10 lazy mission-types every gamer hates - gamebasin.com
TRANSCRIPT
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8/11/2019 10 Lazy Mission-Types Every Gamer Hates - GameBasin.com
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10 Lazy Mission Types Every Gamer
Hates
http://www.gamebasin.com/news/10-lazy-mission-types-every-gamer-hates
Yourereallygettingintoagameitsnarrativeisengaging,itsgameplayisenthralling,andwith
eachnewlevelyoufindmorecausetogiveitpraise.Butwhetheritsinanattempttodiversifythe
experienceor
simply
asadistic
act
on
the
developers
behalf,
you
find
yourself
facing
amission
typesolazilydesignedandinfuriatinglydifficultthatyoubegintoquestionbothyourownsanity,
andthatofthedeveloperswhoputitthere.Stale,banalleveldesignsucks.Sadly,thevastmajority
ofgamesareguiltyofcommittingthiscardinalsinatsomepointovertheirduration.Fromthe
sprawling openworld game desperately trying to inject some variation into its unwieldy
environment,tothehumblecorridorshooterthatwantsnothingmorethantodispelclaimsthat
its repetitive, lazy missiontypes have been shoehorned into just about every genre going.
Interestingly,theresnothinginherentlywrongwithanyofthesemissiontypes.Intherighthands,
theseshifts ingameplaycanprovideawelcomechangeofpacewhilekeepingthegamescore
mechanicsfresh
and
engaging;
this
is
not
often
the
case.
The
issue
is
compounded
by
the
fact
that
thesemissiontypesareusuallyintendedasmeredistractions,andsotheynevergettheattention
theydeserve from theirdevelopers.Eitherway,thesemissions rarelyeveraddanythingtothe
overallexperienceofanygivengame,simplybecauseonanindividualleveltheyresuchaminor
partofthefinalpackage.
10. The Fetch Quest
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Thesurprisingeasewithwhichwearepersuadedtoactaserrandboysissomewhatworrying,and
consideringtheamountofthoughtandeffortthatmustgointodesigningaconvincinggameworld,
youdthinktheremightbemoreinterestingthingstodointhatworldthancompleteaseriesof
slightly elaborate deliveries. Still, its a missiontype that runs rampant through RPGs and
adventuregames,whereas ifto lengthenthetime ittakestocompletethegamecollecting
variousitemsanddeliveringotherscanmakeupanembarrassingamountofthecampaignslength.
Sure,iftheyredonewellfetchquestscanprovidecrucialexpositionofeitheracharactersorthe
plotsbackground.Theissueisthatasgameplaymechanicsgo,goingfromoneplacetoanother
can only take somany forms before it becomes tedious and repetitive. The problem is truly
exacerbatedbyrepeatplaythroughs,wherethefetchquestisessentiallystrippedofanynarrative
gratificationitmightrewardtheplayerwith,leavinggamerswithablandandultimatelypointless
missiontocomplete.Sowhilefewmightvehementlyhatethefetchquest,itsstillalwaysmetbya
collectivesighbytherestofthecommunitytoo.
9. The Turret Sequence
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Whileonrailsshooterscanbeimmenselyentertainingasarcadestylegames,theextendedturret
sequencesthathavebecomecommonplace intheshootergenreareanythingbutentertaining.
Timeandtimeagainwerethrownintosequencesinwhichwemustmountaturret(orfirefrom
thebackofavehicle)inanefforttosuppresstheendlesswavesofenemiesthatcomeatus.Taking
gameplaymechanics that are already fairly simple and simplifying them further by restricting
movement, weapon variety, cover mechanics and recoil might seem like an obviously foolish
endeavour,but thathasntstoppedcountlessdevelopers fromcrammingturretsequences into
theirgamesinordertoprolongtheircampaign.Additionally,therearetheequallyrepetitivetropes
thatarealwaysondisplayinaturretsequence:redexplosivebarrels,quicktimeevents,equipment
health bars and other similarly unimpressive mechanics that are intended to spice up the
experienceofmaiming innumerable foes.AnyonewhoplayedCallofDuty:World atWarwill
happilyregaleyouwithstoriesofhowtiringandwearisometheBlackCatsmissionwas.Herewas
a levelthatsawplayersmountingmultipleturrets inanattempttosavesomeAmericanswhile
simultaneously sticking it to the Imperial Japanese Navy. Mundane and dreary on regular
difficultiesandalmostunplayableon thegameshardestdifficulty setting, thatmission (which
offerednothingtothenarrative)istheperfectindictmentoftheturretsequence.
