Have you ever run into a game where the game is great, it works well, but there is just something in there that just doesn't sit right? Or perhaps the game has this awesome theme but something in the rules or the mechanics just nags at you until it starts to ruin the experience for you?
I ran into a game like this. Command & Colors: Ancients. *Shakes head in disgust*
Chariots...Chariots? CHARIOTS??? You've got to be kidding me. The romans NEVER fought with chariots. They had been outdated since before Alexander the Great. And since when did the Romans use elephants in warfare? They didn't. *Facepalm*
The game and the whole system is a great system, but...I can't get past the blatant historical innaccuracies. This is the reason I had to download the Rome Total Realism mod for the original Rome Total War game. I can understand giving Romans archers even though they didn't really use them in their legions. The auxilliaries, sure. Then I looked at some of the expansions and if I drank coffee, it would've spewed all over my laptop. At least they didn't give the barbarian hoards war elephants.
Anyways...my rant is over. Please share games that contain your game designing pet peeves.
This is the reason I wasn't ever really too keen on the Age of Games, with the exception of Age of Mythology, that was an awesome game. To try and force certain things to become true, desigers give bonuses for one unit type against another. Spearmen are super effective against cavalry, which are super effective against archers, which are super effective against infantry. In all reality, archers were good, but unsupported they would be wiped out. Archers need a proper screen. Cavlary COULD take on formations of spearmen when flanking. Spearmen in the ancient times were actually many times the main footsoldiers of armies and they did quite well against other infantry. Spears aren't just for fending off cavalry.
Cossacks was one of my favorite RTS games for a long time because there was no super effective modifiers to attack. Everyone did damage, and everyone had defense. Certain units did better than others based on their merits. Pikemen in a static formation were invincible to frontal assault. Early muskateers were vulnarable to cavalry attack because of their frail nature, not because Cavalry had some bonus against them. Cannons were good against infantry formations because, well they're cannons and blowing holes in enemy formations with grapeshot is what cannons do! While it is a computer RTS game, it brought to life the battles better than any other RTS game.
I'm developing a game right along the lines of Commands and Colors for my own book series but to bring the different units to life, I don't corner certain units into a sole purpose role. Cavalry aren't just archer killers. Archers aren't just there to kill infantry. (although they do a good job of it) Spearmen aren't there just to kill the cavalry. I want to make each unit type unique enough, but also leave each commander with flexibility to (borrowing from Pixar's Brave here) choose his own fate.