Game timers. I want to screw around on my time. The more time-based a game becomes, the less I enjoy it.
Gaming
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Timers just really stress me out for some reason. Give me more time damn it.
Escort quests. Stealth sections in games that aren't built around stealth would be close second.
I hate how in a lot of retro games water kills you instanly.
First thing I do in any game. Test the water.
Card games that get bolted on to other genres. cough genshin cough
What about open-world rpgs that get tucked onto card games? cough The Witcher 3 cough
People have said escort quests but I'm going to go more specific.
Escort quests WHERE THE NPC INEXPLICABLY HAS A DIFFERENT WALKING/RUNNING SPEED THAN THE PLAYER.....
I think it was on one of the Half-Life 2 developer commentary where they mention that the made the NPC move faster than your walking speed, but slower than your running speed, so that you are able to catch up with them if you stay behind to look at something. If they move at your running speed, you are kinda forced to follow them all the time, and any obstacle will separate you more and more from the NPC that you are supposed to escort.
Probably simple, mindless side/fetch quests. Defeat enemies, get loot, run it back, rinse and repeat. It also is incredibly dry to watch as well as actually do yourself.
Daily quests or login rewards, things to force me to play the game, always stop playing
Obligate stamina bars/circles for traversal. Just allow me to move at the speed of fun, and definitely don't make me stand still to recharge when climbing.
I think it's telling that death stranding, a game all about traversal, let's you sprint outright for as long as you want until well after your character's shoes literally fall off. The stamina bar is more a measure of abuse rather than a limit on your movement.
I like stamina bars in many circumstances, but I've decided I hate them specifically in life sim games like Stardew Valley, My Time at Portia, and similar - at least unless there's an easy and fun way to re-fill them. I won't write them off entirely, I think it can be done well, but in practice in these games they often serve no purpose but to frustrate you.
Any sort of intense micromanagement of units, resources, etc. I've got like 16kb RAM in my brain. I can barely remember what I ate today lol.
Also, invisible walls that make absolutely no sense. Maybe just all invisible walls, really.
Having played a bit of Zelda recently, micromanaging weapons. Oh, I've got this metal broad sword and I've used it to to stab an unarmored fleshy bad guy and oh it's broken after three stabs.
I get that weapon degradation is a real thing that happens, as they become blunt or potentially fragile, but Zelda BOTW and TOTK take it way too far to the point of it being a real chore. I thought they'd fix it after all the BOTW complaints but TOTK is just as bad.
Honestly, I think thats just a love it or hate it thing that I can totally see why it isnt for everyone and I dont blame you, but I personally love it and would hate to see it reduced/taken away. Once I leaned into it it really encourages me to explore and I enjoy the new fuse system enough that I like when a weapon breaks because Im excited to make a new one
You've made me suddenly realize how rare invisible walls have gotten in my gaming life.
The closest I've come recently are "barriers" that are clearly just, like, a small pile of trash that could be easily walked over, but even that is rarer than it used to be.
Crafting. I don't want to have to remember the recipe to stuff, then find out where it is, then keep going back to make it again
I've never been a fan of character weapon skill being tied to the bullet not hitting where the player is aiming in first person RPGs and immersive sims. Think something like Fallout 3, where a shot with a sniper rifle can be perfectly lined up, but the bullet might veer off randomly.
I do understand and appreciate character weapon skills being tied to certain weapons encrouages distinct playstyles, but there are many other ways to implement it that don't feel as arbitrary. Tying character skill to greater reticle sway, longer time to aim down sights, longer reload times, more likely to jam or jams taking longer to clear. It accomplishes the same goal of rewarding putting points into the skill and making players feel like they are progressing, but without creating the instant frustration of missing a clearly lined up shot.
