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Gaming Clichés That Need To Die

MojoKid writes "The PC and console game industry is in desperate need of an overhaul. With skyrocketing costs to develop games, consumers aren't going to accept $80-$100 game titles, especially not with mobile game prices in the 99 cent — $4.99 range. Not to mention, how games are designed these days needs some serious rethinking. This list of some of the industry's most annoying gaming clichés, from scripted sequences to impossibly incompetent NPCs, and how they might be solved, speaks to a few of the major ailments in modern gameplay with character and plot techniques that are older than dirt."

33 of 416 comments (clear)

  1. So... by crazyjj · · Score: 5, Insightful

    You want them to make games much more complex--with completely destructible environments, near limitless borders, better AI, more complex NPC's, etc.

    But you also want them to be CHEAPER? Okay.

    And you complain about how long it takes to develop a triple-A title, so I guess you also want them SOONER too, huh?

    Perhaps you would also like to have them hand-delivered to your house by Natalie Portman in a bikini? Hell, sure, why not!

    --
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    1. Re:So... by GameboyRMH · · Score: 5, Funny

      I think that when Natalie Portman delivers my super-cheap beyond-triple-A game to my house, she should be covered in hot grits. And naked. And petrified.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    2. Re:So... by 3vi1 · · Score: 4, Funny

      If they are delivered that way, I don't care what they cost. But yes, sooner, please.

    3. Re:So... by GameboyRMH · · Score: 4, Insightful

      They still make PC-only titles?

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    4. Re:So... by LighterShadeOfBlack · · Score: 5, Funny

      I'm not an unreasonable man; you can forego the bikini if you like.

      --
      Spelling mistakes, grammatical errors, and stupid comments are intentional.
    5. Re:So... by S77IM · · Score: 5, Insightful

      No, he's saying that instead of spending tons of money making games LOOK and SOUND better, they should spend that money on making games PLAY better.

        -- 77IM

      --
      Student: Is it true that the foundation of the universe is paradox?
      Master: Well, yes and no.
    6. Re:So... by dyingtolive · · Score: 4, Informative

      Minecraft.

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    7. Re:So... by Anonymous Coward · · Score: 5, Insightful

      Alternatively they could stop making the same tired 1st/3rd person shooters with the exact same set of escort and assault missions played out across a costly yet unimaginative set of levels, and instead come up with a new game concept that doesn't need NPC AI, complex physical simulations, and destructible environments.

      Pacman has none of those things and it is still better than 99.9% of the shit that gets released these days.

    8. Re:So... by TFAFalcon · · Score: 4, Insightful

      That's too hard. It's much easier to just throw another few million at the developers and tell them to make more detailed models. Major publishers are terrified of making games that don't play exactly the same as the last big hit.

    9. Re:So... by Anonymous Coward · · Score: 4, Funny

      If she had to show up to your house like that, she would be petrified.

    10. Re:So... by Anne_Nonymous · · Score: 5, Funny

      >> Perhaps you would also like to have them hand-delivered to your house by Natalie Portman in a bikini?

      And tell her to bring beer.

    11. Re:So... by Adriax · · Score: 5, Funny

      Well, you ignore PC gaming with your comment so I assume you're only considering consoles, due to them having static configurations that ease some of the development burdens.
      So your view is that devs are being held back because the set hardware they develop for isn't changing to keep up with the times fast enough?

      Yeah, you're right, probably should make it so consoles are easier to upgrade. Maybe standardized connectors on the main board so you just plug in a processor, ram, non-volatile storage, media reader, graphics processor, sound processor, input devices, and networking? And of course you should have the system software easily upgradable to take better advantage of advances in software technologies and driver bugfixes.
      Current controllers are quite limiting too, they should definitely offer a 103-button controller for text input, and a separate motion sensing controller with a couple buttons of it's own (use an optical beam and sensor on the bottom of it to read the motion of the surface it rests on, that would fix the current motion controller issues).

      --
      I don't suffer from insanity, I enjoy every minute of it!
    12. Re:So... by gatkinso · · Score: 5, Funny

      Hell, *I* am petrified by just reading that.

      --
      I am very small, utmostly microscopic.
    13. Re:So... by Moheeheeko · · Score: 4, Insightful

      I should hope they could produce "HDTV" quality, PC monitors have been doing it for well over 10 years now.

