Cutscenes for repeated actions like in the Zelda series. Having to dig through the menu to perform simple actions.
Gaming
From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!
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Combo attacks - I'm not coordinated to hit the buttons in order fast enough. I tried Black Desert when it was free and this was the dealbreaker for me, though it wasn't the only thing that bugged me about the game.
Squad/micro-strategy mechanics in fps games. Commanding npcs to do specific things in the middle of a gunfight isn’t fun. Bonus points if the npc ai gets in your way when you're not fighting as well.
Bad tutorials. Don't teach me the game mechanics that could be learned in-game in an environment different from the rest of the game. Also dislike sudden lore dumps after the tutorial.
Mechanics in games where they don't belong. Not every game needs skill trees, not every game needs stories or lore.
Squad/micro-strategy mechanics in fps games. Commanding npcs to do specific things in the middle of a gunfight isn’t fun.
While it's ai is still sometimes a drunk toddler, i like the way arma offers it. You set rules of engagement and kind of a "ready mode", and the formation and you're set. Also quick hotkey based ways to change them.
You can still set up positions and micro manage your squad if you wanna but 90% of the time its unnecessary.
Offline games which require an internet for no apparent reason has to be my pet peeve
Loot
I hate collecting it, managing inventory, selling it, crafting it, and so on. I used to love it, but these days I much prefer a more guided experience where the only items I get are interesting. Elder Scrolls completely destroyed this whole mechanic for me because I'm a bit obsessive and would try to bring literally every plate back to town to sell.
As a corollary, I'm not a fan of dealing with shops in general. I'm fine if they exist, but I really think the game should supply you with everything you need to complete the game, and shops should be a backup plan, not a core mechanic.
Loot is great when it's unique, or at least rare. Unique weapons and lore items in Dark Souls come to mind.
But yeah, loot that just fills up your inventory (or worse, your equip load) until you go sell it is just Worse Money.
I wish games like that had an auto loot feature where you take what you can use, then hire an NPC or something to go sell the rest. I think that could be a cool, immersive middle ground.
Oh god yes. I literally check every single urn in every dungeon, grab every mushroom or plant, check every shelf. It's like this goblin comes out of me playing TES
I forget which game unfortunately but it would tell you what junk you picked up but then autoconverted it to a gold value and gave you that instead.
I know Dishonored does it, and I love it.
Consumables.
They either offer too little for a too short time or too much too easy.
I haven't seen a game where consumables are promoted from the get-go and are easy to use and not a hussle or completely broken.
Alaloth has a great iteration of consumables but I still wouldn't say it's fun as a standalone mechanic.
This was my BotW experience. Once I figured out how to make fully recovery meals, that's all I ever used. I had like a thousand random rocks, bugs, and lizards and I have no idea what they do (and don't really care to figure it out)
I think my entire experience with consumables is storing them in a bank for one day when I need them and then never taking them out again.
When you enter a level and the camera pans over every important thing in the level before you can move. I'm not an idiot. I can discover the level on my own. Stop holding my hand.
3D 3rd person platforming. Any flavour of it. It consistently either sucks (souls games) or is just plain boring (the uncharted series). I'm sure there are some games where it's done reasonably well (probably some sonic or mario game), but I've never seen that.
I think what sucks is platforming in 3D games that are not primarily platformers. I don't think it has anything to do with 3rd person perspective. If anything, 3rd pp makes it easier to see exactly where your character (and their feet) is and how they can jump.
A hat in time is a good platformer for instance
QTE by far
Sadly, the whole "rogue" genre if that counts as a mechanic. I don't enjoy replaying everything over and over again in different ways in a system where its designed one should fail eventually, so you must lose to continue. It sounds great on paper but hell it really sucks. Also, turn based stuff.
Either crafting or being Sonic the Hedgehog
I really don't like random bullet spread. Especially when it becomes more random if your character is moving.
Quest systems, especially in linear games. All is does is clog up the UI, and if you need to constantly tell me what to do and where to go, is your game really designed that well?
non-renewable consumable items.
using consumables is hard enough, but you're telling me there's a finite number of these? forget it.
only exception is rougelikes.