recursal/Fanatic-Fandom huggingface dataset:
Random Events in Open-World Games Lead to Unique Player Experiences

Open-World games are well known for having unique experiences for each player. The player makes their own story by experiencing random things that happen. Open-World games can also tie these random events into brief in-game story based events. Some open-world games have random events that happen just as the player is exploring the world. These random events involve the playing completing some brief action to complete the event and possible gain a small reward. These events also will usually have dialogue and brief story that allow the player to feel like they experienced something unique and interesting but something that also ties into the games world and overall story.

## Examples

### Red Dead Redemption

   As players traverse across the Wild West Open-World in Red Dead Redemption, they will sometimes come across a random event in the world. Sometimes the player will run into runaway prisoners that they can capture and return, find a person stuck in the desert that needs help returning to civilization, stop outlaws from raiding a town and much much more. These events are random so the player does not know when they are going to happen. All of the different events also contain brief dialogue and story for the player to enjoy. These random events let the player feel like their playthrough and version of the world is unique to them.

### Guild Wars 2

In Guild Wars 2, players are always alerted of any new or random event

which is occurring or about to occur around them, and participating in such events would often help player earn rare rewards.
Overlapping the Action/Use and Jump/Attack inputs can result in players becoming incredibly frustrated

Many games these days have an action/use button in order for players to interact with the world. This is a great button to allow players to pick up items, talk to people and open chests but it can become incredibly annoying when it is the same input as the Attack/Jump button. When these two interactions overlap on the same input it will lead to players accidentally attacking people's faces and jumping on top of chests repeatedly instead of opening them. This can easily becoming infuriating to the player after a short time. One of the best ways of stopping this is by assigning the interact button to an unused button a controller. It sounds like an incredibly simple fix and it is, so why has this even been a problem?

### **Examples**

**Final Fantasy XV**

Final Fantasy XV is a giant open world game that has the player talking to people, picking up items off the ground and interacting with objects constantly. The button used to do all of this is the X button which just so happens to be the jump button. This means that anytime you want to talk to someone the player will almost certainly jump about three to five times before actually talking to the person. It can also lead to the player jumping off a cliff instead of getting prepared to walk a tight ledge. This may seem silly but it can become infuriating very quickly. A previous Square Enix game Kingdom Hearts II changed the interact button from X to triangle which worked incredibly well. So why doesn’t Final Fantasy XV do this? The only input triangle has in the game (Not including R1+Triangle) is a warp movement in combat. Since The player isn’t allowed to interact with objects or talk to people during combat it makes triangle the best possible option. Triangle is completely free to use in the game and would stop this entire problem.

**Dynasty Warriors 8**

Dynasty Warriors 8 is a hack and slash video game which pulls from the story The Romance of The Three Kingdoms. In this game, the button the player uses to jump while running around is also used to interact with mounts and objects within the battlefields. Sometimes when the player tries to interact with an object, the game will not register the player being within the radius to interact with the object. Instead, the player jumps. This commonly happens when the player is trying to mount their horse in order to quickly get across the battlefield within a limited time, but often results in wasting the player's time in order to mount their horse instead of jumping multiple times.

**Torch Light 2**

Torch Light 2 use left mouse button for both running and attacking verbs. It seems simple enough but bad thing often happen when player's health is low and trying to running away but accidentally left click on a monster or barrel. Use wsad or right click to move could fix this problem.
Jian Fang

Ti Xiang's Forces
Bian Xing's Forces
 Significant Battle(s):
Bian Xing's Rebellion
Chengdu

Jian Fang was the vice commander of Lu Xiangu and an officer under Mao Xing during her rebellion, who later defected when Lu Xiangu joined with Kong Rong's Forces. He states that the choices he makes he bases them on "where the wind takes him", which his claim for also joining with Bian Xing during his rebellion before return to Ti Xiang and later serving under his son, Ti Xu. He was referred to in history as "The Warrior of the Wind".

## ***Early Life***

Jian Fang's history is much questioned. It is unknown if he was born in China. Though, from A.D. 241-244 and upward, it is known that he was a wanderer for that time period until being recruited by Lu Xiangu.

## ***Major Battles***

### ***Mao Xing's Rebellion (A.D. 243-246)***

Jian Fang was recruited in A.D. 244 to join Lu Xiangu's Elite forces. He also defected in A.D. 245 when she defected to Kong Xu.
Too much realistic game controls can result in no fun for the gamer (working)

Sometimes game controls are so perfected that they reflect the real life environment. This results in player taking too long to adapt to the controls. Such behavior is demonstrated mostly in games of Racing genre. In some cases, the controls are perfected to handle auxiliary controls like steering wheel and pedals. Some games make the controls soo sensitive that the amount of effect on the car is incremented by huge factor.

