Failed attempts at innovation

What games tried something creative and imaginative with absolutely no positive outcome?

Fable 3 wins my vote for its complete replacement of traditional menus with an actual 3D space to walk around and interact with. Sounds cool on paper until you realize that it makes even changing clothes a clunky process.

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That one Jurassic Park game

Fable 3 is such a pile of shit that it manages to make Fable 2 good in comparison.

Hey You Pikachu was fucken garbage.

Fable 3 is full of this.
If the game had some actual breadth and depth it could have been brilliant.

Try Star Fox Zero.
It's amazing how sequels can sometimes manage to take something that was perfectly good and ruin it.
I don't mind gyro controls, Splatoon did them very well for example. Star Fox did not.

Obligatory wagglan and Zelda mention

why was I the only one who liked fable 2?

That retarded menu was one of the worst things about Fable 3.

Terranigma did that decades ago.

It's not very good.

Spore. All of it.

and Kasumi Ninja did it even earlier.

All the innovation Spore had was gutted long before release.

I liked Fable 2, but my first playthrough was ruined by game-breaking bugs and I never finished my second playthrough because I realized that the story is on rails and everything you can do outside the story is repetitive and loses its novelty fast. Also, for a game that revolves itself around customizing character appearance and roleplaying, the broken weight-gain, weight-loss system became a pain in the ass. I couldn't go to the tavern at night and get drunk without also instantly becoming obese. Then, no physical activity shed pounds. They only way to lose weight was to eat celery and the fat magically disappeared. It was retarded.

Kill orphans or feed orphans, deep epic moral choice.
And only 6 spells to mess around with, all of then being offensive spells
Purely cosmetic
What also killed Fable 3 was the base gameplay.
Imagine if the demon possesed your dog instead and you were forced to kill your dog rather than some guy who you don't see much of.

you also look fat regardless when you max out your strength anyway. it's impossible to actually make an aesthetically pleasing character in that game.

The wii as a whole

There was something about the battle system that had the right ideas. attacking low and high, character assists, character turn strings, and even attacking in a pattern to really hurt enemies. It's like it had fighting game elements inserted in as well as Xenogears combat which would make it god-tier but instead it was a repetitive slog.

xenosaga in general was a mistake.

Holy fuck the opening of the first game was TERRIBLE AND gamebreaking bugs. What the fuck.

wht game breaking bugs?

neoseeker.com/forums/1896/t197968-glitches-bugs-thread/

Basically, you HAVE to grab that item the first time around on the first ship lest you crash and will never be able to 100% the game.

think it's called segment address 16, right? you crash if you try opening the door.

Every games that go "we've taken out some stuff but add tons more", any revived IP

Final Fantasy 8 comes to mind.
It tried a lot of different things compared to the standard FF formula, and most of it fell flat. Didn't help that the game was also dragged down by some of the worst writing in an entire series full of bad writing.

In terms of writing, i mantain that 99% of this game problems are tied to Rinoa.

Squall himself is mostly moody at the starts, he shows more personality as the game progresses.
He reverts back into emo mode or sappy enamoured teen mode EVERY TIME Rinoa is on the screen.

The love interest should've definitely been Quisitis.

oh I thought that was the point. love makes us stupid and needy.

I remember the last game for me that I felt hype was fable 3 and I learned quick that I was being jew'd. But hell the fable series has been plagued with content cuts/fuck-ups so much. Just go look up project ego.
Also the sanctuary "menu" idea sucked so much ass. To do the task of switching weapons, clothings, or spells turned into a process was done a hell of a lot faster with fucking menus. Shit we've been doing for years.
Fuck did the dev team around that time change up or something? No one could be that retarded to implement something so useless and time consuming.

maybe it's just me but I think the game would be way better if you played as Laguna from the start and then halfway through your estranged and mentally unstable mercenary child shows up causing a complete 180 in tone.

Sigma Star Saga

...

Civ V's everything.

Yeah, failed. Tripped and plunged its face right into the ground, you might say.

nevermind I read that as super star saga

Spore was an attempt to create a game that had multiple game genres all in one. 3PS, RTT, RTS, 4X… which it managed to do by making extremely dumbed down versions of those genres and connecting them in rather meaningless ways.

