal for an mmo.
had to collect 15 pages which all had a really, really low drop rate. To the point that even if you looked on the auction house most of them wouldn't be there. There was just no way to complete the quest because no one had pages.
>hates Ice Cap and likes Launch Base
Basically you have to find 15 different items that have a really low drop rate on every enemy in that zone. So over the course of two or three hours of questing, you might get one or two pages. The kicker is, they might be the same page, so thats where asking to trade with other players comes. Not an altogether bad concept, but the glaring flaw in it is that every page takes up one inventory slot and the average player at that level wouldnt have more than maybe 32 or so slots in their inventory. So finding space for every page while leaving room for other essential items and quest items was an enormous headache.
jesus christ
But the quest is literally kill x and collect their xyz, with the added flaw of the low drop rate.
Any dungeon in the Neptunia series.
Listening to the player base on major issues is always a bad idea. They might be able to tell you minor things like what new hair styles they would like to add. But you shoudln't listen to them on game design. The only exception would be the extremely skilled player, those that have mastered all mechanics and know the game like the back of their hand.
The cries of the vast majority of players basically shout," I am frustrated."
The strangle thorn quest, the complaints are just "I can't management my inventory. I suck at makign choices about whether to complete the quest or drop it. I can't handle interacting with players to trade."
--Raiding is a special
All games must eventually end. When it does you can either start over from the beggining or turn the game off. The players that got to 60 and complained there is nothing: they don't want to start the game over or turn if off because their one character is their life. It's their substitute for success in real life.
So to appease these people they made a new dungeon. When Blizzard learned these losers do nothing but play Wow with their life on the same character Blizz realized they couldn't make content faster than they could clear it. So they made the content take x200 times longer by having low drop rates and limited the number of raids which could be done per week (they could have for instance made each boss boss give instanced loot to each raid member)
This. Blizzard always caters to the lowest common denominator. You can't blame ALL of their fans for that.
Plenty of people completed it. The fact that you didn't doesn't make it bad. There's nothing wrong with a quest that won;'t be compelted by 100% of players.
A quest that EVERYONE does is actually bad design because it means every play through of every player has the same experience. In other words MMO quest design is the worst that exists in history.
The "kill 10 bores quest" is a bad quest. So is every other quest like it. Aka 99.9999% of quests
You can complete the quest in many ways. You could trade for the pages. And there are many things you can trade (gold, other pages). You could even get creative and offer to help them with another quest inexchange for pages or ERP with them.
Hell it's probably the only quest in the game where the quest items can do something OTHER than being turned in. You can kill the X, collect their Y, and than do many different things with the Y.
it's the best quest in the game. WoW players just have the worst taste in gaming history.
Cybershill please leave.
Sand Caves from Beyond the Beyond. One of the most frustrating dungeons ever.
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WELL DONE
Let me play the devil's right hand. Some of the run n gun levels in Cuphead have weird design choices when it comes to pacifist mode. The tree levels requires you to get hit by the giant mosquito to get past him and the Funfair levels requires you to get hit twice, once for the duck shooting machine and another for the giant hot dog at the end, which is weird considering the other levels have creative ways to get past the minibosses.
Any indoor area in this game.
Long, empty, bland corridors copy+pasted over and over again. I remember this one room shaped like a pyramid that they copied and pasted like 5 times throughout the game, not even bothering to change enemy positions in it. Also, the second half of the flood chapter is a mirrored copy of the first half.
There's no interactivity except for a switch for a door or elevator every once in a while.
Sounds like FFXI during the glory days.
>You must interact with other players to get this done
>You must fight and trade over pages
Yeah, that's the level 18 sub-job quest. Form a party with other people that are desperate to get the 3 items that you need to complete the quest. Oh, and you have to roll for them. Oh and they will probably leave as soon as they get them because their dog "exploded" or some horse shit. Don't get me wrong, I fucking loved that about FFXI. Modern MMOs are theme park bullshit.
The Jeep section of this. The one in the swamp level.
It's a rail shooter section where you're on a turret and an NPC drives
*It is not possible to kill most enemies before they shoot at you. You are forced to take damage even with super-human accuracy.