Ex: **Forza Motorsport (Turn10 Studios)**

Forza Motorsport implements realistic controls since it is favoured by the racing enthusiasts. The general gamer audience does not appreciate the use of perfected game controls. Thus the element of fun is not expected for the average gamer.

Ex2: GTA 4

GTA 4 has the same problem with car controling. It just feels very slippery while driving the car. I think a lot of car racing game has the controling issue with car movement. The best way to adjust to it would probably be getting use to it for the players, but this is the worse scenario. Game Developers always have to make the control as perfect as possible.
Simplistic puzzles can cause a lack of replayability

If they are not developed,
simplistic puzzles can become repetitive and cause the player to lose interest.
When the player loses interest in the game then they’ll most likely stop
playing. As a game designer, you want people to keep playing your game, not
stop playing it. This lack of replayability is a major problem in some video
games.

One example is the classic *Bejeweled* video game. In this game, your
goal is to match 3 or more jewels in a row to make them disappear. The pattern
is simplistic and the player knows exactly what to do. That’s not a bad thing.
The issue is in developing the pattern. As you progress, it may be harder to
score because the gems are more spread out but everything else in the game is
the same. You’re still doing the same action over and over again.
Wang Kiao

Ti Xiang's Forces
 Significant Battle(s):
Wang Pu(Son)

Wang Kiao is a strategist recruited by Mao Xing during her second rebellion against Kong Rong. He devised strategies to try and combat Kong Rong in battle, with only a few coming out victorious. Eventually, he defected to Kong Rong's Forces during Mao Xing's 27th Rebellion.

## ***Major Battles***

### ***Mao Xing's Rebellion*** ***(A.D. 243-246)***

Wang Kiao served Mao Xing since her second rebellion to the last one.
Poor Level Design Allows Players to Become Trapped

## **The Snack:**

Collisions and physics in games can be very complicated, and it can be difficult to envision every possible interaction players will have with the environment. Despite this, it is important to thoroughly consider and test level designs to ensure that players will not end up trapped, with the only option being to restart from a certain save point (or even completely restart, depending on the game). By trapped I mean they physically are trapped in some way with no way of using any game mechanic or ability to free themselves. For instance, they might jump into a pit of some sort, only to discover there is no way out. While an occasional instance of getting stuck might be unforeseen and thus be forgiven, multiple occasions of getting trapped in a game can frustrate players to the point that they will no longer play the game.

## **Example 1:**

In *The Elder Scrolls: Online*, there are ample opportunities to trap oneself while attempting to scale a cliff or explore a remote corner of a dungeon. Though it is more difficult to control in an open-world game like this, it's still something designers should be aware of and avoid as much as possible.
Prioritizing important audio makes complicated situations easier to understand

Many of today's games understand the importance of sound in terms of player feedback. The conjunction of audio feedback with visual feedback makes it easier for players to clearly understand what is going on in the game which in turn allows them to make more informed decisions. However many games can have several things happening at once on the screen and therefore a lot of sound occurring at once as well. This situation takes the great idea of using sound and turns it into a jumbled mess. Prioritizing certain sounds in an attempt to avoid this confusion will make a much more understandable and enjoyable experience for the player.

Example 1: Overwatch

Overwatch was designed with a heavy emphasis on sound. Each unique character has their own unique sounds associated with their fire of their weapon, their footsteps, and the use of their abilities. With two teams of six players each if certain sounds were not prioritized the game would become a noisy mess and would make all these sounds next to useless. The lead designer of the game was quoted with saying "I want to be able to play this game without seeing the screen" which was obviously an exaggerated way of saying "I want to be able to know whats going on around me with sound alone". The developers took great efforts to create a system that prioritizes the sounds a player should hear over other sounds (like allies footsteps) in order to keep things easier to digest.
Negative online presence drives away players

Designing a game should include the careful management of the online presence of a game in terms of player discussion forums, expert comments and general reception of the game, even if the game is still in development. This engenders positive opinion about the game and contributes in a big way towards its commercial success. If this is not taken care of, then a game can be sure of its death, even before it is born.

**Battlecruiser 3000AD**

This game was created by Derek Smart, an independent game developer renowned for lengthy and aggressive online responses to perceived criticism. Advertisements were over hyped and due to numerous delays in development, excitement turned to frustration in the online community. Smart flamed the negative air through frequent Usenet posts. When it was finally released, the game was buggy and unfinished in many areas, had outdated graphics, cryptic interface, no documentation and unintuitive commands. Below is an example of Smart's responses to the forums and links to reddit articles connected to the game.

