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What game has the worst game design you've ever seen?
For me it's Dead by Daylight.

You play as either a killer or as a survivor. There's also a ranking system.


You can still rank up even if you get no kills as a killer.

You can still rank up even if you die as a survivor.
Last edited by Defenestration; Apr 7, 2019 @ 3:28am
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Showing 1-15 of 46 comments
Γαῖα Apr 7, 2019 @ 3:33am 
Well technically most all of them as apart from the odd trinket, its just a different background,different skins and no wonder the gaming development industry has and is moving towards the like of fortnite,paladin,etc.
True originality is extremely rare.
gugnihr Apr 7, 2019 @ 3:37am 
Fragile for the Wii it is just messed up in every possible way
Xautos Apr 7, 2019 @ 5:18am 
opinions are common about what the worst game is, some games are genuinely terrible, but most opinions of those who hold unfair, rage filled and or hatred on decisions will call it a terrible game because they can rather than acknowledge the game should be played in a different manner.

so the idea of what is "worst game design" is at best subjective and debatable rather than all encompassing.

edit: added letters and words, make more sense.
Last edited by Xautos; Apr 7, 2019 @ 5:43am
Commander Makara Apr 7, 2019 @ 5:41am 
I don't agree that the concepts and design of DbD is at all the worst, overall it's not even that bad. Given the immense success and popualrioty of the product, arguably there is something about the design that hits some mark.

There are a number of bad products, some of which are bad as result of bad design, others, bad implementation and occasionally, some elements of both. It's not always obvious whether the design itself was bad or the implementation or evolution of that design is at fault without necessarily seeing either the brief or some evidence of the processes that lead from the design document's first draft to the eventual end result.

Furthermore, the OP seems to focus on a small element of the game mechanics which is the feature of "levelling up" even for 'failure' in a match. I would not consider this bad design whatsoever. It ensures players can always advance through PLAYING and therefore maintains engagement for longer and therefore, greater opportunities for market. This benefits both consumer and publisher.
Pilgrim_Bear Apr 7, 2019 @ 5:46am 
Originally posted by Commander Makara:
I don't agree that the concepts and design of DnD is at all the worst, overall it's not even that bad. Given the immense success and popularity of the product, arguably there is something about the design that hits some mark.
Just fixed some minor typos, if anyone notices.

While I haven't thoroughly played D&D (I'd love to play 5e), the design principle doesn't sound that bad to me.A bit of a story arc, a couple archetypes, an omniscient and omnipotent game director, and a few dice rolls to make sure it's not entirely on rails. Digestible setting, a clear cut goal set by something more powerful than the player, and an element of randomness to make sure it never gets too predictable. Sounds like sensible game design to me.

Again, I've only played similar board games and never had a long season of pen-and-paper adventures, so I might be talking out of bumhole here.
Commander Makara Apr 7, 2019 @ 5:49am 
I meant "DbD" as "Dead by Daylight" which the OP was specifically referencing.

The only typing error was with "popularity".

Please do not misquote or take my comments out of context nor misrepresent my comments.
green Apr 7, 2019 @ 6:22am 
Assassin's Creed 2
Phirestar Apr 7, 2019 @ 6:27am 
Hand of Fate's combat system.

IIt feels awkward to play, and I've never fully understood how it is supposed to be play. The game would've been so much better if they'd just implemented normal, real-time combat, instead of the weird and clunky QTE-esque system that it has.
sage2001 Apr 7, 2019 @ 6:41am 
Red Steel 1. This game showed potential: a game that focuses on sword combat using the Wii Remote.

Unfortunately, it fails at almost everything it tries to do. The shooting is jerky, inaccurate and god-awful. The sword combat is bland and lifeless. The framerate's always crapping the bed in any action sequence, and the game looks like a Dreamcast game at times.

Thankfully, most if not all of these problems were fixed in Red Steel 2, with improved sword combat, graphics, and 60FPS.
Sunshine Apr 7, 2019 @ 7:20am 
Originally posted by ClericMatthew1517:
Originally posted by Commander Makara:
I don't agree that the concepts and design of DnD is at all the worst, overall it's not even that bad. Given the immense success and popularity of the product, arguably there is something about the design that hits some mark.
Just fixed some minor typos, if anyone notices.

While I haven't thoroughly played D&D (I'd love to play 5e), the design principle doesn't sound that bad to me.A bit of a story arc, a couple archetypes, an omniscient and omnipotent game director, and a few dice rolls to make sure it's not entirely on rails. Digestible setting, a clear cut goal set by something more powerful than the player, and an element of randomness to make sure it never gets too predictable. Sounds like sensible game design to me.

Again, I've only played similar board games and never had a long season of pen-and-paper adventures, so I might be talking out of bumhole here.
awkward
Pilgrim_Bear Apr 7, 2019 @ 7:37am 
Originally posted by Commander Makara:
I meant "DbD" as "Dead by Daylight" which the OP was specifically referencing.

The only typing error was with "popularity".

Please do not misquote or take my comments out of context nor misrepresent my comments.
Wow, that was unbelievably embarrassing. I don't even have a witty comeback in store for this. Honestly, sorry man, I just assumed you meant DnD because of how close they were on teh keyboard.



Originally posted by moog thomas:
Originally posted by ClericMatthew1517:
Just fixed some minor typos, if anyone notices.

While I haven't thoroughly played D&D (I'd love to play 5e), the design principle doesn't sound that bad to me.A bit of a story arc, a couple archetypes, an omniscient and omnipotent game director, and a few dice rolls to make sure it's not entirely on rails. Digestible setting, a clear cut goal set by something more powerful than the player, and an element of randomness to make sure it never gets too predictable. Sounds like sensible game design to me.

Again, I've only played similar board games and never had a long season of pen-and-paper adventures, so I might be talking out of bumhole here.
awkward
Sshh, let's just sweep this under the rug. Maybe in a couple months we can lift it back up and jest about the stench of my blunder.
ʙᴜɴ.ᴇ Apr 7, 2019 @ 7:48am 
tough question.
TehSpoopyKitteh Apr 7, 2019 @ 9:37am 
The Japanese port of Spyro the Dragon for PSX. They didn’t bother to localize the voice acting to Japanese, and it doesn’t let you unlock active camera mode or even pan the camera around Spyro while in game until you beat the game itself. It also unlocks up levels in the overworlds one at a time until they’re completed.
Last edited by TehSpoopyKitteh; Apr 7, 2019 @ 2:48pm
Oliver #MAGA Apr 7, 2019 @ 9:46am 
Are we talking about games that aren't absolutely ♥♥♥♥♥♥? If so, then this game is a major offender of having terrible design.
https://store.steampowered.com/app/319280/Yatagarasu_Attack_on_Cataclysm/
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Date Posted: Apr 7, 2019 @ 3:28am
Posts: 48