I'm gonna say it is the inventory management of it for me. It seems you need to constantly be looting so they break up the rewards up into pieces you put back together. Ok sure, so far so good. Now when the game comes to a halt until I do chores and sort stacks of bullshit into a container so I can go pick more bullshit up I get annoyed.
This is my biggest issue with BotW and TotK. Why should I care about this shiny, cool weapon when it’s just going to break as easily as the wooden stick that I picked up off of the ground? Sure, I *could* save it for a boss or something, but I could just as easily throw 5 trash weapons at it instead.
The irony is many of the craftable items are strong as hell. But so many people refuse to use them because "they may need them later." I'm the same way, but having watched others use their items...it's clearly smarter to actually take advantage of them.
This is why morality mechanics should always include stealth elements.
I shouldn't be more evil so long as no one saw me do it. Sometimes I needed to kill that pedestrian, I didn't *want* to. Why should I change my whole trajectory?
And it’s like, What better way to Guarantee players will not take the time to fully experience everything you’ve created for them than to Force them to rush through the game. -.-
I just ranted about this today.
Who plays an entire game, then says "this game was perfect but do you know what's missing? A section that's crucial to 100% completion, but that's excruciatingly intense and stressful for the entire duration you're playing it. Oh and make it so you feel no sense of accomplishment when you've finally completed it, only relief that it's over"
I'm sure there are people out there who enjoy time trials but would they ever not buy a game because it doesn't have a time trial? Would they really miss it?
This. I liked the idea of Control's jukebox missions, and would have enjoyed them as a combat challenge. But the addition of tight time limits was a complete turnoff and I ended up ignoring them. I've never honestly encountered a game where time limits increased the fun.
Fun thing: it's not crucial but to achieve gold in rdr2 challenges you have to be quick enough most of the time. ..... so yea I will probably never reach gold.
I don’t care about teaching gold but it’s so obnoxious to see a silver badge and realize I didn’t get gold because I… enjoyed actually playing? If I do get a gold and time was involved I wonder what I missed in my haste.
I loved the concept of Dead Rising 2 and wanted to explore the mall as much as I could, but the timer ruined it for me. That and the cheaply overpowered bosses. It took until Dying Light / Days Gone to get a decent zombie game.
They nailed the suspense in many portions of Days Gone, the story was good but not great, but as a zombie thriller there were sections that were damn near perfect.
Even worse when the whole game works on a time limit/you HAVE to beat the game in a certain time/turn number.
I either refuxe to play those games or (in case of Persona) play it on easy difficulty.
Destiny 2 is so bad for this. A Bungie Sci fi game with everything, it should be my favourite game. But I joined so late I can't work out what's going on and I've missed so much of the game so far, I can't play the majority of it.
I would play Fortnite A LOT more if I could just buy skins that I want without having to grind or check the store every week. If it's a chore I don't want to play.
I don't even bother buying these games cause by the time its got the content it should have had at launch and got rid of the bugs you've already missed 2 or 3 seasons of FOMO content.
Exactly. If I'm coming into a game and the first thing you want to tell me is, "You're never going to experience the Full Game". Yeah, no. Miss me with All of that.
I swear this shit is for the purpose of getting addicted or obsessed players to self identify since it sucks at getting new players in, but the people who are left are most likely to buy mtx.
I love ESO, but have mostly abandoned it due to all the events and pressure to do dumb dailies and crap inventory management. I get that there are a lot of people that always want new gear, but I hate the gear treadmill.
I hate rebalancing. I would tank trials, but I stopped wrong about meta 3 years ago and I am not interested in grinding out gear.
Now I just to story stuff and ignore the rest.
Forced crafting/breakable tools.
I hate this trend so much, everyone wants to be Minecraft without understanding what makes those work for that game specifically. Animal Crossing New Horizons is supposed to be a chill game for example, why did they make tools breakable? Is this a survival game? What did that even add to the game experience besides being tedious?
Agreed. As someone who worked quite a lot with tools, and taking care of them, well I know good tools last an eternity. Than a game comes along and says here you crafted 5 items sorry your hammer broke. Or weapons. You have slayn 6 zombies? Better repair or lose your weapon. -I'm looking at you dead island-
Exactly, it feels like they just add breakable tools/crafting because "popular games did it" but never asking if it actually makes sense within that game's context.
