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I know it's a two hundred year old game but I think XCOM: Enemy Unknown has a lot of bullshit mechanics and doesn't know what it wants to be. I appreciate that they are hardasses and put in squadmate permadeath, and I know every game dev is a blue-haired otherkin faggot queer, but can someone please make video games that not only masochists like?

Why put a mind control ability with 100% success rate on an enemy without warning? Why do it AGAIN and give the better mind control unit more range than the sniper rifle? Why allow non-medic classes to carry medkits but not to revive the downed medic with his medkit?
Why are players punished for playing carefully by time-wasting empty alien turns when they go slow, and punished for going fast by getting caught with their pants down? Why is there no interrupt for the mind control?
Why not design mechanics that are fun?
@WandererUber Sounds like you just dont like x-com games. I think Enemy Unknown is the best and most polished game in the series. The original UFO defence also didn't have "fun mechanics" as in video gamey mechanics such as medkits bringing soldiers immediately back to full functionality. It was more of a simulator, and the fun comes from roleplaying the scenario of humanity fighting a more advanced enemy. The unfair mind control ability, which also appeared in the original game plays well into this roleplay.
Not that it is a perfect game, I hated the very strict item limit cap, which made it not make sense to bring the mind shield, which does exist in enemy unknown. They should have had a more diablo like equipment page for each soldier in my opinion, where you can carry one of each of certain types of items. Instead of just one or two of any item type.
@EHP I find it quite strange that every time I make a thread about game design, people confuse personal preference and judging the quality of the workmanship.

>simulation vs video gamey vs "realism"
GabeN talks this in HL1 documentary. How is realism a good thing if it's not fun? Is his question. And in this case, mine would be, how is it the better simulation to DISALLOW people from making their soldier, who CAN use a med kit if he has one, to use the one literally on the ground with the dead medic to stabilize said medic?

>The unfair mind control ability, which also appeared in the original game plays well into this roleplay.
I wasn't complaining about the odds, I was questioning the decision of putting this in a game about estimating the odds, and not even telegraphing it. You're literally blindsided by this both times the enemy is introduced. No defense is possible.
And you're also not rewarded for playing it "tactically" and like a simulation, in general. The enemy patrols randomly teleport across the map, and you are punished by unnecessary long animations for taking your time. On top of that, the game actively signals a different approach, by making enemies emit audio queues that show you the direct path. Which, if you take it, immediately punishes you for it.
This has nothing to do with making an interesting simulator, or me not enjoying the fiction of fighting against an alien invasion.
@WandererUber Which is the "objectively" better designed zombie survival game; Left4Dead or Project Zomboid?
I dont think there is an objective answer, they are made for different audiences, who appreciate different things.

Not every soldier knows how to stabilize someone critically wounded. Simulating that is good if that is what you are looking for.
@EHP I took you at your word that it was more simulation-heavy. Which implies that it has consistent rules. Which implies, since the soldiers can all carry medkits, that you can stabilize a downed medic. Which was my point.

>because Left4Dead and Project Zomboid are totally different games, there is no such thing as objectively better game design
Okay. Not much to discuss, then.
Left4Dead is way more functional, by the way. Project Zomboid has terrible feedback loops. Nothing to do with the genre

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@WandererUber Ill give you I kinda forgot that Enemy Unknown started an entire new genre which are drastically different from UFO defence. I havent really played any of the Enemy Unknown clones, but I wouldnt be surprised if Enemy Unknown is one of the more poorly designed titles among its clones, because it tries to be a middle thing between this new genre and UFO defence which is more of a simulation game.
@WandererUber So I guess what I am saying is that you are right, but x-com games are just poorly designed in general, so among them Enemy Unknown is relatively well designed. But among Enemy Unknown-likes it is probably relatively poorly designed. And in hindsight you are obviously talking about Enemy Unknown-likes not xcom-games, so it was my mistake to assume otherwise.
@EHP I wasn't saying anything anywhere near close to this. You painted yourself into that corner all on your own.

My initial point was that some of the mechanics don't work correctly. This can be judged without the need of any "-likes" existing.
You took this as me not liking the x-com idea, or whatever, so I corrected that, and then you started to go into this whole "actually you can't compare things when they are different" rabbit hole and now you think for some reason that I wanted to say something about x-com likes, enemy unknown-likes etc. I never did.
I was just talking about concrete mechanics. And I brought them back up in our conversation as well, to no avail.
@EHP >I explained how some of the mechanics you called bad where good in a different genre
I don't see how you did this at all. Why does reviving an old game or being in a different genre make the mechanics better? Makes no sense to me at al..
Original XCOM had a bug in the difficulty selection. Would it be good to have this bug in a remake, because it is a remake?
Did original XCOM also spawn an enemy you have never seen before, that can mind control your guy from outside of weapons range, without telegraphing it? Then it's a bad mechanic in that game too