On that note, actively degrading weapons are not something I think has ever been a good idea. It's neither fun, nor is the rate of degradation ever realistic. If the goal is to make player cautious, then limiting ammunition and the availability of good weapons is a much better idea. I have no problem with weapons in different conditions existing in a game, for example: Pristine rifle, good rifle, rusty rifle, etc. That's fine, but a good rifle should never degrade into a rusty rifle in the hands of the player.
Areas of open worlds dynamically level scaling to match players is another gripe I have. Once a player notices it, it takes away the feeling of progress from leveling up. In some cases, smarter players in games have found certain areas easier to beat with low level characters. It creates a bad kind of meta-game. I much prefer worlds where every area is built with a certain player level in mind. Honestly, overleveling in RPGs and going to wreck starting bandit camps is a joy that shouldn't be taken away.
I know it's a popular mechanic that lots of people love, but I really don't like games where you die a lot, or where death has significant impact. I generally play games to chill out and just have fun and I often feel like games are punishing me when that happens and I find myself doing sort of "risk management" and becoming a hermit in the game.
Death penalties. Any game that seriously penalizes you for dying is just so frustrating for me. I understand that there has to be some form of reason to not die but please, at worst just reload an earlier save for me (and make sure you have frequent autosaves too).
If I lose all my items on death I'm just reloading a save. If I have to respawn at a checkpoint ten thousand years away I'm going to be very mad. If I have to listen to someone monologue to me every time I die I'm refunding your game.
The bit in a certain DOS game where a demon respawns lower level demons... If you know, you know.
Flowcharts for multiple endings. Let me take multiple distinct routes from the start, or make a choice at the end I can come back to. I hate going through some of the same content again and again and having to look up guides just to find the true ending (looking at you Persona).
Disclaimer: not always
Character stats, commonly called "RPG elements".
In games with low enough detail that I have to use my imagination, it makes sense to have a character constitution 10 increase to 15 and take 50% less damage from blunt weapons. It works perfectly in Rimworld, ADOM, Terraria and the like because you can't completely see what's happening, so when your character does low damage your imagination has room for him to hit badly or be partially blocked.
But in games with modern graphics and animations, it feels... off. An attack animation that shows someone swinging a sharp steel battleaxe perfectly and connecting with bare flesh at momentum, deals... no damage because the wielder has low strength and axe skill, while the target has a high armor value.
IMO it goes triply so for games with guns, if regular enemies can just shrug off bullets to the head I have difficulty enjoying it cause it just makes the weapons feel weak
crafting dear god I hate crafting if I ever find the person that introduced crafting into the triple a formula...
I enjoy crafting if its a core game component, like in a survival game. But having to craft in order to upgrade your gear in Assassin's Creed was just tedious.
Escort missions and weapons breaking without a reasonably easy way to get/make more (glaring at you, Dead Island...)
Crafting with survival elements, one button stealth attacks, random loot with stats in story games.
Not a gameplay mechanic but constant fucking talking mains and npcs
Radiant quests. You can never complete the game because of this, the quests are generic and repetitive and offer nothing but "stretch the playtime".
That and mechanics like "rando dragon attacks in Skyrim" and "City is under attack" from Fallout 4. I quit F4 because I was on my way to a mission and got the "city under attack notification, and on my way to defend another city was under attack.
Controversial opinion but I mostly hate crafting. I feel like it's a huge time sink just to make you waste time in the game. It's not content at all just mindless farming for no real reason.
There are games where the whole game revolves around it so you couldn't really remove it from those games. Minecraft is an example.
But I feel like every single game now has some kind of crafting mechanics. Mainly the F2P to get some kind of weird limitation that will either take you half a lifetime to accomplish or $5...
Most open-world games have areas on the map that are blank until you "explore" them by climbing a tower of some kind and "activating" that region on your map.
This results in trudging blindly into the middle of every new area, ignoring interesting stuff along the way and beelining to the tower just so you can see the damn map. It's an annoyingly unnatural way to explore.