1. Battlecruiser 3K review
2. Case history - Battlecruiser
3. Cracked mentions Battlecruiser

Many more examples of this can be found on Reddit and other websites.
More Doesn't Mean Better

Adding more of something to a game does not mean it will make the game better. Adding more enemies to a level doesn't necessarily mean that the level will now become more challenging and enjoyable. Adding more of something to a game may actually have a negative effect on the game overall. Games need to be well balanced. Of course this will vary per game, but there needs to be a balance between the different components of the game to maximize the amount of enjoyment and satisfaction the player will experience.

## Examples

### DBZ Tenkaichi 3

It was very exciting when this game released with 161 playable characters; more playable characters than any other previously release DBZ game. However, you quickly realize that many of the characters are much weaker than a large number of other characters in the game. This causes players to never want to play as them because of that obvious disadvantage. So although this game has a large number of playable characters, a good portion of them never get played because they don't compete well with the rest of the characters.

### Pokemon Conquest

Pokemon Conquest, much like the main line games, features a wide array of Pokemon to collect. However, it adds a second layer to this system. The player controls a warlord, who then recruits warriors, who then collect Pokemon. There are over a hundred warriors who can choose from over a hundred pokemon, though each warrior has a 'perfect link', or ideal partner pokemon. In addition, the game features over twenty stories, each some variation on the main quest that must be completed first. Completing the game, by recruiting every warrior, pairing them all with their perfect link, evolving all perfect link Pokemon and beating all the stories, can take upwards of fifty hours. The main story, which exhausts all the major mechanics in the game, lasts about ten. After beating that first story, the player will be introduced to nothing new in the next forty or more hours, beyond the mixed-and-matched attributes of warriors and Pokemon. After playing the first story, there is no reason to play the rest.

### No Man's Sky

The amount of diversity promised to the player in this exploration and resource management game was extremely over-hyped, with many of the worlds and star systems being very slight variations on the same basic pattern. Even though there are nearly infinite amounts of "new" locations to visit and explore, none of them are interesting after you've seen the first few.
Save Corruption and Glitches Drive Players Away

It's easy to take save systems for granted; a lot of time and hard work goes into programming the way a game captures your game state (not just around your player avatar, but of the whole game world). When this system works, it simply blends in with the rest of the game -- play, play some more, save your progress, and pick up exactly where you left off next time you boot up the game. However, when this system fails, or when save files are corrupted for whatever reason, it completely shatters the immersion and experience of a game. Making sure saves are seamless and hard to interrupt or corrupt is crucial in making sure your players continue to play your game. After all, how can they be expected to stay loyal if they have to entirely restart the game every few days?

Example:

Red Dead Redemption: Undead Nightmare

Recently, Red Dead Redemption and its expansion, Undead Nightmare, were made backwards compatible on the Xbox One. This drew many players back to the games to relive their experiences with steadier framerates and higher resolution. Rockstar, the developer of RDR, helped bring these games to the Xbox One and once again withdrew patch support afterwards. Unfortunately this left players with a patch that created more problems than it fixed -- invisible heads and hands, horses disappearing, and, worst of all, a glitch in the save system. When players save their games by sleeping in safe towns, a glitch sometimes occurs where a black screen appears and freezes the game, causing players to lose all accumulated progress since their last save. There are many players experiencing this and countless forum posts, but, unfortunately, Rockstar has moved on.
Open World in a Predominantly Action Game

The idea of an open world has always been appealing to gamers and game designers alike. (An open world game is defined here as a game in which the player can move freely about a map, choosing how to go about achieving certain goals.) The idea is so appealing, in fact, that one may easily find it in a game where it does not belong. For example, action games: games of hacking, slashing, and shooting in which the player is essentially a tank, really only challenged by either a sheer amount of enemies or a particularly difficult boss battle.

Open worlds have a detrimental effect on this style of game for a number of reasons. Firstly, the nature of open worlds best accommodates RPGs. The player can venture down a variety of paths in order to advance skills according to whichever approach they prefer to achieving goals, ultimately feeding into their overall play style and sense of engagement with a game. Action games place more of an emphasis on the physical challenges related to hand-eye-coordination and the like, and when this concept is juxtaposed with an open setting, the "choices" presented to the player feel shallow and shoe-horned in. The way a goal is always achieved in this style of action game is through brute force, and powering up preset abilities in order to advance that notion does not feel like effective choice-making.

**Example: '***Castlevania: Lords of Shadow 2'*

This example comes as more of how the promise for the game was not executed in its final form. In Castlevania: Lords of Shadow 2, the player is able to navigate between levels seamlessly (without transition), and given choices on how to progress (or so it was promised). This RPG element feels out of place, however, as the only things the player is able to advance in regard to allotting experience points earned are predetermined abilities and weapons. Instead of a vast array of decision trees ultimately ending on an at least somewhat customized character, the leveling structure is very linear. Every play of the game will be strikingly similar if not identical. This cheapens both the action and RPG components of the game because it seems as if both are trying to distract the player from how bad the other one is simply by existing.