8. The Sewer Level
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Nottotakeanythingawayfromsewers(theyrefantasticatwhattheydo),butdoeseverygame
reallyneedasewerlevel?Becauseasmuchfunaswanderingthroughtunnelsintendedtocarry
humanwasteis,thegameplayisoftenrepetitiveandtheaestheticdesignisinvariablydrab.Weve
seenthesewerlevelinallitsvariousincarnations:thepuzzlesegment,theplatformer,thecorridor
shooter,thestealthsequence,thebossbattleandsoonbutineachofthesescenariosnothing
hasbeenmoreapparentthanthefactthatitis,afterall,asewer.Theinherentproblemofsetting
alevelinaseweristhattherereallyisntthatmuchtodointhem.Onceyouveexploitedthetropes
ofturningvalvesandcrossingbodiesofwater,thesewerislittlemorethanaglorifiedtunnel;a
moresubtleroutethatcharactersoftenuseforgettingfromAtoBwithoutattractingtoomuch
attention.Thentheresthe issuesthatarise fromactuallyhavingto lookatthedamnedthings.
Whetheritswallsaremadeofcobblestonesorconcrete,thecolourpaletteisalwaysthatsame
blendofdismalgreysanddrearybrowns,scarcelyilluminatedbythelevelsfewlightsources.Its
notthatsewersshouldbeluminescentmenageriesofcolourthatdazzleandexciteoursenses,its
morethatgamedevelopersshouldbecomingupwithsomethingelseiftheywanttokeepgamers
investedintheirtitles.
7. The Tailing Mission
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Thismissiontypehasnotpermeatedthegamingworldasmuchastheothers,butthatdoesnt
makeitanylesshated.AfavouriteofstealthandopenworldfranchiseslikeAssassinsCreedand
GrandTheftAuto, the tailingmissionoften involves followinganNPC toanunknown location
withoutlosingsightofthemorattractingtheirattention.Ofcourse,thisinvolvesfollowingthem
at a pedestrian pace, while being sure to act as normal as possible, whichmakes for some
excruciatinglyboringsequencesinagamewheremurderousrampagesandhighspeedchasesare
thenorm.Arguablytheworsttraitofthismissiontypeistheextenttowhichitcanbebrokenand
exploitedtotheamusementofanotherwisedazedgamer.Seeingasthedetectionmechanicsare
basedalmostentirelyontheplayersproximityandhowmanyobjectstheyknockover,inGTAfor
exampletheplayerisstillabletoperformaseriesofdoughnutsinaperformancesportscarsolong
astheydontgettooclosetothetarget.Perhapsworstofall,isthatthismissiontypeoffersalmost
nochallengetogamersbeyondtestingtheirpatience.Whentherestofthegamehasaskedthe
playertoperfecttheirskillsandexplorevariousstrategiesinordertoprogress,thetailingmission
ordersustoshutupandplayballwhileitlazilydeliverssomeexpositionontheplotthroughvarious
sectionsofdialoguealongtheway.
6. The Area Defence Mission
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Often integratedwith theaforementioned turret sequence, theareadefencemission requires
playerstodefendanobjectorzonefromwaveafterwaveofenemies.Thisdifferssomewhatfrom
thegenerally likedhordemission, inthat itasksplayerstopreservesomethingotherthantheir
owncharactershealth.Asaresult,thesemissionsareoftenquitetaxingandcanrequirenumerous
attemptsevenonnormaldifficulties.Theresnothingproblematicaboutamissionbeingdifficult
thesuccessofDarkSoulshasshownushowmuchgamersrelishachallengebutwhenwere
forcedtogothroughthesamewavesofenemieseachtime,thedifficultyandrepetitivenessbegins
tograte.Thisisnothelpedbytheslowprogressionthatthesemissionsoftenemploy,whichcan
makethemunbearablytimeconsuming.Thegameplaymechanicsrarelychangeeither,meaning
thatwhileyoumightbegivenafewtoystoplayaroundwith,youlllikelyberelyingonthegames
corecombatsystemtoseeyouthrougheachwave.Butletsnotalsoforgetthattherewilllikelybe
atimer,orworsestill,ahealthbar,toremindyouhowyourdoingatanygivenmoment.Combine
alltheseandyouhaveabythenumbersrecipeforaparticularlyirritatingmission.
