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Top Ten Game Cliches

1up.com has a piece examining game cliches that are just done. Really. From the article: "2.) Pushing crates. Note to evil masterminds everywhere: We understand that you're trying to run a business, which involves receiving equipment and food somehow. But leaving those giant crates just lying around your warehouse for any one-man army to use for supplies and climbing? It's no wonder most startup criminal organizations fail within the first five years. Even seen in: God of War (PS2) 4.) Ridiculous portrayals of females. Women have breasts. Get over it. Even seen in: Soul Calibur II (PS2/XB/GC)"

194 comments

  1. Exploding barrels is my fav by TripMaster+Monkey · · Score: 2, Funny


    I remember when I got the Barrel Launcher mod for Doom II...I laughed myself sick. ^_^

    --
    ____

    ~ |rip/\/\aster /\/\onkey

    1. Re:Exploding barrels is my fav by iocat · · Score: 3, Insightful

      Formula for a cliche, but fun, game circa Genesis/SNES era: Grassy world, Ice world, Jungle World, Desert World, Mine Cart Level. Repeat.

      --

      Dude, I think I can see my house from here.

    2. Re:Exploding barrels is my fav by turtled · · Score: 1

      I like old school Spy Hunter... at one point you can go all the way to the right or left, on the grass, without exploding, then all balls out forward (until you hit either water or a fork in the road.

      =)

      --
      "I cannot think of any need in childhood as strong as the need for a father's protection." -- Sigmund Freud
  2. Top Ten Gaming Website Cliches by Aix · · Score: 4, Funny

    And the winner is... "Making Top Ten Lists of Game Cliches"!

    1. Re:Top Ten Gaming Website Cliches by Netbrian · · Score: 1

      What about making Top 100 X games of all time when riding through a slow news period? IGN is the most recent offender, but hardly the only one.

  3. Why women only? by Linus+Torvaalds · · Score: 4, Insightful

    Ridiculous portrayals of females. Women have breasts. Get over it.

    Yeah, because game portrayals of male characters are so lifelike. It's not like their biceps are bigger than all of me curled up in a ball, with veins as thick as my fingers.

    Game characters are caricatures. It's not sexist because it's applied to both sexes.

    1. Re:Why women only? by drakaan · · Score: 2, Funny

      The day they get rid of Cliche' #4 will be a sad day for gaming indeed. Actually, I'm surprised all the G4-crowd isn't saying "but Morgan Webb looks like that, and *she* is lifelike"...

      --
      "Murphy was an optimist" - O'Toole's commentary on Murphy's Law
    2. Re:Why women only? by Anonymous Coward · · Score: 0

      All blacks are criminals. All whites are stupid hillbillies. It's not racist because it's offensive to both whites and blacks. Long live logic!

    3. Re:Why women only? by Anonymous Coward · · Score: 0

      This is bullshit. Duke Nukem doesn't walk around with an erection all game. Big muscles on a guy and ridiculous T&A on a girl are two totally different things.

    4. Re:Why women only? by LKM · · Score: 0, Troll
      It's not like their biceps are bigger than all of me curled up in a ball, with veins as thick as my fingers.

      Sure, most characters are caricatures. But males and females aren't caricatured equally: There are all kinds of male stereotypes in games: Small fat ones, tall thin ones, big fat ones, ugly ones... There's only one stereotype for female characters.


      It's not sexist because it's applied to both sexes.

      Maybe you don't know what the word "sexist" means.

    5. Re:Why women only? by Anonymous Coward · · Score: 0

      Why? They're are both just body parts. It's not the human body that is at fault here, it's only the perverted minds that look at it. It's all about perception. Look at the foot fetish people. Just the sight of a woman with no socks and no shoes on is enough to get them breathing heavy. Should all females be required to wear boots at all times because of that?

      Some of you are being seriously melodramatic. Not all games feature caricatures anyway, but for the ones that do, the men are exaggerated as well., Even though it's not the kind of thing that gets the average female all excited, it's only because women have different priorities. The fact is making an appealing character for the females takes a lot more because they're more complex.

      The T&A only matter because some people are drooling over it. You're not required to drool. In fact, you could be concentrating on playing the game instead of sizing up the character the whole time.

      Quit whining already. You don't have to buy any games which you find offensive.

    6. Re:Why women only? by EnronHaliburton2004 · · Score: 1

      Yeah, because game portrayals of male characters are so lifelike.

      You're right-- that is a big game cliche, and the author should have listed it.

      It's not sexist because it's applied to both sexes.

      You're not seriously implying that women are attracted to those steroid-enhanced superdudes, are you? It's not the same at all.

      Look, here's how it works:

      Big Muscle Male Heros: Attract an immature male audience.

      Big boobs: Attract an immature male audience.

    7. Re:Why women only? by erlenic · · Score: 1
      Should all females be required to wear boots at all times because of that?

      Please God, let that happen. Then I'd be breathing heavy looking at a woman's feet.

    8. Re:Why women only? by interiot · · Score: 1

      Yes, in fact, women ARE attracted to guys with muscles. A more legitimate complaint might be that, currently, many fewer women play games than men, and so most game content is likely geared towards men and not women. But let's not unecessarily stereotype women while we're at it.

    9. Re:Why women only? by EnronHaliburton2004 · · Score: 1

      You just helped to prove my point. Sure, he's fit & all, but his muscles don't exactly look like the musclebound Duke Nukem cliche.

      Show a woman a picture of Arnold Schwartzenneger when he was all pumped up on steroids in a Bodybuilding Contest-- strange bumps pumping out everywhere, big huge veins, etc. Most woman don't find that attractive-- a small percentage do find that attactive. Few would be attracted to a game because of it.

    10. Re:Why women only? by Anonymous Coward · · Score: 0

      "Big Muscle Male Heros: Attract an immature male audience.

      Big boobs: Attract an immature male audience."

      And women want nothing but stark realism, AMIRITE?
      .
      .
      .
      No, I'm not, obviously. Women have fantasies too. Some of them involve men. Sometimes those men don't look like Carl Brutananadilewski, and just sometimes those men who dont look like Carl Brutananadilewski look like all the huge meaty men from videogames. Just like some male fantasies involve women who look like all the insanely proportioned women from videogames.

      Imagine that! Men and women are both attracted to looking at members of the other sex who attractive! Amazing!

      Also, men dont mature and stop being attracted to boobs, they just learn how not to get caught staring in public.

    11. Re:Why women only? by elrous0 · · Score: 2, Interesting
      There are all kinds of male stereotypes in games: Small fat ones, tall thin ones, big fat ones, ugly ones...

      Yeah, because there are a plethora of fat, balding superhero game characters out there. I can think of at least none just off the top of my head.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    12. Re:Why women only? by Tozog · · Score: 1

      http://www.theesa.com/facts/gamer_data.php

      Actually, 55% of gamers are male, 43% are female (other 2% choose not to give gender).

      I'd say the reason there are so many big breasted women in games is it attracts males and offends few women.

    13. Re:Why women only? by Mitsoid · · Score: 1

      It may be sad...

      but man do i get pissed when i play a game and people comment i only play Character Y because she has a nice rack.. when I just like the character's play style..

      Then again, I do the same thing.. I hate it when people are like "Character Z is amazing, look at that rack"..

      I want a competition, not a drool-fest...

      And guy's "Going afk" in MMO's as they move slightly to get a good view of some persons chest... god... Sure guys gotta do what they gotta do... but it still takes away from the game :-/ people pay more attention to Teamates chests then what they are doing...

    14. Re:Why women only? by EnronHaliburton2004 · · Score: 1

      And women want nothing but stark realism

      Of course not-- I never really said anything otherwise.

      men dont mature and stop being attracted to boobs

      Absolutely not. Boobs are great things. So is a nice curvy ass.

      However, at some point a man should become mature and sexually experienced enough to realize what a real woman looks like. Silicon & cartoon boobs are for woman with low self-esteem and sexually inexperienced men.

      Being sexually attracted to the huge boobs in video games are the equivilant of masturbating to a barbie doll.

    15. Re:Why women only? by Anonymous Coward · · Score: 1, Informative

      Three words: Leisure Suit Larry!

    16. Re:Why women only? by bryan1945 · · Score: 1

      I am not sure if I am more wowed by the fact someone wrote that or that you came across that and linked it.

      Truly fascinating, in its own way.

      You just made my incredibly crappy day better- thank you!

      --
      Vote monkeys into Congress. They are cheaper and more trustworthy.
    17. Re:Why women only? by deepestblue · · Score: 1

      It's not sexist because it's applied to both sexes.

      Actually, the differing charicatures of women and men - men's physique and strength and women's appearance - is itself sexist.

    18. Re:Why women only? by Anonymous Coward · · Score: 0

      But let's not unecessarily stereotype women while we're at it.

      For Christsake, it's just a game. Nobody is stereotyping women. It just a computer animation that you move around the screen. Has nothing to do with reality (for most people). Honestly, people, this topic has been blown all out of proportion. You seriously worried about stereotyping of women? Then you should be attacking the porn industry.

    19. Re:Why women only? by Anonymous Coward · · Score: 0

      "However, at some point a man should become mature and sexually experienced enough to realize what a real woman looks like."

      A man can be "mature and sexually experienced enough to realize what a real woman looks like" as well as being attracted to fantasy sized boobies. It's not a one-or-the-other situation. Once a person, man or woman realizes what the other sex is supposed to look like that dosent mean they stop having fantasies.

      "Silicon & cartoon boobs are for woman with low self-esteem and sexually inexperienced men."

      You're confuing the sexual attraction with the means to represent or achieve it. Women dont get implants because they want "silicone boobs", they want big boobs. Likewise, men who are attracted to cartoony big boobs arent attracted to cartoon boobs, they're attracted to big boobs.

      "Being sexually attracted to the huge boobs in video games are the equivilant of masturbating to a barbie doll."

      It's also equivalent to masturbating to a skin mag since the women in the photos are intended to be about as real.

      Paraphrasing a quote I read: "One of the functions of the human brain is to fill in the imperfections in what we see. This allows us to deal with the flaws in our retinas as well as do things like precieve what a drawing is supposed to represent without every detail being there. Therefore, anyone who says they cant jack-off to cartoon characters has something wrong with thier brain, or they're just trying to act cool."

      It's fantasy, fantasy, fantasy. Having the ability to sexually fantasize is normal and is in no way a sign of immaturity. It's a sign that you're a human being.

      Videogame characters are a fantasy, pure and simple, and there's nothing wrong with that.

    20. Re:Why women only? by Anonymous Coward · · Score: 0

      Morgan Webb does have decent feet, actually...

    21. Re:Why women only? by Anonymous Coward · · Score: 0

      Ummmm... what differening charachature was that again? Unless you want to split hairs then "physique" is pretty much synonimous with physical appearance. It just has to do with the body, and not body + cloths.

    22. Re:Why women only? by silvertear72 · · Score: 1

      I hear a lot of complaints about how "the women in games are just sex objects" or how "women in real life don't dress like that", but you never hear anyone complaining about the guy wearing nothing but a loin cloth with maybe an animal skull on his head for a helmet. Nooo...it's almost always a problem with women in a bikini or skin tight clothing or something like that, but you never hear anything like that for the guys...then again, maybe it's just me...

    23. Re:Why women only? by servognome · · Score: 1

      Mario

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    24. Re:Why women only? by Anonymous Coward · · Score: 0

      However, at some point a man should become mature and sexually experienced enough to realize what a real woman looks like. Silicon & cartoon boobs are for woman with low self-esteem and sexually inexperienced men.

      Implants are for men and women who enjoy enhanced boobage. Nothing more, nothing less. Why do you feel the need to sneer down your geeky ass nose at people who have a different set of preferences than you? There's a large world of people strange and new (to you) sexual proclivities out there, man. Experience some of them before you find yourself humping under the blanket with your shirt on and the lights off for the rest of your life.

      Just some friendly advice.