Watch\_Dogs

The original Watch\_Dogs tries to be an action games first and foremost, putting aside its hacking abilities as a side mechanic, not the core. This makes the open world very awkward to go around as you just go around and take cover and shoot people, even though the world isn't designed in a way that makes sense for it.
Selecting Multiple Units (RTS Drag Box)

The real time strategy genre commonly demands the player to control multiple units at once. This action can be a very difficult and tedious task if the player has to select every unit by hand. Due to this inconvenience many real time strategy games have adopted the design of a dragging box that selects every unit inside of that box. This allows the player to quickly grab the units they desire in the area they want quickly and without hassle.

### **Examples**

#### Warcraft III: Reign of Chaos

In Warcraft III the player can select up to twelve units at once. The easiest way of selecting these units when they are needed is by left clicking and dragging a green box around them and then letting go when desired. The green box will prioritize soldiers first and then workers until it either runs out of units or has successfully selected twelve.

Example: Myth 2

The units in Myth 2 can be grouped together and controlled easily. The entire game revolves around delicate troop movements and the ability to select them is key. There was no resource management or buildings to take care off. It was all these troop movements that the game made easy to use through selecting multiple troops.
Keeping Control Schemes Similar to Others in Genre - Prevents Confusion in New Players

Games are not produced in a void. In most cases they emerge from a process of iteration, with existing games used for inspiration. Similarities to these games are apparent in a variety of aspects, the most important of which is arguably mechanics. In these cases it is a wise idea to make the control scheme for these mechanics similar to those games that already exist.

Similar control schemes make the game easier to pick up for new players, if they have played games in the genre before. They know generally what to do and have already spent hours using systems that are already familiar to them. Keeping the same general control scheme helps to avoid frustration, both when playing the game for the first time and when switching over from playing another game.

## Examples

**Rayman: Origins**

Rayman: Origins is an example of a game that keeps its control scheme similar to others in its platforming genre. On Xbox, A is used to jump to other platforms, X for attacking, and the joystick for intuitive movement. This makes learning the game easier for newcomers and is automatic for those who have played platformers before.
Lack of objective

Some games have no objective or lack an objective.  It makes you wonder if this is a game
or something else.  The problem
with this game is that don’t have a goal or a very clear goal.  So, the players feel bored very easily,
thus quit the game and do something else.
The last thing you want do to your game is have people say that it’s
boring and they don’t want to play it again.

Example:

LSD: Dream Emulato

LSD stands for “Lovely Sweet Dream”.  It is a game that simulates what it’s
like to be in a dream.  The only
thing you can do in this game is walk, look and get scared.  Every time you bump into something it
will teleport you to another place and this was very random.  The objective of this game is to
explore the dreams in the game, until you get bored or like me get scared.
To Make a Bad Game, Ignore Interest Curves

If you're interested in receiving negative reactions from players, make sure to prioritize learning over interest right from the start. Serious Games, News Games, Art Games, or any non-traditional genre of games are most likely to experience this threat because they do hold additional or alternate aims from games made for pure entertainment. Regardless of whether your game is meant to entertain, inform, engage, connect, inspire, or any combination of these and more, it still ought to follow an interest curve. Interest may vary depending on your aim, and interest in traditional games is often associated with things like fun, engagement, challenge, or difficulty, but interest can also be represented by stress or learning. Regardless, make sure that your game holds 'interest' at a premium, lest it lose player interest and fall into the category of "bad games".

## Examples

### Captain Novolin

This game sucks. The aim of this game is to educate players about the dietary and behavioral restrictions of Type1 Diabetics. Specifically, they aim to emphasize the dangers of foods with high carbohydrate content. However, the game designers failed to account for an appropriate ramp of interest in their game. Interest in this side-scrolling beat-em-up game is represented by challenge, specifically enemy difficulty. The ramp on this game starts quite high, and has been remarked as unbeatable by some. Without proper difficulty scaling, this game fails and falls into the category of "frustrating" as described by Mihaly Csikszentmihalyi because player ability falls far behind the game challenge. Performing play testing and matching difficulty to ability would solve this poor interest curve problem and perhaps even bring it out from the notorious top 10 worst games of all time list
Offering a Variety of Puzzles to Solve Keeps the Player Engaged

In any puzzle-centric game the most important thing is to challenge the player in a way that gets them to really think about the solution while keeping them engaged. However, if a game relies too much on one type of puzzle a player can get bored quickly, knowing exactly how to solve their way through every section without much challenge. It’s important to utilize varying types of puzzles/mysteries that can be solved without introducing too many different styles of play, or concepts to remember.

