10 Single Player Game Concepts THAT MAKE NO SENSE

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- [Falcon] Single-player games have a ton of flexibility to try a lot of different things both narratively and mechanically that defy the shorthand of multi-player gaming. While familiarity is good in a single-player game it's not nearly as necessary as say the control scheme in a multi-player game, but sometimes it can go a little bit off the rails. Hi folks, it's Falcon and today on Gameranx 10 single player game concepts that make no sense and we're talking stuff that just doesn't add up logically speaking like in the universe of the game rather than stuff that makes games less good. In some cases it makes games better. It's just weird to see. So without further ado, starting off with number 10 it's the unbreakable, easily breakable doors/walls. So let's talk Kratos. He is an unstoppable force at least when the game wants him to be. Sure he can bring down entire buildings, smash through barriers, cause massive destruction, fight a godlike 300 times his size. But what happens when this unstoppable force meets an immovable object and by immovable object I of course mean a flimsy wall or a door. Well, there's just nothing that can be done, right? And this pops up so much in recent games. Take any soul style game with an abundance of shortcuts. Usually shortcuts amount to a basic locked door, right? Yeah, you're swinging around a gigantic hunk of metal in the shape of a sword, something so impractical and ridiculous that it's pretty generous to call it a sword, but this little wooden door, hmm, can't do anything about that. Nope but nope. And the thing that really bugs me is so many of these worlds are run down and dilapidated like everything's rotting and falling apart, but man that door is in great shape. It's in such good shape that it can withstand a beating that a boulder can't. Like why can't we destroy that crappy door? It just doesn't make any sense. But it's another one of those things you have to accept as a gameplay contrivance. The devs want shortcuts that you have to unlock later. So no matter how little sense it makes, they're still there and they are not passable, but Kratos man, you can turn giant, destroy cities at will. Why is this door giving you guff? And number nine, when you kill an enemy in battle, but then the cutscene starts up and they're fine. I was just thinking about this the other day. I was literally playing Chrono Trigger and they added cutscenes after the fact and they actually put a cutscene in where a character beats up a bunch of dinosaurs and and scares them away and then it cuts back to the game and that character does it again. The same action, but as a sprite. It's kinda the reverse of this problem, but it's also kind of the exact same thing. A recent and particularly infuriating example happens in Wo Long: Fallen Dynasty where the incredibly difficult Lu Bu Boss somehow ends in a draw, like, dude, your health bar is zero my health bar isn't zero, therefore I win. But the game doesn't want you to beat Lu Bu yet. So I guess you didn't. There's a lot of other examples out there. It's pretty common in JRPGs and Metal Gear Solid 3 is a pretty funny example where you just riddle Volgin with bullets in his boss encounter and he shows up a few minutes later completely fine. It's a trick mostly done to show how badass the enemy is, but sometimes it feels like a cheat. Like you killed them, they're dead, their health is zero, but the game's not done with their character arc. So none of that. Like it kinda feels, like one of those shootouts with a punk kid on the playground where they come up with excuses for why the shots don't count or something. Like that kid was annoying then and this is, it feels the same. And number eight, speaking of cutscenes, Cutscene Dante versus in-Game Dante. I don't need to say anything else if you've played the Devil May Cry series. You know exactly what I'm talking about. Now if not, there's a lot of games where your characters total unstoppable badass and cutscenes and then a flailing dork when you're actually playing as them. I mean, in theory you could get better at the game and get to the point of the cutscene. But let's say you just started and you don't know how to play the game. How is that guy you like any cutscene a Devil May Cry 3, Dante can just shrug off dozens of enemies like that are trying to stab him at one time. He's literally a human pin cushion, destroys all of them with ease. It's nothing. But then the gameplay starts and those enemies suddenly become actually dangerous. Bayonetta probably one of my favorite game series of all time is one that takes this to an extreme too. Cereza can perform completely ludicrous feats and destroy everything in her own special way without breaking a sweat. And then it switches to actual gameplay and things get dicier. Tons of games do this, not just over the top character action games. There's plenty of games where the cutscene your character is way more badass and it's just not possible to even do it in the game. The most absurd example I can think of by a wide margin is a pre- Dark Souls action game from From called Ninja Blade. It's almost like a parody of action games. It's so ridiculous. Every cutscene is totally nuts. Your guy can fly, he runs on walls, he's super mobile, but that's the cutscene. Once you're in control, ooh, it's a game made by FromSoftware. So it ain't like that. Like you can barely move. His attacks are pretty crappy and there's invisible walls everywhere. So it's pretty limited in comparison to the cutscenes. Like I get it game devs want there to