You've been given the task of making the most frustrating game to speedrun, how do you do it?
You've been given the task of making the most frustrating game to speedrun, how do you do it?
Thorough QA and bugfixing.
Mandatory hour long cut-scenes with rng-based screen prompts, if you fail a prompt the cut-scene resets.
The button combinations are complicated and you only get 1.5 second to react before the prompt disappears.
- Unskippable cutscenes
- Some specific elements of each stage sometimes appear in different locations and it is impossible to predict it
- If the player is speedrunning the game will detect it and assign random events that take time to complete, in such a way that normal runs will be faster than speedrunning
Game involves travelling up a tower, lots and lots of slow elevator rides
Make it online only.
Even better
>game is single player only
>except for forced co-op sections
>partner is selected entirely at random serverside
Everything is RNG based, and it's all generated on activation like that one X-Com gamemode.
Tons of RNG and a bunch of on rails sections at the very end of the game that vary in length based on RNG
but diablo 2 speedruns are a thing, it still works.
It's a single hallway that takes 100 hours to walk down
So ff13, basically
>Interactive unskippable cutscenes
>Strict QTEs
>Escort missions that make you game over if you go too far ahead of or away from the target
>Text cutscenes
intense quality control and bug fixing before the game launches
Remappable controls
>in game time rounds to 5 minutes
>starts with an unskippable cutscene
>retarded pointless RNG
>some glitches only work on certain hardware and are totally inconsistent
>lets you skip to the end of the game right after the unskippable cutscene if you want
..?
cat
>Combat is boring
>Cutscenes are long, and not entertaining
>Graphics are boring
>Nothing entertaining happes
>Don't fuck up QA, so there is nothing to skip past what makes the game horrid and bad
The other option is basically: Good game, but not enough replay value, due weak audiovisual output or gameplay.
/thread
>game has a clock which detects how fast you are playing the game
>Deliberately lengthens the game if you would finish the game before the intended time
>Deliberately shortens the game if you are too slow
>final play time guaranteed to be 12 hours long
Arbitrary unskippable time gates between chapters with the excuse being to give NPC's time to set shit up. I:E rescue a scientist then go side questing for 4 hours while he sets up his lab to begin the next plot mission.
>reward speedrunners with more content.
>they just time individual segments anyway.
Way to go, retard.
A speedrun is by definition beating a game as fast as possible. They cant beat the game any faster so theres no way to speedrun it, the fastest and slowest will always be 12 hours.