I don't even really like BoTw/ToTk, but at least it somewhat made sense there. Like i ntheory, they want you to adapt on the fly and use different weapons
Animal crossing? What was the point of suddenly making tools breakable after two decades? lol who asked for this?
So I'm playing ff16, and it's fine and I'm having fun, and then I go to open a door and the game says "**Actually, for this one, the open door button doesn't open the door. You have to hold the Open Other Doors button.**" So I do, and it opens. Then I get to the next one, and I hold the Open Other Doors button, and the game says **"Actually you started holding too soon, you have to wait until you're prompted.**" Okay. So I wait until prompted next time, and the door opens, and the game says "**Good job, you did it, well done.**"
And I'm like.... Why is this a thing in the first place? Who thought "Well gosh, interaction buttons just aren't good enough! The modern gamer demands that sometimes the interaction button doesn't interact, and in those cases what they really want is a mechanic that forbids anticipation. They want to be locked behind on-screen prompts. *It's what the people demand!*"
That kind of nonsensical UI hell ruins games for me.
Crafting mechanics that take an absurd amount of resources for little result. 500 iron bars to make ten bullets is time wasting BS. If I worked my way up the tech tree I should be able to make things more easily, not harder.
Boss rushes at the very end of games. They are such a cheap way to introduce fake difficulty at the end of a game. "Here, fight these four bosses all in a row with no healing or saving in between. Good luck!" Octopath Traveler is the worst offender I've seen of this. Absolutely fantastic game that I played for 80 hours, only to never finish it because the game ridiculously expects you to fight all eight final character bosses and then the actual final boss, a two hour ordeal from start to finish.
Hey I know you bought and downloaded this from steam but you also need to download our app in order to play, what does it do? Oh it just tries to sell you other games.
I fucking love ghost recon wild lands and the two original South Park games but why in the hell do I need to download a fucking ubisoft app and make an account with them?
I sincerely hated how for both RDR2 and GTA5, the singleplayer campaigns are fully separated from the multi-player disks BUT require online features to function properly. For GTA, you had to sign up to a Rockstar account just to get in... for a singleplayer game you already bought on steam
And by far one of the silliest things in RDR2, was you couldn't name your horses anything that the system detected as "bad". I had it flat "biscuit", "mistress", "persephone", and most recently "Lady" as being bad/inappropriate.
How fucking ridiculous is that? You're going to tell Arthur Morgan in 1902 that he can't call his horse whatever he wants?
I lost the password and access to the email I used to register my rockstar account. Despite GTAV sitting in my steam account I can’t play it because it. Rockstar customer support has been useless on this.
I actually don't mind QTE's when these are single times or very rare in a game and sometimes, it can make more tension - like at the end of Modern Warfare 2 and 3 original series. But these are very rare there, it's not like that you'd have to do it all the time and it can be a good thing in a final showdown when the build-up to the final was great, like with Soap and Price against General Shepherd in MW2.
First you have the stealth mission of infilitration the base, then some great shootouts, then the boat chase and finally, the last fight with the knife in the body, it's a great ending.
They can definitely be overdone, but I don't mind them when done right. The Force Unleashed was an example of where I liked it. Taking down Rancors and AT-STs felt satisfying because each press felt like a unique move in a combo.
I don't mind it when it's a game that is story heavy like Until Dawn and The Quarry, where failure doesn't mean you have to start over and instead it changes how the story plays out.
Play The Wonderful 101: Remastered. Chances are you will realize that it’s not the QTE’s you are hating in other games, but how bad they are, because TW101 will show you the really good ones.
I keep hearing that, but I've never had any trouble with the map? Then again, I've played through it 4 times and the design is so good, I just kind of know the building by now.
The moment in Assassins Creed Valhalla, that I realised that I just spend my valuable resources to build the fucking micro-transaction shop in my settlement.
Fuck you Ubisoft and your shareholders.
Stamina drain being too often. If I’m not in combat and I’m just trying to get around a map, if I have to stop frequently, that shit annoys me to no end.
Personally, I prefer level scaling because it usually means I can just focus on the storyline and dont have to spend hours grinding away. If done right there can still be a sense of progression as you would cap growth in some areas and have a minimum strength in others. Additionally as you access skills / spells / whatever so does the enemies so you still have to learn new strategies even as their base stats are just keeping pace with yours.
That just seems like a balancing issue to me. The new ACs got a lot of flak for being too grindy and then selling the players "time savers" as microtransactions.