    25. Re:Why women only? by Anonymous Coward · · Score: 0
      However, at some point a man should become mature and sexually experienced enough to realize what a real woman looks like.
      Different, believe it or not there are also women with big breasts.
    26. Re:Why women only? by Anonymous Coward · · Score: 0

      Show a woman a picture of Arnold Schwartzenneger when he was all pumped up on steroids in a Bodybuilding Contest-- strange bumps pumping out everywhere, big huge veins, etc. Most woman don't find that attractive-- a small percentage do find that attactive. Few would be attracted to a game because of it.

      Yeah, and show a guy a picture of a freak with FFF tits stretched to the breaking point and ten miles apart, veins and stretch marks everywhere...most of them won't think it's that hot either.

      What's your point, idiot?

    27. Re:Why women only? by Kingrames · · Score: 2, Insightful

      Maybe we do know what the word 'sexist' means. Now, I realize I don't speak for all men, because some of us are defective, but damnit, I could look at a woman in a skiing outfit and it might get me horny. It has nothing to do with their appearance, and everything to do with your imagination. It just so happens that as gamers, our imaginations are superior to the idiots of the world who don't exercise their brains. And it's not just about sex. I can entertain myself by staring at a white ceiling for hours, just imagining things. I challenge you to go to a movie and not find a stereotype about women that's far worse than anything in a video game. The stereotypes in games are that your fate is completely dictated by your appearance - UNLESS you're female. In which case it's dictated by your outfit. You're comparing something evil to something despicable and saying that one is completely unfair. The only person here being sexist is you, because YOU are the one implying that any kind of treatment of women that isn't flawless is gender-biased. Mod me down all you want for this, I'm sick of people leaping into an argument about gender and claiming to be the knight in shining armor just to gain the favor of the female audience.

      --
      If you can read this, I forgot to post anonymously.
    28. Re:Why women only? by Kingrames · · Score: 1

      If I'm not mistaken, every single male character in every game is either a poet, one of the strong, silent type, or utterly devoted to chivalry, or the kind of character you'd find in a romance novel. and I have yet to see what everyone's description of "big boobs" is. you do realize most of them are B or C cups, or they have giant pyramids instead of mammaries, right?

      --
      If you can read this, I forgot to post anonymously.
    29. Re:Why women only? by Jarlsberg · · Score: 1
      Why post as a coward when you've got such an exellent point?
      Sierra also had a very distinct fat alien stereotype: Sludge Vohaul. :)

      There's also Chuck Rock if you want to delve back into other forgotten characters.

    30. Re:Why women only? by LKM · · Score: 1
      Maybe we do know what the word 'sexist' means.

      Just to be sure:

      1. Discrimination based on gender, especially discrimination against women.
      2. Attitudes, conditions, or behaviors that promote stereotyping of social roles based on gender.

      sexism

      You can't say "It's not sexist because it's applied to both sexes" and then pretend you know what sexism is.


      (...) some of us are defective (...) our imaginations are superior to the idiots of the world who don't exercise their brains (...)

      I find it fascinating that your offensive drivel got rated "Insightful" while my post pointing out the difference in how genders are portrayed got rated "Troll" and "Flamebait". You're right, some of us are obviously defective.


      I challenge you to go to a movie and not find a stereotype about women that's far worse than anything in a video game.

      That would be easy, but it's not the point. I agree that most movies are even worse than games, but it hardly matters as it doesn't make games any better.

      Most games are sexist, whether movies are sexist or not.


      The stereotypes in games are that your fate is completely dictated by your appearance - UNLESS you're female. In which case it's dictated by your outfit.

      I'm afraid I don't quite understand your point. How is Mario's fate dictated by his fatness? how is Killer7's Smith's fate dictated by the fact that he's old, disabled and in a wheelchair? How is Wario's fate dictated by his ugliness?


      The only person here being sexist is you, because YOU are the one implying that any kind of treatment of women that isn't flawless is gender-biased.

      That is utterly absurd. First of all, it's not "any kind of treatment". It's consistent sexism. Second, you can't pretend that the fact that all girls are pretty and slender while there are all kinds of males in games isn't "gender-biased".


      Mod me down all you want for this, I'm sick of people leaping into an argument about gender and claiming to be the knight in shining armor just to gain the favor of the female audience.

      That is even more absurd. The only females on Slashdot are males pretending to be females :-)

      Besides, it's utterly pointless to gain favor of the female audience since I'm never going to see them in real life anyway.

      Maybe that's hard for you to understand, but it really is my opinion that it's wrong to only show females in sexist roles. That doesn't make me any less functional than you. I love to look at scantily clad chicks with big boobs, but that doesn't mean that we shouldn't have more diverse roles for female characters in games.

    31. Re:Why women only? by Anonymous Coward · · Score: 0

      1.Duke Nukem

      2.Lara Croft

      The prosecution rests, your honor.

    32. Re:Why women only? by drakaan · · Score: 1
      And guy's "Going afk" in MMO's as they move slightly to get a good view of some persons chest... god... Sure guys gotta do what they gotta do... but it still takes away from the game :-/ people pay more attention to Teamates chests then what they are doing...

      I agree...that tends to make the game a bit too much like real life.

      --
      "Murphy was an optimist" - O'Toole's commentary on Murphy's Law
    33. Re:Why women only? by Vitriol+Angst · · Score: 1

      Games are for fun and entertainment.

      So, then, the look of characters are designed around entertainment. It may or may not be sexist--but that is part of the fun. We aren't allowed to blow up buildings in the real world. Video games are part of doing what you can't do -- excapism. So, if large breasts weren't a part of the mix or accurate physics on the jiggly bits incoporated into Beach Volleyball Extreme-- I would be suprised.

      --
      >>"ad space available -- low rates!!!"
    34. Re:Why women only? by Anonymous Coward · · Score: 0

      Games are for fun and entertainment.

      So, then, the look of characters are designed around entertainment. It may or may not be sexist--but that is part of the fun.


      What are you, 13? Some of us have reached a stage called "adulthood" and no longer consider gigantic breasts to be the epitome of entertainment. (In fact, I'm more sexually attracted to small-breasted women. When is someone going to cater to my interests?)

      Huge breasts are at best tedious and irrelevant, and at worst, hugely irritating to the point of detracting from my enjoyment of a game. I'm interested in plot, music, and gameplay, not jiggling mechanics!

      Oh, and next time a female hero rises up to save the land from the armies of darkness, I would appreciate it if she would try wearing a form of armour that actually protects more flesh than it exposes. Thank you.

    35. Re:Why women only? by Kingrames · · Score: 1

      "I'm afraid I don't quite understand your point. How is Mario's fate dictated by his fatness? how is Killer7's Smith's fate dictated by the fact that he's old, disabled and in a wheelchair? How is Wario's fate dictated by his ugliness?" well, evidently you don't understand the way stories are written. 1. Mario is fat, italian, a plumber. these are interconnected, and stereotypical. Mario is fat and can jump on things to smoosh them. this is despite the fact that if you tried to do a butt-stomp to someone you'd find yourself with a lot of spinal problems. I have absolutely no clue who killer7 or smith is. and if you haven't yet realized that all ugly guys with mustaches are evil, well, I guess you'll never learn. "That is utterly absurd. ... Second, you can't pretend that the fact that all girls are pretty and slender while there are all kinds of males in games isn't 'gender-biased'." well, I'm not the real authority on pretty or slender, because I have yet to see a woman I wouldn't label as pretty, and so long as a woman can fit through a doorway, she's slender enough. Seriously, I have a really hard time understanding why females HAVE to be portrayed negatively in order to not be sexist. In the gaming world, as in movies, books, and all other commercial things: 1. Everything has to look nice enough to pick up off the shelf. 2. All characters are only attractive or ugly in comparison to one another. Therefore, females and males are equal in all games, if and only if they are treated as seperate groups. Which, as I gather, they do not want.

      --
      If you can read this, I forgot to post anonymously.
  4. What a terrible article. by Evro · · Score: 2, Interesting

    "Unnecessary stealth"? If you don't like stealth then you might list it as an annoyance, but it's not a cliche. That's like saying running is a cliche. And the "hero's town gets destroyed" isn't a game cliche, it's just a frequently-used plot device. For there to be drama, there needs to be conflict. In RPGs in which this conflict is between good and evil, what better way to reflect that than the villain destroying the hero's family and friends?

    You know what's the #1 cliche for video game websites? Lists.

    Why do I get the feeling Slashdot's main business now is funneling traffic to 5-10 sites, including that Roland guy, 1up.com, and John C. Dvorak?

    --
    rooooar
    1. Re:What a terrible article. by FLAGGR · · Score: 2, Insightful

      Well slashdot is a portal site, don't expect original content. It's an easy way for lazy people like me to get news without visiting a billion different sites, and then theres the comment system so I can read the trolls afterwards.

    2. Re:What a terrible article. by Magada · · Score: 1

      'cos it's mostly true.
      1. make deal with cash-strapped site owner
      2. post inflammatory story on ./, linking to said site
      3. wait for ./ rabbibunnies to flock to linked site
      4. PROFIT!

      --
      Something bad is coming when people are suddenly anxious to tell the truth.
    3. Re:What a terrible article. by iainl · · Score: 1

      OK, I'll re-word that stealth for you.

      Unnecessary Stealth: The insertion of a boring and out-of-character "Stealth" section into a game that doesn't otherwise involve it at all, on the claimed grounds that it 'varies the pace', when in actual fact the explanation is "everyone else has a stealth bit, and we want one too - look, they're a piece of piss to write and they add hours to the gameplay for far less asset design than stuff people can run past".

      It's thankfully becoming a bit less of an issue, but about a year or two ago we got it in absolutely everything.

      --
      "I Know You Are But What Am I?"
    4. Re:What a terrible article. by Anonymous Coward · · Score: 0

      What magada meant was the dotslash site, not the slashdot.

    5. Re:What a terrible article. by Evro · · Score: 1

      One of the examples cited in the article was The Wind Waker, which used stealth very well and certainly not in a cliche way. If you ever want to sneak by an enemy, I'd think you'd want to use stealth. Maybe the way some games implement it is cliche, but the concept of stealth in a game is not. In RPGs there are classes (e.g. rogue) whose class-defining abilities include stealth.

      --
      rooooar
    6. Re:What a terrible article. by Nasarius · · Score: 3, Insightful
      And the "hero's town gets destroyed" isn't a game cliche, it's just a frequently-used plot device.

      Er, that's the definition of a cliche. It's overused.

      --
      LOAD "SIG",8,1
    7. Re:What a terrible article. by KDR_11k · · Score: 1

      Wind Waker had a bit where you had to sneak around because you lost your sword when you were catapulted against a tower. Such a game should keep stealth optional as a way to avoid enemies you don't want to fight, not as the only way to finish a sequence of the game. Another bad example includes Metroid: Zero Mission. Both games you don't buy because you want to hide away from enemies. A good implementation would be e.g. Ninja Five-O, where stealth wasn't necessary but catching an enemy off-guard is beneficial and you can avoid enemies like the samurais completely.

      Generally I'm one of those people who hate it when being caught practically means losing the game or at least progress. I already avoid games that advertise stealth as a major gameplay element and I hate it when games I like have sections of forced stealth. Please, when I buy a game that is about slaughtering huge numbers of enemies or exploring areas I don't want to play a game about hiding from enemies, not even when it's just one level. Put up laser traps or something if you want me to dodge certain things, don't make it invisible guard FOVs.

      For the record, I've tried Deus Ex because everybody talked about how you can choose your way in that game, I abandoned it after finding that not using stealth is not an option.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:What a terrible article. by Impy+the+Impiuos+Imp · · Score: 1

      Perhaps the ultimate example of stealth in a game that shouldn't have it was the recent Hulk game associated with the movie. Playing as Banner was like...

      like...

      like being forced to not be a Jedi for the first half of a Star Wars game.

      Which was done -- twice in a row. :) Er, three times. Pluse other times when you had no option to be a Jedi at all.

      Woo

      hoo

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    9. Re:What a terrible article. by Impy+the+Impiuos+Imp · · Score: 1

      My favorite cliche that can't happen too many times:

      Female customer: Do you have this in a 4?

      Female clothing store employee: Yes, here you go.

