The 7 sins of bad video game design

Video games have been around for decades, so why are there still so many duds?

Published by Aki Järvinen on October 30, 2012

Everybody loves a good game, especially Nokia Lumia lovers, so why is it, that after decades of gaming, there are still bad ones around? When I’ve taught game design, one of my approaches with students has been to force them to play bad games in order to learn what not to do with their own projects. Thanks to challenges like this we’ve unearthed seven sins pretty much guaranteed to make gamers rip their hair out in frustration. 

1. Inaccessible controls

There is a thin line between the satisfaction a player gets from being able to manoeuvre a character, effortlessly around, and the frustration a player feels when the video game controller does not yield to his command.

Inaccessible controls remains a key reason why many people do not get into video games as a hobby. In a soccer game, a chipped shot might be explained as ‘L1 + B’, a form of gamerspeak that implies finger-twisting to the extreme. Enough said.
 
2. Lack of or bad tutorial

The first video game ever, Pong, managed to encapsulate it’s core idea into one lucid instruction: ‘avoid missing ball for high score”. Few games are as simple nowadays, which means that game developers cannot trust the player to immediately grasp the basics.

Enter the tutorial, a sequence where the game holds the player’s hand through the core gameplay concepts. Tutorial design demands the game developers to take a step back from what they eat for breakfast, and step into the shoes of a player who has not touched the game the developer has been working on for months or even years. Thus, a tutorial that fails to suck the player in, persists as a design challenge.

3. Too steep difficulty curve

A good game is supposed to evolve its challenges as the player becomes better at tackling them – this keeps the game interesting. However, it is easy for a game developer to lose sight of how an average player will cope with its challenges. This often leads to the difficulty of the game ramping up too fast. Subsequently, the game ends up frustrating or intimidating the player to the point of quitting. Sound familiar?

4. Lack of feedback to the player

The gist of interactivity is in the simple loop of input and output; one makes a move and sees what comes out of it. Therefore giving feedback to the player for his actions is of utmost importance to keep them engaged – if the game fails to do that, it’s probably not much fun.

Video games are – or at least should be – great at this, because they are essentially systems built to provide visceral, immediate feedback. That’s why they are called video games, something to engage our perception. Imagine a game of Bejeweled where matching diamonds into rows of three would not involve any kind of gratifying visuals to indicate your success. Lesser game, no?

5. Optimal strategy for winning

Part of the magic of Angry Birds is how it simulates physics: how the birds and the pigs and the building blocks behave together in predictable yet unpredictable manner. Let’s imagine for a while that the bird physics would work like this: Each time one maximises the slingshot power, the optimal result – level instantly cleared – would be reached. That would be called an optimal strategy, and it does not a fun game make.

6. Lack of meaningful choices

Famous game designer Sid Meier, of Civilization fame, once defined a game as ‘a series of interesting choices’. His games definitely reflect that.

Yet, if one finds a game where the choices presented to the player produce only superficially different outcomes, you are most probably looking at a bad game. Let’s imagine playing Tetris without being able to rotate the blocks – lesser choices to improve the outcome; lesser fun factor.

7. Unrewarding, unclear goals

When I focus fully on kicking my buddy’s ass, or completing a level in a video game, I engage in a fundamentally goal-driven activity. Part of its pleasure derives from struggling towards well-defined goals, such as ‘avoid missing ball for high score’ or ‘save the princess’.

Furthermore, good game goals are clearly isolated wholes that are pleasurable to strive for. This is not always the case with our everyday life: It’s hard to find romance in taking out the trash. When a game fails in setting it’s goals with clarity and imagination, they appear more like chores.

Each of these can be a real pain, but which gets you riled up the most? Let us know in the comments below.

Image credits: Morberg + Lord Jim + Mbieusch + Johnny Jet

Comments

  • http://www.tourabsurd.com/ Katrina

    I would add “Sexist, racist, or demeaning characters” to the list. It gets extremely tiresome as a female gamer to see female characters displayed as if they are a piece of meat.

    • http://twitter.com/aquito Aki Järvinen

      Katrina, definitely, that is a cardinal sin we come across way too often.

    • SirChronocide

      Fact: Games are entertainment. Sex sells. Both male AND female characters that are portrayed to be human are like this. It seriously pisses me off when I see the sexist card being played when there’s an attractive female character in a game.

  • http://twitter.com/haroldlgardner Harold Gardner

    Game design is an art, but it is also a game. Interesting that so many play that game so poorly.

  • http://twitter.com/strategyplanone Strategy Plan One

    My list includes no depth to story, character and game play, lack of open environment, and frequent glitches

  • http://twitter.com/gizmo4me2 gizmo4me2

    I would like to put just one little thing here. Games have a lot to answer for .

    • http://twitter.com/aquito Aki Järvinen

      Could you elaborate, please?

  • http://www.facebook.com/MarkAReynolds Mark Reynolds

    A good reminder that, just like movies, it’s about far more than stunning graphics, special effects, and attractive characters. A lot of thought needs to be given to the basics of what makes a good game, and the glitz added on top of that, not the other way around. I must say that I also like the previous 2 posts by Katrina and gizmo4me2.

