10 Outdated Video Game Design Tropes That Must Die
1. Unreasonably Grindy Unlock Requirements
Grinding is a core component of many games, especially RPGs, but in more recent times it's a practise that's become roped into the gameplay loop of some unconventional genres, such as shooters and sports games.
This is entirely the fault of microtransactions-based game economies, which place desirable unlockables in the far distance and present players with two options - tough it out the hard way for potentially hundreds of hours to unlock everything, or just buy some virtual currency and unlock it in seconds.
2K's WWE and NBA games are hugely guilty of this, as was EA's trainwreck that was Star Wars Battlefront II.
These games all thoroughly disrespected paying customers by dangling a carrot miles away and allowing them the "opportunity" to effectively buy their time back with a workaround.
It's pathetic, and undermines the sense of reward players get, because when you unlock a character or item after giving it your all and truly earning it - in something approaching a reasonable runtime, no less - it feels great.
Knowing that someone else has spent £50 on tokens and done it with a few clicks creates a wholly uneven and unsatisfying player dynamic that's just gross.
Microtransactions for cosmetic items aren't inherently a bad thing, but when it comes to actually valuable unlocks?
It sucks, especially when you consider loot box mechanics and the clear desire of video game publishers to make players addicted to the dopamine rush of opening a box, no matter the contents.