      Female customer: Where are the changing rooms.

      Female clothing store employee: Right over here (leads her past racks.)

      Female customer: Thank you. (enters changing room)

      Female clothing store employee: Here, let me help you. (pulls curtain closed -- behind her.)

      Female customer: Oh! (mouth opens, then they both turn, one behind the other, and look in the mirror. Music with a heavy beat starts...)

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    10. Re:What a terrible article. by Metasquares · · Score: 1

      The Zelda games are as much puzzle games as hack 'n slashes, though, if not moreso. Stealth is just another instance where you can't use your sword to solve a problem.

    11. Re:What a terrible article. by Evro · · Score: 1

      But it's not overused, it's just frequently used!

      --
      rooooar
    12. Re:What a terrible article. by Jarlsberg · · Score: 1
      Why do I get the feeling Slashdot's main business now is funneling traffic to 5-10 sites, including that Roland guy, 1up.com, and John C. Dvorak?

      Slashdot f**ing sucks nowadays. I'm gradually drifting towards sites like Kuro5hin and Ars Technica, but I'd like to see some even better alternatives than these.

    13. Re:What a terrible article. by KDR_11k · · Score: 1

      The other puzzles usually don't throw you to the beginning of the dungeon if you accidentally step into some invisible area (the FOV of the enemy).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:What a terrible article. by Sigma+7 · · Score: 1
      For the record, I've tried Deus Ex because everybody talked about how you can choose your way in that game, I abandoned it after finding that not using stealth is not an option.


      You might consider using a lower difficulty setting, which reduces damage from enemy attacks. Most cases where non-stealth isn't an option is if it is not natural to do so (e.g. attacking the first guard during the prison escape - your equipment was taken.) Likewise, there are cases where stealth is not an option, such as trying to reach the subway - you need to take out at least a few guards in open terrain.

      The only case which is close enough to forced stealth would be Mission Eight - if you kill a cop, two soldiers come in as reinfocements. Even so, it is still possible to take enough of the enemies out that you don't have to worry about sneaking around for a while.

      The trick is to play naturally - the stealth/non-stealth areas do not feel like a break in gameplay. This is in contrast to Jedi Outcast, where the player is capable of slaughtering massive amounts of soldiers (including Jedi-equivalents) but gets captured the instant an officer hits a button on an alarm panel - in this case, the gameplay feels artificial.

  5. Pushing crates by tod_miller · · Score: 1

    Wasn't there a website called pushing crates at one point? My friends first opengl programming gaem was a pushing crates game with an ascii file map format, good stuff!

    Other gaming cliches of the 00's should be 'Naked Patches!'.

    Quite a few games have that 'puzzle' section that annoyed people, sometimes on the amiga this formed part of the copy protection, which I liked!

    The problem with a lot of the 'cliches' is they are just game elements... collecting things - that is a core game element - and bullet time, not even over used, slowing down game aciton ala action replays is a great thing, and I dont think it should be removed!

    #1 was exploding barrels. *thinks* yes, in GTA you can shoot barrels to get rid of enemies, and in many other games... but I love it.

    Boom boom boom.

    I think the next list will talk about duping, crafting, selling things on ebay etc etc... or 'rare' items...

    --
    #hostfile 0.0.0.0 primidi.com 0.0.0.0 www.primidi.com 0.0.0.0 radio.weblogs.com
    1. Re:Pushing crates by UnknownSoldier · · Score: 1

      > My friends first opengl programming gaem was a pushing crates game with an ascii file map format, good stuff!

      You thinking of Sokoban ?

  6. Uh... by Surye · · Score: 5, Insightful

    #5 Unnecessary stealth

    If you want to make a stealth game, then make a stealth game. Don't give us guns and bombs and swords and fast cars and explosions and then tell us to be quiet, just for a bit! If we want to sneak around, then we'll play a game that's designed for doing just that. In your game, we shall blow stuff up.


    I call BS. First, this kind of narrowminded view of game making is why the industry is so piss poor right now. Variety in gameplay is good thing. Second, even if this was a bad idea, it's a recent trend, not a cliche. Exploding barrels, that's a cliche, or predictible boss fights. I liked a lot of those points, but #5 just didn't check out.

    1. Re:Uh... by Anonymous Coward · · Score: 0

      While I like variety in game play too, the whole sneaking thing is far from a recent trend. I seem to recall a couple screens into Metal Gear on the NES you had to sneak around some dogs/soldiers, and you later got a cardboard box to help you do just that.

      What I would eliminate is the games where you move at half speed while sneaking, and have to move yourself across the screen 3 or 4 times in this "sneak mode," and it always seems to be right after a save point, so you wind up doing it over and over again.

    2. Re:Uh... by Surye · · Score: 1

      While I agree with the second point, the first is just silly. Metal Gear was the precursor to the best known stealth game pretty much ever. You needed a better example ;)

    3. Re:Uh... by interiot · · Score: 1
      Cross-genre games can be fun, but it's also good to give the player choice in games.

      Some people don't like RPGs, so it may frustrate those people when, 70% through a single-player FPS game, they have to stop and spend an excessive amount of time leveling up their character. Same for stealth games, there's probably a contingent of people who just find them irksome, and would rather avoid those games, even if they're only 20% of an otherwise excellent game.

    4. Re:Uh... by skadus · · Score: 5, Insightful

      I was about to say the same thing when I saw your comment.

      Really, the best of both worlds is to offer a way to pick the best option that works for you, and offer rewards or challenges based on which scenario you pick. I think Fallout does this a lot. Want to try your hand at stealth? Great, you get 200 more rupees at the end. Feel more hack and slashy? Okay, but you have to fight an extra-hard guy at the end.

      I'm all for adding 'variety' to games, but when you throw a major genre-curveball, it's nicest to make the scene optional, like the fetch quests in Zelda that require split-second timing just to wind up with the best sword in the game or an extra heart container. It's fun when you finally accomplish the goals in these through determination. It's frustrating as hell when it's required and doesn't seem to do anything gameplay or plot-wise besides show that the developer is a sadistic bastard.

      I suck at stealth, I hate having to use stealth, and I especially hate it when the mission resets because somebody saw me out of the corner of their eye. When the guy is alerted, let me go on my murderous rampage and move on, m'kay?

    5. Re:Uh... by Surye · · Score: 1

      Haha, oops, I don't know how I messed that up. =P

      And I HAVE played Wind Waker. And the stealth accounts for what? Maybe 3 minutes of game play? 5 if you really suck?

    6. Re:Uh... by llevity · · Score: 1
      Have you never played on of those games that tries to do it all? I think this, more so than just the stealth in a non-stealth game, is what the author of the article is getting at.

      IE, driving missions in a third person action game (Enter the Matrix).

      Stealth, in a hack and slash action adventure (Wind Waker).

      Platforming, in a First Person Shooter (Turok).

      Some games manage to pull it off better than others. Metroid Prime's platforming was pretty good, as was Half Life's. But it's a very risky proposition. Most of the time, it feels tacked on, and out of place.

    7. Re:Uh... by Tozog · · Score: 1

      Platforming in a FPS is probably one of the dumbest additions to shooters. Honestly, jumping puzzles in a game where I can't see my own feet? WTF? Who thought that was a good idea?

    8. Re:Uh... by Detritus · · Score: 1
      Some of us suck even worse than that.

      Some of these puzzles and missions may be simple for people who have previously played similar games, but frustratingly difficult for those who don't know the tricks and strategies.

      --
      Mea navis aericumbens anguillis abundat
    9. Re:Uh... by aztektum · · Score: 1

      The problem with this is that usually the game is designed solely around the action (swords, fast cars, explosions, etc etc.) so that when they *DO* decide to add alternate gameplay types, they aren't planned/designed well because it was a late addition or they simply weren't as interested in adding it.

      It's like wishing Pac-Man had a sex mini-game. No. When I sit down to play Pac-Man, I wanna play Pac-Man dammit.

      --
      :: aztek ::
      No sig for you!!
  7. Clcihes can be good by Shadow+Wrought · · Score: 4, Interesting
    The biggest cliche, and the one not mentioned, is that health, ammo, and everything else you need are all strewn about waiting for you to pick them up. I can't think of a FPS, or RPG I've played where that has not been the case. So long as a part of gaming requires you to obtain food, then crates will be there to ensure that you have to actually go to the trouble of opening them to get the goodies. Would they be happier with boxes?

    As for the exploding fuel cans, 55 gallon drums which splode are just too cool knock;-)

    --
    If brevity is the soul of wit, then how does one explain Twitter?
    1. Re:Clcihes can be good by Cheapy · · Score: 1

      I can't think of a FPS, or RPG I've played

      You obviously have never played System Shock 2.

      --
      Would you kindly mod me +1 insightful?
    2. Re:Clcihes can be good by Aero · · Score: 2, Interesting

      Favorite bit of dialog from The Lost Vikings (character attributions may be wrong -- it's been a while since I played it):

      Olaf: If Tomator is such a bad guy, then how come he left all these tools and weapons lying around for us to use?

      Erik: Just don't think about it.

      --
      We can believe in you for 3 minutes, but beyond that, even the King of All Cosmos can't be expected to wait.
    3. Re:Clcihes can be good by ExKoopaTroopa · · Score: 1

      Battlefield 2's medics, heavy-weapons solidiers and mechanics are now the main source of health/ammo/repairs along with crates drops from the commanders. There aren't any (auto-spawning) kits

      --
      Don't Tell Me What I Can't Do!
    4. Re:Clcihes can be good by Shadow+Wrought · · Score: 1
      You obviously have never played System Shock 2

      And you would be correct;-) Is it good?

      --
      If brevity is the soul of wit, then how does one explain Twitter?
    5. Re:Clcihes can be good by DocSavage64109 · · Score: 1

      Heh, I had to give up on that game because I ran out of money and bullets and couldn't get past some automated defensive gun with my melee weapon. :(

    6. Re:Clcihes can be good by snorklewacker · · Score: 3, Insightful


      Related to equipment, they missed my favorite cliche: "The Free Market". The world faces dire peril, you're the hero that vanquishes evil and dispatches minions by the score. The last hope for the world rests on your shoulders... yet that won't even score you a discount at the equipment retailers.

      There have been better-done lists of cliches, with color commentary that was actually, well, interesting. Might have been on OldManMurray. And yes, he covered crates.

      --
      I am no longer wasting my time with slashdot
    7. Re:Clcihes can be good by Mythrix · · Score: 1

      Heck, I bet those stores get dozens of people every day saying that they are the chosen heroes of fate. Would you give them a discount?

    8. Re:Clcihes can be good by rbarreira · · Score: 1

      That's a quite cool form of "breaking the fourth wall" in videogames :)

      I'd add it to the wikipedia article if I could be sure of what the exact characters are... Do you know what's the level where they say it?

      --

      The AACS key is NOT 0xF606EEFD628B1CA427BEA93A9CA9773F
    9. Re:Clcihes can be good by Jazu · · Score: 2, Informative

      In Goldeneye, you can't recover health during a level, and most of your ammo is picked up by enemies.

      --
      My joke got modded as Insightful and my insight got modded as Funny.
    10. Re:Clcihes can be good by Tycho · · Score: 1

      I've always thought that games with random drops are cliche. For instance, in Guild Wars, a game I have been playing recently I have noticed this. Why was that Charr Blade Warrior carrying a magical Fire Staff? It's not like that charr was going to be doing anything with it.

      The other end of the spectrum is Chrome, a lesser known FPS. In Chrome, dead bodies would have all of the weapons, ammo, and health packs that one would expect to find on them. This can get really wierd as the only way to get the best rifle or the rocket launcher is off of dead bodies. The only problem is that getting more ammo for these weapons must be done by killing other enemies that have these weapons.

      Granted there are other problems with Chrome and other games like it. For instance, imagine you are guarding a room and someone trying to get into the room, opens the door and throws a grenade in. One of the guys in the room sees the grenade and yells "grenade." Do you, like the AI in Chrome would and stand still and wait for the grenade to go off and seriously injure you? Or do you run like hell away from the grenade, like any sane person would?

