"When games go wrong" is a new series of blog's I will attempt to keep updating when I'm not being a lazy prick. The series is all about new and old Games that seem to have a good idea, but fail in the end. Hope you guys enjoy.
Last weekend, I started and finished Dark Messiah of Might and Magic thinking, "Hey! I can't be so bad. It looks just like a faster paced Oblivion! What's not to love?!" As I soon found out Dark Messiah is as close to Oblivion as Battlefield Heroes is to Team Fortress 2.
That is to say, not at all.
So I kept playing thinking to myself it HAS to get better, how can it fail with such a good idea?
God what a miserable failure you turned out to be Dark Messiah, Gah.
Though I guess I should be thankful, considering it gave me the idea to start this blog in the first place.
Dark Messiah, you could have been awesome if only you didn't have...
1) A Broken Magic System
When a game has magic in it, it adds a special variety that is hard to replace. The key here is to make using it as seamless as it is using Melee. When you have to switch out "Spell Hands" just so you can start to cast a spell that takes 2 - 3 seconds to cast in a twitchy fast passed game, something has gone horribly wrong. On top of this, the mana system in this game is almost as annoying to manage as FF8's "Draw" system. (I loved the game, don't get me wrong. But seriously, whoever thought that up needs to die.)
Fault: The amount of mana spell cost, Cast times in twitch game, Lack of spells.
Examples of games that did it right:
Oblivion
Bioshock
Other guilty games:
Fable (Aiming spells)
The Witcher
Final Fantasy 8
2)Dependency on poorly implemented items or abilities.
I get it guys. Sometimes, you need a special item to spice things up in a game. Like a Gravity gun or a Magical Ocarina to make the game a little more friendly. But when you add something as retarded as a "Rope Bow" you know you did something wrong. Disregarding the fact it takes 2 seconds to draw it, I have to use up a space on my hot bar and the fact it's called "Rope Bow", you could at least make sure your collision works for god sakes. When I get stuck between 2 ropes and am forced to use noclip just to continue playing the game you did something wrong.
Fault: Instant kill Kicking, Rope bow.
Examples of games that did it right:
Half-Life 2
Zelda: Ocarina of Time
Other guilty games:
The Witcher (Potions and Research)
3) Shallow level up system.
Leveling up is supposed to make you feel better, faster, stronger. Kinda like that Daft Punk song that Kanye West ripped off (COUGH). When a game makes you level up, and then gives you such a limited amount of power to change your PC it seems hallow. Why even bother if it doesn't change how you play or give you any new options. You need to make the players feel good that they bothered to go do the side quest to kill 20 bloody goblins just so they could hit the next level.
Fault: Little variety in skills and options. What level - up options are there are almost useless.
Examples of games that did it right:
Knights of the Old Republic
World of Warcraft
Fable
Other guilty games:
The Witcher [Looks big, does nothing. One click combat FTL.]
Two Worlds
4) "Bonus" Combat
When you add things to a game like block, shield bash, kick it helps add to the effect of immersion. Giving the player a greater sense of freedom having more options in combat. When you do it wrong, it's either completely useless or way to good. In Dark Messiah every level without exception had a giant hole that said "Kick guys in here! Really! Do it!". So like any good spartan, I did. Problem was after a while I found myself using my kick more then my sword. Why should I bother hitting someone 20 times with a sword (and magic useless) when I could just instantly kill them by pressing the F key.
Fault: Kicking, Blocking.
Examples of games that did it right:
Prince of Persia
God of War
Gears of War
Other guilty games:
Oblivion (No one used Acrobatics special abilities. NO ONE! Block was good though)
The Witcher
5) Shallow plot choices.
A RPG is called an RPG because the idea is to ROLE PLAY. Dark Messiah offers none. I shouldn't auto fail a quest because I killed a guard of the main city. Like wise I should be able to influence the story and it's outcome BEFORE the end of the game. I shouldn't have to play for 20 hours just to make ONE choice that will change the entire story and then not let me play after. Yes, the final decision is always an epic moment, but it shouldn't be the only choice. My choices in the beginning and middle should have effected my possible choices in the end.
Fault: Make your choice or evil or eviler.
Examples of games that did it right:
Baldur's Gate II
Knights of the Old Republic
Never Winter Nights
Other guilty games:
Bioshock (Baby eater or Scientologist)
Fable
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(# 0) on 03/25/2008 16:20
(# 1) on 03/25/2008 16:29
11/10
"Who the hell do you think I'am!
(# 2) on 03/25/2008 16:36
I lol'd.
I liked Dark Messiah, but it was seriously flawed. Still fun though.
(# 3) on 03/25/2008 16:49
(# 4) on 03/25/2008 16:56
(# 5) on 03/25/2008 17:00
(# 6) on 03/25/2008 17:06
For a super-fun time, go down the combat tree on easy, but there's no point to further play.
(# 7) on 03/25/2008 18:29
(# 8) on 03/25/2008 19:02
Keep it up, Aertyr!
(# 9) on 03/25/2008 19:07
Rope Bow, lolz.
(# 10) on 03/25/2008 20:26
(# 11) on 03/26/2008 04:05