this post was submitted on 10 Jun 2023
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The other thread about favorite mechanics is great, so let's also do the opposite: what are some of your most hated mechanics?

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[–] [email protected] 6 points 2 years ago

The bit in a certain DOS game where a demon respawns lower level demons... If you know, you know.

[–] [email protected] 6 points 2 years ago (4 children)

crafting dear god I hate crafting if I ever find the person that introduced crafting into the triple a formula...

[–] [email protected] 6 points 2 years ago

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.

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[–] [email protected] 6 points 2 years ago

QuickTime events. I started replaying RE4 original. Did not miss them.

[–] [email protected] 6 points 2 years ago

I really don't like random bullet spread. Especially when it becomes more random if your character is moving.

[–] [email protected] 6 points 2 years ago* (last edited 2 years ago)

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.

In FC6 it's even thematic, since you're guerilla fighters passing intel along by word of mouth.

Edit: sp

[–] [email protected] 6 points 2 years ago (1 children)

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.

[–] [email protected] 5 points 2 years ago

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

[–] [email protected] 6 points 2 years ago

Perhaps forced online with no way to self host.

[–] [email protected] 6 points 2 years ago* (last edited 2 years ago) (1 children)

Stamina, why can't i just keep running forever!! Eben worst in open world games.

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[–] [email protected] 6 points 2 years ago (1 children)

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.

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[–] [email protected] 6 points 2 years ago

Someone already sort of mentioned this, but I don't usually like crafting and building stuff. So games like minecraft and animal crossing new horizons are out. For the latter, greatly prefer new leaf.

[–] [email protected] 5 points 2 years ago (1 children)

Story, specifically cutscenes, especially if they're unskippable. Everything I need to know should simply be presented in the HUD or in the menu/options/inventory/etc. It's fine that there /is/ a story but at least give me the option of skipping it entirely and playing the actual game.

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[–] [email protected] 5 points 2 years ago* (last edited 2 years ago)

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.

[–] [email protected] 5 points 2 years ago (1 children)

I think forced stealth mechanics in games not designed for them are my pet peeve. Looking at you Witcher 2.

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[–] [email protected] 5 points 2 years ago (4 children)

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.

[–] [email protected] 4 points 2 years ago

Pretty much every 3d mario game has nailed it pretty well, Super Mario Galaxy and Oddysey being my favorites. Sonic is very hit and miss, but i've heard good things about Sonic Frontiers. Kirby and the forgotten land is also very good. I haven't played a hat in time but the gameplay looks phenomenal. The Crash Bandicoot series is also very decent.

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[–] [email protected] 5 points 2 years ago (1 children)

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.

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[–] [email protected] 5 points 2 years ago (1 children)

Currently?
Having cool abilities tied to NPC companions.

And I'm pretty sure (nearly?) everyone knows why and what I'm talking about.

[–] TheAgeOfSuperboredom 5 points 2 years ago (2 children)

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.

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[–] [email protected] 5 points 2 years ago

Escort missions and weapons breaking without a reasonably easy way to get/make more (glaring at you, Dead Island...)

[–] [email protected] 4 points 2 years ago (1 children)
  1. Slow, boring climbing sections that add nothing to the game and just pad out playtime. I'm looking at you, God of War (2018).

  2. Lives systems. Luckily modern games never use it anymore, but every now and then I play an older game and wow, losing 30+ minutes of progress just because you died a few times SUCKS.

[–] [email protected] 4 points 2 years ago

Slow movement systems are often hiding loading screens. Hard to say if we’ll see those transition out as SSDs become more popular.

[–] [email protected] 4 points 2 years ago* (last edited 2 years ago)

Repeateable procedural quests. I feel like this explains it all.

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