Alles

Bad game design choices: Achievements

A large portion of gamers probably encountered the following scenario, they kept grinding a game just to unlock an achievement, even though they were already fed up with the game. That is exactly what achievements are designed for, to motivate you playing in a scenario where you would normally stop, because it became to boring.

Bad game design choices: Loot Boxes & Gambling

Let's get to the now probably more widely known loot box problem. I decided to combine loot boxes and gambling since they go together in most, if not all games.

What are loot boxes?
In games that have pay to win and/or cosmetic items, you will often also find loot boxes, that have those items in them, but you don't know what is inside yet.

Bad game design choices: Quest Markers

This another of those little design elements in a game that has the potential to ruin the whole game experience, it is very similar to the minimap and often is combined with the minimap and I call it quest markers. What I mean with quest markers? Well first the thing that is obviously meant with quest markers, meaning graphical elements in the game that show you where you have to go to fulfill your current quest. Those often are placed into the HUD and the map or minimap.

Pages