Deadly Imperfections in Game Designing

For some people, imperfections are obvious in video games, and the worst part is that they’re perpetuated. Nothing can be more infuriating than playing a good game and finding out down the road that it has design flaws. Such imperfections have the power to shorten a game’s lifetime, making most players become unwilling to finish it. The flaws described in the following lines are just a couple of examples, and as you play your own games you may stumble upon numerous others.


No player wants to go through the same thing over and over again, regardless of how amazing the level design is. Checkpoints were used on consoles provided with small memory units, but they’re definitely unacceptable nowadays, especially if they’re situated at a 10-meter distance or more. The problem becomes even worse if these checkpoints imply watching the same cut-scene that cannot be skipped several times. Among the games that feature this flaw we mention “I’m looking at you” and “Gears of War”. A good game should let its players save what they want, without having to deal with any restrictions.

Gothic game series design development for gaming

Annoying boss fights

We’re not saying that boss fights shouldn’t be included, especially if they’re not very difficult. The idea behind boss fights is that of finding the other’s weak point and exploiting it a couple of times before moving on to the next level. However, going through the same fight 50 times within a game is no longer fun. The situation gets even more infuriating when the fights require you a certain magical object that you’ve simply not found, or when the whole process lasts more than 20 minutes. Some of the games that have this flaw are Ninety Nine Nights, Tomb Raider Legend, Condemned, and Kameo.


Most gamers who decide to play a game do it because they like the game, not the mini-games included within it. It’s very hard to understand why such a large number of RPGs decide to suddenly break their own gameplay. Players who are interested in mini-games can turn to Warioware, Rayman, Will Play, or Fuzion Frenzy 2. If you don’t like coming across mini-games, you should definitely avoid playing Fable, Jade Empire, Oblivion, Splinter Cell: Double Agent, or Condemned.

Unskippable dialogue and cut-scenes

Storytelling is fun and entertaining, while the dialogue is a guarantee for good immersion. However, this doesn’t mean that the whole game should rely on these two features. Most people appreciate seeing them once, not every time they play. Some games whose developers haven’t paid attention to this detail are the Japanese, while the others are games such as Rainbow Six Vegas and Gears of War.

Long reload times

Loading times are normal, especially when it comes to complex modern games. However, you shouldn’t wait for more than 20 seconds to reload a level. If this happens, it means that the game has great problems, and that it also features the first two deadly imperfections described above. Instead of reloading the entire level, games should rather reset it. Game developers should realize that gamers will always avoid games that imply spending more time waiting for the level to reload than playing. This is one of the reasons why a lot of gamers have given up playing Tomb Raider Legend, Condemned, or Gears of War.

Bad camera

You’ve probably played a game or two with this problem. However, stretching your neck whenever you want to see something that is beyond the screen’s border simply because the camera doesn’t allow you to look can be extremely infuriating. Players should be allowed to move the camera whenever they want, especially if the automatic angle isn’t very good. This category contains mainly 3D Sonic games, and games such as Gears of War.

Designing a video game that is complex and packed with complex graphics and visuals is certainly not easy to do. Yet, when the same imperfections happen again and again it certainly becomes frustrating for the player. These repetitive flaws are reasons to give up and that’s why manufacturers should think twice before releasing a video game.

The post is shared by Jason Phillips.  He is a writer and blogger. Other than writing his interest lies in watching action movies and playing game at Train Games 365.

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2 Responses to “Deadly Imperfections in Game Designing”

  1. Carson

    Mar 01. 2014

    mobile game development is rapidly growing these days, nice review article avinash!

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  2. Abhilasha

    Aug 31. 2015

    Hello Avinash,

    Very Informative Article Post.Very nicely written and covered all the points in which usually people do mistake.

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