10 Outdated Video Game Design Tropes That Must Die In 2017
5. Terrible Checkpoint Placement (BEFORE Cutscenes?!)
The placement of checkpoints (more commonly known as auto-saves nowadays) has always been a vital part of any game. Too many and there’s almost no challenge, but too few, and you have to get to a certain point before you can turn off the game.
Unfortunately, some games seem to have issues with where they actually place their checkpoints. Many still put them just before a cutscene, rather than after it. This cutscene is often before a difficult section like a boss battle (and is usually un-skippable), meaning if you die, you have to watch the whole thing again.
W-H-Y.
Players don’t have a problem with repeating difficult sections of a game (that is the challenge of it, after all) but the fact you have to replay the easy parts constantly just to get to the difficult bit, is mind-boggling.
When you’re taking on a boss and you’re trying to work out the right pattern to beat them, you don’t want to redo the parts before the boss each time you die; you just want to get the chance to fight them again straight away while you've got some momentum.