The best MMO was the original Everquest, with MASSIVE raids needing hundreds of people, A HUGE world, and addicting gameplay, and it doesn't really have much Unfun Grinding.
Hour of hitting snakes/rats/etc, (with deaths), to level up once...drop all points into something and it remains at "very worst"?
Yeah, ne'er played that again.
I disagree on additional gameplay modes. Done right, makes the game wonderful. Like Space Rangers.
And random encounters are a necessary evil in games that can't afford to accurately model monster movement.
Look at 7th Saga's encounter system. Or Chrono Trigger's.
Remember that both are more than decade old( more like 15y), and do not have random encounters, and are better games for it.
Extra modes can be fun, certainly.
CLIFF RACERS
I'll agree with that.
Simtower feels like it needs a 3D version. With realistic physics.
(and random aircraft flying about)
SC2000 you could crash any aircraft by clicking on it.
Condos were traps because they were quick bucks, but they then were worthless.
Back on topic, what's bad design about SimTower is not being able to switch default pricings on things so you don't need to place, pause quickly so nobody buys it/rents it, change the price, unpause...
Bad game design, well, I could link to Tropes. Unskippable anything.
Oh yeah, that's one thing recently I found to be annoying. Okami, where cutscenes are skippable, and the text rate is slooow.
Outside of cutscenes, you can speed up the text. (Excellent game otherwise...except the CREDITS SEQUENCE BEING CUT FROM THE WII VERSION.)
You know, more effort = win, that's what it should be.
Puzzle Pirates is excellent in this regard. The better you play at a puzzle, the more effective you are at running the ship/fighting/crafting. There are no meaningful levels except rankings by performance.
Yes, major gameplay features should either be explained or be blithingly obvious. Hiding them from the player but then making them pretty much mandatory to win the game is about the worst possible design imaginable.
Dunno what version you're playing, it was in my manual (of course, so was the outdated "wizard starts with athame")
Also, for many, this is one of the big draws of the game, figuring stuff out, hence mechanics and the like being "spoilers".
Lessee...bad game design...most "one-button-does-everything" control schemes are this. Scribblenauts is horrible for hero-motion being controlled by stylus, when moving objects, etc. is too.
TESII:DF. Not their fault though, given executive meddeling was used to release the game sooner.
DF was awesome. It could have been much more so, but it ate up countless hours of my time.
OK, monster scaling was horrific particularly when the era's programming did not permit compensating for better computers, permitting those monsters to unload their entire mana bar of death spells into you at once.And where's my Daggerfall Chronicles? I forget now.
Yes, basements. Can't put most rooms there, so use it for your fast food establishments early on.
Condos are a multifarious trap because they're one-time money...WHICH CAN BE TAKEN BACK FROM YOU. Get offices and hotel rooms, they're revenue streams.