*Enemies become agro'ed from outside your firing range getting free shots on you. They also get to fire the FRAME they see you
*Their aim is random. If you're lucky they will miss their first shots and the section will be beatable. Chances are they won't and you will simply lose no matter what you do. Sometimes you can get killed by the first enemy instantly.
*There is no warning to enemy spawn locations. They can spawn on your blind spots and kill you before you even know they were there. The only solution is to memorize every spawn point by trial and error.
*You have a finite number of rockets and they MUST be used to take out certain enemy formations. If you miss a rocket it becomes winnable, but it won't tell you this.... it also doesn't tell you when a rocket is required, that's more trial and error
*The sky and ground blend in with the cursor making keeping track of it as pain
*Your gun's spread is highly randomized and there are completly unpredictable bumps on the road which fuck up your aim even more
and the finishing touch
*your driver cannot handle debree in the road. If any appears it will fuck up her pathing and potentially make it unwinnable.
Even speed-runners can't constantly clear on the highest difficulty.
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Forgot pic.
Making U-turns was a little frustrating. Other than if you're having trouble you suck at driving.
That shit only worked because people were stuck with these games, now there's too much variety, no one wants to play a job simulator online.
Several spring to mind in the game alone. I still love it though. If only for the memorable co-op experiences I had with it.
EVE proves you wrong. There's plenty of market for a poopsocking NEET MMO, you just can't spend $50million making it.
>ITT: Bottom of the barrel level designs.
Any of the third party Painkiller expansions were a master class in how not to design a level.
It's the "I want to win and level up" attitude. Any sort of challenge or depth gets in the way of that. They just want to kill 10 bores and watch numbers go up.
I've played through the original Halo and the single player campaign is the most bland and repetitive one I've seen in a big budget FPS. Nothing but endless blue and purple hallways.
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>only 2-3 spawn points in each room
>enemies spawn for 5 minutes. Than go to next room
>no smaller battle rooms to ease the gap between arena fights
>Enemies don't even fit thematically with the rooms and the rooms just seem like random assets thrown togeather
>no secrets to look out for
>room shapes are seemingly not designed with combat in mind
Even low grade Dukeworld levels had better design at times. The real question is what made the publisher think this was acceptable to press to disk?
underrated
Both Cathedral Spires levels.
dat music though
Wasn't that game almost 100% made from just recycling old assets? it was cash grab.
Beats me, but wouldn't surprise me in the least. Dreamcatcher crapped out a few of these before the Painkiller name sank into irrelevance. Sometimes things are better left on the cutting room floor.
I know FF XIII-2 was put together from scraps left over from the previous game, but Squeenix put the effort in to produce a coherent game, and it practically played like an apology letter for the nonsense in XIII.
The actual temple itself is barely alright, the sea of lava filled with dragonbutts is whats genuinely offensive. It looked like someone dragged a line made of units in a map editor, only that it was an actual thing in a critically acclaimed game
>Dude, the game gets good 10,000 light years in!
>Large empty field consisting of missions that involve killing monsters the same shit you've been doing the entire game
I'm a sucker for buying FFXIII but atleast I wasn't in denial about the game being shit and telling others it gets good just because of this one fucking map.
This game was really a tragedy, it has some of the most fun co op gameplay in 2d games I've seen with a lot of cool shit you can do once both players are familiar with the mechanics, but none of it is ever needed because the level design is so fucking trash and barely makes use of the mechanics at all and even if it did you can just use charmy and use his INFINITE FULLY INVINCIBLE 8 WAY AIRDASHES to traivialise the stage
There was absolutely no excuse for this stage
They clearly didn't even try. It's not one of those well meaning but badly thought out stages that the devs had grander plans for or anything. They knew it was shit, they knew it was monotonous and lazy and they kept it anyway.
Honestly it using the Skullgirls engine is worse than it being Pony shit because Skullgirls is hot ass garbage
Wrong thread stupid
RIP me
Ice Cap is still shit
>mfw I also had that thread open in the next tab and didn't even notice this post was out of place
>It looked like someone dragged a line made of units in a map editor, only that it was an actual thing in a critically acclaimed game
That is basically what happened did it?
They ran out of time and ideas when they got to Izalith