be cool cutscenes no matter how much they contradict the game play. And most of the time it's actually kind of funny, but sometimes it's a little disappointing. I don't wanna just watch crazy stuff that looks totally badass. I also want to do it like that's what separates a video game from a movie or a TV show. At number seven when in the next game Batman just leaves all his gadgets at home. You know what I mean? Like one of those things you just had to accept when a sequel happens, the main character's always just gonna forget a bunch of stuff, gonna be lower level, gonna lose their equipment. And there may be a reason for it narratively, there may not. A lot of the time the excuses are pretty flimsy too, but most players go through with it because it's kinda how the game works. With Batman, he's a good example 'cause he's kinda tougher to justify than a lot of them. Like the whole thing is that Batman is a super detective. He's prepared for everything and he knows the drill so to speak. But in every Arkham game without fail he's entering these super villain infested situations with the bare minimum of his equipment and then he has to like gather it. I get it, it's a video game. You wanna progress, you wanna reason to continue and introduce new mechanics throughout the whole thing. And it's important even in sequel because it's a video game, but even though they try to justify it a bit by having Batman say all the equipment would slow him down if he carried it all the time. I don't feel slower by the end of the game when I'm carrying all that equipment. And no matter what game it is, whether it's Batman or Zelda or Metroid or pretty much anything else with a sequel they have to come up with an excuse why the hero doesn't just start out with all the stuff they had from the last game. And I bring in Zelda, even though like most Zeldas take place in different eras. This upcoming one Tears of the Kingdom doesn't, and you know this is going to happen in that game. I don't expect the reasons to make sense because that's kind of just what we expect with sequels at this point. This happens so much. The rare time the hero actually does keep everything from the last game. It's kinda shocking. And then like the games villain hits them and they lose all of it. Like it falls into the sewer or something and you're like, "oh, oh yeah, yeah, right, right. I don't have all of my stuff." Now we're back to normal. And number six is the abundance of indicators like climbable walls that are color coded for your convenience. This is something that I think is probably helpful, but it's also just really strange when you come upon it. Like it sure is nice. Someone came out and painted all the climbable walls white so Lara Croft knows where to jump. I mean, like which one of the henchmen in the crew is the white knight? Like who takes the time to paint out all this stuff? Like ideally you would want the hero not to get anywhere near you. Mirror's Edge did it right by giving you kind of a random flash of color that's not actually part of the game world and you can turn it off and sometimes it can be subtle. Like there's times when lighting directs people towards something or the angles of certain things are arranged in a certain way that points your eyes in the right direction. And yet whoever wrote cut off their limbs in blood on that wall in Dead Space. That makes sense, I get it. But let's say you're a bad guy setting traps. Oh, we got a trip wire over here why the hero won't know what's coming. But you know what, it might be kinda hard to tell that you can climb up this thing. So it would be courteous if we like painted it in a way that sort of indicated that you can. Can we get somebody on that? Well sure, Dr. Robot. I'll even put some signs up that indicates there's a bottomless pit here just so that Sonic knows to jump there. Like what is that? Yeah, I get that it's to make it so the player feels like they know what you can and can't climb or where you can't go or what have you. But it's super weird. Like who went around and painted all the crates in the Resident Evil 4 Remake with the yellow? What is that? That being said, it is helpful and like back in the day stuff that you could interact with just looked different because it was a polygon on a pre-rendered background or it was more or less detailed than it's surroundings or has a different color palette or something. It's not like that anymore. Everything's super detailed. So it's not something I dislike it's just something that doesn't make any sense at all. And number five, when you have to learn to run I mean, I don't think I have to explain this one, but let's say you're a video game hero, you're an over the top badass sorta comes with a territory. You're an expert fighter, expert sword handler, expert with guns, et cetera. But I guess basic cardio is elusive to you. Skill tree is kind of a basic fact of life in gaming. Almost every game has some RPG element to them and that's not a bad thing by itself, but there's some ridiculous situations like in No More Heroes where Travis has to learn the fine art of running. Yep. You have to learn to run like you couldn't do it until somebody taught him. And Travis is an adult, he got to that point in his life never having run before. Another particularly silly example is in Just Cause 3 where this highly skilled special agent can't aim until he learns how to do it at a shooting range or even from a more general level, like look at Deus Ex. You place this highly trained special agent you can barely hold a gun at the start of the game. You gotta level up all your stats before you're even halfway decent. It's