Friday the 13th on NES, the idea being a horror game where you have to look out for people other than yourself (escort missions don't count). It's a nice concept; you go out and explore the world, but there's a CHILDREN counter you have to keep track of. It could've been a really unique "oh shit" feeling, to suddenly see the CHILDREN number dropping when you're fucking around in the woods. The idea of having to balance your time and resources, possibly choosing to just let a kid die as the best option.
Instead, all it really does is put a leash on you. Every time someone is in danger you have to drop what you're doing and hurry your ass over to the same repetitive fight. It can take ages to get over there, you can't reposition kids, you get no option besides FIGHT JASON or IGNORE IT, there's not much strategy or depth to any of it. It's more like an alarm telling you to get back to work when you're on break.
I really want to see this idea done right, hopefully not by guys hastily shitting out a licensed game.

Crash Bandicoot 2 did that years before fable 3 tho.

No shit sherlock.

Omikron: The Nomad Soul

It was David Cage's first game. First game of his studio, Quantic Dream. Released in 1999.

It tried to do open world adventure puzzles, platforming, first person shooting, and fighting all in the same game. But it failed terribly at all components. They bit off more than they could chew.

What's sad is that if you really take a look below the surface you see a game with a lot of potential and depth (and a really interesting world) that just never really panned out. The studio ran out of money, they were cucked by Eidos who wanted to port it to a different platform than the game was intended for, and Cage had to rewrite his script to get David Bowie who knew fuckall about video games to continue supporting the project.

It's an amalgamation of compromises.

But then again, Cage was 27 when he started work on the project and launched his own studio, and it's more or less his weeaboo cyberpunk fever dreams.

isnt star fox's problem more lacking content?

and maybe fleas

Wew

Spellforce 1.
The idea is pretty darn neat and could probably have been pulled off successfully. An RTS with a sort of Anno/Settlers style economy and a full-fat RPG bolted on top.
But the game has serious balance issues that almost ruins the RTS part of the equation.

The successor does away with all the weirdness in favour of a fairly by-the-numbers Warcraft 3 clone with an RPG bolted on top. It works, but it's terribly unoriginal.

Granado Espada Online

People complain that MMOs and Eastern MMOs more than others don't try to innovate but the reality is that every single time anyone tries truly innovative shit in MMOs, it always ends up bad or people complain that it isn't the same old themepark eq clone bullshit again.

At least we got out of Granado Espada the single greatest MMORPG OST of all time.

Paper Mario Sticker Star. The idea of a nonstandard turn-based RPG is neat, but Sticker Star went about it in a pretty bad way.
Color Splash fixed nearly all of it's issues, but there's still the fact that you need to keep certain cards for certain points in the game.

but granado espada was the same old generic pay 2 win bullshit that is every other hotkey mashing MMO.

the only difference is that instead of one character, you made three, and ran them all at the same time. how the fuck can you say thats innovative? its a shitty gimmick. thats like calling shittendo innovative.

Crash 2 had a hub, not this. If you paused Crash 2 and went to the hub, that would be this.

sometimes I feel like Nintendo fucks up their innovations on purpose as an excuse to justify churning out the same shit over and over again.

Fable 3 teaches powerful life lesson user. Buying real estate and then renting it out is the best way to make shekels, and any problem can be solved by throwing massive amounts of shekels at it.

at least they learned from 8 so when they next had a game that centered around a woman and her love interest protagonist, the woman was waifu-bait instead being a totally spoiled retarded cunt. By that I mean X; in IX there's nothing wrong with Garnet and though much of the plot revolves around her at the beginning, the end is all Zidane. Yuna, Lulu, and Rikku were all good characters. They had to atone hard for how fucking terrible Rinoa was.

Resident Evil 6 had an expansive movement system that you were able to ignore completely because the game didn't reward you for using it. It also had multiple co-op campaigns that provide different parts of the same story. Now if only those things were in a good game. Though I think co-op is anti-horror it wasn't the most offensive part of 6.

That wasn't necessarily a bad thing. Spore did each stage of evolution pretty well without sinking a lot of time and money in to each, but EA fucked it up and made each stage an iphone game.

Radiant AI. Too complicated of a job for dumb bethesda programmers.


Their budget and technology were insufficient. The controls are underdeveloped. It could be the best survival FPS game ever made if it was made 4 or 5 years later.

This fucking game
Fucking ridiculous. Still have yet to see such poor writing in any game since.

It was originally P2P, you idiot. And it went far beyond just the multiple character dimensions and dynamics that markedly changed the game plus a bunch of other things but it resulted in poor execution and bunch of casuals and whiners crying "it's not like x game" until they got their way and then the good players left which continued onto everyone else just leaving and they were forced to go F2P to continue. There was a tremendous amount of effort to create it and considering how old it was with the ridiculously amazing soundtrack it was one of the saddest bombs in gaming.

