4 Outdated Gameplay Mechanics That Should Be Euthanized

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Tuesday, July 13, 2010

Editor's note: I totally agree with Ryan's choices of gameplay mechanics that need to die, and I'll add one of my own: unskippable cut scenes. Sometimes I don't care about the story and just want to play the game! -Brett


I understand, I really do. Sometimes we just can’t let go of things, even if they're bad for us. Like how people convinced themselves that The Phantom Menace was a good movie the first time they saw it.

Just as fond memories of Luke and Leia can make even Jar Jar look good, nostalgic thoughts of encountering our first zombie in the original Resident Evil can prompt us to overlook the flaws of later titles. But sometimes you just need to pull the plug. Let’s look at a few gameplay mechanics that are better off dead.

Tank Controls

When developers should use tank controls is pretty simple, really: when I'm controlling a tank. If I’m a human being, on the other hand, I expect to be able to move like one. This type of control scheme was mildly acceptable in the early PlayStation era, when dual analog-stick controllers was still a pipe dream and navigating space in three dimensions was a foreign concept. I loved the first Resident Evil despite its tank controls.

But developers today have no excuses for implementing tank controls. They're awkward, imprecise, and clunky. I walked around the world of Heavy Rain like a drunk on a three-day bender, running into walls, getting caught on furniture, missing doorways. It was a more than a little embarrassing.

 

Later, I booted up Resident Evil 5, and I felt like I was moving underwater. Zombies and a dude with a massive axe want to chew on my face, and I turn to run away like I’m on a Sunday stroll through the park.

Slooooow Targeting

This busted mechanic is often in the same games that have lousy tank controls (one of them rhymes with President Weevil Hive). Why do some targeting reticles move like molasses in January? I see the zombie over there, so let me shoot it. Sheesh. Hugh Hefner has quicker hand-eye coordination than some of these fools in video games.

Are you honestly telling me that a specially trained commando takes that long to target something? I guess it’s no wonder he’s on zombie clean-up detail in Africa.

Too-Sticky Cover

Cover systems heralded a revolution in shooters, and it's a mechanic that I wouldn’t want to be without. The problem is that developers still haven’t gotten it completely right. I can recall dozens of deaths where I either: (a) took cover when I didn’t want to or (b) found myself unable to break away from cover to run away.

I just want cover systems to become more intelligent. (I’m asking a lot, I know.) Does the game really think I wanted to lean up against this wall right in front of a bad guy wielding an M-16?

This also factors into some traversal/grab systems in games like Assassin’s Creed and Uncharted. Sometimes I really don't want to stick to every wall in the environment.

Sprinting

Ugh. I don’t want to have to tap or hold down a particular button to sprint (I’m looking at you, Grand Theft Auto). If I can sprint without getting tired or without breaking the gameplay in some way, I want to sprint all the time automatically. My right trigger finger is sore, and I’m sick of holding it down to sprint through the streets of Firenze or through the corridors of Arkham. Just make me run at top speed all the time, please.

I know some people think they want to kind of "role play" and walk around a beautiful environment at normal walking speed, but those people are dumb. Make them hold down a button to walk. The rest of us have crap to do and want to do it quickly.


When I think about these kinds of outdated mechanics in current games, I wonder how they made it out of testing. Wasn’t there a single voice of reason saying, "Hey, tank controls are a little...1998. Maybe it’s time for a change"? Didn’t any of the testers who had to play the game for nine hours straight every day say they were sick of holding down the sprint button? I don’t get it. 

And there are plenty more where these came from -- busted save systems, horrible control schemes, idiotic puzzles, just to name a few. What are some gameplay mechanics you would like to see euthanized?

 
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Comments (23)
Robsavillo
July 13, 2010

A fix for slow targeting already exists -- play shooters on a PC with keyboard and mouse controls.

Brett_new_profile
July 13, 2010

@Ryan: Ignore the comment from the above admitted PC junkie. I play on consoles, and I completely agree with you! =)

Robsavillo
July 13, 2010

At least one console FPS allows keyboard and mouse control, too (UT3 for PS3).

Seriously, though, that's the only real fix, unless you want lock-on targeting a la Metroid Prime, more robust aim bots in console versions, or developers solve the movement issues inherent in pointer-controlled FPS games (e.g., The Conduit). Analog sticks will never be precise enough to do what you're asking.

Jason_wilson
July 13, 2010

It's time to ditch savepoints. Let me save whenever I want to. I don't want to keep my game running just because I can't save and it's time for me to be somewhere else. 

Default_picture
July 13, 2010

Get rid of regenerating health. It's unrealistic and cheapens the game experience especially when the difficulty is easy or normal.

Brett_new_profile
July 13, 2010

@Rob: The slight snap-to effect when aiming down the sights in a game like Modern Warfare works pretty well for me, actually. But there's no excuse for RE5's aiming mechanic (the one Ryan's talking about here, I think).

Default_picture
July 13, 2010

Turret sequences in almost anything. They are invariably the worst part of any game they're in.

Default_picture
July 13, 2010

I love me some Bioware, but no matter how compelling a story is, dialogue trees are always awkward.

