ITT: Dishonest game design. Post examples, I'll go first

ITT: Dishonest game design. Post examples, I'll go first.

Crash feels like the more modern day equivalent of the Sonic games where they prioritized very cool looking visuals over consistently good gameplay

I liked the games, but if we were gonna speak on objective game design, then those levels were Crash Bandicoot is running backwards towards the screen were all bad

kek what a bandicoot

What a retard, filtered by crash bandicoot.

gamers then

hahaha I died in a silly way, I have been surprised

gamers now

REEEEEEEEEEEEEEEEE WHY WASN'T THIS TELEGRAPHED AND FORESHADOWED!! UNFAIR UNFAIR UNFAAAAAIR!!!

What Crash deaths made you feel the most funny

The first problem is disingenuous as you clearly can observe boxes breaking from merely touching them when that powerup is active prior to this segment.

filtered
LOL

Any of the squashed flat ones
Those always made me feel funny in my tummy regardless of game, though.

The only thing in that webm I agree with is the pig riding controls were pretty fucked. Everything else is a legitimate skill issue. Why the fuck would you complain about trial and error in a platformer?

when he becomes an angel or drowns

The man-eating plants make my pp funny

Use your fucking brain monkey retard nigger. WHAT THR FUCK is wrong with OP.

Explain to me why trial and error is inherently bad. And why figuring things out and the process of dying and trying again is somehow fundamentally unfun.

This shit is so funny man

When the sword guy cuts him in half and his top half floats there while the legs walk away

i remember watching my cousin play crash in the 90s and thinking it looked like hot garbage
they're little sister games, like spyro

It's all about taste, everything's about taste. We should close this board, discussing games is a waste of time.

got the game as a small kid

lose to a plant

watch the bulge travel down as it swallows with intense fascination

The game was over from the very start.

Something something bad game design something something wasting my valuable time

But they actually have platforming challenges for 100%.
Crash 1 is pretty brutal for 100%.

What a retarded video, LMAO.

The one and the only

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Jump up and down

Huh? That's not doing anything

Press up and down

Moves up and down

Surely you weren't one of the dummies who didn't think of this right?

Whoever made this objectively sucks ass at the game and is so resistant to taking personal responsibility for their failures, they resort to putting all that time and effort to make this. Not only filtered, but a complete bitch, lmao. This is absolutely a zoomer playing on an emulator.

Was this the birth of a vore fetish?

Crash 1 was always trash, tho. 2 and, especially, 3, are the goat

There's no reason anyone who doesn't already know would try pressing up and down. Nothing else in the game controls this way, nor does it even give the impression that it is an elevator to begin with. The only way one might discover that is by hitting everything on your controller out of frustration.

The one who recorded this was around 35 I think

mobile phone running game gameplay

crash always looked like shit to me, why do people play it?

imagine getting filtered this hard by a ps1 game kek

It's common sense

Barrel moves up and down

Jumping doesn't work

Can only move left and right or up and down

gamers then

REEEEEEEEEEEEEEEEE WHY WASN'T THIS TELEGRAPHED AND FORESHADOWED!! UNFAIR UNFAIR UNFAAAAAIR!!! anyway i'll keep playing now

gamers now

REEEEEEEEEEEEEEEEE WHY WASN'T THIS TELEGRAPHED AND FORESHADOWED!! UNFAIR UNFAIR UNFAAAAAIR!!! FUCK THIS GAME I'LL BITCH ABOUT IT ON TWITTER
ftfy

It's not for the most part. Trial and Error is the basis for many great games. Crash however has a rather strict lives (and in Crash 1, a terrible save) system that can lead to you redoing way more than just the part you're trying to trial and error and the part directly leading up to it.

With infinite lives in something like Souls it's fine to just have trial and error, but it is not fun at all to have to redo potentially hours of gameplay because you died to something you couldn't predict or plan for.

ITT: Dishonest game design

all dark souls/elden ring games after the first one

underwater jet turbines

Everyone was wondering how the fuck did ND manage to make it look so good back then and it was because they hacked the console. Sony wasn't happy about it but they needed a console seller so they allowed it. Don't be retarded anon.

tfw the hitbox perfectly matches the sprite

Naughty Dog has always been and will be graphics over gameplay and substance.