5. The Mandatory Stealth Sequence
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Nothingdestroysawellconstructedsenseof immersionmorecompletelythanfailingtheexact
samestealthsequencehundredsof timesover.Unlikewithstealthgames,stealthmissionsare
often found in games which have not been specifically designed for suck things, as the
implementation is poor at best. So when players are forced to comply with an unexpected
gameplayshift,itsrarelymetwithanysemblanceofjoy.Theplotdevicethatusuallyaccompanies
thismissiontypeusuallyinvolvesbeingimprisonedinaneasilyescapablejailcell,strippedofall
yourweaponsandthushavingtosneakyourwayoutofwhateverscenarioyouvefoundyourself
in.Youwillofcoursebefacinganarrayofguardswhowereseeminglyhiredspecificallybecause
theylackbothperipheralvisionandasenseofhearing.Ofcoursethismightnotalwaysmatteras
theleveldesignisfrequentlysubstandardandbroken,meaningthatnomatterhowdumbtheNPCs
are,youllstillbecaughtoutbysomeotherterriblyexecutedgameplaymechanic.Moreirritating
though,isthenotionthatthereisnootherapproachtothescenario,thatregardlessofhowmany
otherroutestherecouldbe,youllhavetoblindlyfollowordersanddowhateverthegametells
youuntilyouroutofthispurgatorialmess.
4. The Timed Mission
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Therecanbe few things in lifemore infuriatingand stressful than the ticking clock.Themere
appearanceofatimerinagameisenoughtoturnsomegamersoffcompletelyandwhocould
blame them? A timer is essentially an easy way to instantly make any given mission more
interesting,andleveldesignersarentfoolinganyone.Thereasonsthataregiventotheplayerare
usuallyarbitraryandtheamountoftimethatyourgiveniseithersuspiciouslyconvenientorjust
plainsadistic.Ifthelatteristrue,gamerswillfindthemselvesreplayingthesametimedmission
over and over again, failing by the narrowest ofmarginswith each successive attempt. Its a
missiontypethatcomesbearinganinherentaspectoffrustrationinthateveryobjectivebecomes
centredaroundacapricioustimelimit.Wherebeforeagamehasallowedyoutoexploreitsevery
nookandcranny,thejarringappearanceofatimerforcesusontoablandandnarrowpath,where
themeansofcompletionarelimitedtowhatevertoolsaremostefficient.
3. The Underwater Level
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8/11/2019 10 Lazy Mission-Types Every Gamer Hates - GameBasin.com
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8/11/2019 10 Lazy Mission-Types Every Gamer Hates - GameBasin.com
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Becausebabysittinginrealityissomuchfunthattheyjusthadtomakeamissionoutofit,right?
The escortmission has been realised properly on only a handful of occasions, in every other
circumstanceithasbeenthecauseofuntoldlevelsoffrustration.EscortinganNPCwhostumbles
throughtheworldlikeablindturkeyisagamersworstnightmare:theydiefromnominaldamage,
run into enemies, block your line of sight and offer you nothing but grief in return. This is
exacerbatedbythosestingydeveloperswhogleefullystarveplayersofcheckpoints,forcingyouto
relivetheagonyrepeatedlybeforefindingsuccess.Theescortmissionalsoprovidesplayerswitha
veritablesmorgasbordofgamingtropesrangingfromthedastardlyhealthbartothesurreptitious
paththatourNPCadoptsalloftheseareofcourseintendedtomakeourcombinedexperience
asnegativeaspossible.Onoccasionthesemissionsaresoshoddily thrown together that their
completioncanonlyeverbeattributedtoluck.
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