Let's establish some ground rules before I get to the question:
- When Im talking about useless feature, what Im looking for could be something that adds nothing to the game, or changes an existing feature into an inconvenience. This useless feature can be annoying and intrusive, or unassuming and insignificant. To simplify things, think like a techbro would trying to reinvent toasters.
- Also, each user gets one useless feature to propose. You can introduce another feature if that's required to activate the useless feature. Im just establishing this rule because I don't wanna see someone just write down a list of sentences, I wanna see passion in your useless idea!
- If you want, you can add onto someone else's useless feature, maybe you have a different prospective on their useless feature that could make it more useless. Discussion is encouraged even if you don't have your own useless feature to propose.
Here's the prompt:
Imagine you're creating a new Marble Blast mod. You're going through the life cycle of the average mod creator, but somehow you were able to brave the self-imposed axe and make something worthy of playtesting. Upon reflection, you feel like your mod is just a level pack rather than a full-fledged mod, there's nothing in your game that people haven't already seen in other mods, even if they're just derivatives. Regardless of how you feel about this, even if it was presentable as is, a nerve on the back of your brain urges you to throw some shit at the wall and see what sticks. This is where you decide to free-hand a feature that other mods were too afraid of implementing.
What feature do you end up writing into your mod? Is it implemented during gameplay or outside of it? Does it have to meet a requirement or is it activated the minute you open the game?
Here's my answer to this question:
Im the best baby