  • http://www.facebook.com/goldiedust2012 Goldie Dust

    I HATE too difficult controls! i just want to play not spend hour learning finger gymnastics.

  • http://twitter.com/BharatJusta Bharat Justa

    I kinda’ hate tutorials. They waste a lot of time!
    So I just go to game settings and see the controls and adjust them acording to my needs.

  • http://twitter.com/easyhiker101 Michael

    When I watch my son playing, I sometimes get the feeling these games are unwinnable to the end. But it’s just me.

    • http://www.pcinbox.com/ Shafky

      definitely

  • http://www.freenclearstuff.com/ Amber Taylor

    Yeah – but my biggest pet peeve is what we call “buttonriffic” where you have to press a series of buttons simultaneously to make a jump or a combo of moves. That’s not so easy for some of us with arthritis in our hands. Seems game designers just completely forget about us. I also despise achievements based on random chance.

  • http://www.geekchoice.com Dagmar Schneitz

    Plus, gamers have to remain relevent. I like retro old school as much as the next guy. But to make a 2012 game with 1992 storylines and technology, that just won’t cut it.

    • http://twitter.com/darrenmoffatt Darren Moffatt

      Seemed to cut it for games like Retro City Rampage and Jamestown. Games like Fargoal are also quite enjoyable. All kick back to the games of the late 80s and early 90s in both storyline and technology.

      Spiderweb software produces the same games today as they did back in the 90s with only slightly updated graphics.

      So I guess I disagree. The early 90s brought us some great storytelling (games like Ultima were still being made) and there is still a large market for games with a retro look and feel. Those kinds of games still cut it.

  • Ikohaus Avante-garde

    Games have become so complicated one needs a game tutor

  • http://www.facebook.com/lucas.wyrsch Lucas Wyrsch

    Great points to be considered in a plan, do, check, act continuous improvement experience of game developments!

  • http://twitter.com/mbazaluk Mike Bazaluk

    Sadly its a little like new films lots of special effects and little plot to involve the player

  • http://twitter.com/aquito Aki Järvinen

    Thanks for the comments everyone!

    Mark points out well my exact logic for compiling the list. The story for instance needs to be aligned with the game’s goals in order to have a chance of any kind of depth and connection to gameplay.

    Any more ideas to add to the list?

  • http://www.facebook.com/ecranelake Eliot Cranelake

    Games like this should be put in a big pile and burnt!

  • http://www.pcinbox.com/ Shafky

    With the latest gadgets you can play and win every game very easily, but as for as bed video games concerned, I would say Playing any game with a Touch Screen device is really hard to complete or even win a stage with. And the older joysticks and other stuff make you feel better to handle a game.

  • http://twitter.com/darrenmoffatt Darren Moffatt

    In some cases though, a steep difficulty curve is intentional and can be part of a well designed game. Demons Souls and Dark Souls are definitly not for casual gamers but the level of difficulty is a welcomed part of the overall experience those games aim to provide.

  • http://www.facebook.com/mistahnuff Matt Murray

    This article feels like it was written by an angsty teenager who never owned an NES.

  • sunnyjim

    I think that many of these points don’t leave enough room for interpretation, namely: 2, 3, 5, and 7.
    One game that is immensely popular that breaks each of those four molds that I listed is Minecraft. The game begins with no clear tutorial. It has no obvious “win” state. The goals are only defined by your imagination. And lastly, the learning curve can be very steep depending on several factors including mods like those from the technic pack (a popular group of mods that adds industrial machine type items).
    There are many games that would fit this same criteria and would break many of these “bad” design rules. I think the only take away that anyone should get from this is the points from 1 and 4. Point 6 could also be contested quite easily by such game staples as Super Mario Brothers or The Legend of Zelda. Those games didn’t have choices in the sense talked about in this article (in my opinion) and are very linear in their progression. But they remain as two titans of the industry.

    • http://twitter.com/aquito Aki Järvinen

      Good point on Minecraft. I think it is a prime example of interesting results when rules, like the ones listed, are broken deliberately and knowingly. Minecraft is a mix of a virtual world, game, and a sandbox, really.

      Regarding Mario & Zelda, I still would argue there are interesting choices in the context I was referring to, despite the games being very linear as you point out. Getting that extra coin on the top of the screen, or jumping on top of the enemies for extra points vs just completing the level as fast as possible in Mario counts as choices the players can make. In Zelda you make similar choices between fighting every single character versus exploring.

  • http://twitter.com/Genesyn Mike Becker

    I’d add Quick Time Events to this. They do nothing to actually improve gameplay, but are simply there for you to pretend you have control during cut scenes. Frankly, I’d rather just watch the cut-scene and enjoy it without having to worry about needing to randomly press Y for some reason.

    • http://www.facebook.com/RamenNoodles452 Jay Lee

      QTEs are a tool of game design that should be sparsely used. When used judiciously, then yes, they become annoying, but when used in the right places they can enhance the experience for the player. Heavy Rain did this fantastically well where depending on your input for QTEs, the events in the cutscene unfold differently. Just because a tool can be used ineffectively doesn’t make it a bad tool.

  • Brian Miller

    Consolitis – poor ports from console to PC for a quick buck!

  • http://www.salesdrive.com.au/ Ivor Kellock

    Great post – this applies to design in general as well I feel…….