Examples:

### **Nancy Drew**

The Nancy Drew series does a great job of this. Each game has multiple types of puzzles from very basic real world puzzles like the Towers of Hanoi and Sudoku to complex mysteries, the solutions to which can only be found by exploring the in-game space. Last Train to Blue Moon Canyon is a particularly good example of this as it utilizes puzzles which involve memory recall, word jumbles, finding and combining materials found around the train, and various other puzzles which all fit very well into the setting.

### **LIMBO**

LIMBO is a game where you are constantly presented with new puzzles and challenges. It is up to you to figure them out with no hints. New mechanics are often introduced with no explanation of how or when they should be used. This constant addition of new puzzles to solve keeps the player engaged and thinking about the game.

**Cut the Rope**

   Cut the rope is a series of physics based puzzle video games. The objective of the cut the rope games is to feed the candy to a little green creature named Om Nom while collecting the stars. Each level packs introduces new challenges to the player. New puzzles always engages the player and always creates interesting gameplay.

**Guild Wars 2**

Guild Wars 2 has various kind of puzzles to offer to its players who enjoy such a challenge, these puzzles are called jumping puzzles and vary from easy to hardcore difficulty and can take from a minute to hours to complete them depending on the individual player skills and the challenge of the puzzle.
Poorly implemented cover system can frustrate the player

In video games, the cover system is the digital adaptation of the real-life military tactic of taking cover behind obstacles, for purposes of attaining protection from enemy ranged or area effect attacks, such as gunfire or explosions. With the passage of time, cover systems specialised into *lock-on* cover systems where players had to hit a key to get behind & exit from cover, and *passive* cover systems where players would automatically enter and exit cover. Both flavours of this system had equal amounts of fans and haters. Regardless of the system players choose, a poorly implemented cover system causes players to be dragged out of the momentum of a fast paced action sequence. Countless players have complained when the protagonist would not exit cover even after repeated key presses while countless others have complained that their character accidentally enters cover when they least expect or want it to.

**Examples**

**Army of Two: The Devil's Cartel**

In Army of Two: The Devil’s Cartel, moving between covers is unnecessarily tricky with players unable to select the cover they desired and sometimes being unable to get into cover.
Importing the avatar from a prequel with all its abilities, adds to the experience of the game.

**Importing\_the\_avatar\_from\_a\_prequel\_with\_all\_its\_abilities,\_adds\_to\_the\_experience\_of\_the\_game.** is a…

When a new update or sequel allows me to import my player from a previous game along with all its customized looks and abilities, it adds to the experience of the game. I become much more attached to my player because of my history with the avatar. My scars and trials are seen on the person&#39;s body and in their personality as well. In addition, with skills from previous experiences still connected to the avatar, I have a slight advantage in gameplay. Along with skills, relationship histories and interactions are saved as well. This allows me to continue to curate and build upon existing relationships with NPCs from previous games. Moreover, it helps to build upon the previous story and makes me feel more respected as a fan of the series since my progress and work is not lost.

For Example,

I can import my avatar of Captain Shepard from *Mass Effect 2* to *Mass* *Effect 3* with features, abilities and relationship histories. It adds to the story and I feel more immersed in the game. It justifies the rapport of your character due to an action performed in the prequel. For instance, NPC named Jack who were part of Shepard’s crew in *Mass Effect 2* showed affection towards Shepard, because of interactions in *ME2*. I have seen many similar instances in other games like *Metal Gear* and *Witcher* series. However, I found it more prevalent in *Mass Effect* series and *Witcher3* where the whole range

of dialogues, the story and quests got affected by the previous version’s gameplay. In *Mass Effect* franchise your game choices, character choice and power-ups from *Mass Effect 2* can be downloaded and used in *Mass effect 3* which made it more immersing.
Quick Time Event..An effective way to enrich the game without complicating the game verbs(rules)

Quick Time Event is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen prompt. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. More importantly, QTE makes the cut scenes more immersive, the player feel more nervous and focused, and expand game content and game experiences without creating a new game verb or system. In other words, in a First Person Shooting game with QTE system, player can perform different combat styles without themselves having to learn a new in-game skill or developers having to design and implement a new game system.

## Examples

   Call of Duty is a world-famous FPS game seris with over 10 games. Beginning from Call of Duty: Modern Warfare I, the games introduce QTE to the FPS based game experiences. They only add several QTE scenes and do not develop further new game mechanics. With QTE system, in the thrilling cut scenes, players input the right simple command quickly and then can perform more complicated moves and kill enemies or bosses in acrobatic ways, which greatly enhances the game play and their cinematic storytelling style.