      --
      Impersonating Tycho from Penny Arcade since before there was a PA.
    11. Re:Clcihes can be good by Matt_Joyce · · Score: 1


      BF2 doesn't.
      These items have to be given by other players.

      I guess BF2 isn't the sort of FPS you mean though.

      You mean non-collaborative fps like Doom or similar.

      Agreed.

    12. Re:Clcihes can be good by jackbird · · Score: 1

      The first half or so of Half-Life made a pretty concerted attempt to make the health/ammo/weapon drops believable (although you had to wonder why so many of the scientists were keeping shotgun shells in their desks).

    13. Re:Clcihes can be good by Cheapy · · Score: 1

      It's extermely good.

      Only bad part is...the supplies. Or rather the lack there-of.

      As the poster below me said, I too had to quit becuase of no ammo. I was stuck in a warehouse area of the ship with no Psi left (Think magic...just not so easily replenishable.) and painfully few bullets left. And the melee weapon just didn't cut it.

      It was at the point where it was more effective to wait 15 minutes for an enemy to stroll past an exploding barrel (heh) and shoot the barrel to kill him.

      Besides this, I HIGHLY recommend it.

      --
      Would you kindly mod me +1 insightful?
    14. Re:Clcihes can be good by Sigma+7 · · Score: 1
      As the poster below me said, I too had to quit becuase of no ammo. I was stuck in a warehouse area of the ship with no Psi left (Think magic...just not so easily replenishable.) and painfully few bullets left. And the melee weapon just didn't cut it.


      You might have better luck scumming Deck 2 for additional supplies from enemy respawn. Most of the enemies are a minimal threat with a melee attack - not a problem when you can hit first (and harder). There are shotgun hybrids that you have to deal with, but if you plan correctly (hit them as soon as they turn a corner), you can collect their shotgun ammo (by unloading their weapon) and any other items that could be recycled (e.g. beer).
  8. What about ... by Hanji · · Score: 4, Insightful

    Jumping Puzzles.

    Now, I'll admit that the last console I owned was the N64, so I'm behind the times, but back when I played video games regularly, there was little that pissed me off more than extended jumping puzzles, where you had to leap between 10 platforms in a row flawlessly, restarting if you failed.

    Have they wised up yet, or did these guys just miss it?

    --
    A Minesweeper clone that doesn't suck
    1. Re:What about ... by Nytewynd · · Score: 1

      Jumping puzzles are especially fun when coupled with cliche # 4.

      --
      /. ++
    2. Re:What about ... by Reorax · · Score: 1

      No, they're still around. In first person shooters, the only genre where you can't see your feet.

      --
      This sig is only here so people stop skipping the last lines of my posts.
    3. Re:What about ... by Nasarius · · Score: 1
      Oh, they're still around. I stopped playing Half-Life 2 because I got sick of all the jumping. They're not the hard, moving-platforms jumping puzzles, but they're annoying nonetheless.

      Then I started playing Deus Ex again, which also has crates and several different kinds of exploding barrels, but at least the crate-stacking and jumping bits are optional. Deus Ex really needs a proper sequel.

      --
      LOAD "SIG",8,1
    4. Re:What about ... by yRabbit · · Score: 1

      Star Fox Adventures (which I rented and beat recently) has some "jumping puzzles" thrown in for .. some reason. (But it is about 3 years old.)

      The jumping is automatic, "hold the analog stick in the right direction" at least.
      One I recall, you have to go across these smallish platforms at some water. Within a time limit.
      I didn't find it too hard after a couple of tries, but... actually I think it had a lot of cliches.
      They threw in a couple of racing things for no apparent reason, some "on a rails shooter" things, take exploding barrel from point A along a dangerous path to point B and set it down or chuck it at a cracked wall to break it open.

      It all felt kind of cliched, put in for no real purpose, it felt like they were put in just to have them there. At that it is surprising they didn't put in a bullet time sequence..

    5. Re:What about ... by FidelCatsro · · Score: 1


      *Shakes his fist at Turok* FPS games and jumping puzzles are a recipe for smashed TVs , I love jumping puzzles in games where a jumping puzzle actually makes sense given the game dynamic (mario) but otherwise they are just annoying.

      The most annoying cliché i can think of is protect missions , I think I've lost more hair due to to team mates and hostages running in front of rockets than i have due to hair dressers

      --
      The only things certain in war are Propaganda and Death. You can never be sure which is which though
    6. Re:What about ... by Atzanteol · · Score: 1

      Ahhh, I was looking for that one too. Right up there with "The Maze" (though I guess this might fall under "puzzles").

      Nothing like having all gameplay come to a halt as you go fetch some graph paper and a pen to start mapping out some maze...

      --
      "Ignorance more frequently begets confidence than does knowledge"

      - Charles Darwin
    7. Re:What about ... by Gulthek · · Score: 1

      Mapping the maze is part of the gameplay.

      At least, it used to be. What current games require leet graph map making skillz?

      Good ol' Bard's Tale. You are facing 99 barbarians, 99 barbarians, 99 barbarians, and 99 barbarians. Unleash the fire horn, or perhaps the fire horn, or maybe the wind dragon.

    8. Re:What about ... by Atzanteol · · Score: 1

      Current games? Dunno, probably none really. Been a while since I've gamed. :-)

      I just remember Zak McKracken. Great game. Wonderful puzzles, and funny as hell. If it weren't for the friggin' mazes... And those mazes weren't even logical so they couldn't be mapped! You had to guess! Grr.. Still bitter.

      --
      "Ignorance more frequently begets confidence than does knowledge"

      - Charles Darwin
    9. Re:What about ... by mink · · Score: 1

      Worst time I ever had with a "Don't let so and so die" type mission was GTA III:VC.
      The mission where you and Lance go to take over the Mansion. I have a sniper rifle, and Lance has some machine gun I think.
      I am carefully sniping people from a distance and lance goes "Come on" and runs right in front of me the same moment I fire to take out the guy I was aiming at. Ended the mission real fast. Wish we could control characters (stay here, help out, go apeshit) so you could do missions like that in whatever style you like, rather then forcing you to run in guns blazing.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
    10. Re:What about ... by FidelCatsro · · Score: 1

      heh I actually did that mission first time , I got lucky i guess . Replayed the game and second time it took me ages .The sniper missions are not that bad as usually there is just a set order to work out, What's worst I find is silly AI walking in front of you , or staying in/by cars that are about to explode (GTA 3 /VC/SA there )which really piss me off

      --
      The only things certain in war are Propaganda and Death. You can never be sure which is which though
    11. Re:What about ... by Sancho · · Score: 1

      As I understand it, Star Fox Adventures wasn't even originally a Star Fox game. They modified an existing game to fit Star Fox (read: new character models and dialog) and threw in a couple of flying sequences and marketed it as Star Fox because they knew people would buy it.

    12. Re:What about ... by Sancho · · Score: 1

      I think the mazes in Zak, while not horribly "logical", maintained the sequence of rooms you'd entered and which exits lead to which new room. I base this on the dark maze, where you could find torches and light them, letting you note which rooms you'd been in before and making it easier to wander through the maze.

    13. Re:What about ... by Anonymous Coward · · Score: 0

      Come on, buffoons! Mod the man up!

    14. Re:What about ... by yRabbit · · Score: 1

      That is what I heard, it was going to be a game called Dinosaur Planet.
      That's another thing.. I think if the game had stayed with the direction it looked like it was going in the beginning, with Krystal, it would have been better.
      I was interested in the character and her motivations and whatnot. But, no, she is not playable for about 98% of the game. :\ Um, for plot reasons..
      Then the game kind of turns into a list of tasks to do.
      I kind of sort of enjoyed it, but it became a very normal thing to anticipate having to do yet another task to.. you know.. get to the next step of saving the world. "Win this race" "Find these 3 gold bars" "Finish this puzzle" "Go to this area after buying this item using money that's pretty trivial to get by" "Finish this other puzzle" "Light up these few torches around the village that the dinosaurs seem to have no idea how to light themselves even though they are their own village torches" and all the time I was hoping Krystal would be playable again because I was getting kind of tired of running around as Fox. Nope, no more playable Krystal.
      Curiously, I have had a little urge to want to play it again for some reason... I am not sure why. :) As I said, I only rented it.
      It was an okay game, just far too many tasks which almost all seemed like they were put in just simply to put them in.

    15. Re:What about ... by Sigma+7 · · Score: 1
      I think the mazes in Zak, while not horribly "logical", maintained the sequence of rooms you'd entered and which exits lead to which new room.


      In case of Zak, there were at least two wilderness mazes. Anne was capable of going through the maze normally - Zak was not, and struck out randomly upon reaching an exit.

      The indoor maze did not appear to have this problem.
  9. Prince of Persia: WW by th0mas.sixbit.org · · Score: 3, Interesting

    I think it was pretty unfair to use this game as an example of unneccessary bullet time usage. The game is about time travel. Plus, the creators were very inventive with the concept - you have sand tanks that, when broken, reverse time temporarily. Considering much of the game consists of hard combinations of "run on wall, jump to pole, swing off pole, duck under spikes, roll to edge, jump to cloth, leap across doorway", it was a needed feature to not have every misstep result in "game over" and start and the beginning of the level again.

    --
    twitter.com/gravitronic
    1. Re:Prince of Persia: WW by Sylver+Dragon · · Score: 1

      I thought that at first too, but I think what they were refering to was the bullet time effect when you killed an enemy with a combo of some sort. It'll slow down and switch camera angles so you can watch an enemies head go flying off or some such. It was cool the first few times, but it got annoying fast, you'd be fighting several enemies, kill one and it would go into bullet time, which would throw your rythm off for dealing with the next one.
      I didn't look too hard for one, but I didn't see a way to turn that off. After having seen all the slow-mo deaths, I would have preferred to just be able to keep moving along killing one enemy after another, with no slow downs.

      --
      Necessity is the mother of invention.
      Laziness is the father.
    2. Re:Prince of Persia: WW by dreamer-of-rules · · Score: 1

      Hear hear! They also get a medal for best in game rationalization for extra lives. The game starts out as a story being told; when you die the narrator says "No no no.. that's not what happened."

      System Shock 2 had resurrection chambers. A really lame concept (on par with Star Trek physics), but at least they tried.

      The biggest cliche is extra lives.

      --
      Everyone is entitled to his own opinions, but not his own facts.
    3. Re:Prince of Persia: WW by Satorian · · Score: 1

      I think Monkey Island (3 I think it was) had this 'story being told' motif earlier than PoP.

      Still, the new PoP franchise is pretty damn good and it seems like the third installment will rectify the flaws introduced with the second one.

    4. Re:Prince of Persia: WW by Phisbut · · Score: 1
      I think it was pretty unfair to use this game as an example of unneccessary bullet time usage. The game is about time travel. Plus, the creators were very inventive with the concept - you have sand tanks that, when broken, reverse time temporarily. Considering much of the game consists of hard combinations of "run on wall, jump to pole, swing off pole, duck under spikes, roll to edge, jump to cloth, leap across doorway", it was a needed feature to not have every misstep result in "game over" and start and the beginning of the level again.

      I'm not 100% sure because I haven't played PoP:WW, but I think you are describing PoP:Sands of Time. In Sands of Time, the rewind feature is awesome. All I know about WW is that it got such horrible reviews that I don't want to even try it...

      --
      After 3 days without programming, life becomes meaningless
      - The Tao of Programming
    5. Re:Prince of Persia: WW by th0mas.sixbit.org · · Score: 1

      WW also had the sand tanks.

      My friends were large fans of the original Sands of Time for PS/2, and for the most part found WW to live up to it's predecessor...

      until about 3/4 of the way through the game when it glitched out and we couldn't progress any further. It was fun while it lasted, though.

      --
      twitter.com/gravitronic
    6. Re:Prince of Persia: WW by mink · · Score: 1

      That wasnt a specian effect to show the guys head coming off. It was what happened if you first struck with the dagger as opposed to your sword. The dagger would consume a little sand and set you up to deliver a killing blow. Note that this used sand, and as I remember you had to fight normally and finish using the dagger if you wanted to capture sand into it. Triggering the slo mo was entirely optional.

