95% Chances of Success and I Missed?! Game Mechanics We Hate
Yes, we love games. But there are times when the only sensible reaction seems... throwing the keyboard out the window. Some of the mechanics have been under the players' skin, and today, we're exposing them all.
Table of Contents
- 95% Chances of Success and I Missed?! Game Mechanics We Hate
- Force of entropy – weapon wear
- Level scaling – David becoming Goliath
- Quick-time events
- RNG
- You're overloaded!
- Save the game only once!
- Killstreaks – Massacre of the Innocents
- Your computer is a fraud
- The Witcher sens(l)es(s)
Killstreaks – Massacre of the Innocents
After the premiere of Call of Duty Warzone, I returned to the multiplayer of this, otherwise well-received, installment of the well-known series. My depression and suicidal thoughts came back, because it took a few games to remind me what kind of a vegetable I was in online shooters.
You see, I can only hear in one ear, which is why playing with headphones doesn't really help me at all. While I can comprehend the idea of spatial sound, I cannot experience it. I can't tell you where the footsteps are coming from and I almost always turn the wrong way. So, I've grown to associate noise with chaos and fear.
I can sometimes mold the fear into irritation or impatience. This was the case with Warzone. The killstreak is a nice addition and it makes the game even more exiting, but it's also a tool that makes the winners even bigger winners. The better a player you are, the more kills you can get, the more powerful reward you acquire. It can be a radar that will temporarily reveal enemies on the map, or a drone that will disrupt their interface, but it can also be a variety of air raids, automatic turrets, robots that will chase you till the end of times, and finally, a power armor with a minigun.
The problem with killstreaks is purpose – promoting players who are already winning makes little sense from the perspective the people who play only occasionally. It can literally turn into a massacre of the innocents. Some games – such as Homefront – flirted with a much healthier approach. The idea was simple – curb the top players by revealing their position. Before you say it's not fair towards the winner, think how fair is it towards others to give the winner a convenient way of completely dominating the game.