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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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    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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