    14. Re:So... by cpu6502 · · Score: 4, Interesting

      This depressing discussion makes me want to dust off the "PC" known as the commodore amiga (or Sega genesis; very similar hardware), and play some games that were actually FUN to play. And now thanks to the internet: free! (No wait; they were always free.) Screw spending $70 for modern crap. Besides I've only played about 20% of the amiga library.

      --
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    15. Re:So... by Moryath · · Score: 4, Insightful

      Actually it's more a combination:

      #1 - trying to make games run at OMG FUCKING HUGE RESOLUTION and OMG FRAMERATE are big ones. You want 120 FPS at 1600x1200 or higher? Well shit, there went a ton of calculating power. Even if your video board is handling the rendering, you still have to calculate collisions and other factors on CPU.

      #2 - trying to make AI work is fucking HARD. Sure, you can code it to be perfect, and constantly win because it never misses, but then you're just replicating the kind of shitty experience you get on the Call of Duty and Halo servers full of aimbots and lag-hack cheaters. Make the AI miss too often, or make too many obvious mistakes, and it looks bad. The sweet spot is hard because inevitably, players figure out how to "trigger" the mistakes of the AI and then the game seems easy. And that's just FPS AI. RTS AI and anything involving team dynamics (like CTF), it gets even harder.

      #3 - programming and dumbing it down for consoles. Compare: Deus Ex, Deus EX: Invisible War, Deus Ex: Human Revolution. The first, on PC, programmed for gameplay over graphics = phenomenal. The second, programmed for the console and graphics over gameplay, = a steam pile of shit. The third, programmed for console but for later gen consoles and with an eye towards trying to redeem the franchise's gameplay? Somewhere in the middle, good game, but still not up to the gameplay quality of the first.

    16. Re:So... by s.petry · · Score: 4, Insightful

      The problem is not just with the games being release, but what people buy and what advertizing sells.

      This is a tough problem to solve. Think about it. Long ago, you sat at your first FPS. Your heart raced as you blew things up and spent many sleepless nights beating a game.

      Well, someone today will turn 13 and get a Gaming system, and for the first time ever will get that same feeling.

      To you, it's an old feeling. To someone else, it's brand new. I think the popular mind set is that old gamers should go away and sit in a bar instead. To many of us, it's our hobby, we don't like to sit in bars. There needs to be a market for people that game as a hobby, something better than Warcraft at least.

      --

      -The wise argue that there are few absolutes, the fool argues that there are no probabilities.

    17. Re:So... by Baloroth · · Score: 4, Insightful

      They are at the highest audiovisual-resolution possible.

      Haha, hoho, hehe, I almost cracked a rib at that.

      They aren't even close to the highest possible. Not remotely. The modern midrange PC graphics card has ~6-8 times the power of the PS3 or Xbox cards, and some games can push even those, not to mention having much newer features (like hardware tesselation). The PS3, in particular, hurts my eyes with the lack of anti-aliasing that seems to be universal to that system. The biggest problem, though, is probably RAM: the 360 only has 512 MB, and the PS3 256MB for the system, which is horribly limiting on map sizes for games (similar for their video RAM and texture sizes). Console games are incredibly limited because of that.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    18. Re:So... by geekoid · · Score: 4, Insightful

      Average quality? well thats a shuit matrix. are you including any game that can be played on a computer? words with friends, angery birds, those game? ot are you comapring top tier games from the era to top tear games to recent top tier games.

      Find me ONE 16 bit era game that has higher quality;which, btw, is another useless word without qualifiers.

      There was some magic wand that got waved. People like glits, that's why the industry makes prettier games.

      Portal II, TF2, Half-life, Star Craft II, GTA IV, TOurchlight. I can't think of any 16 bit game that can hold a candle to thiose games.

      And before you say it, yes, in fact I do remember 16 bit games. I've played alomet every system sins there where system to take home.

      I don't say that to add authority to my statement, because that would be a foolish logical fallacy. I stated that to stem off the inevitable "Well you weren't around so you don know what you are talking about' reply.
      I thought the same thing from Pong, TiaPan to M&M to Mario. This is fun, I can't wait for graphic to get even better.

      "3D was a step back in quality and playability."
      That's complete bullshit.

      --
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  2. Graphics and sound are now a cliche by finlandia1869 · · Score: 5, Funny

    I'd say that burning too much time and money on graphics, sound, FMV, and voice acting at the expense of mechanics, plot and bug-freeness has become a cliche in and of itself.

