
I saw a fun comment a little while back — I forget who it was and even where it was posted, so apologies to the person who originally made it — that put forward a theory: you could release a game from ten years ago today, such as Metal Gear Solid V, and no-one would be any the wiser, outside of maybe some improvements in performance and/or resolution.
This made me laugh, because there's a certain amount of truth to it. It feels like modern mid-to-big budget games that have chosen "quasi-photorealistic" as their aesthetic of choice are becoming increasingly indistinguishable from one another. This type of visual style has long since stopped impressing me, and it's actually kind of starting to bug me how much all the top-end developers appear to be shamelessly cribbing from one another.
So here's a list of things that I would really rather see less of. Very few of these things are "bad" as such, it would just be nice to see some games that didn't do them.
Gears of War cam
You know the one. Third-person, camera shifted a little back from the character enough to see most of their upper torso but not their legs (because if you can see their legs you can see that we still can't quite animate people going up and down steps properly) and to the right, positioning the character just to the left of centre on your screen.
Bonus points if the camera wobbles around when the character is sprinting, in simulation of a cameraman running behind the character while attempting to hold an unwieldy camera steady.
The slow pan down to interactivity
The "seamless transition from cutscene to gameplay" thing stopped being impressive a long time ago. Final Fantasy VII pulled it off (kind of) in 1997. Just once, just once, it would be nice for a cutscene to end without a slow pan to Gears of War-cam while the background audio and music fades to calmness and the protagonist slowly, but perfectly in time with the camera pan, takes a stance ready for action.
Painfully obvious objective markers
"Go through the door". No, really? This door that I just spent half an hour solving puzzles to open? Really? You want me to go through it?
A health bar that grossly misrepresents how much damage you can take
To be fair, this has been a problem since Namco's Rolling Thunder gave you a segmented health bar that suggested you would be able to take up to eight hits before keeling over, then immediately killed you if you got hit by a single bullet. But this has become so common it's a bit of a problem ever since everyone decided that everything needs, to one degree or another, to be a Souls-like.
If you're giving me a health bar of a reasonable length, I don't want 75% of it to fall off the moment I take one hit from an enemy. Not every game has to have "brutal, hard-as-nails" combat, as marketing people like to put it. Sometimes it's okay — even desirable — to have flashy, button-mashy combat where the protagonist can take as much punishment as the enemies do.
Opening a single drawer from a chest and finding nothing
I don't know which game first did the "protagonist searches a chest of drawers by opening one completely empty drawer and 90% of the time doesn't find anything" thing, but it's an absolute plague these days. Granted, at the other end of the spectrum we have Shenmue, a game which can be looked upon at least in part as the world's most detailed cupboard-opening simulator, but I feel like there's probably a happy medium somewhere.
See also: lootable objects in non-RPGs with nothing in them. Why do you do this?
Progression mechanics in games that aren't RPGs
Stop it. I don't need to level up and I don't need to grind in every single game. Just give me what I need to beat the game from the outset. You may — may — under certain circumstances unlock new moves and weapons as the game progresses, but these should not be tied to any sort of "experience" system.
Photo mode and New Game+ added as post-launch updates
You know you're going to do them. Just put them in from the start.
And just for good measure, one thing I wish we saw more of:
Post-game unlocks that significantly alter the game
My benchmark for this is Silent Hill 3, which, under the correct circumstances, allows you to dress the protagonist Heather up in a retro-futuristic outfit and unleash her devastating "Heather Beam" on enemies. Optionally, you could also add an on-screen health bar to the game, which is not normally present because it's a survival horror game. These two elements completely changed the feel of Silent Hill 3, and offered an incentive to replay that wasn't just "play through the entire thing again with some minor changes to get a different ending".
These days, sadly, costumes are primarily DLC and additional modes that significantly alter the way the game plays just don't really feel like a thing any more. Part of this is down to modern games being considerably expanded in length over stuff from, say, the PS2 era (which is when Silent Hill 3 originally came out), but also some developers just don't seem all that willing to have a bit of silly fun with their creations. And that's a bit sad!
Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.
If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.