**Until Dawn**

If there were ever a game where Quick Time Events truly added something to an experience, it would be *Until Dawn*. This edge-of-your seat horror game turns QTEs into an integral part of play without being all that the game hinged on. There are many moments throughout the narrative where you have to think on your feet and make decisions fast. Whether it is to save one friend over the other, take the long or short path while running from a murderer, or decide whether or not you will confront your argumentative girlfriend, this game makes great use of QTEs and the player emotions they can illicit.

## God of War

The quicktime events in God of War add a lot to the game as they let the player interact with incredible action sequences that would not be possible with regular gameplay or would regularly just be unplayable cutscenes.
Point of No Return - Cutting off part of an open world

Open world rpgs, usually for story reasons, occasionally cut off part of the world after reaching part of the game. In most cases, this is a temporary block, but sometimes, it lasts for the rest of the game. Especially if done without warning, this leaves the player unable to collect items or do quests they might have missed in those parts of the world. In certain cases, this might even penalize the player if they happened to miss something important to character stat development.

Example:

**Golden Sun: Dark Dawn**

Golden Sun has done this a few times throughout the series, but Dark Dawn contains more than one of these points. There's a good chance that a player who isn't anticipating these points missed collecting a few Djinn, which are some of the most important 'items' in the game in terms of character strength. Missing these causes the player to possibly lose out on spells, special character classes, and major stat increases.
Shoulder swap in TPS games - extends in-game point of view and adds more strategies

For third-person shooter games, it is important to have clear and broad point of view at all times in order to maximize user experience. Sometimes the view is greatly limited when shooting or aiming down sight, because a big portion of the screen is taken by the character. Shoulder swap is brilliant solution to this problem. It adds more agility to the game and it certainly adds more strategies for those who want to challenge higher difficulties.

## Examples

### **Uncharted 2**

Shoulder swap has been in the Uncharted series since the first Uncharted game, but it became most handy in Uncharted 2. For those players who want to beat the highest difficulty without too much trouble, lots of times they could just hide the character behind cover, and use shoulder swap to get into a position where they can see the enemy but the enemies can't see the players.

### **Infamous**

Combat in Infamous is very fast paced and often chaotic. Sometimes enemies can fill the entire screen around you

   and turning Cole’s whole body to find them on either side just isn’t fast enough or effective. Because of this the ability to swap shoulders while aiming and learning to integrate it into one’s play style is invaluable.
Poor game characters design - Leads to players lose interested

Since character designer is a part of game art. It influences people while choosing games. A game character can be simple or complex, but it has to have its own characteristic. A bad character design would lead players lose their interested during the game. It will provide negative effects to playing experience, and lead to game less pleasurable. Especially in role-playing game, player don't even want to use those bad designed roles as their main character.

## Examples

**Final Fantasy series**

As the reference image showed, the character called Luso. In my opinion, there is no way for me to get its character in the first place, and i don't even want to player this tole in the game. There are so many details on its clothes. I think most of them are useless.
Non Stackable Achievements

Early when "Achievements" were first implemented with the Xbox 360, there was a phenomenon known as "Non-Stackable" achievements. This occurs when achievements that are "higher" than others in a given set are achieved, the "lower" ones are not unlocked. Example: If you beat a game on the hard difficulty, the easy and medium achievements were not unlocked along with the hard achievements. Developers felt this would be a way to force players to experience their amazingly designed systems at all difficulties. But instead, it was a boring time sink for players who wanted to obtain the max gamerscore or trophy score for the specific title.

### Guitar Hero 3

The second incarnation of the Guitar Hero franchise on the Xbox 360 fell victim to this flaw. If you completed the game on expert, the hard difficulty and below were still locked. You had to play through the game a total of four times in order to obtain all the completion achievements.
Poorly designed core mechanic leads to player frustration:

In many ways, games are their core mechanic if that mechanic doesn’t feel good to the player when they use it. That facet in itself can ruin the game. Core mechanics should have ease of use, intuitive design, and strong player feedback. If any of those three are missing it will cause a player to step out of the game every time they use the mechanic, leading to player frustration if they continue to try to play the game.

### Examples:

#### Big Business:

Big business is a Facebook game
that is very similar to Sim City. One of its major mechanics is collection. However, when a player collects something from the game, they first must click on the building where the collection object is located, which causes it to pop out then the player must swipe over the collectable again to gather it. This two-step mechanic being so core to the game make it very frustrating for the player as they must do so repetitively possible hundreds of times ever few minutes.
Special Events

**Special Events - Good**

Special events that only take place once in a while can give players a feeling of excitement. Special events are usually themed to certain holidays throughout the year. By offering players unique items and quest they fulfill our curiosity and desire for something different apart from the daily quest grind. Special events are a great way to change the game up and give players a sense of time progression.

