We have already seen them so much that we can do more. And yet it still happens in many games … These clichés of video games, they must stop, for the sanity of all of us!

As soon as we have a little experience in video games, we will see a certain number of game mechanics that come up very often. They have become downright essentials, so much so that after a while, you end up ignoring them. But it shouldn’t be! On the contrary, we could consider these somewhat crappy mechanics as clichés, which it would be good to question especially when a new generation of consoles and games is about to make its arrival on the market.. Let’s get rid of all those crappy clichés that don’t add anything to games!

The false moments of surprise during an escalation

Uncharted, the champion series in the genre
Uncharted, the champion series in the genre

It happened to everyone. You are in the middle of a climbing phase in a Tomb Raider or Uncharted game, and you see it coming: PAF, the cliff crumbles, your character clings to something completely unexpected, to finally continue climbing as well as wrong. It’s a false effect of surprise: it has been done so much that now we know it will happen and it no longer surprises anyone.. It’s like the bridge that you cross and that shatters under your feet. We know.

A final quest that prompts you to do the same thing over and over

Here we go again for a little trip
Here we go again for a little trip

So that, we can do more. We find something similar in Mass Effect 3, Death Stranding, Bravely Default, or even Zelda The Wind Waker. We push you to get something at one end of the map, come back, then go back to look for something else. Frankly, there is nothing worse to cut the rhythm of a game, especially towards the end.

Do you want to hide? Put yourself in tall grass

Well, if he's not too stupid, he sees you there, doesn't he?
Well, if he’s not too stupid, he sees you there, doesn’t he?

We will be honest: it makes absolutely no sense, and yet it is done in absolutely all games that offer an infiltration mechanic. An enemy has just seen you, you think you’ve screwed up and there you hide in the tall grass. In real life, we still see you in tall grass. There, no, it’s as if you became invisible. A little more imagination would be welcome!

A huge open world … with nothing to do in it

Anthem, a good example of an open world with not much to do
Anthem, a good example of an open world with not much to do

For a while, a huge open world was presented as a hell of a selling point. Then little by little, we understood that a large open world was not necessarily a sign of quality, on the contrary. It is better to make it smaller, but with life and interesting things to do for the player, rather than cramming in excess.. Moreover, this is what Cyberpunk 2077 seems to have understood …

Load times hidden by boring mechanics to die for

Rather than wait ...
Rather than wait …

Rather than making the player wait in front of a loading time when he goes from one zone to another, various studios had an idea: why not give them the illusion of doing something during this famous loading? And that’s how, for example, when you play Tomb Raider, you go through quite a few small areas slowly crawling. These areas are actually hidden load times, which add absolutely nothing to the gameplay. We hope that the next-gen will solve this problem …

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