I don't know if these count as game design, or more on the technical design side:
- online-only in single player games
- unskippable cut-scenes
- no possibility to pause cut-scenes
No possibility to easily pause the game in most Souls games. I usually play the games offline, yet if the door rings it's either "You Died" or I have to pick up my package from a neighbor/post office.
Limited save items in some games. In the Resident Evil games, which are pretty short and linear and the ink to save is not scarce, it's not much of a problem. But I actually skipped playing Omikron: The Nomad's Soul back then because of this. And while in RE the quantity is not a problem, the fact it occupies an item slot is it.
Talking about RE:
The merchant in RE4 and RE8 shouldn't exist. In a survival-horror game it takes away the survival AND the horror.
I feel the same with MGS4, although there it was somehow justified by the setting and it's also another genre.
The open-world in Elden Ring. I feel it made the game unnecessarily bloated and it made the genre lose it's soul (no pun intended). Same as BotW.
Deathloop. Promising premise having to "loop" to discover a way out. Too bad the actual game is very linear in what has to be done.
Fallout, all of it, all of them.
- online-only in single player games
- unskippable cut-scenes
- no possibility to pause cut-scenes
No possibility to easily pause the game in most Souls games. I usually play the games offline, yet if the door rings it's either "You Died" or I have to pick up my package from a neighbor/post office.
Limited save items in some games. In the Resident Evil games, which are pretty short and linear and the ink to save is not scarce, it's not much of a problem. But I actually skipped playing Omikron: The Nomad's Soul back then because of this. And while in RE the quantity is not a problem, the fact it occupies an item slot is it.
Talking about RE:
The merchant in RE4 and RE8 shouldn't exist. In a survival-horror game it takes away the survival AND the horror.
I feel the same with MGS4, although there it was somehow justified by the setting and it's also another genre.
The open-world in Elden Ring. I feel it made the game unnecessarily bloated and it made the genre lose it's soul (no pun intended). Same as BotW.
Deathloop. Promising premise having to "loop" to discover a way out. Too bad the actual game is very linear in what has to be done.
Fallout, all of it, all of them.