    Obviously the solution is to go back to text-based gaming. OK, fine, EGA and the PC speaker.

  3. Nethack by oGMo · · Score: 4, Insightful

    You want them to make games much more complex--with completely destructible environments, near limitless borders, better AI, more complex NPC's, etc.

    Like Nethack!

    But you also want them to be CHEAPER? Okay.

    Nethack is free!

    And you complain about how long it takes to develop a triple-A title, so I guess you also want them SOONER too, huh?

    Nethack will be available twenty-five years ago!

    Go Nethack!

    All joking aside, roguelikes exhibit this kind of complexity, yet it takes quite a bit of time for them to develop that complexity (tangent: are roguelikes gaming wine?), and that's with ascii art. Once you have graphics, you lose the justification for "use your imagination" and have to have different graphics for the 9000 different objects in the loot table, etc.

    Also most people don't really have the time for that kind of game unless it's the only game they play.

    That said, I wouldn't mind!

    --

    Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

  4. Re:And I'd like a pony by h4rr4r · · Score: 4, Insightful

    It costs money to avoid unskippable cut scenes?
    How about this, let me skip all the bullshit logos at the beginning of the game and we can call that already a huge win. Then you go look at halflife and see how you can not have cutscenes. The Portal series would also be good for you to check out.

  5. Right, that'll work. by Cinder6 · · Score: 5, Interesting

    Show me a $5 mobile game with the depth and length of a good AAA title, and I'll agree there's no point in spending $60 for games (where did the $80-$100 figure come from? Only collectors' editions cost that much, and even they are often less). Also, it has to have good controls. Not "well, this is pretty good for a mobile game", but actually good. I've bought all of five games on my iPhone. Two were terrible (Scribblenauts, Angry Birds), two were ports (Chrono Trigger and Vay), and one was a decent time-waster (7 Words). Certain types of games can work pretty well on a phone or tablet, but it's a small subset of what works on PCs or consoles. And, unfortunately, the games that work well on mobile devices don't seem to be the same games as the ones I actually want to play.

    The first poster did a good job pointing out that the added complexity the article wants will cost more, not less. I would like to point out that these cliches aren't universal, but there are problems with trying to "solve" them. I'll use "mandatory missions" for my example, alongside the article's example of Wing Commander.

    Wing Commander allowed you to progress through the story while failing every mission. Your ending would suck, but that should be expected. It was a neat idea. There were a two major problems with that, though. Orion discovered that most people never saw the "failed" paths, because people would restart missions until they succeeded. People want a sense of accomplishment, and failing a mission doesn't give that. The other big problem was the added complexity. When they set out to make Wing Commander II, they wanted a much larger, more expansive plot. It became much too difficult and costly to create all the possible branching paths, cutscenes, and script if they followed the same formula as Wing Commander. So they cheated. There are less branching paths than in the first one, but the result is a game with a better-structured story.

    There's also a side issue with allowing players to fail missions: You can game the system. If you just want to see the good ending of Wing Commander, all you have to do, IIRC, is play four missions. For every other mission, just eject as soon as you have control of your ship. Want to see the bad ending? Just eject on every mission! You can finish the game in just a few minutes, this way.

    I also feel like allowing a failed mission takes something away from the experience. It's more realistic, but what's the point of beating that really hard level if you can just fail it and move on to the next one?

    In the end, as I mentioned earlier, and as others have as well--I'm not sure how adding complexity is going to somehow magically drop down the price of games, or make them shorter to develop. I would also like to point out that games right now are cheaper than the SNES or N64 days. Heck, even NES games retailed at $50, and that's before you take inflation into account. I'm not sure where this "gaming is too expensive these days!" myth came from.

    --
    If you can't convince them, convict them.
    1. Re:Right, that'll work. by tftp · · Score: 4, Insightful

      what's the point of beating that really hard level if you can just fail it and move on to the next one?

      Some missions may be too tough for some players. People are different. For example, I couldn't figure out the dance mission in GTA Vice City. There was no way to bypass. I seriously considered soldering wires to the controller so that the mission can be played automatically, by a timer.

      As another example, the RC helicopter mission in the same Vice City is needlessly long and complicated. There are many complaints that the game is unplayable just because of that mission (there are no save points during the mission.) Rockstar ensured the "game time" by forcing you to repeat missions over and over and over again until you really learn to operate ... what? A fictional RC helicopter that you will never meet IRL?