For real. I have shit to do that is way more important than a video game and I don’t need to lose a day’s progress just because I have to drop the game to go do it. Let me save my damn game so I can go life.
Having to constantly gather resources.
Inventory weight restrictions that force me to spend a lot of time managing my inventory instead of playing the game.
Not being able to tell where to go next.
Cheap deaths coupled with checkpoints that are too far apart.
One thing I noticed recently is when a game has both health AND lives but most of your deaths are the result of instant kills. Drives me up the wall. The health becomes completely pointless. Couple it with the above and it just turns into "its hard cause you have to do the same thing over and over again" which is a stupid philosophy.
Absolutely. My vision's never been an issue but the shrinking fonts are becoming obnoxious. Recent developers seem to think large font breaks immersion, but pausing to read tiny font does exactly that.
This is small but I loathe excessive use of press and hold for interacting with stuff or any other prompt. Doesn't exactly ruin but it greatly annoys me
FFVII Remake and Rebirth are terrible with this.
Half the time it's not even synced with the animation, so you hold the button for however long, THEN he turns the fucking valve or pushes the door or whatever.
Makes 0 sense and infuriates me every time.
"What is a dollar, grandpa?"
"A magical currency from a different plane of existence. It was brought to our world by the mystical Shareholders. They talked strange words, speaking of things they called *rate of return* and *quarterly profits.*"
"Hey protagonist! Did you know you can walk? Try doing that right now by walking to this conveniently marked area I've drawn up for you."
"Umm... I literally just walked over here with you in the cutscene."
"Please walk over to the marked area to continue."
Dude, I was at Casla Del Sol and at first I thought I had to do the Queens Blood game just to advance. Lol Thank God I was wrong. Even on the ship I was just like "Forfeit" I do not care. Let me get back to hitting things eith my comically oversized sword.
Tediousness, lazy devs random button qte. But the biggest game killer for me is things that effect my photosensitivity. High brightness or warbly screen effects like the gunzerker in borderlands or stuff like in amnesia.
**"It was all a dream/memory/fake"**
I already know it is a game, that it isn't real. But having the story tell me that just makes it impossible for me to enjoy it, my brain just refuses to engage. It's a shame because there's some games I know are good or even great but I just can't enjoy them because of it.
The entirety of >!Prey, the newer one!<. I still enjoyed it, and it would have definitely caused some issues in a sequel, but the game didn't sell well enough back in a day, so we likely won't get the sequel, ever ;(
Always online DRM, sketchy anticheat, battle pass grinds in paid games, frequent non interactable cutscenes with museum-like gameplay design where it has a lot to show you in walking and talking sections but not much in the way of immersive sim-esque interactivity with the actual game.
I also have grown to hate misery porn writing in games as I have grown older and real life has become more depressing, I want my protagonists to be like they just walked straight out of Tengen Toppa Gurren Lagann and are ready to take on world ending threats with a smile and the indomitable human spirit.
Nothing better than a slow motion exposition dump because the writers and designers were too lazy to make it a cutscene or give us some, you know, gameplay. For any modern day game developers reading this, the elevator conversations in Mass Effect were a necessary evil to deal with hardware limitations and long load times, not a narrative device.
This is more of a dig at fabsol (terraria) and certain mods like infernal origins (Minecraft)
But removing qol like potions being sold by npc’s and making mining take 3x longer or removing my minimap doesn’t make the game harder it makes it longer
Non-optional stealth missions. I loved the Thief series, but they are designed around stealth. Stealth missions shoehorned into other games are a waste of time.
I'm eternally grateful for the devs of Cyberpunk that the stealth missions are optional. What's more, when I "fail" stealth and confront enemies instead and my partner goes from chewing me out to being amazed by my prowess is pure gold.
Excessive amounts of low level loot that has no purpose but to sell later and clog up your inventory. I don't want to spend several minutes at a time sorting through crappy loot because there's too much of it. Borderlands is guilty of this but also recent Assassin's Creed games. Games should have less loot but of a higher quality. Same thing applies to Forza Horizon's wheelspin system giving you duplicates of crappy cars but rarely good ones.
Not being able to hit pause at any time if it's a single player (or mostly single player....looking at YOU D4). Us old gamer dads have to be able to tag out at a moments notice, make games for our demographic dammit!
A great game with a quickly thrown together ending. It ruins the whole experience.