I didn't even realize that I disliked it until I played Far Cry 6, which has a much more organic and immersive landmark discovery process. You learn locations of interest from readables and by talking to friendly NPCs that you encounter in the world.
Edit: sp
Pay 2 win and excessive abuse of FOMO.
E.g. for the next two weeks you can purchase/grind for [character] with a LIMITED EDITION green hat!
It would be OK if such thing was behind an achievement and allowed to be gained later.
Some companies have gotten a little sneaky with it, like Microsoft with age of empires. They make their newly released DLC civs overpowered for two months then nerf it every time.
The bit in the RPG when your character gets captured and you lose all your gear, and have to do the shitty stealth thing.
Enemies that scale with your level in an RPG. I would rather get completely curb stomped by rare high level enemies, so I have something to work towards. In the same vein, I don't like it when the stat gain you get from leveling ends up with you literally being unkillable by lower level enemies. Most MMOs are an offender to this, where you can just sunbathe in a group of 30 level 1 enemies and are unable to die to them.
Unrepairable weapons are the worst thing. There's nothing worse than finding a super cool, rare weapon and being paranoid about it breaking.
Cutscenes for repeated actions like in the Zelda series. Having to dig through the menu to perform simple actions.
Stamina, why can't i just keep running forever!! Even worst in open world games.
I think elden ring had the right idea for this. If there's an enemy nearby, you use stamina. Otherwise, its infinite
Currently?
Having cool abilities tied to NPC companions.
And I'm pretty sure (nearly?) everyone knows why and what I'm talking about.
TOTK? The number of times I've lost items because the bird decided to gust instead of Link picking it up, but then having to search around for someone when you actually do want to activate a power.
Stealth. I hate hiding and creeping around waiting for an NPC to move. It's like, "oh, you want to play the game? How about not playing the game instead?" Infuriating.
I feel like most games get it wrong and just make you stay in one place waiting for the enemy dude to slowly make his route as you map it in your head. It’s just boring, I don’t know.
A nice way to change that would be to give a button that gives you a “top view” map of the enemies’s movement maybe, to make it a little bit puzzle-y. Or, if you want to make it more “action-y”, give the player a way to hide or disengage by scrambling to find something in the environment that allows them to do that, when they get detected.
Stealth is just implemented in a terrible way in most modern games I feel like. Makes it not fun.
I don't mind stealth as a concept in a game, but I hate forced stealth in games that aren't like, Thief or whatever. Let me choose to be stealthy, or let me choose to be creative, or go in guns blazing, etc. If you want me to use stealth, give me a very good reason why the alternatives are much worse. It's so frustrating to just get a "Game Over" because someone saw you.
Fast travel that is just a game mechanic with no story ties in open world games.
Disclaimer: My main experience with games so far has been some Nintendo stuff, Fallout, and The Elder Scrolls.
Of what I've played I like Morrowind's fast travel system the most. You don't just open your map and click a button, you talk to people or use a spell/item. And NPCs mention these travel systems and story wise would use them.
I like Oblivion's (and to a lesser extent, Skyrim and the 3D Fallout's) the least. Time passes like your character walked to where you fast traveled but not much is timed so that has little effect on immersion. Too much of the journey has to have gaps filled in by the player's imagination because walking on the road normally has a lot of encounters and wandering off to check out random buildings and people. It encourages less exploration and taking some time with the game.
Obviously I want a balance, I don't want to be walking the same road with 2 wolf encounters a thousand times because it's between two areas I need to frequent. And I don't want 90% of my playtime to be traveling. But I also don't want to keep instantly fast traveling to all places and feel "lazy" and like I'm missing experiences and encounters. And I want more immersion. More character interaction instead of UI interaction.
Quick-time events but SPECIFICALLY the ones that give you way too little time to react. Like, I never mind them too much, especially the ones in the Yakuza series, but I remember there was this game on the Wii called Indiana Jones and the Staff of Kings that would throw these inputs WAYY too fast at you.