Why do games have stupid design flaws?

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There are many games out there which have questionable design choices that reduce the quality of a game but save time and money.

The first example is Hyrule Warriors: Definitive Edition. Out of the three choices available the Switch version is definitely the best of the bunch but it has pretty clear flaws from a performance perspective. Fire Emblem Warriors allows you to choose between performance mode (720p 60fps) and cinematic mode (1080p 30fps) and the game sticks very close to the target framerates. In Hyrule Warriors you're stuck with 1080p and an uncapped framerate which makes the game look choppy during action sequences. It's a big improvement from previous iterations but could be a lot better. The other, bigger design flaw is in handheld mode. The framerate is terrible because the game renders a 1080p image then displays it on the 720p screen. I'm no programmer but I think this decision saved a little development time while making a big compromise to the game's performance. Surely it would only take a few lines of code to change the resolution to 720p while in handheld mode. If I met the team behind this port IRL I would ask them in my best Gordan Ramsay impression "do you even fucking care about this game?"

Now we have Dark Souls Remastered. I'm focusing specifically on the Switch version here. My first point is somewhat subjective but I think the game should have ran at 720p 60fps in docked mode instead of 1080p 30fps. It's a very difficult action game so responsiveness is more important than resolution. The Priscilla soft lock is a game-breaking bug which was not fixed; this is bullshit. The final flaw is the audio quality. To compress the game onto a 4GB cart the audio was compressed to the point where it sounds like a shitty radio from the 90's. Having an optional high quality audio download is a bad idea, not giving the option is even worse. It would have been better to compress the game's other assets which would have resulted in longer load times.

There are other games which have design flaws that would have taken more time and money to address. The lack of 3D support in some 3DS games like Mario & Luigi Superstar Saga. The N3DS's super stable 3D is fucking great, use it. Smash Ultimate's Spirits Mode is artificially lengthened by lots of weak opponents. The very short single player mode Mario Tennis: Aces. BotW and Splatoon 2 are both slightly less than complete without DLC. In BotW you need to buy DLC to max out both your hearts and stamina and to access Master Mode (hard mode). Splatoon 2 doesn't offer much of a single player experience out the box. The Switch ports of Donkey Kong Country: Tropical Freeze and New Super Mario Bros. U include new easy modes but lack new levels. The Banner Saga Trilogy on Switch only contains two of the three games on the cartridge, requiring users to download the third game. This is supposed to be the physical release of an eShop game.

A lot of Xbox One X games should be able to support 1080p 60fps but don't. Take Red Dead Redemption 2, Assassin's Creed Odyssey, Crash Bandicoot N. Sane Trilogy and Spyro Reignited Trilogy for example. Kudos to CD Projekt Red for doing a good job on The Witcher 3. I don't give a shit about 4k; 60fps animations are incredibly smooth.

There is a difference between making an economical decision and cutting corners. Luigi's Mansion on the 3DS has compressed assets allowing the game to fit onto a smaller cartridge but introduces load times. Hyrule Warriors: Definitive Edition cuts corners. Most games mentioned in this post make a few too many economical decisions.

But ultimately you vote with your wallet. By buying games with design flaws there will be more games with design flaws released. No post I make online is going to convince a statistically significant number of people not to buy a game. So do I raise a good point or am I being an entitled piece of shit?

Edit: I forgot to mention one recent big fuckup

 
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hyrule warriors for the switch, the video cutscenes look like crusty 15fps videos, they are so bad tbh but the game is alright
even the wii u's video cutscenes look better
 

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Oh, I thought you were talking about game breaking problems like ones that break the game, kinda like very older games? :wtf:

Though if the thing you wanted to point out was the odd decisions made to presentation, graphics, performance, sound, etc. I mean they seem like actual concern for the games. Though I do have to agree with you on the idea of "Finish the game later" adapted logic, using update patches or DLC to flesh out a obviously incomplete game. (Shivers at Tony Hawk Pro Skater 5) :ninja:

But while there aren't much on the side of answers to the questions, there is only speculation and confusing ideas or in your case, frustration and disappointment. Honestly I wasn't aware of some of the mentioned things since I don't have many of the mentioned games for myself. Kinda also noticed that the switch was the target of your evaluations. But as you said, people are taking shortcuts to reduce cost and time needed to spend on getting the game released efficiently. It just means that the focus is more on efficiency than quality which isn't uncommon for most games.