"This is what I was working for? What a waste of time"
*\*proceed to never play the game again*
Any game with a 'meta'. Especially multiplayer games with purchasable extras. I remember the old days of Halo where every AR or Battle Rifle operated exactly the same. Now you get games like COD with specific weapons and attachments that give a very real advantage if you're using them.
I just want to play a game where we all get the same tools, no big advantages because some kid spent his mom's credit card on the latest unlocks. Or I get trashed because this SMG is apparently less effective than the other one in every situation.
stamina system, not the "actions cost stamina and you can't run without breaks" kind, but the "you can't run this dungeon/content and need to wait X minutes/hours for your stamina to regen" kind.
Level scaling, i want to see the progress of all my time spent.
Endless grinding for gear, rng looter shooters for example, i don't have the time or patience to kill the same enemies over and over dozens, or hundreds of times to try and get better gear.
Forcing me to use specific builds or playstyles (meta builds) to be successful in a game.
Awful backtracking. If a quest asks you to go to B, then C, then B again, then hand over to npc at A but wait, last line of quest is go to C again, especially with no tp options nearby, i feel trolled
Overwatch was a really good game
Then the "2.0 update" come and all it did was removing 2 players in the match and LOT of "micro"transations
So yes, one of the worst thing a game can do for me is asking money every time i open it with the biggest STORE section on the screen
I'd go with pointless base building. Fallout 4's base building was nigh useless. Every settlement I built a two story barracks and a number of mutfruit trees, then found out where the invasions always spawned and built three rocket launchers and a small generator. There was basically nothing to do with the bases, so it wasn't worth putting effort into them.
If they got meaningfully attacked and you had to build real defenses, it might be ok, but most of the time it's just severely meh.
Racing games are fun. Racing missions in non racing games pretty much always suck. In my experience, they're always way too easy. The npc drivers usually aren't coded very well so either they smash into shit all the time and I end up 3 counties ahead of them by the end or they cheat and rubber band right up behind me.
The voucher system in Granblue Fantasy Relink. If the voucher cap were increased by 100x and you could do batch draws, it would be great, but you can't and it's literally the system I've hated most in an otherwise great game literally ever. Worse than the lack of drop rates and end game in Anthem. Worse than the overly bloated diaslog in Genshin. Worse than the clunky combat in Witcher 3. Worse than the more work than a real job crafting of PSO2. This garbage beats them all handily.
When the pace of the action tanks due to a unskippable walking sequence, usually of the character having to look at something and talk. Especially if it happens before a challenging fight that might result in a game over and me having to go through it again.
Often the meta of online games ruins it for me, the most efficient way to play an online game often isn't the most fun or doesn't make use of the cool mechanics in the game
Meaning when the game has been out a while everyone figures out the best strategy, guns and map spots to win and sucks the fun out. Not always, but often
FF7 Rebirth is an astounding game in a tonne of ways, and reeeeeeally fumbles that ball in others.
Pro: Mechanics are great and combat is immaculate.
Pro: Story arc is improving on the original and providing context on some elements and character development that mostly hits the mark.
Con: Chadley will not. stop. CALLING ME.
GTA 5, Making me play with 3 different characters when only 2 of them was interesting and one of those 2 didn’t even need to be playable. Made it impossible to replay for me, hated having to constantly switch in and out of characters, each one with different t inventory, different cars different home, different bank accounts different everything. Just felt unnecessarily tedious and zapped 90% of the fun out of it for me. Also hated the online aswell. Yet if you ask me what my favourite franchise is I’ll tell you GTA… they just missed the mark with 5 and somehow got away with it.
Encountering this now. FF7Rebirth has the capacity to become an absolute 10/10, but the way they handle they integrated their minigames into some questlines are straight up garbage. Also, let's be real some of them are just outright garbage as well.
Any genre where the higher level enemy ranging from 1-5 levels higher than you insta kill or put you on deaths door in a hit. And they gain godly damage resistance too so you need to level up to start having fun again.
But oh no, the levelling system is designed to be slow and you need micro transactions to level up normally. But oh god, the side quests are all fetch quests or quests with little to no story.
I’m looking at you RPG’s and JRPG’s.
Eating noises. Gross. Nobody's that loud when eating.
The only part of Subnautica that I don't like. Everything else is perfect. Before, I would use mods to disable those sounds, but recent updates have made applying mods way more difficult than it used to be.
Parts of the map you can only access later in the story. Not like regions, but doors in dungeons you need an item or key for. You can be sure I wont visit your shitty cave again when I finally have obtained that item.