      The same can be said about flight training in GTA San Andreas. There are many complaints. In essence, you'd be better off trying the actual two airplane missions and learning to fly that way.

      Same can be said about the driving school. But, interestingly enough, it was optional. I could not progress past a certain point. Generally all GTA games are timed so that if you do everything flawlessly you maybe have three to five seconds left. There was zero value in the driving school. I haven't finished it and still I was able to complete the game just fine. I suspect that Rockstar just decided to add play time by reusing existing assets in a way that is easy for them to code but nearly impossible for you to pass.

      To summarize, it is very important to be able to skip some missions. Perhaps a certain boss fight that requires agility and reaction time of a teenager can be replaced with an alternative fight that requires planning skills and patience and stealth of a 40 y/o professional sniper. But most games just blindly assume that everyone can do *this* chord on the controller. Assassin's Creed II comes to mind where you need to jump at the wall and at the same time move to the side. This is an essential skill to proceed, mind you! This sequence is pretty hard to do because when you do it it doesn't f. work! The reason is that you need to push the controller's joystick just right and not in any other way. But why not, you have plenty of time, like 20 milliseconds, to do that - time after time after time. I wish I had an alternative path where I'd have to fight 100 guards and solve puzzles but skip this jumping business.

      In reality, learning to play the game is pointless. The skill of pushing on joysticks is not translating into anything usable in real life. Limitations of the controller force developers to invent more and more chords. In that Assassin's Creed there are so many control sequences that nobody but the developer himself, on a good day, can voluntarily execute one sword move or another. I could only randomly mash buttons and hope for the best. Any attempt to stop and think - or, even worse, try to execute the combo per instructions - will only get you wounded.

      Timer missions are another bane of many games. I'd like to replay Assassin's Creed II, but there are so many timed missions smack-dab in the middle of the story that I fear them. What's the point of chasing a thief across rooftops? IRL there are very few timed missions; maybe if you are a doctor or a CIA agent you need to be able to act quick. But in most cases speed is not as essential as quality. I suspect that game developers just use timers as yet another FAIL criterion, so that you are stuck for hours replaying the same mission again and again and again. In case of that thief (the 1st timed mission of the game) you have to literally study every step of your path, or else you will fail. What is the point of that act, other than to annoy the player? If you want to make it into a decent intro to roof-hopping, get rid of the timer and make the thief wait for you whenever you fall or get delayed. But make the route 100 times as long. It would be actually educational, since the leading thief could show you some tricks.

  6. Original NES by girlintraining · · Score: 4, Insightful

    from scripted sequences to impossibly incompetent NPCs, and how they might be solved

    You must be under the age of 30 to say that. The original NES, the first major standard ever created, thrived on making games that were cheap, painfully difficult (Battletoads, anyone?), and wasn't advertisement supported. The reason the industry is suffering is the same reason everything turns to crap: Money.

    Producers have gotten the notion in their head that they don't just expect profit, that it's an inalienable right. Take linux for example; There are hundreds of command-line based programs that are there, for free, that can be combined and manipulated to perform almost any basic function. In the windows world, I'm expected to pay $30 for an application that can rename multiple files at once. It gets worse when they see dollar signs in advertising revenue.

    Imagine Super Mario Brothers if it were made today; The entire first level would be a tutorial where it cheers everytime you press 'A', gives you an 'achievement unlocked' after you stomp 10 goombas, and at the end of the level asks you to 'upgrade' to a Premium Mario that would start every level in 'fireball mario' mode for only $9.99. Especially in MMOs -- microtransactions now mean you can buy levels, gears, whatever you want. Some guy who slaved through all the levels gets no respect when some 14 year old with daddy's credit card comes in, curb stomps him, and then steals all his hard-earned equipment, which he just drags to the trash anyway, because hey, I can just buy it with real money. ha ha!

    Good games are about personal achievement, and being difficult enough to be a challenge without becoming tedious. Good games are intuitive and don't require a three hour introduction, and they are immersive experiences; You're thinking about your next move, not wondering if there's any way to unlock that next level without spending a weeks' worth of groceries on upgrades.

    No... Money is what ruined games; Businesses don't look at it as providing entertainment anymore, it's revenue, it's eyeballs for advertisers.. they aren't selling a product anymore: You are the product of the modern game. And it shows: The quality of modern games is shit.