      Using the latter non slowing attack you could dispatch enemies quickly and fill the sand tanks, but there was a different pattern of attacks that worked on each enemy.

      There have been times for me when using the slow attack on several enemies surrounding me made the differance, since they fall over slowly, I would tage each one with the dagger then finish each one. Keeps you from getting mobbed sometimes.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
    7. Re:Prince of Persia: WW by myukew · · Score: 1

      in PoP: Warrior Within you don't have this dagger. And the slomo is there to show the heads flying.
      Yet I like it

    8. Re:Prince of Persia: WW by myukew · · Score: 1

      I liked it very much. Haven't played "the sands of time" though

    9. Re:Prince of Persia: WW by mink · · Score: 1

      Sorry, thought we were talking Sands of Time. I haven't bought Warrior Within yet.
      According to a post elsewhere you do have the dagger in Warrior, or do you lose it early on?

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
    10. Re:Prince of Persia: WW by cgenman · · Score: 1

      Yeah. I wound up slamming into an invisible wall for a few hours while trying to avoid the quickly-running death character. By the time I finally snuck past it with a few well-placed jumps I just didn't care anymore.

      One of the best things about The Sands of Time was the playful atmosphere of the world and the depth and interest generated by the characters. For the Warrior Within they decided to be "mature," which apparently means cardboard cutout characters in a really, really dark brown world. Ultimately I gave up (besides that bloody invisible wall... how did that make it past QA?) because it really felt like they were padding the game using a stereotypical situation. You were sent on a quest to the four towers to open one door, which necessitated running back and forth across geometry that you had already played. It just seemed so forced.

      That's not to say the game is bad. The gameplay is every bit as good as the original, albeit with a more gratuitous fights. However, the emotional undertones are very different. Ironically, The Sands of Time came off as a lot more mature of a game, while The Warrior Within, in striving to be more mature just seemed more like a 13 year old's view of being cool.

    11. Re:Prince of Persia: WW by myukew · · Score: 1

      afaik there is no dagger. the only artifact you have left is an amulet embedded in your armor. and the dahaka destroys it at the end of the game. i wonder how they'll explain the bullet time in PoP III

    12. Re:Prince of Persia: WW by Phisbut · · Score: 2, Interesting
      besides that bloody invisible wall... how did that make it past QA?

      I worked in QA at Ubisoft Montreal (not on the PoP project, but I personally know QA people that were on that project), and I know how it happens over there...

      Chances are QA saw that invisible walll, and reported it as a bug. However, the developers (or their managers) just don't care. In many Ubisoft games (and I can guess the same happens for EA and others), most of the bugs that are complained about in forums and reviews are "known issues", because QA did find them and reported them. Problem is, fixing those bugs might require delaying the release of the game, and that's something managers don't tend to like.

      Part of why I left the gaming industry...

      --
      After 3 days without programming, life becomes meaningless
      - The Tao of Programming
    13. Re:Prince of Persia: WW by Sylver+Dragon · · Score: 1

      No, you don't have the dagger this time. As I recall the prince gives it to the princess at the end of Sands of Time. Though, I had forgotten about that particular attack in PoP:SoT. However, that attack, and a similar one in PoP:WW are not what I was referring to. In WW, they like to show the more grusome finishing moves you can do on enemies. For example, if you only have one weapon, use the secondary attack button, then use the primary attack button as you are flipping over the enemy, you will decapitate the enemy (assuming it is low enough on health, otherwise it just hurts the enemy). About half the time, the game will switch camera angles and do a slow motion effect, so you can see the head come flying towards the camera.

      --
      Necessity is the mother of invention.
      Laziness is the father.
    14. Re:Prince of Persia: WW by cgenman · · Score: 1

      Was QA at Ubisoft entirely publisher side, or is there a policy of having QA members at the developer?

    15. Re:Prince of Persia: WW by Sigma+7 · · Score: 1
      System Shock 2 had resurrection chambers. A really lame concept (on par with Star Trek physics), but at least they tried.


      The developers had to include these - they appeared in the original System Shock 1, and removing them would cause too many questions on what happened to the resurrection technology.

      They were used as a plot device in the first game, where SHODAN modifies the resurrection chambers to create the cyborg army. Because of this, there isn't any way the developers can say that it's inclusion was a mistake.

      The biggest cliche is extra lives.


      Preventing any form of extra lives tends to cause more problems than it fixes. As you will learn as soon as you attempt to design a game, requiring the player to "Ironman" as in the various Roguelikes requires making sure that the game balance is correct throughout the game, and making sure that there are no impossibilities or difficulty gaps.

    16. Re:Prince of Persia: WW by Phisbut · · Score: 1

      For PoP:WW, Ubisoft was both developer and publisher, so I guess it doesn't matter...

      --
      After 3 days without programming, life becomes meaningless
      - The Tao of Programming
  10. Cliche #11 by LoverOfJoy · · Score: 3, Interesting

    Disappearing platforms. You have to jump quick or it'll disappear or drop. Wait a few seconds and it reappears. Somewhere in SuperMario Heaven SuperMario God is chuckling.

    1. Re:Cliche #11 by Overdrive_SS · · Score: 1

      In Double Dragon 2 there is an entire level consisting of that crap and it is about the only place I ever lose a man. Stupid crappy jumping and dissappearing platforms.

  11. Predictable Boss Fights by shoptroll · · Score: 1

    I know they flagged Metroid Prime 2 on this, but they seem to forget that is how boss fights work in the series. Look at the 2D Metroid games. Same way. It's not cliche when it's the way boss fights have worked in every single Metroid game to date.

    If they want non-cliche boss fights, they can take the Cyberdemon and Spider Mind from Doom 1. No weak points, just need to lay the smack down on them for a while. Oh and lets not forget the insane amount of dodging you have to do from a fast rocket launcher or twin miniguns (depending on who you're fighting).

    Pick your poison: boss fights where its like figuring out a puzzle, or mindnumbing slug-fests where the odds are not stacked in your favor.

    --
    Insert Sig Here
    1. Re:Predictable Boss Fights by Weirdofreak · · Score: 1

      That's not how it was in Super Metroid, IIRC. The Torizo statues were just shoot wildly until dead, Ridley was just shoot wildly until dead, the Mother Brain was just shoot wildly until dead. Kraid had to be hit in the unhighlighted mouth and there was that other one that needed to be pushed back far enough, but those were the exceptions rather than the rule, from what I can remember. Mother Brain was the only multiform boss. Compare the rock monster, fish-dragonfly thing, Metroid Prime, Emperor Ing, Caretaker. There were actually a lot of things that you did just blast at, so I wouldn't even say those games abused it, but it was definitely there.

  12. Items. by MrCopilot · · Score: 3, Interesting
    In development of a game now. Strategy FPS sort of. We specifically outlawed these Game Cliches:

    #1 Weapons are not just hovering about. Easy fix, poulate the world with places that would ordinarily have guns & ammo.

    #2 Coins/Health. All items have to be in context. Dead Enemies exploding into coins & health is bullshit we all know it. Sure, dead guy might have a few bucks, but they don't just fall out of his pocket.

    #3 Why can't I see my feet, Damn it. Still working this one out. I do know some of the reasons now.

    #4 Killing everything is not the way to win. Single player against 2000 enemies is fine, but as an objective, kill all 2000 sucks. Objectives need to be difficult without shooting anything. Enemies should impede your progress not be your progress.

    #5 Realism. Why go through all the trouble to make it all look so real and then break the realism with bullshit short cuts.

    Ship Date. When its done. I'll be sure to let you know. Linux & Windows.

    Now I've made a list. Look Ma I'm a journalist too.

    --
    OSGGFG - Open Source Gamers Guide to Free Games
    1. Re:Items. by Soul-Burn666 · · Score: 1

      1) Many games already do that. The guns just sit on the floor when dropped by an enemy or on a pedestal of sorts.

      2) Agreed.

      3) Check out Thief3:Deadly Shadows. I was really happy to finally see my body when I looked down. With today's graphic qualities, there's no need to have higher and lower detail models for stuff you see all the time (guns, your body) and enemy models and weapons.

      4) Depends on the type of game.

      5) It's just a step in that direction. Surely I love games that don't look realistic, but if people didn't try to make it the most realistic possible, it would have never been developed. It's evolutionary, plain and simple.

      --
      ^_^
    2. Re:Items. by MrCopilot · · Score: 1
      1) Many games already do that. The guns just sit on the floor when dropped by an enemy or on a pedestal of sorts.
      But you & the enemy picked them up scattered all over the floor Before anyone died too drop them.

      2) Agreed.
      Spoken like i true Gentleman.

      3) Check out Thief3:Deadly Shadows.
      I did and physically applauded when I looked down.

      4) Depends on the type of game.
      Does it? Think back to PacMan/Donkey Kong/Defender Games of yore. Objective had nothing to do with killing all the enemies. Galaga/Galaxian/Dig Dug. OK you got me. Alert Generalization too Broad.

      5) It's just a step in that direction. Surely I love games that don't look realistic, but if people didn't try to make it the most realistic possible, it would have never been developed. It's evolutionary, plain and simple.
      I'm not arguing for more visual realism, just don't go through the trouble of giving freckles to the VietCong and then have the hero survive a point blank range RPG attack.

      My overriding point is: Damn, is it so hard to tell a story and engage a player without the cliches. As a developer I say No, its not. As always, the proof will be in the pudding. Wish me Luck.

      --
      OSGGFG - Open Source Gamers Guide to Free Games
    3. Re:Items. by cthulhubob · · Score: 2, Interesting

      #3 Why can't I see my feet, Damn it. Still working this one out. I do know some of the reasons now.

      Been there, done that.

      My solution was to make a separate class of object called "camera" which can be attached to any mesh, has attributes of a quaternion that's the angle it's pointing at, a quaternion "fixed point angle" and quaternion "fixed point distance" that hold the position from the center of the mesh that it attaches to, and a GL viewport number (in case you're using multiple viewports for some reason, like split-screen multiplayer).

      Then you float the camera .0001 GL units in front of the eyes of the character model (how big a unit is depends on what scale you're drawing your game to, of course) and attach your GL viewport to that camera.

      Relatively simple, if you're already doing 3d engine stuff. :P

      --

      In post-9/11 America, the CIA interrogates YOU!
    4. Re:Items. by Anonymous Coward · · Score: 0
      Outlaw one more: Invisible Walls. Not really a cliche I guess, more of an annoyance. The blame for this one rests totally with the map editors/artists.

      And don't block off an area with an indestructable chain link or wooden fence. And no indestrutable wooden doors either. I know, destructive environments are hard to do. But you know what isn't hard? Painting that door with a metal texture instead of wood. Or with a little more effort, you can make it look like the doorway collapsed and is no longer usable.

    5. Re:Items. by cthulhubob · · Score: 1

      I should have clarified something:

      If you're clipping the viewport through the head or torso of the character model when you rotate it, you need to lean the torso forward or back some with the angle the character's looking at.

      It's more realistic to do so anyway. When you want to look straight down in real life, you don't just turn 90 degrees at your neck; 1) it's physically impossible, and 2) attempting to do so hurts :P

      You have to lean the model's torso and head out slightly to compensate for the size of the viewport, otherwise you'll see the inside of the mesh. This looks kind of weird. ^^

      --

      In post-9/11 America, the CIA interrogates YOU!
    6. Re:Items. by Anonymous Coward · · Score: 0

      Sure, dead guy might have a few bucks, but they don't just fall out of his pocket.

      This always annoyed me in RPGs. Yes people have a few bucks in their pockets, but why the hell do low-level critters like rats and slimes need gold pieces? Would you handle money that's been inside of toxic slime?

    7. Re:Items. by KDR_11k · · Score: 1

      I'm not arguing for more visual realism, just don't go through the trouble of giving freckles to the VietCong and then have the hero survive a point blank range RPG attack.