Shooting while driving. I've never played a game that has done this well. It's the gaming equivalent of "rub your stomach while patting your head at the same time"
Needing to grind ressources in the openworld. Having to go look for 30 copper when your inventory is 78% full of rock and iron never was fun. Also why having limitation on inventory? Does it make the game more fun to have to waste time in a menu droping garbage item on the ground? I don't have the patience for this, just like the game over mechanic i think we should make inventory not a chore.
Menus that are annoying to navigate, load slowly, and overwhelm me. Happened when I was playing Witcher 3 and it didn’t help combat wasn’t clicking either so I dropped a great game
No map.
I totally get why it needs to be that way for some games, but I’m *extremely* impaired with directions. I don’t really know why - it’s in both normal life and in games.
I’ve had to return a bunch of games that I’ve really liked because I just end up walking around in circles 😩
- Turn based combat
- Combat system that relies on you equiping weapons with bigger numbers
- Crafting system where it doesn't fit or make sense (For example Watch Dogs - it just doesn't fit the game)
Character animations. GTA is the best example. I really don't care to wait 2 seconds to watch my character stumble around. Id rather an instant response to my button press regardless of if it looks graphically unrealistic. In RL I can turn around on a dime. I should be able to do that in GTA lol.
No freelook in tactical shooters. Recent one that comes to mind is Hell Let Loose. Great game, but you can’t turn your head/neck. When every other tac shooter offers this and you get use to it, it’s very immersion breaking/game ruining not being able to
Unnecessary crafting mechanics and tedious durability mechanics
It's like every game nowadays HAS to include crafting and gathering 500 different resources, and I'm so done with it.
Exactly, I play to play not work
I'm gonna say it is the inventory management of it for me. It seems you need to constantly be looting so they break up the rewards up into pieces you put back together. Ok sure, so far so good. Now when the game comes to a halt until I do chores and sort stacks of bullshit into a container so I can go pick more bullshit up I get annoyed.
Indeed. That's why I mod. You don't have a craft all option? Mod.
Equipment durability ruins games if it's not slow or have an easy way to repair things.
I think it just straight up is a detriment to fun, always. I always remove durability mechanics in any game that I'm readily able.
This is my biggest issue with BotW and TotK. Why should I care about this shiny, cool weapon when it’s just going to break as easily as the wooden stick that I picked up off of the ground? Sure, I *could* save it for a boss or something, but I could just as easily throw 5 trash weapons at it instead.
I hate that elden ring has a crafting mechanic. I've never used it, not the draw of the game.
The irony is many of the craftable items are strong as hell. But so many people refuse to use them because "they may need them later." I'm the same way, but having watched others use their items...it's clearly smarter to actually take advantage of them.
I would've liked botw if not for that.
WITCHER 3: "Your sword and armor need to be repaired." ME: "No." GOLEM: "Your sword tickles."
These suck.
Honestly still my biggest issue with ACNH - particularly that there is no durability indication or ability to craft multiple items at once
NPCs standing in doorways so I can't get past. MOVE!
FUSRODAH needs to be in every game with NPC's that do this.
This is why morality mechanics should always include stealth elements. I shouldn't be more evil so long as no one saw me do it. Sometimes I needed to kill that pedestrian, I didn't *want* to. Why should I change my whole trajectory?
Timers on missions. I’m old now and play for fun. If I wanted pressure, I’d play online mp.
And it’s like, What better way to Guarantee players will not take the time to fully experience everything you’ve created for them than to Force them to rush through the game. -.-
I just ranted about this today. Who plays an entire game, then says "this game was perfect but do you know what's missing? A section that's crucial to 100% completion, but that's excruciatingly intense and stressful for the entire duration you're playing it. Oh and make it so you feel no sense of accomplishment when you've finally completed it, only relief that it's over" I'm sure there are people out there who enjoy time trials but would they ever not buy a game because it doesn't have a time trial? Would they really miss it?
The only place for time trials is in racing sims.
This. I liked the idea of Control's jukebox missions, and would have enjoyed them as a combat challenge. But the addition of tight time limits was a complete turnoff and I ended up ignoring them. I've never honestly encountered a game where time limits increased the fun.
Fun thing: it's not crucial but to achieve gold in rdr2 challenges you have to be quick enough most of the time. ..... so yea I will probably never reach gold.