From dust.

The game's not bad, it's just super short and is essentially a glorified tech demo. PC port is shit though.


Bullshit.

5 vanilla was bad, but 4 vanilla wasn't that great either. Both are tied for best in the franchise now with the expansions.

I actually still own the box for the game somewhere in my closet. The game was a universal bomb in the west though. They made it F2P a few months after it released, and my box basically made me pay for the game CDs and an extra character that was a blacksmith or something.

I think the game is still alive in Singapore and Malaysia.

What I remember about it was that it had a pretty bitchin soundtrack because they hired super popular edm djs and your characters had a lot of custom emotes. The player hub cities were super comfy too.

Game was ultimately just a pretty (for its release) korean grinder though. Hell, you could basically plop your party into an area, turn each of your characters to aggressive/defensive, and just let the game bot for you.

That game was pretentious trash with walking sim tier gameplay. It's the walking simulator of the RTS genre (if it even qualifies as that)

I'm actually impressed. A good thread about video games on Holla Forums?

I would say Dark souls 2 soul memory matchmaking is not a failed innovation, but made people hate the game.

I'm surprised the tech wasn't reused, it was fucking amazing being able to sculpt a world with such ease, I guess I should have paid more attention prior to release, I thought the game would be basically Populous, too bad.

Dark Souls 2 is somewhat remarkable for breaking fundamental parts of the game in new and interesting ways.
In addition to soul memory, Adaptability makes basic actions unpredictable, warping invalidates a lot of exploration, and dex weapons are terrible because durability is tied to frame rate.

Excuse me?

Welcome to 8/v/ halfchan cuck.

Both.

It wasn't a bad idea, in fact there are a lot of games that could learn from it. The critical failure was introducing it in a fucking RPG of all things; I cannot understand what would compel someone to do such a thing.

MGS2.

Gimmick details that don't affect the gameplay are not innovation. It practically was just a rehash of MGS1 with a plot that has its head up its ass.

Metal Gear was never good. Neither the story nor the game was ever good.

never change Holla Forums

You all fail to mention the most fucked up design decision ever, which not only fucked over Fable 3, but also Fable 1 and 2, Black and White 1 and 2, Dungeon Keeper 2.

What is it?

Simple. No difficulty. All the could have added was a mode to to add more enemies and make the damage output of them higher. Much higher. Maybe attack faster too.

I am not much a tun of just upping the health of the enemy in lockstep with their health, but even that would have been better.

Peter Molyneux ruined many games with his autistic refusal to just give some people a challenge. He is fucking autistic about that, because it has been going on since the very beginning.

That man has fucking issues.

I has already loathed the series since playing MGS 1. Call me contrarian, but it's my legit feeling towards these games. From gameplay perspective, the controls are horrid, the camera perspective is shit, the dumb enemies respawn, the stealth makes no sense, some of the segments including most boss fights have nothing to do with stealth whatsoever, and it's just unsatisfying all around. From story perspective, everything about these games is wrong.

They had the opportunity to create a one-of-a-kind new type of RTS and instead they settled for recreating OpenTTD.

Every Paper Mario game after the Thousand Year Door.

what is OpenTTD?

I

Open Transport Tycoon Deluxe

What should the dev have done with it, user?

There was an idea going around for a time about a vs. mode where you assembled your own robot armies and directed them from a command center. Sadly it never went anywhere.

Controlling a robot army from a command center while poisoning the surface with deadly pollution, you say?

I knew there was a reason as to why I always named my engineer Karras.

Any game that does innovation for the sake of innovation and not for the sake of improved gameplay is destined to be shit.


Didn't you get the bad ending in that game if you taxed your citizens and hoarded gold in order to fight off the coming apocalypse because you were being "greedy"?

No actually. You got the best ending if you bought all real estate, rented it out and with all those profits used them to not only fight off the darkness, so you don't have to steal from the population.

Basically Donald Trump. lmao

maybe you're just retarded.

It's not a perfect implementation, but Dead Rising 1 (only one ive played, not sure how 2 does it) has a limited number of survivors, and they'll die if you dont save them. Pair that with the 3 day limit, and its an effectively stressful mechanic

That's a fine Kojidrone-tier post right there, mister

It was a pretty solid sequel with a pretty clever self-aware plot that got retroactively ruined by later games. I'm sorry it was beyond your peabrained comprehension.


I never understood this criticism with the MGS series. Most of them tend to be PCfags obsessed with "ghosting" stealth games for some reason, which I always found to be pretty boring.

Literally anything Nintendo has made within the past 10 years

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