Duke Nukem Forever

I don't know why they made the elevator's exit / entrance be oriented towards inside the building, not the outside. I have no idea if there are buildings in the world that have elevators like that. 

Not only that, notice the misalignment caused by pillars that were just copied and pasted without any care taken to properly align the textures and the geometry. Look at the pillar's corners and edges. That's pure laziness or carelessness. I can't state that the elevators facing towards inside the building were caused by the same reasons though.

The Duke Dome. In this spot the player has to shoot at the fire extinguisher to put out the flames to pass. The problem is that there is no fuel or anything burning on the ground. It feels odd to not have anything burning. This kind of error shows that there wasn't much care taken in building the game's world.

Ghost Town. They didn't make much effort in the desert part to make it look more natural. The cliffs themselves are extremely artificial looking and unnatural. The houses and wooden cabins all look randomly placed in the middle of nowhere, with no roads going in or out. The cabins are all empty inside, as if the town was just dropped there to shot a movie or something.

Halo: Combat Evolved

Image credits: LongplayArchive

In the last level of the game the cruiser's exterior doesn't match the interior at all. It feels as if two different persons made the same structure, one on the outside and the other on the inside, while one didn't talk to the other. The last level was built as a track for a vehicle, full of obstacles along the way. It completely disregards the cruiser's exterior, going as far as having a bridge that breaks the cruiser in two parts that doesn't exist when viewed from the outside. Whoever made the cruiser's exterior and the cutscenes clearly isn't the same person who made the levels that take place inside it. Halo also suffers from scaling issues. Mega structures have a size and proportion from outside that doesn't match the size and proportions when the player is inside it.

Shadow Warrior

Chapter 2. There are many things lacking coherence in here. The light sign is highlighting a door that exists on the outside but doesn't from inside. The building's entrance isn't there, it's on the other side where there is another, identical, light sign. The building is on fire on the outside, but inside nothing is burning, there is no fire inside. There are two rows of windows on the outside, but the extra floor doesn't exist inside. On the street there is truck placed there for no reason. The truck takes no part in the player's combat at all.

The whole building was built with the visual aspect in mind with no regards to make form and function tied together. The same mistake repeats all over the game.

Chapter 10. The lockers were reused everywhere in the game. The problem is that the style of the lockers doesn't match all the metal from the ship. The lockers should had been part of the ship's architecture. Reasons for reusing things in game could be developers in a hurry, time or resource constrains.

There isn't a rule for combining different styles in a game. It all depends on context.

Chapter 10. The ship is much larger than the much smaller power generator that is powering up the ship's propeller. It doesn't make any sense for the propeller to be powered by a very small power generator placed outside the ship. The game has a real world setting but in this level that realism is traded for no reason. The player has to push a button to turn off the power, which stops the propeller and allows the player to pass. Why couldn't the player blow up the propeller or break the blades to pass?

Prey 2006

These forcefields separate the inside from the outside of the alien's mega structure. Why are there rocks and asteroids passing through the forcefield while at the same time nothing else can? It doesn't make sense. The rocks themselves just pop out of nowhere. Supposedly, the inside of the alien's mega structure is closed off from the outer space. Why are the rocks floating inside the alien's mega structure? The rocks defy gravity for some unknown reason. The developers placed the rocks to make it harder for the player to fly there, but that obstacle is too easy as the rocks cause little damage to the player's shuttle.

A game should obey its own rules. If rules are broken for no clear reason it becomes confusing and lacking sense.

In this part of the game there are two huge doors with blue light, but they are both locked. The game lacks coherence in two ways here. For one the light on the doors should've been red because they won't open. The other thing is that the doors are huge and the player would probably expect a huge tunnel in which the player's shuttle can travel, but that's not the case in here as the doors guard nothing behind. The game doesn't follow a pattern and sometimes the player uses a shuttle to travel short distances. There wasn't any care taken to tie the levels to the player's progression.

This light tube lights up the corridor, but it's placed skewed. From a distance it looks broken, but taking a closer look and it's just skewed. This kind of asymmetric design should serve the purpose to signal hidden paths, secrets or some scripted event. It shouldn't be done randomly for no reason.

Dark Forces

Arc Hammer mission. In the beginning of the last level there is a bridge and the player has to find a way to activate it. The switch to activate it is located far away in an empty room. Doom had such design decisions that forces the player to explore the environment and it's mostly for good. In here, however, it's confusing because the player is inside a warship and many many things require the same type of switch to be activated. The design of this gap is also wrong because the player can run and jump across it, rendering the bridge and the switch useless.