I can't say you are entitled but as consumer, I understand what it feels like to spend money on something you aren't satisfied with. I wish there was answers given but sometimes i have to wonder if they did give answers if i can believe them as true. Anyway I don't know if people will care as much, each person is different. Each person will decide for themself if they want to buy a game or not, but it's good you inform people to help them be aware if they want to support what they may not know much about. But we are talking about the switch, a system that managed to obtain the same level of quality home consoles do and take it anywhere. Some people will find some of your statements not a bother to them because of it. (Though I'm sure they will take into consideration on a game by case situation)
 

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If one version was clearly superior, why would people buy the others? ( ͡° ͜ʖ ͡°)

inb4 not all people are graphics whores (what many of the discussed examples are about)
 

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But ultimately you vote with your wallet. By buying games with design flaws there will be more games with design flaws released. No post I make online is going to convince a statistically significant number of people not to buy a game. So do I raise a good point or am I being an entitled piece of shit?
Erm...I wouldn't word it as such, but since you say it: the latter.

The tech support for a game has to set priorities. Game breaking bugs take priority over cosmetic details. Problems that take a significant amount of work (or that might introduce problems in other fields) get lower priority than those that are quick fixes. Games that hinge on design decisions (like not using the 3D effect on some 3DS games*) aren't prioritized at all. And probably most of all: when the boss says that doing tech support on a game that won't sell more units than it'll be worth means that the remaining bugs remain intact. It's a harsh reality, but time and money are limited (knowledge as well, but from the examples, I don't think we're talking about the sort of bugs that are hard to replicate).




*from what I remember, that fancy-schmancy 3D effect shouldn't be used for children under 12, as it might damage their eyes. So implementing it in games targeted under that audience might lead to more problems (from angry parents) than from happy customers
 
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Smash Ultimate's Spirits Mode is artificially lengthened by lots of weak opponents. The very short single player mode Mario Tennis: Aces. BotW and Splatoon 2 are both slightly less than complete without DLC. In BotW you need to buy DLC to max out both your hearts and stamina and to access Master Mode (hard mode). Splatoon 2 doesn't offer much of a single player experience out the box. The Switch ports of Donkey Kong Country: Tropical Freeze and New Super Mario Bros. U include new easy modes but lack new levels. The Banner Saga Trilogy on Switch only contains two of the three games on the cartridge, requiring users to download the third game. This is supposed to be the physical release of an eShop game.
Performance issues are definitely unfortunate. However, this quote here is more personal nits rather than any bad design decisions, per se. The Smash Ultimate Spirits mode isn't artificially lengthening itself. Rather, since the map is open and players could travel and do things in different order with wildly varying spirit teams, there needs to be easy and hard encounters sprinkled together to facilitate that openness. I'd say this was the best design decision for the direction they wanted to go with Spirit Mode. Splatoon 2 is a primarily multiplayer experience. DK: Tropical Freeze and NSMB U are direct ports to get those older Wii U titles in front of a wider audience. I don't think it's really a sin to not have new levels in these games. Cartridges are expensive, and so some things are included as an extra download to save costs. I think that's unfortunate, alongside the short single player mode in Mario Tennis: Aces, but it is what it is. It's all about compromise, cost/benefit between production costs and expected sales and audience size.

in the grand scheme, these things aren't necessarily prohibitive for prospective buyers, since there's much more to a game than these separate elements. I don't think any of the games you listed have problems enough to warrant some kind of mass boycott, as the content there in them is pretty good. Games are not easy to develop. A big new game is often a Herculean undertaking, and it's thanks to the excellent talent in the industry that makes making polished games seem easy. In light of this, there's a tendency among consumers to only see the negatives in products. Some of that is deserved, others is not. Ultimately, it's your money and your time deciding what you want to play.
 
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Performance issues are definitely unfortunate. However, this quote here is more personal nits rather than any bad design decisions, per se. The Smash Ultimate Spirits mode isn't artificially lengthening itself. Rather, since the map is open and players could travel and do things in different order with wildly varying spirit teams, there needs to be easy and hard encounters sprinkled together to facilitate that openness. I'd say this was the best design decision for the direction they wanted to go with Spirit Mode. Splatoon 2 is a primarily multiplayer experience. DK: Tropical Freeze and NSMB U are direct ports to get those older Wii U titles in front of a wider audience. I don't think it's really a sin to not have new levels in these games. Cartridges are expensive, and so some things are included as an extra download to save costs. I think that's unfortunate, alongside the short single player mode in Mario Tennis: Aces, but it is what it is. It's all about compromise, cost/benefit between production costs and expected sales and audience size.
I think you raise a valid point here but I still have to disagree with your views on Smash Ultimate. I found there were way too many weak spirits which killed the fun after a while. After you unlock Link and a few spirits to deal with stage hazards like strong wind immunity and lava floor immunity most of the battles become a very monotonous procedure; auto-choose the right spirits for the scenario, shove your Master Sword up the opponent’s ass, rinse and repeat.
 

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