**Example: Guild Wars 2**

In “*Guild Wars 2”* they have special events like Halloween, Christmas, etc. You can get unique quest rewards During these events. People love them because each year it's something new, and different! One of my personal favorite
is the Halloween event because everyone is running around with a burning pumpkin head.

 Pokemon Omega Ruby special events are a way to get special Pokemon that are not available to the regular gameplay. This means thousands of people get the opportunity to travel to different locations in real life where they are able to meet other Pokemon enthusiasts and receive a special Pokemon that will become rare because of its unavailability to the public after the event has ended.
Mini map navigation system

Minimap occurred more frequency nowadays because of the popularity of MMO games and video games. People play game for enjoyable and pleasurable. With a mini map in the game, player could make situations in game more manageable. In multiplayer mode, it could help teamwork more effective and increase the game "replayability". In addition, it make the game more accessible and less obnoxious.

## Examples

**The League of Legends**

The League of Legends is a well-known MMO game. the mini map not only helps the player to navigatein the game, but also provides information to players and helps them know the situation, such as where are the other players location.

**Dota2**

Same as league of legends, the mini map is a crucial part in Dota2, definitely irreplaceable. You can clearly see each player's position therefore you have enough time to preparing for coming situation and cook some strategies to deal with it. When an enemy been spotted by a teammate, it will show a flesh spot in the mini map with alarm sound to warm the player enemies' intentions.

**Counter-Strike: Global Offensive**

In CSGO, mini map gives crucial information to gameplay. You can see each player's position on the map. When someone died, you will be able to see where they died in order to advance or avoid that area. When an enemy been spotted by a teammate, it also will show a red dot on the map to tell you where the enemy is positioned at.
Lack of Localization

Es posible que has creado un juego muy increíble y quieres compartirlo con el mundo.. todo el mundo...  pero has asumido que todo el mundo habla la misma idioma como tú.

Or.. to put that another way, it's possible that you've made your game and are ready to show it to the world..  and though a large portion of the world may speak English, you accidentally alienate large swaths of population because you didn't localize your game in any way:  you've unintentionally introduced a language barrier.

Perhaps you've decided that only "English speaking persons within a certain demographic" is your target audience.. and as a business it's likely that such decisions will be made..  But, as someone who believes you should strive to share you game with as many people as possible, not localizing an incredibly popular game results in only a small portion of the world being capable of understanding your game (if it has text) or, if the business aspect is of more interest, cutting off an entire population with money to spend because you couldn't hire someone to do translations.

## **Examples**

### **Monster Hunter Frontier Online**

I absolutely LOVE the Monster Hunter franchise.  It is incredibly addictive and wonderful to play..  And yet, there exist several releases within the franchise that are not released outside of Japan and other Asian countries.  This greatly limits players from playing games that they love and spending money to do so.  On one hand, one could learn the language and try to play it anyways.. but this becomes increasingly harder with the introduction of "features" like Region locking games... which probably deserves a Bad Snack of its own.

## Fire Emblem

The Fire Emblem series has fifteen installments and only six are avaliable in america. The six that have been released in america are the newer games but fans seeking the older games will have problems. Many americans know Fire Emblem because of the introduction of Marth and Roy in Super Smash Bros Melee. While a remake of Marth's game (Fire Emblem: Shadow Dragon) has come to amaerica, Roy's game (Fire Emblem: Binding Blade) is still stuck in Japan. There have been fan trasnlted versions that can be emulated but there is no way of actually experiencing the original game.
Level Specific Challenges

In level-based games that permit the possibility of back tracking, it is not uncommon to find hidden challenges that are, at the first moment the player encounters them, insurmountable. For example, there could be a rock glowing a strange hue that is blocking the way to what one knows to be hidden treasure, but try as they might none of their current abilities are able to move it. In a later level in the game, however, a new power, party member, item, or some other element is introduced that allows the player to move gigantic boulders. They remember that this ability would have come in mighty handy in earlier levels, and replay those stages in order to reveal secrets.

This helps the replayability of the game, as the state of play always feels as if it were evolving, keeping the player interested. It also introduces a new kind of play style, that of the achiever. Some people feel most engaged in the pursuit of completing a game 100%. That means finishing all tasks/quests, collecting all items, unlocking all areas/characters, and so on. This kind of checklist-style endeavor makes a lot of players feel very accomplished, and they regard the game favorably as it provided them with a sense of fulfillment.

