If you regularly watch youtube or other video platforms or streaming websites you may have noticed that by far one of the most popular trends is the let's plays, where people record themselves playing video games and give their stupid commentary into it, well this was not always the case, it was very likely created by just a small change in the youtube algorithm and therefore not organic.
I already covered why linear story based games are boring, but this applies mostly to singleplayer games and I thought there must be an equivalent for multiplayer games, since somehow multiplayer games also feel boring, but it's not so clear why, so I try to break it down as well. At first I thought there may not be enough content for an article about this topic, but I will try anyway. The first problem was that I did not really knew how to call it, so I called it circular based, which sounds a bit weird, but I will now get to why I chose those terms.
It really wonders me how I never witnessed anyone mentioning this issue and it is how boring story based linear games are. I'm pretty sure many at least subconsciously have experienced the boredom they bring and now I will tell you why they are probably even objectively boring.
Have you ever wondered why it seems nobody is making RPGs anymore? At least AAA RPGs, since I'm not perfectly aware of all those thousands of indie game developers that may exist, but I would guess with a high probability, that even those will or have not created any true RPGs, since RPGs are hard to make and require a lot of resources, talent and skill, which indie developers often don't have, well at least not the resources, but often they also lack talent and skill.
As the Bible already stated it: "For the love of money is a root of all kinds of evil." This also seems to apply to the video game industry and to artists.
I already felt it pretty soon when writing those articles, that many of the bad game design choices have one big thing in common and it is the love of money or the intent to maximise monetary profit over everything else.
What is worse than creating something? Creating nothing. How can you create something while at the same time creating nothing? Well you simply copy. Artistically a copy is nothing, or close to nothing. I once heard that the definition of art is to create something new and unique aka being creative and if you just copy, you are not being creative or artistic by definition and therefore a remake game, or clone is not good game design, as nothing or not much new is actually created.
Almost every gamer probably also knows this one, it is those invisible barriers that prevent you from going out of the map or going somewhere you are not supposed to go. For game designers this is often a necessary evil, because there is no other way to do it based on their resources, but it is an ugly solution, therefore a bad game design choice.
First this was planned as multiple articles, because there are many kinds of invisible walls, each for different reasons, some physical, some metaphorical, let me make a list of the basic types of invisible walls in games:
Mobile games are another big problem in the gaming realm, I'm not talking so much about mobile games in general, but the trend in designing regular games to appeal to the mobile market, because making mobile friendly games brings with itself a whole lot of problems that make games worse in general.
This phenomenon is a bit harder to describe so much that I had to invent my own word for it and it is about the intentional retardation of video game visuals to make them more cartoonish or children friendly. There are many potential reasons which can make this a bad design choice, so lets get into it.
This phenomenon has baffled me for quite a while now and it is that it seems to me that nowadays most people seem to prefer to play games that are of inferior quality, which seems very illogical to me.