When you hear the phrase “Great Game Design Evils,” what do you think of? When I first saw the article, Three Great Game Design Evils, I thought one such evil might be creating a point of no return in a game far away from a save point.
Now admittedly, the article contains three designers’ opinions, but I was surprised with what they said: A balanced game, stealth in a game, and cut scenes comprise three great evils. OK, so I agree with the cut scene idea. I haven’t actually played Metal Gear Solid 2, but I heard it’s a movie occasionally interrupted with that annoying game play stuff.
While an unbalanced game might be interesting (I don’t disagree with the designer on face), but is a balanced game truly a “Design Evil?” And what about the presence of stealth? That sounds like more of a preference than a line between Design Good and Evil.
Let’s start a list. Readers, what do you think are the greatest game design evils? And what can we do to avoid them? I think some of the Twelve Interviews here mention them, but I’m sure plenty are out there. Discuss!