      Thanks but I prefer medics reviving a teammate hit by a tank shell with a simple shock from the defi in BF2 over realism. Many games divert from reality to make the game more fun. Partially because some parts of realism require aspects that canot be simulated in a game. E.g. you cannot run backwards and down the stairs without looking in reality, at least not without a LOT of skill but having the hero fall down the stairs is not something the player would like. FPSes often use unrealistic movement physics because the player does not feel his character's body and will not realize the reasons for why the character isn't moving exactly as he wants.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:Items. by Anonymous Coward · · Score: 0

      Oh, so it is the rats and slimes fault that the Rat Kingdom and Slime-land are never on the list of areas that the game designers make for your characters to visit!? Anti-rat and slime racism must end. They both have rich diverse cultures. Just because you fail to see that, it doesn't change the fact that those cultures exist.

    9. Re:Items. by mink · · Score: 1

      Slimes and Gelatinous Cubes I can see having stuff collected they cant digest (I suppose they might excrete the stuff at some point).

      My favorite recent bit of nonsense monster inventory was Either Shadow Hearts or Baten Kaitos, but the latter is sorta strange anyway since a pick up line can be an inventory item as well as fire.

      We stole man's fire and put it in our pockets, that was dumb. - Lawn Gnomes

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
    10. Re:Items. by Kelson · · Score: 1

      In a similar vein, why do skeletons sometimes carry food?

  13. Jumping puzzles are still here. by Nimey · · Score: 1

    They're still around. I'm not a big console gamer, but the most recent example I saw was when my fiancee was playing some Harry Potter game on the PS2 last year. It was, of course, needlessly frustrating due to the required flawlessness.

    --
    Hail Eris, full of mischief...

    E pluribus sanguinem
  14. Uh... by Spleener12 · · Score: 1
    It was number 8, dude. 5 was collecting.

    Second off, the problem isn't so much that the stealth is unnecessary, but that it's poorly-executed. Play Wind Waker sometime and you'll see what I mean. Trying to put variety in your gameplay is good, but putting something that your engine is not really designed for in there is not.

  15. Article Text by aNonniMouse · · Score: 1

    Can someone comment the article's text? I can't access from where I am and it doesn't seem like it's too huge of an article. Thanks!

    1. Re:Article Text by joelanders · · Score: 1

      Fans of tired old gaming conventions, rejoice! After nearly 200 issues of gaming goodness, we've noticed that the more things change, the more they stay the same. This month, we're talking big heads, big breasts, and big explosive barrels--oh my!--in our roundup of the the most tired gaming clichés (and even listing some surprise offenders). As always, bring your complaints to the EGM message boards. 1 Big-head mode It was only slightly funny the first time in the arcade baller NBA Jam, and it's gotten progressively less funny every single time a sports game gives you a giant melon. Even seen in: EA Sports Fight Night 2004 (PS2/XB/GC) 2 Hero's town gets destroyed Signs it might be time to move: neighbor's kid starts messing around with swords and magic, elite paramilitary group starts harassing local residents, unusual frequency of earthquakes and/or eclipses. If you notice any of these things happening, call your realtor. A role-playing game is starting and your property value is about to go way down. Even seen in: Final Fantasy X (PS2) 3 Unnecessary stealth If you want to make a stealth game, then make a stealth game. Don't give us guns and bombs and swords and fast cars and explosions and then tell us to be quiet, just for a bit! If we want to sneak around, then we'll play a game that's designed for doing just that. In your game, we shall blow stuff up. Even seen in: Grand Theft Auto: San Andreas (PS2/XB), The Legend of Zelda: Wind Waker (GC) 4 Predictable boss fights Boss battles ought to be the most unique, thrilling, and unpredictable encounters in a game, but lately it seems like everyone's working from the same template. The boss will fight in multiple forms, exposing his obvious (and oftentimes highlighted) weak point for you to whale on until his multilayered health bar reaches zero. Even seen in: Metroid Prime 2: Echoes (GC) 5 Out-of-place puzzles Imagine if every time you wanted to go down into your basement, you had to wait for a full moon, procure a statue made of precious jewels, solve a ninth-grade logic puzzle, and then push a heavy bookshelf so that it's exactly perpendicular to your couch. All you wanted was your baseball glove, sheesh. Even seen in: Resident Evil 4 (GC) 6 Collecting This necessary evil has been around since most of us first picked up a controller, but now that our tastes have been refined, we really don't need to find and collect all 100 magical whatzits to open the red door. This concept is only tolerable if it's used as a means to an end (Super Mario Sunshine's shine sprites) instead of the end itself (Sunshine's blue coins). Even seen in: Psychonauts (PS2/XB) 7 Ridiculous portrayals of females Women have breasts. Get over it. Even seen in: Soul Calibur II (PS2/XB/GC) 8 Bullet time It was cool in 1999. Used properly, bullet time (or being able to manually slow down the gameplay, in general) can still be cool today. But you know something? It doesn't have to be in every game. Really, it doesn't. Even seen in: Midnight Club 3: DUB Edition (PS2/XB), Prince of Persia: Warrior Within (PS2/XB/GC) 9 Pushing crates Note to evil masterminds everywhere: We understand that you're trying to run a business, which involves receiving equipment and food somehow. But leaving those giant crates just lying around your warehouse for any one-man army to use for supplies and climbing? It's no wonder most startup criminal organizations fail within the first five years. Even seen in: God of War (PS2) 10 Exploding barrels Again, a little warehouse management can go a long way. You work in a field that's prone to random assaults and frequent gunfire, yet you spot your adversaries some free bombs in strategic locations. Some of you even tell your henchmen to hide behind them for cover. And if you survive Johnny Rambo's attempt to take you down, good luck getting hazard pay. Even seen in: Doom 3 (XB), Halo 2 (XB) =============

    2. Re:Article Text by Anonymous Coward · · Score: 0


    3. Re:Article Text by joelanders · · Score: 1

      ya i was being rushed...

  16. Seconded. by Anonymous Coward · · Score: 0

    I also didn't agree with the boss fight cliche. Those kind of boss fights come from one genre (where the boss fight is harder, because the boss has a vulnerability pattern rather than just being always vulnerable, in addition to extra hitpoints), whereas the other genres (bosses that can only be killed by really lots of missiles, bosses that require a special trick, etc) can be much more frustrating because it's less obvious what you need to do.

  17. Boss fights by Have+Blue · · Score: 3, Insightful

    Bosses with obvious weak points and patterns are not avoidable in a practical game- they are essential to keeping the game fun (for most people). A boss with no obvious weak points or any way for the player to anticipate its actions- and figure out how to defeat it- is just frustrating.

    1. Re:Boss fights by Sigma+7 · · Score: 1
      Bosses with obvious weak points and patterns are not avoidable in a practical game- they are essential to keeping the game fun (for most people). A boss with no obvious weak points or any way for the player to anticipate its actions- and figure out how to defeat it- is just frustrating.
      The problem is not with bosses having weak points and/or predictable patterns: the problem is with the fact that boss fights rely on either of those two things.

      For example, Quake shows the worst example ever - the boss enemy is invulnerable to everything else other than the lighting generator that he stores in his own lair. Likewise, the final boss is invulnerable to everything else other than the teleportation system included in the lair (ignoring the unpatched versions and various cheat codes).

      Quest For Glory V does the weakpoint system correctly - the final boss has a weakness that may be exploited (but only during the first stage). If you do so, the second stage of the fight starts immediatly after stripping away it's massive resistance bonus. If you instead hack away at the hitpoint sponge, the resistance to damage will be retained during the second stage.

  18. Genesis/SNES era? by Anonymous Coward · · Score: 2, Funny

    You just described World of Warcraft!

    1. Re:Genesis/SNES era? by servognome · · Score: 3, Insightful

      And the Star Wars Movies!

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  19. How about "Encumbrance doesn't matter" by wowbagger · · Score: 3, Insightful

    How about the cliche of "encumbrance doesn't matter" a.k.a. "the walking armory".

    Listen, in real life just carrying an AR-15, a shotgun, and a single box of 20 5.56 rounds gets to be difficult - you sling the rifle, you sling the shotgun, take a step, and one or both slings will slide off your shoulders. You crouch and either the but of the weapon hits the ground or the barrel is way in the air.

    And ammunition is *heavy* in real life.

    Yet here you are, carrying a rifle w/ scope, a selective fire carbine, a rocket launcher, a minigun, three pistols, several alien lifeforms, several rockets, several clips, several HUNDRED rounds of ammunition of different types.

    Yes. right.

    1. Re:How about "Encumbrance doesn't matter" by TeknoHog · · Score: 1
      Then again, your character is an unrealistic hunk, so at least it's consistent ;)

      But I agree, having trained with one of these babies..

      --
      Escher was the first MC and Giger invented the HR department.
    2. Re:How about "Encumbrance doesn't matter" by chl · · Score: 1
      But! Since you have to dispatch tens or hundreds of enemies, you always run out of ammo. Since the amount of ammo you can carry for every weapon is arbitrarily limited, you have to lug around an assortment of different guns just to be able to use the ammo you are carrying. The only reason I kept the P90 in Far Cry was that I was not allowed to ditch useless ammo and concentrate on 5.56mm (or whatever the assault rifles use).

      And, to add insult to injury, the bad guy you just offed before he could even raise his assault rifle, drops a 1/64th clip of ammo.

      Deus Ex had a nice inventory system, where heavy stuff took up more space, so you could only carry three times as much as ordinary people. Ammo was excluded from this limitation. It was very funny to stand in front of a mirror and change weapons. Your whole inventory seemed to be stored in your sleeves. (Deus Ex II had a shitty "copy protection" that was a very effective play protection too. Also the main character seemed to have switched to the dark side again.)

      The antithesis of this was Return to Castle Wolfenstein, where you carried, at the end, 1 knife, 3 pistols, 3 submachine guns, 2 sniper rifles, just 1 assault rifle, tens of grenades, 6 panzerfausts (at several kilos each), 3 demolition charges, 1 flame thrower(!), 1 experimental lightning gun (with 100kg batteries), and, yes, a .50 cal mini-gun with 1500 rounds (that did as much damage as a pistol, but we will let that pass). Plus some ammo for all the other stuff.

      And, while I am ranting about FPSs: Not only do your employers usually not equip you with more than a knife, they often take away what you scavenged in previous missions!

      chl

    3. Re:How about "Encumbrance doesn't matter" by Anonymous Coward · · Score: 0

      Um IT'S JUST A GAME unrealistic things are SUPPOSED to happen.

    4. Re:How about "Encumbrance doesn't matter" by spot35 · · Score: 1

      That is just too true. Why send you out on a mission with less than you returned from the last one with. Hit Man is a frustrating culprit of this.

  20. Games don't always have to be realistic by FromWithin · · Score: 1

    The writer of this article seems to have lost sight of the fact that games should be first and foremost fun. Who cares if the characters have big heads as long as it's a good game? Why do games always have to be super-realistic? So what if their are stealth moments as long as they are a fun break from the norm?

    I don't mean to be so harsh, but it sounds like another wannabe game designer who couldn't quite cut the mustard in the real world, probably from getting the priorities wrong in their designs.

  21. Only one? by Anonymous Coward · · Score: 2, Insightful

    There are the old witches in Zelda 64, all those strange round headed middle-aged women in Wind Waker, tiny wisps of anime girls in RPGs, Princess Peach's strangely bell-shaped body...

    There are tough independent women and ridiculous oversexed women and and women who need to be saved and overdoting mothers and girls who look weak but turn out to have PSI powers...

    There's Samus. Hot, but completely hidden from view.

    It's really a pretty decent variety. I'd say it compares favourably to movies. Have you watched the academy awards? "And the award for the Best Actress in a role that requires her to cry for five minutes straight is..."

    Society as a whole still has an unsubtle view of women. That's not a cliche, it's a lack of cultural depth which comes from women only having been allowed into mainstream society for perhaps fifty years.

    There's also a purely anatomical problem. Women do have breasts. Breasts are fairly obvious things. Even when they're tastefully hidden in a game like Beyond Good and Evil, they're pretty obvious. Women also have hips, and you certainly can't hide those when you've got a character jumping all over the place in a third-person view.