This just looks like an amateur that can't appreciate he's playing peak platforming

birth

Nah, I was clearly way into it even as a tiny kid.

The first example is outright lying. The boxes are breaking on contact because crash has aku aku invulnerability, not because they made the boxes break on touch

the coco ones

imagine getting filtered so hard by a ps1 platformer that you make this webm to prove to everyone that you arent bad

Like haha funny?

Crash always sucked.
It's obnoxious like a fake video game you'd see on Law & Order.

Journalist tier gameplay.

The one where the sword wielding enemy cuts off his pants.

That's actually the most misleading part, jumping up and down DOES move the barrel, but just slightly too little for you to make it out of there no matter how hard you try. So the first time you try it, jumping up and down on it feels like you're almost doing the right thing, but just not timing it right or something.

truly spoken like someone who wasn't alive when this game came out

I beat that part as a 3 year old

Sounds like you're just dumb

underage b&

based

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Hey guys what if classic game you love was actually LE BAD?!?!?

I have no interest in your shit opinions

Notice how it's edited with a phone? Fucking zoomer fragility lol

Matching the sprite isn't usually honest, because it also depends on the enemy hitbox. Besides that, most games use smaller hitboxes than the actual sprites so the player has some leeway to evade, that I'd call honest hitboxes.

That's actually the most misleading part, jumping up and down DOES move the barrel,

This. As a kid, I beat this part by jumping. I didn't learn about the intended way to beat it until WAY later.

707809592

somehow you're to know that a box breaks when you touch it

Imagine being filtered by Crash Bandicoot of all the videogames that exist.
You're pathetic.

This
Trial and Error in itself isn't bad.
Trial and Error, but Error means you get severely punished, with no other way to Trial, is bad.
It's the video game equivalent of asking someone a question you know they don't know the answer to, in order to mock their intelligence, instead of just telling them.

99%

Ok, now that's a cope.

None. I AM sick in the head, but not in the way that would make me get off to cartoony deaths. I'm mediocre even when it comes to being depraved.

Cope and seethe. Masking your no-skill with over-analyzing doesn't mean the game is shit. It just extensively expresses how much you lack for problem solving skills, pattern recognition and simple caution. If you fell for the ambush monsters in Darksouls enough to rage quit, you simply never learn from your experiences.

You have to press up and down in a specific rhythm or it doesn't do shit, that's why it was so cryptic. The mechanism was used nowhere else, all they had to do is to move up and down like an elevator instead of a spring.

somehow you're supposed to know the boxes break

yes? the first time you get the mask boxes near you explode on their own, I was 6 and I understood that intuitively. Look I hate modern Naughty Dog but this is pure skill issue

Don't think Crash being flattened is depraved

t. shitter

the problem is that jumping up and down seems to be doing something

The issue isn't really about honestly, but also the motion those hitboxes might present. If you have a character do a fast sword swing, and have the hitbox be 1:1 match to the mesh, you'll likely need to do additional computing just to make sure you aren't leaving gaps as the animation moves from one position to the next. It'll be computationally more effective to have a hitbox (or series of hitboxes) that represent the area the sword swing covers, as well more adjustable to avoid any weird edge cases where attacks may not be connecting properly.
Skullgirls is a fighting game that infamously tried to do 1:1 matching, but it felt like shit, so they went back to regular boxes like every other 2d fighter.

The funniest thing about this shitpost is 95% of the people posting in this thread have never played the game and don't understand how stupid it is

I always get confused. Is Donna the wife, or is Roberta the wife?

if you overanalyze everything you realize there's no such thing as perfection.

no shit you fucking midwit retard.

if horny i guess coco getting her clothes ripped off and naked but i dont remember

if funny crash getting stung and expanding

Donna but shes not a popular milf

bubble shield

My dad played Crash with me. He had me when he was 20 so he was 25 when we played this. He told he that he thought Crash was about to fuck the hog when he did the eyebrows animation.

Posting Bait

You nearly got me

jumping moves the barrel, up and down needs momentum.
You can actually pass through one of these barrels just by jumping.