I have almost 30 years of gaming experience and I have been studying game design for almost half that time. The reason why I am making this post is to help contemplate the design decisions and try understand why certain poor decisions do not bother us.
The feeling of playing a game where you have to learn everything, is quite exciting. This is probably due to the games I played in my generation, which didn't give you any idea how to play. Past the gap, the youngsters would probably say the original Zelda title is hard, tedious, and does not show you how to play or what to do. However, I can't stand tutorials or hand holding.
So, now on to the show. Here is a list of love/hate design decisions.
3. Complex crafting
4. Craft related durability
5. Instanced market wards
6. Using rodents as a threatening mob type
8. Simplistic store/bazaar system
I could go on and on with these unique designs. Each one has a great negative effect and positive effect. Each of these has been loathed and praised. At first I was welcoming change, but it took me a bit to question why I was defending these, for I see each one of these as very poorly implemented.
Still, the recent reviews have been quite disgusting, as I have played too many games scoring higher which were far more broken, but now I do not know how I feel about the game as a whole.
Edited, Oct 19th 2010 4:04am by Ceiltsei
Edited, Oct 19th 2010 4:07am by Ceiltsei