    The issue there is that a woman's anatomy is inherently considered a symbol of sex in our culture. There isn't an equivalent thing to do for men. If you try to imagine some way that you could create a game that equally exploited the visual sexual possibilities of men, I think you'll find that the only images that come to mind have a certain flavour of homoeroticism. The brass harness armor which is fairly low down the item tree in FFXI is a good example of this.

    The question to consider are these: How would you create a game in which none of the women ended up being accidental sex symbols? Would this be easy or hard? Could you create a dozen such games? Could you create enough to balance out the flood of sexist games?

    Flip those around and ask the same thing about men.

    You'll find that with women it's very hard. It would have to be the primary goal, the goal of a zealot. With men it's a piece of cake, practically automatic. This is clearly a bad thing, but it's not a problem with games specifically. I highly doubt the solution will come primarily from the world of games. We aren't sticking to stereotypes, we're lacking in archetypes.

    Contrast this with games and xenophobia. Movies are sometimes xenophobic. Independence Day, War of the Worlds, the Hunt for Red October. Games are xenophobic almost without exception. There's generally some group of sentient beings which is by definition abominable, and of whom you must kill as many as you can.

    *That's* a games problem, not just a societal problem. It's not all that difficult to imagine a gameplay mechanic where thousands of intelligent creatures aren't marked for death, but we continue to stick to the idea of "bad guys" anyway.

    Give it fifty years. If games are lagging behind society then, we'll have something to address. In the meantime, let's not sit around navel-gazing and trying to force a visual equality where none yet exists.

    1. Re:Only one? by LKM · · Score: 1

      There are the old witches in Zelda 64, all those strange round headed middle-aged women in Wind Waker, tiny wisps of anime girls in RPGs, Princess Peach's strangely bell-shaped body...

      You're right about the Zelda games, the females are pretty diverse there. In most anime RPGs, the girls are sexy, though. And you're wrong about Peach: Her skirt is bell-shaped, but she's definietly hot. You'd know if you'd played a Mario Party game or NBA Street 3 :-)

      There's Samus. Hot, but completely hidden from view.

      Yeah, but still hot.

      It's really a pretty decent variety. I'd say it compares favourably to movies.

      Sure, movies are even worse, but that doesn't make games better.

      There's also a purely anatomical problem. Women do have breasts. Breasts are fairly obvious things. Even when they're tastefully hidden in a game like Beyond Good and Evil, they're pretty obvious. Women also have hips, and you certainly can't hide those when you've got a character jumping all over the place in a third-person view.

      Aw, come on, I hardly ever see a girl with breasts as big as Jade's. Most girls aren't slender like Jade (even sportive ones), either, and BG&E is one of the better games in that regard.

      The issue there is that a woman's anatomy is inherently considered a symbol of sex in our culture. There isn't an equivalent thing to do for men. If you try to imagine some way that you could create a game that equally exploited the visual sexual possibilities of men, I think you'll find that the only images that come to mind have a certain flavour of homoeroticism.

      So you're saying that sexism is Okay because games are aimed at males, anyway?

      The question to consider are these: How would you create a game in which none of the women ended up being accidental sex symbols?

      That's not necessary. It would be a good start to not have almost all of them being sex symbols.

      You'll find that with women it's very hard. It would have to be the primary goal, the goal of a zealot. With men it's a piece of cake, practically automatic. This is clearly a bad thing, but it's not a problem with games specifically. I highly doubt the solution will come primarily from the world of games. We aren't sticking to stereotypes, we're lacking in archetypes.

      You're right, of course. Most game designers don't start out by saying "let's make a sexist game". And you're right, it's not only in games, it's everywhere. But that doesn't mean we can just pretend it's not there.

      Contrast this with games and xenophobia. Movies are sometimes xenophobic. Independence Day, War of the Worlds, the Hunt for Red October. Games are xenophobic almost without exception. There's generally some group of sentient beings which is by definition abominable, and of whom you must kill as many as you can.

      True, that's another problem, and possibly a worse one than the sexism, but the article was about sexism, and that's why I wrote about sexism, not xenophobia.

      Give it fifty years. If games are lagging behind society then, we'll have something to address. In the meantime, let's not sit around navel-gazing and trying to force a visual equality where none yet exists.

      Nobody wants to force a visual equality where none exists. I would like to see a conceptual equality: Male and

    2. Re:Only one? by Anonymous Coward · · Score: 0

      Honestly, I don't think that the problem is Metroid or BG&E. The problem is the Playboy game, BMX XXX, DOA Beach Volleyball, and games of that ilk. Hell, if you want a really old school example, Custer's Revenge.

  22. Cliched, but maybe sometimes necessary? by nobodyman · · Score: 1

    Yeah, I agree.. it is pretty comical at times. Ever wondered why the rockets in quake will knock a player back 10 feet but the recoil doesn't move the shooter one inch?? But at the same time, games that do actually account for such things seem less fun to me. Quake is all about run-and-gun action, and I think that ditching the "burden" cliche would make it less enjoyable. That's just my opinion though, tons of people like Rainbox Six so your mileage may vary.

    I tend to give the "laws of physics" cliches a pass. Yeah, you can't really alter the course of your jump in mid-air but how frustrating would the alternative be?

    On the other hand, stuff like the usage of crates in level design have got to go. I can't tell you the last time I walked by or even saw a wooden crate in real life, but goddamn if you can't get through a fan-made counterstrike map without walking by at least a dozen of them. Jesus, is this a shipping yard or something? Even professional level design is guilty. Yeah, I know you need to have a hiding space, or a way to allow the player to hop on the roof, but come on.

    1. Re:Cliched, but maybe sometimes necessary? by KDR_11k · · Score: 1

      Ever wondered why the rockets in quake will knock a player back 10 feet but the recoil doesn't move the shooter one inch?

      I've been dismissed from the military before I got to rocket launcher training but I think rocket launchers (or RPG launchers or whatever you want to call these things) are just hollow tubes that let the rocket's exhaust escape without providing resistance, they create no or little recoil as the rocket doesn't push against the weapon but "pushes" against the air itself. Guns have the recoil because the bullets "push" against the barrel in order to propel themselves, rockets don't need a gun for launching, it just makes transportation and handling easier.

      The recoil from those rockets would probably rip your arm off if it was applied to the weapon.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Cliched, but maybe sometimes necessary? by Sancho · · Score: 1

      It probably pushes less against the air itself and more.. well, it just adheres to Newton's Laws of Motion.

      http://inventors.about.com/library/inventors/blroc ketpriciples.htm

    3. Re:Cliched, but maybe sometimes necessary? by chl · · Score: 1
      Quoting: Ever wondered why the rockets in quake will knock a player back 10 feet but the recoil doesn't move the shooter one inch??

      Because rockets, by their very nature, do not have recoil? Because, by exploding in someone's face, forces are generated that were not present when the shooter pressed fire?

      chl

  23. Reality isn't fun by interiot · · Score: 1
    Or a similar one:

    Someone kicks/shoots/spears you until you're 90% dead. Are you:

    a) running around as fast and capably as you were when you had 100% health, or:

    b) barely moving, you want to curl up into a little ball, and hope someone takes you to a hospital so you can just lay there for a few months?

    People with almost no health move slowly, so that the body parts that are still attached stay attached. Yet very few games implement this. Why? Because reality sucks.
    1. Re:Reality isn't fun by elrous0 · · Score: 1
      And it takes a lot more than just a couple of first-aid kits to patch you up from 90% dead to 100% healthy in real life.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    2. Re:Reality isn't fun by mink · · Score: 1

      Most survival (horror or otherwise) games do that.
      Then you smoke some pot and you are all better man.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  24. Bleeding edge by Rufus88 · · Score: 1

    Now, I'll admit that the last console I owned was the N64, so I'm behind the times,

    Compared to me, you're on the bleeding edge. My last console was a Magnavox Odyssey 2. No, I'm not kidding.

  25. Gaming Sense by aNonniMouse · · Score: 3, Insightful

    All these things are only clich(where's that stupid fancy e-thing... ah)é because most of us have spent years playing video games. I don't know how often I've had this happen, but I'll be watching my girlfriend or sister play a game and she'll get completely lost and frustrated because she doesn't know what to do while I'm struggling to keep my mouth shut because it's completely obvious to me. There's always some kind of crate to move or person to sneak by or objects to collect. It's just become part of the rules of video games. This is not to say that there isn't room for revolution. There are always more and more clever ways to disguise or warp these elements to make them less repetitive. I, for one, enjoy going through a game and once in awhile having to complete one of these stapes of gaming. They're like dribbling a basketball or touching all the bases before heading home. Bad analogy, I know, but you get the meaning.

    1. Re:Gaming Sense by vethia · · Score: 1

      I think the problem above really is the cliches. Sure, we as gamers know that you always push the crates, shoot anything you can target, et cetera, et cetera, but do non-gamers? No, and that's why they get frustrated. If the games were more interesting and innovative instead of relying on well-worn devices like these, people who haven't been inundated with video game culture for years on end might be more open to trying them out and, when they did, might find them more enjoyable. I don't really mind most of these cliches personally, but like I said, non-gamers are far more likely to find them frustrating, thereby widening the gap between Us and Them.

    2. Re:Gaming Sense by Colourspace · · Score: 1

      no mod points this week but this should be modded up - frankly after 22 years of gaming I'm pretty jaded - I can't speak for anyone else.

  26. Collecting? by kabir · · Score: 2, Interesting

    So the article talks about collecting things as an overdone cliche, but while I'll admit it's done all over the place I think it's worth pointing out that a lot of people really like collecting things. I've heard all kinds of theories about why this is (some researches think it's because we used to be hunter-gatherer types, though I'm not sure if I buy that reasoning) but ultimately the why doesn't matter. Lots and lots of people like collecting things. Based on that I'm not sure that the collecting is overdone at all.

    --
    Behold the Power of Cheese!
  27. Exploding Barrels by HunterZ · · Score: 1

    I liked the idea of the article better than the article itself, but it's worth a read. I thought they were overly-harsh (or at least lacked a sense of nostalgia) for criticizing Doom 3's use of exploding barrels, since they were as distinctive adn well-remembered a feature of Doom 1 & 2 as were the zombies, imps, and (dare I say it?) BFG. They definitely didn't deserve the #1 spot, either, as they're not as common a cliche as some of the others.

    My personal #1 choice from those on the list would probably be the box-pushing puzzles, which are a monotonous device that seems to be commonly (i.e. overly) used in third-person console action/adventure games to break up the monotony of hack'n'slash and climb'n'jump gameplay.

    I also think they should have been harder on Japanese RPG cliches, an area which deserves a top 10 of its own. In fact, I think I remember seeing one once - anyone got links?

    --
    Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
    1. Re:Exploding Barrels by Robmonster · · Score: 1

      Even adventure games have been ruined by Box pushing puzzles.

      The latest Broken Sword game was a brilliant adventure, but it had annoying box pushing puzzles interspersed thoughout it.

      --
      I have no sig yet I must scream.
  28. Not so much a cliche but a persistent fault... by ConceptJunkie · · Score: 1

    I have found that in games with spells (particularly ones based on D&D) that invariably you will have a wide variety of spells with all kinds of neat effects, and just as invariably, the only ones that you will ever have a use for are the single best offensive spell and the healing spell.

    I've seen this in more games than I can count. Although the latest game I've been playing is Warlords Battlecry III and in it, the balance of spells are a bit more useful than usual.

    --
    You are in a maze of twisty little passages, all alike.
    1. Re:Not so much a cliche but a persistent fault... by spot35 · · Score: 1

      God of War has a good balance of spells. There's Zues' lightening which you use to get rid of archers from a distance when you need to do some precision jumping. There's Medusa's gaze for larger creatures to get rid of them quickly. There's Hades minions which can be used when there's a lot of adversaries and you're low on health. And there wrath of the gods if you just want to go on a rampage. Poseidon's one is useful to bring down close in creatures hit cound fast.

      In all, I think that games' spells are getting better, but I do see your point.