**Example: LEGO Games**

In all LEGO games, more characters are unlocked as the story progresses. Each character has individual traits and abilities that make them better (or worse) at accomplishing specific tasks. Upon the first play of every level, the game provides the player with all the characters they will need to clear the stage, but not necessarily the ones that will gain them access to every extraneous portion of the level. It is often that upon completion of the narrative, once all the core characters are unlocked, a player will pass through the game one more time in order to unlock everything that was missed the first time around. This can add many extra hours of gameplay on top of the initial playthrough, and that 100% platinum trophy may feel even more rewarding than completing the story did.
Make sure a new game feature or mode does not clash with the current tone of the game.

As games and game franchises become bigger and more polished, game designers often suggest the additon of new game modes and feature to develop the game in sequels and newer editions. If any game mode is to be added, developers must consider how these modes will add to the established game tone and feel. A slow and strategic city-building feature feels odd and disjointed in rapid pace bullet-hell game. When this is done, both gameplay tones and feel suffer as a result.

### Example 1: Fifa 17

In the latest Fifa, a story mode has been added. This story mode tells the story of Alex Hunter, a hopeful soccer talent from suburban England on his journey to the Premier League and World Cup. This mode spends more time on Alex's family and friend issues then it does on the soccer gameplay and this feels out of place in a Fifa game. The face placed and frantic classic fifa gameplay is damaged when players have been sitting through a 5-minute cutscene about alex's family breakup directly before.
Positive Feedback Loops – The Game Becomes Easy too Fast

A positive feedback loop in a game is an event that reinforces a winner of the game. The reward becomes stronger with every win. If a player wins a level and wins a power up, then the power up will increase the chances that player will win the next level. It creates an imbalance in the game. This makes the game too easy, or the player gains too much of an advantage at the start of the game. For example, this loop is very obvious in racing games. In the game Star Wars Racer Revenge, the races were hard to win. The player had nothing to spend their money on to add upgrades to their pod. About half way through the game the player’s pod was faster than the others and the challenge was gone from the game early on.
Substantial Difference in Player's Skill level or rank

Substantial difference in Player's skill level or rank

In multiplayer games, when the game won't distinguish between pro player and casual player, it really makes the game frustrating for the casual player. It's like saying to the younger school kid, who is playing to learn the football game-play, to play against the pro football player, In addition to that asking him to play against the pro football player every time. It will definitely result in frustration for kid (new player) and leads him to stop playing football forever. Now put this example, in multiplayer arena games, if the game won't introduce any rank system or distinguishing system between the players of different skills, it will negatively effect the player's gameplay experience. This problem is present in many new emerging multiplayer games and the players stop playing it because of these reasons. For Example: *Ark Survival of the Fittest*, even top rank players in the whole world will be matched against a new novice player with no prior experience. Same with the game *Heroes and Generals*.
Interesting perspective

Interesting perspective.

Sometimes it’s hard for a video game to stand out from the many
other video games that have the same concept or genre.  However, if you change the perspective
of the game, you may just create a new game that brings the players
excitement.  For example, if in
normal horror games your goal is to avoid monsters or fight monsters.  After a while every horror game is
similar and you quickly get bored.
So if we change the perspective, like instead of avoiding monsters or
trying not being killed by the monsters, how about changing the perspective so
that players try to kill the monsters?
And our goal is to try to kill as many monsters as possible?  Now you have a new and fun game.

Example:

Yandere Simulator

In Yandere Simulator your goal is to kill as much people as
you can.  Players control a
Japanese school girl who has developed a crush on a fellow student named
“Senpai.”  There are also 10 rival
students who have developed a crush on Senpai as well and your goal is to
prevent them from confessing their love to Senpai.  The way to accomplish the goal is to murder rival
students.  Players also have to
avoid being seen while performing the criminal acts.  If other students find out about your criminal activities,
you will lose secrecy and your reputation and that makes it harder for you to
murder the rivals.
Too much violence in game makes players feel uncomfortable

Violence in games has always been a delicate subject, and it should be handled carefully when designing the game. Figure out what the target audience want is the key. However, even with kid gloves on, the issue of violence isn't always adjusted properly. Some games in the market are extremely violent and bloody, adult players may even have a hard time accepting the kind of violent act. Game designers should always keep in mind that violent games aren't always the appropriate choice for the market.

## **Example:**

### **Hotline Miami**

Hotline Miami is famous for its simple and yet extremely violent art style. For those who don't know this game already, you'd be surprised how much violence can be expressed in 2D pixel art style. The goal of the game is basically just to kill everyone in sight. There are multiple ways to kill enemies, but they are all very violent. The enemy's blood will be splattered all over the ground, and sometimes their bodies will get blown into pieces.