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Sandman
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Sinister Penguin
Aug 2001 time: 05:27
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Ok, what are the most agonisingly unoriginal features in games? Post them here!
Exploding Barrels.
To me, these just sum up the contrived naffness of supposedly realistic level design. Games designers spinkle them liberally about levels, purely for the purpose of them exploding. It's like the enemy wants to make it easy for you. I can accept exploding barrels in the context of some sort of fuel storage area, where it makes sense for them to be, but when they're lying about in every corridor, every street, everywhere, it destroys any sense of immersion. Only in a game would barrels be so strategically placed, just waiting to be shot.
Culprits: Doom, and almost every FPS since. Red Alert had an insane number of barrels just 'lying about'.
Goblins.
The fantasy genre is composed almost entirely of cliches, however, I'm selecting goblins as a case in point. These guys seem to exist for the sole purpose of you killing them. Invariably weak and stupid, they present no challenge at all, and are no fun to kill. At least other fantasy staples are a challenge to defeat. Give me a game where the goblins are hard as nails, now that would be something.
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vovan
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quote: Originally posted by War of Art
Mana. |
Ooh, ooh, look! There is a lump of mana right in that corner. You can get some good spells with that much!
Seriously, mana gets funny sometimes.
Another thing is: the bad guys always talk too much. This is especially true for movies, but it takes place in games also.
See this link for more cliches about bad guys. 
http://minievil.eviloverlord.com/lists/overlord.html
quote: When I capture my adversary and he says, "Look, before you kill me, will you at least tell me what this is all about?" I'll say, "No." and shoot him. No, on second thought I'll shoot him then say "No." |

Another thing is, after a fight with the big boss, the building you were fighting in usually collapses, or explodes, or some such thing that could kill the hero after the fight... 
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Maquiladora
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Going along with the RPG theme (although i dont play any RPGs), from what i can tell there always seems to be a group consisting of small dwarf/elf type thing with an axe bigger than he is and a huge beard, then the tall long haired woman with large breasts, the guy with a big sword huge muscles and no brain, and some other one. This might be adventure/action games too.
Id go along with the "box/crate" thing in FPS's too, half-life and quake being particularly bad offenders. Even if it is to reduce clipping or that thing with the z-axis, theres no excuse for the extreme repitition.
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SCG
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of less than all that I see
Jun 2000 time: 00:27
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i agree with dr spike. the concept of hitpoints is one way (maybe not necessarily the best way) to represent learning how to survive an attack - maybe its the last second dodge to cushion the blow or deflect it somehow so it doesn't strike with the same force - yes, you could have weapons do less damage as you get advance in level, but allowing you to take more hits does do a decent job of represening the intent as well. Some games do also allow for the D&D concept of killing 1 held or sleeping creature per round (why only one per round? in D&D, a round represented 1 minute, and was the defined time for the game to kill a sleeping creature without awakening the creatures around it)
D&D also did a decent job of explaining the concept of saving throws in a related and similar concept.
Just curious, for those who complain about increasing HP, do you also get turned off by extra lives? (just another way of representing the same concept of being able to take more damage as you get more experienced)
Also, on the concept of tiredness, Baldur's Gate has the characters needing sleep every 2 game days, and then their ability to respond and fight is reduced, so is being added into those genre of games, without greatly reducing gameplay. And gameplay is ultimately what keeps most people playing, not realism.
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loinburger
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Sweet Sauce Jones
Jul 1999 time: 00:27
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Scripted "Try to stop the bad guy before he/she becomes uber-powerful, but inevitably fail" stories. Final Fantasy games are prime culprits, but they're by no means the only culprit.
Related to this is the "Hey, you're not allowed to kill this person, at least not yet!" game mechanic. Morrowind and Fallout are the only RPG-style games that come to mind that do not include this game mechanic -- in the rest you're not allowed to kill the bad guys until they're sufficiently powerful, and you're not allowed to kill the good guys until you discover that they're really bad guys in disguise, no matter how blatantly obvious their latent evil may be.
Then there's the bane of almost all RTS games, the "Yeah, all that work you put into the previous level was for naught, because you're starting from square one again" game mechanic. Myth and Homeworld are the few games in my experience that do not follow this frustrating game mechanic, as well as, to a lesser extent, HOMM.
The "Psychotic Loner" cliche employed in most RPG's gets old after awhile. Just this once, I want to play a hero whose family and loved ones have not been destroyed and/or who has not forgotten his past. Maybe my hero can have a nagging wife, and she occasionally tracks me down just to ***** at me and make me mow the lawn.
The "Ever-Present Love Interest" cliche employed in most RPG's also gets kind of old after awhile. I don't understand why my psychotic loner hero is content to be a psychotic loner up until he gets a female in his adventuring party, at which point his gonads apparently kick into overdrive. It's even more frustrating when my hero's love interest is obviously going to end up dead.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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I hate how the princess is ALWAYS in another castle. Whats up with that?
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Adagio

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What also bothers me, in strategy games is the undo-what-you-just-did thingy...
Here's an example: In Tropico 2, in first level, you have 3 things to do: Build 3 different buildings. Ok, not that hard, you quickly build those 3 buildings in some logical places and then win the level... Level 2 is continiuing the story: You're still on the same island, you have build the same buildings... BUT:
ALL those 3 buildings are now placed in wrong places, because it loads a new save-game instead of continiuing the old save-game.
You simply get the feeling, the story doesn't fit 
I also hate the fact, that in every game (SP), there's always 1 (for few) leading-role, who's sole purpose is to kill hordes of enemies... Would be better if they had fewer enemies, who'd be much tougher to kill...
quote: Originally posted by Trajanus
In early 2000 there was this great game Soldier of Fortune that had this concept very nicely done...
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Great game 
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