  29. Go away.... by ivan256 · · Score: 1

    Gameplay doesn't have to be realistic or original to be fun. There is nothing wrong with reusing game mechanics over and over again until the end of time as long as the content is updated.

    Articles like this fuel the tinkering that wrecks good games in future iterations. "Prince of Persia: The Warrior Within" is a perfect example of that. Saying you shouldn't make another game with 'cliche' mechanics and a new plot is like saying they shouldn't come out with any new books unless they have an updated page turning mechanic.

    1. Re:Go away.... by skepticult · · Score: 1

      Saying you shouldn't make another game with 'cliche' mechanics and a new plot is like saying they shouldn't come out with any new books unless they have an updated page turning mechanic.

      Is that really so much to ask?

  30. The biggest cliché of them all by metamatic · · Score: 1

    #0: BOSS FIGHTS

    Stupid, stupid cliché that has been done to death now.

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  31. #6 Out-of-Place Puzzles by Kelson · · Score: 2, Insightful

    This one reminds be of The 7th Guest. That game was made up entirely of puzzles that you had to solve to get into the basement, learn information, etc. The 3-D haunted mansion might have been the framework, but as far as gameplay went it was secondary to the puzzles.

  32. Re:I know what would be better... by vertinox · · Score: 1

    In RPGs in which this conflict is between good and evil, what better way to reflect that than the villain destroying the hero's family and friends?

    You murdering the hero's family and friends which earns you enough xp to level up and then selling their personalobjects to a local NPC vendor and have exactly enough money to purchase that new vorpal +1 sword.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  33. Old Man Murray's Crate Review System by vertinox · · Score: 1

    And I quote...

    "Games can be rated and compared based on the shortest amount of time it takes a player to reach the first crate, which represents the point where the developers ran out of ideas."

    Create Review System

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  34. Review by Requiem18th · · Score: 0

    #10=Big Heads, I agree they aren't usually funny.

    # 9=Home town destroyed. Cliché allright but, since it is just the begining of the game you really can't complain that it spoils the fun, specially since it usually happens during the non-playable intro anyway...

    # 8=Unneccesary stealth. Zelda games are known for their varied gameplay and the fact that playing it is like playing a movie. We, Zelda fans in fact DEMAND this kinds of surprises. It is actually you fault for purchasing the wrong game.

    # 7=Predictable Boss fights. Are you complaing that the boss fight is predictable or that the boss's weakpoint is predictable?

    Having a boss attack you by surprise sounds very exiting but knowing beforehand where and when the boss lies is exiting too.

    It's like the feeling you get when you see someone is going to tickle you. They don't even have to touch you, just the thrill is enough. Some people like this feeling in games too.

    Now if you are complaining that the boss's weak point is usually highlithed then I agree with you. As of late bosses are getting really easy to beat. Oldschool bosses were better IMHO.

    # 6=Out-of-place puzzles. Like with #8, don't play these games. I find puzzles very realxing. Do your self a favor and ask you frineds before buying games.

    # 5=Collecting. Is it okay if it is only optional? What's with this obssession with optionality as of late?

    Collecting should be optional, stealth should be optional, killing should be optional, bosses should be optional, actually trying should be optional...

    If you just want to see the FMVs buy a cheating device there is no shame about liking FMVs...

    # 4=Ridiculous portrayals of females. Men like it, get over with it.

    # 3=Cliché allright.

    # 2=Pushing crates. This is related to #6. You don't like wooden crates? would you preffer generic cubic poligons instead? If this is going to be a puzzle game at least the blocks should look like something more exiting..

    # 1=Exploding barrels. Cliché but still fun...

    --
    But... the future refused to change.
  35. I've seen this before by Eulogistics · · Score: 1

    To anyone interested, this exact article was in an issue of EGM (Electronic Gaming Monthly).

    1. Re:I've seen this before by Anonymous Coward · · Score: 0

      It says "Originally published in EGM 194, August 2005" right on the article! EGM's name is plastered all over the place!

  36. Big Head Mode by edbarrett · · Score: 1

    That's Virtua Fighter Kids for the Sega Saturn. I thought it played better than VF2 did.

  37. DoooooM! by mastersaibot · · Score: 1

    DooM was the first game I remember to have exploding barrels, It only makes sense that DooM3 would use them as well. The crates however,

  38. Not a Top 10, but... by GammaKitsune · · Score: 1

    Here's the Grand List of Console RPG Cliches: http://www.project-apollo.net/text/rpg.html

    --
    Gamertag: WyleType
  39. Here are a few by LKM · · Score: 1

    The Incredibles (she's hot, he's fat and balding). Mario and Luigi (he's fat, she's hot). Captain Olimar from Pikmin: Fat and bald. Killer7: Old, disabled. Wario: Fat and ugly. Most male Dragon Ball characters are bald and ugly, none of the female cast is ugly. X-Men: Xavier, Blob, Wolverine: Ugly (well, Wolverine isn't ugly in the movie). Female cast: Pretty.

    Have you actually ever played a video game?

    1. Re:Here are a few by Anonymous Coward · · Score: 0

      The Incredibles: By the end, he's buff.
      Mario and Luigi: Luigi's a *guy*, 'nuff said.
      X-Men Male cast: All a bunch of good-looking guys. (Except possibly Beast when he's blue & furry.)

    2. Re:Here are a few by LKM · · Score: 1
      Mario and Luigi: Luigi's a *guy*, 'nuff said.

      Uhm, yeah. That's the point. He's male, and he's neither pretty nor strong.


      X-Men Male cast: All a bunch of good-looking guys.

      not really.

    3. Re:Here are a few by tmarsh86 · · Score: 1

      First, The Incredibles was a movie before it was a video game so it doesn't count. Mario and Luigi are not superheroes. Wario is not a superhero. And the main Dragon Ball Z guys all look buff to me. Can you actually name any superhero video games where the superhero guys aren't total beefcake bohunks? And surely you are not saying that Wolverine is a superhero. He would release a couple of adamantium claws on you if he heard you call him that. lol.

    4. Re:Here are a few by LKM · · Score: 1
      First, The Incredibles was a movie before it was a video game so it doesn't count. Mario and Luigi are not superheroes. Wario is not a superhero.

      Just to remind you about what the issue was: The grandparent claimed that he knew of no fat, balding superhero game characters. The Incredibles most certainly are superhero game characters, even though the games are based on a movie. And for the love of me I can't see how you can claim that characters like Super Mario (who even has "super" in his name), Wolverine or Wario are no superheros.

      Either way, whether they are superheros or not has nothing to do with what the discussion was at the beginning, which was about role models in games.

      And if you seriously claim that all main guys in DBZ look buff, you've never seen DBZ.

  40. Three words by wandazulu · · Score: 1

    Bag of Holding

    (Hey, it's as good an explanation as being able to just run over a med kit and be healed)

    1. Re:Three words by wowbagger · · Score: 2, Interesting
      Here's another three words that I think would make a good game mod:

      Little Red Wagon.

      Think about it - as part of your wanderings, you find a little red wagon, where you pile most of your stuff. As you need it, you need to go to the LRW and get it. Thus, you have to be a bit more picky in what you are carrying, since you can only carry a few items and the rest are on the LRW.

      Also, when you go squeeze through the ventilation system, you have to leave your LRW behind - so choose your gear and choose wisely.

      You could also do fun things like:
      • Put the LRW in an (currently non-working) elevator, the wend your way through the ventilation system to the elevator control system, fix it, and summon your gear.
      • Have a squeaky wheel, and have to find the WD-40 to quiet it down (else attract all the monsters around as you move).
      • Ride it, toboggan-style, down an incline.
      • Put an auto-sentry type gun on it, arm the sentry, and push it down an incline into a room full of bad guys.
      • Capture the LRW. 'Nuff said.


      You also get into the situation where you might have to drop different items at different points down the hall, to battle a Big Bad Guy on the other side of a door: "OK, drop some chain gun ammo here, some more a few feet further down, a rocket here, another here. Some plasma ammo here. OK, here at the door, I'll ready a proxy mine, open the door, step back, and start wailing on the bad guy!"

      Just think of how much fun it would be to see a Manly-Man hero (Duke, Sam, Gordon, or Sarge) pulling this child's wagon behind him!
    2. Re:Three words by wandazulu · · Score: 1

      As soon as I read "Little Red Wagon" I imagined the marine from Doom running through the station pulling his little wagon. When the lights are all off, all you hear is the little 'squeak squeak' from the wheels, then, when the imps attack, turning and pulling out the gun he wants to use from the bottom of the wagon and all the other weapons fall out and one of the zombies stealing his wagon.

      Then imagine that *every* marine is issued a LRW (always refered to as "LRW") and when they become zombies, they are able to trick out the wagon with monster tires with spikes, crazy paint jobs...but they still have pull it.

      Now *that's* a Doom I'd play.

      As a postscript...why doesn't anyone take the Doom or even the Q3 engine and make a *funny* game? I almost think it's a cop-out to do a game with demons, zombies, industrial-looking places with crates (crates!)...it'd be a *lot* harder to come up with a game that has all the "kick-ass" elements (graphics, audio, etc.) and be able to show something that makes you laugh, and still be an awesome game to play.

    3. Re:Three words by wowbagger · · Score: 1
      As a postscript...why doesn't anyone take the Doom or even the Q3 engine and make a *funny* game?


      What, like Duke Nukem? Or Serious Sam? Both of those franchises have a fair amount of humor in them.

    4. Re:Three words by wandazulu · · Score: 1

      I admit that I never played Serious Sam, and yeah, something like Duke Nukem, but I'd say *more* funny....DN was, I think, a pretty generic clone of Doom except that it had better locations and obviously a better main character with memorable lines. But the gameplay was pretty much the same as Doom, same weapons lineup (for the most part), and the same generic monsters/bad guys.

  41. Little Red Wagon mod... MOD UP! by Mad_Rain · · Score: 1

    I just want to say, some of those ideas sound really damn cool. :) I'd love to see that incorporated into a game.

    --
    "What do you think?" "I think 'What, do you think?!'"
  42. Re: Depends on how the Stealth is implemented by Anonymous Coward · · Score: 0

    I don't mind a stealth level in a game, it does add some variety. However, I do dislike games where if the guards, enemies, ect. see you, you instantly fail. On of the best stealth levels I've seen in a game is in ST Voyager: Elite Force.

    Sneaking through the Scavenger Base levels is was fun, however, if you were seen then enemies generally sounded an alarm/alerted the area and called for re-enforcements. Instead of going back to the beginning of the level, it just got harder becuase you had limited ammo and enemies that knew you were there.

    I guess my complaint about stealth levels is this, if you want to put it in the game great. But don't force level restarts if the player is seen, spawn some more enemies to make the level more difficult for run and gun tactics.

  43. The Luggage (was Re:Three words) by WillAdams · · Score: 1

    In the game _Discworld_, based on Terry Pratchett's hilarious fantasy series, the main character is followed about by an indestructible, infinite-capacity chest w/ legs.

    Well worth running down a copy of the game (_and_ the hint book --- the game is almost unsolvable w/o it) 'cause it's delightful for those who enjoy this sort of thing.

    William

    --
    Sphinx of black quartz, judge my vow.
  44. How about "reality doesn't matter"? by fm6 · · Score: 1
    If you're going to pick that kind of nit, you should note the absurdity of reducing all physical health issues to a numeric value that you can restore by finding a box with a red cross on it. In real combat, a soldier runs the risk of damaging a limb and being permanently removed from the "game". Or damaging a vital organ, and being permanently removed from everything.

    Not to mention the standard video game convention that you can come back from the dead -- but only a fixed number of times!

    Let's face it, this is all fantasy, and there's no point in examining the technical details.

    I'm reminded of that TV show Highlander, where the immortal hero went around fighting battles with a sword. At first he carried it around in a case or something, until the writers realized that they couldn't possibly contrive to have the sword available every time he needed it. So whenever a battle started, they'd just cut away for a second, and when they cut back, he'd have the sword in his hands -- as if he'd pulled it out of his hip pocket! That used to bother me more than the silliness of him not being killable.