the contrast between how you're presented in the game versus how worthless your character is at the start. Because again, there is a need for progression. So it makes sense to some extent, but the point of including those mechanics is to have it be meaningful and there should be a certain baseline of competency that makes sense. But certain video game protagonists just don't have it. At number four everything being a puzzle for whatever reason. Now this is pretty low hanging fruit, so low it's probably rotting, but if you wanna talk about something that doesn't make sense in single player games it's all the puzzles. Like in a normal logical world people lock up their belongings using like locks. Not in video games though, you have to align the shadow puppets to swap the shotgun with the replica shotgun, solve the tile puzzle, or insert three emblems into the Tower of Hanoi to open the lock. Resident Evil is the king of the nonsensical puzzle, but almost every single player game is guilty of this to some degree. Puzzles are an easy way to break up the gameplay and they add some variety to the experience. So of course devs are gonna shove them into their games and certain puzzles have a little more natural of a feeling to them. But there's always at least a little bit of fakeness when puzzles come up. And I'm not saying it's bad. Obviously it's a video game and I love a good puzzle, but in the logic of the game world, that random match three segment that I have to do to get past that unbreakable door that I can't do anything about, yeah, it doesn't make a lot of sense. And number three when video game protagonists refuse to pick up guns like I don't know about you, but I'm always annoyed whenever I play a game and for some reason your main character just adamantly refuses to pick things up usually for no reason. Like take the Metal Gear Solid games. Every one of them starts with Snake entering a place with the order to procure onsite as in get guns and tools on your own. But without fail, Snake refuses to pick up the guns enemies drop. It took until Metal Gear Solid 5 which is not the fifth Metal Gear Solid might I add. And also takes place in the past that Snake was finally able to pick things up. I mean his Solid Snake really that inferior genetically speaking to Big Boss that he doesn't think enough to realize that all those guys have guns that he can take. Nah, he's gotta go in the hangar and go down that elevator and get past the eight or nine guards with guns to get the gun. I know I'm exaggerating a little, but really it's particularly absurd when it comes to boss weapons. Like, hey, you can take a boss's soul after beating them. But they kinda dropped a weapon when I killed them. Why can't I picked the damn thing off? At number two, bullets being weaker when your allies shoot them. Like in so many games, your allies operate under completely different rules than you. In reality, and I feel like an idiot saying this, but bullets cause a lot of damage. A shot can kill a person and it doesn't matter who's holding the gun. I mean, other than like in terms of aiming skill. In the world of video games though, if you got a companion who's supposedly better at aiming than you, they're gonna hit that enemy right in the heart repeatedly. And for some reason that heart can take it because it's your companion and not you. The bad guys like that tickles, what you got player? So I aim and shoot them and I can kill them in one or two shots in the shoulder or knee. My NPC buddy shot him in the head like three times. Didn't matter though. Thanks for warming them up, but I got this one. I know how to kill. It's with a good hand shot. Get them right in the palm, he's done. (gun shot) And number one, when like a bunny is stronger than God. Levels can lead to some pretty bizarre situations in games especially ones that have pretty robust post-game content or a lot of expansions or something. A perfect example of what I mean here comes to us courtesy of Xenoblade Chronicles where the nonsensical power discrepancy you can find between a literal God that created the game's universe and this bunny with a club that shows up in the end game, but the Despotic Arsene, the bunny with the club, has a base level of 108, dwarfing the God of the Universe's level 82. And it's just a rabbit, like a randomly super tough rabbit. Makes no sense in the logic of the game world. But hey, that's what happens when you're playing an RPG with fixed levels. There's plenty of other examples of this kind of thing out there, but this one really takes it to the logical extreme. - I can't go on. - [Falcon] And that's all for today. Leave us a comment, let us know what you think. If you like this video, click like. If you're not subscribed, now is a great time to do so. We have lot brand new videos every day of the week. Best way to see them first is a course is subscription, so click subscribe. Don't forget to enable notifications. And as always, we thank you very much for watching this video. I'm Falcon, you can follow me on Twitter at FalconTheHero. We'll see you next time right here on Gameranx.
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Channel: gameranx
Views: 1,262,501
Rating: undefined out of 5
Keywords: single player games, single player games funny, single play game logic, single player game concepts, single player gamers, single player game ps4, single player game ps5, single player game xbox, single player game pc, single player game switch, gameranx, falcon
Id: WeW62eVhdpY
Channel Id: undefined
Length: 16min 20sec (980 seconds)
Published: Thu Mar 23 2023
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