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Annoying Game Mechanics – Timed Sequences

Annoying Game Mechanics are those that just make you groan when you see them in a game. You’ve seen them at their best but you’ve also seen them at their worst. You can’t love them but you can’t hate them either, but you can definitely be annoyed!

This week the mechanic I’m having an issue with is Timed Sequences! I’m pulling this one from the 1001Up.com archives, as this was the last AGM to be featured on the site, and it was a video! Thankfully, there are no records of it ever existing and the world is a happier place for it. You don’t need me mumbling on video with poor audio. You already have me mumbling on video with good audio!

Sometimes games need to add a bit more pressure to your current task. Maybe they want you to hurry the hell up before the nuclear reactor blows up, or maybe they want you to hold on to dear life and withstand something unfairly difficult for a little while before something else happens! These are Timed Sequences, events or segments in a game where you have a finite time window to complete a task. Unlike other Annoying Game Mechanics, there are two types of Timed Sequences:

Timed Tasks, as their name imply mean you have a set time to go about your business. Maybe it’s escaping a room before a bomb blows up, or escape a crime-scene before the police arrive, or lock your doors before someone comes barging in. These timed sequences add tension to a sequence. The gameplay remains the same as do all the rules, but now you have that timer pressuring you.

Survival Countdown sequences are not specific tasks, not simple objectives to follow. Instead your only goal is to survive or hold on until the time runs out or some other even triggers. Real Time Strategy games are fond of this one, of giving you a five minute window until victory triggers with the difficulty ramping up the more time passes. While the previous mean to increase tension, these are frantic and meant to test your composure and reaction time.

If done properly these sequences do exactly what they’re meant to do, they add tension and make for exciting gameplay. They make you nervous enough to make mistakes as you fumble with the controls, but lenient enough that you can commit errors and still make it through. The successful ones add an incomparable adrenaline rush to your game and in doing so enhance the player’s immersion.

If they screw up, on the other hand, the only thing they’ll cause is stress and frustration, becoming tall walls the players need to overcome to move along with the rest of the game. They kill the fun and immersion they tried to enhance and make sure the player doesn’t have fond memories of the game.

The staple of an annoying mechanic is that it’s seen both good and bad days. The following are some of the best and most disappointing uses:

Good:

Bad:

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