    --
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    1. Re:Original NES by Yosho · · Score: 4, Informative

      Imagine Super Mario Brothers if it were made today;

      I know it doesn't make as good of a strawman argument, but I think it'd probably end up a lot like, oh, New Super Mario Bros.

      --
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    2. Re:Original NES by IntlHarvester · · Score: 5, Insightful

      The original NES, the first major standard ever created, thrived on making games that were cheap, painfully difficult

      NES games were modelled on the arcade experience, where the games were designed to be endorphin-fueled quarter-suckers. Ultimate success was having a crowd gather around as you mastered the game, publicly acknowledging your superiority.

      Game developer eventually figured out this approach doesn't work when the customer was sitting home alone in their basement. There was no great penalty for failure, nor reward for success beyond personal satisfaction. So modern games usually are not very much of a skills test, and (as the article noted) more of an interactive movie where the player is 'rewarded' with plot-points and virtual trophies.

      --
      Business. Numbers. Money. People. Computer World.
  7. DLC is a new cliche that needs to die. by Anonymous Coward · · Score: 5, Insightful

    DLC is fast becoming a gaming cliche and needs to die off. Everytime you buy DLC you tell developers.....

    I want to pay more than 60 dollars for my game.

    I want to buy something that I will never own. I will pay for content I cant trade, sell, or give away.

    I want my games chopped into small pieces and sold me to seperately over the MSRP price of the main game.

    I am fine with paying for a inferior product because DLC is never as good as the original.

    I want to pay for something that more than likely wont be availible to me in 5 or 10 years if I want to go back and play it.

    I want features sold as dlc. Like how tecmo is selling a difficulty setting for ninja gaiden 3 as dlc.

    I want endings sold as dlc. Like how square is selling the ending for final fantasy 13-2 as dlc.

    I want content on my game disc I paid for to cost me extra. Like how capcom sells on disc dlc as extra.

    I want content on day 1 that should be a part of my game I bought. Like how bioware put content out on mass effect 3's first day.

    Every single time you buy DLC you are telling developers and publishers that. Now DLC is almost expected for everything and becoming its own cliche.

  8. Video Games Have Crashed Before by deweyhewson · · Score: 4, Insightful

    People seem to forget, or never learned, that the gaming market has crashed before; in the 1980s, to be precise. And why? Because loads of shovelware titles were being released to capitalize on gamers' increasing willingness to buy them, while development costs were skyrocketing, and every other game was a ripoff of another title that came before it. Sound familiar?

    Eventually all the bloat collapsed in on itself and the market for video games nearly died.

    Personally, I'm of the opinion another video gaming crash may not be such a bad thing. The price of games is already many times over that of other forms of media (would you buy a typical book or movie for $60?), while development costs are starting to outpace even most big studio movie productions. Ingenuity and creativity are among the casualties, while developers and publishers are trying every way under the Sun to extract as much money as possible from customers, from activation limits, to invasive DRM, to serious considerations to kill used game sales (a first sale right that extends to every other product on the market, yet gaming companies seem to think they, somehow, should be a special exception). Financially, the market is booming, while creatively, it is dying.

    Without the gaming crash of the 1980s, we never would have had Nintendo. I'd like to see what major boons would come out of another crash.

  9. Re:And I'd like a pony by 0123456 · · Score: 4, Insightful

    From my experience, the unskippable logos at the beginning are actually there because the game is loading and they're nicer to look at than a progress bar.

    That'll be why the disk light stops flashing while it's playing the 'We paid megabucks to license the Whatsit Engine' video and why the game loads much faster when I can skip through those videos.

  10. Speaking of Cliches... by DarthVain · · Score: 4, Insightful

    How about overly short paragraphs interspersed with lots of pictures spread over an unholy amount of pages, simple to get more pageviews for ad driven revenue.

  11. List missing clichès here by Mojo66 · · Score: 4, Insightful

    Game clichès that need to die that are not mentioned in the article:

    - The US are the good. The <insert other nation here> are the evil.

  12. Prices by bickle · · Score: 4, Interesting

    consumers aren't going to accept $80-$100 game titles, especially not with mobile game prices in the 99 cent â" $4.99 range.

    Does anyone actually believe this? It gets repeated over and over, but it makes zero sense. There isn't a single gamer that can't recognize the difference between the complexity of a mobile game and something like Skyrim. I get the feeling that this statement is just being repeated over and over in a lame attempt to brainwash people into believing it.