Photo_on_2010-08-03_at_16
July 13, 2010

Can I air a personal bugbear here? People use the term "tank controls" too freely and incorrectly. Tank controls are where you control your character by pushing left and right to turn, then forward and back to move forward or back relative to the direction they're facing. They are actually used relatively little these days, except in certain series like Resident Evil.

Heavy Rain's controls may have been idiosyncratic, but they weren't tank controls because you push the direction you want to go relative to the camera, not the character.

Sorry! Nothing personal. It's a personal bugbear, as I say. :)

Pshades-s
July 13, 2010

In fairness to RE5, the tank controls are optional. Playing on the "D" setting is like any other third-person action game.

Big second on the run/sprint thing, especially when I have to hold down the left stick (like a button) in order to run which makes moving the stick harder, meaning I bump into things more often.

Default_picture
July 13, 2010

Rubber Band AI in racing games.

Endbosses with Glowing Red Things.

Escort Missions.

Stealth Sequences.

Default_picture
July 13, 2010

maaaan, quit trippin' arsdell, you know stealth sequences are hot fire. 

Jason_wilson
July 13, 2010

@Arsdell What sort of escort missions are you talking about? I think they are appropriate in games such as the X-wing series or naval games where you escort other warships. But escort missions where you're proteching someone on foot? Those need to die.

Default_picture
July 13, 2010

Hey Rob, if you mention Unreal Tournament 3 on PS3 again, I'm going to beat you to death with your own shoes.

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July 13, 2010

@Rob and others: I know they can't make it smooth like a keyboard and mouse, but my complaint is more about really slooooowww targeting that can only be sped up a tiny bit through sensitivity tweaking. Sometimes the sensitivity tweaking makes it bearable, but not always.

@Brett You're right, I couldn't stand RE5's aiming mechanics.  

@Pete Not completely "tank" perhaps, but certainly "tank-ish" with the move forward/turn element.  Any way you slice it, they were frigging awkward.  :)

 

Normal_f3c8726ca7d523c031f09eb7d4e54430
July 13, 2010

Sprinting needs to stay. Sometimes in games like grand theft auto you want to move slowly through a heavily guarded house or complex. And when everything hits the fan, you need to sprint out of there to avoid getting iced.

Jason_wilson
July 13, 2010

@Rob and others. Most FPSes I've played on my PC let me tweak sensitivity. Maybe the answer is PCs are really better for shooters. 

Default_picture
July 13, 2010

@Nathan Isn't that why we have analog sticks, though?  Push a little to walk, all the way to run?

Chas_profile
July 14, 2010

Would Resident Evil 4 and 5 be considered an exception to tank controls in this case? I honestly never understood the complaints people had about RE5's controls when it came out. Anyone who thought you should be able to shoot while running in that game must not have thought about how much ammo would be wasting doing so. I can't imagine those two benefitting from a looser control scheme seen in other games either. Tank controls are essential to the RE style of gameplay.

Robsavillo
July 14, 2010

Jason, that's exactly what I'm saying in my first comment!

I think the slower targeting in RE5 that Ryan's talking about is there to allow players to more easily aim for specific body parts. If the sensitivity is too high, you'll consistently swing past your target, which would be just as frustrating. Analog sticks just aren't that precise.

And Brett, that slight snap-to-effect is just an aim bot (or auto-aim), which I think is a pretty lazy solution to the poor control option. I'd rather just aim myself.

Michael, [url=http://www.youtube.com/watch?v=WKZu0lIDrzA]please don't[/url]!

Pax_dsi_01
July 14, 2010

Menu diving - if it takes more than four pages to get to some little tidbit of info or I have to press pause to change an item then maybe you need to rethink the overall menu desgin.

Me_and_luke
July 14, 2010

I have no issue with pressing or holding a button to sprint.  Trying to pinpoint the position of the joystick from its center position to the "up" position to dictate your speed is annoying at best.  I'm with Nathan on this one.

Jason is absolutely right about save stations, and Matt is absolutely right about unnecessary and cumbersome menu interfaces.  I would also like to throw timed missions/quests into the trash can.  It's rarely a fun or immersible experience to be hauling ass to complete a mission.  A sense of urgency is rarely present in most games, so what's the point of the random timed mission?

I could also probably write an entire article on AI, but that's for another day. 

4540_79476034228_610804228_1674526_2221611_n
July 14, 2010

You don't have unlimited sprint in the latest GTA games...so technically you tap the button for bursts of speed. I don't think sprinting should go away in games, but I do agree that having to hammer on the button to sprint is annoying. It should be accomplished through analog controls or just by holding down a button.

I personally liked the controls in RE5. I believe the slow aiming and nature of the controls are intentional to create more tension when trying to navigate around environments with "not zombies" stalking you. If you could use poinpoint accuracy and aim super fast like, say, in a PC shooter, there would be literally ZERO tension in the game. Besides, as somebody who has real life experience handling and shooting firearms, you don't just instantly snap to a moving target and start firing. Aiming is a precise and disciplined thing. In this regard, the controls in Resident Evil 5 are quite realistic.  

You can also do an instant 360 in the game which helps. :)

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