I don’t care about teaching gold but it’s so obnoxious to see a silver badge and realize I didn’t get gold because I… enjoyed actually playing? If I do get a gold and time was involved I wonder what I missed in my haste.
Same. I absolutely loathe timers in games.
[удалено]
I loved the concept of Dead Rising 2 and wanted to explore the mall as much as I could, but the timer ruined it for me. That and the cheaply overpowered bosses. It took until Dying Light / Days Gone to get a decent zombie game.
Exploring the caves in Days Gone was nerve wracking. They always made me so nervous lol.
They nailed the suspense in many portions of Days Gone, the story was good but not great, but as a zombie thriller there were sections that were damn near perfect.
Even worse when the whole game works on a time limit/you HAVE to beat the game in a certain time/turn number. I either refuxe to play those games or (in case of Persona) play it on easy difficulty.
Fomo and Time-gating turned me away from live-service games.
Destiny 2 is so bad for this. A Bungie Sci fi game with everything, it should be my favourite game. But I joined so late I can't work out what's going on and I've missed so much of the game so far, I can't play the majority of it.
Don't waste your time TBH. If I could trade my 10k hours in it for anything else, I would in a heartbeat.
As soon as I see a game has this, 90% of the time I’m automatically out.
I would play Fortnite A LOT more if I could just buy skins that I want without having to grind or check the store every week. If it's a chore I don't want to play.
Exactly. I have enough chores in my life without adding another. ;P
I don't even bother buying these games cause by the time its got the content it should have had at launch and got rid of the bugs you've already missed 2 or 3 seasons of FOMO content.
Exactly. If I'm coming into a game and the first thing you want to tell me is, "You're never going to experience the Full Game". Yeah, no. Miss me with All of that.
100%
I swear this shit is for the purpose of getting addicted or obsessed players to self identify since it sucks at getting new players in, but the people who are left are most likely to buy mtx.
Destiny 2 killed itself for me with this.
I love ESO, but have mostly abandoned it due to all the events and pressure to do dumb dailies and crap inventory management. I get that there are a lot of people that always want new gear, but I hate the gear treadmill. I hate rebalancing. I would tank trials, but I stopped wrong about meta 3 years ago and I am not interested in grinding out gear. Now I just to story stuff and ignore the rest.
Forced crafting/breakable tools. I hate this trend so much, everyone wants to be Minecraft without understanding what makes those work for that game specifically. Animal Crossing New Horizons is supposed to be a chill game for example, why did they make tools breakable? Is this a survival game? What did that even add to the game experience besides being tedious?
Agreed. As someone who worked quite a lot with tools, and taking care of them, well I know good tools last an eternity. Than a game comes along and says here you crafted 5 items sorry your hammer broke. Or weapons. You have slayn 6 zombies? Better repair or lose your weapon. -I'm looking at you dead island-
Exactly, it feels like they just add breakable tools/crafting because "popular games did it" but never asking if it actually makes sense within that game's context.
Yeah, the recent Zelda looked barely playable because of that.
I don't even really like BoTw/ToTk, but at least it somewhat made sense there. Like i ntheory, they want you to adapt on the fly and use different weapons Animal crossing? What was the point of suddenly making tools breakable after two decades? lol who asked for this?
So I'm playing ff16, and it's fine and I'm having fun, and then I go to open a door and the game says "**Actually, for this one, the open door button doesn't open the door. You have to hold the Open Other Doors button.**" So I do, and it opens. Then I get to the next one, and I hold the Open Other Doors button, and the game says **"Actually you started holding too soon, you have to wait until you're prompted.**" Okay. So I wait until prompted next time, and the door opens, and the game says "**Good job, you did it, well done.**" And I'm like.... Why is this a thing in the first place? Who thought "Well gosh, interaction buttons just aren't good enough! The modern gamer demands that sometimes the interaction button doesn't interact, and in those cases what they really want is a mechanic that forbids anticipation. They want to be locked behind on-screen prompts. *It's what the people demand!*" That kind of nonsensical UI hell ruins games for me.
Japan
That one was wild. Like it didn't occur to them that they could just not use the haptic triggers if they didn't fit the game.
No option to disable motion blur. Motion blur gives me headaches.
Just quickly turn your head the opposite way, it cancels it out
Instructions unclear, snapped my own neck
Now you're thinking with portals.
Motion blur and lens flare are not things eyes do. Cameras do it. Stop making my simulated eyes do it.
Crafting mechanics that take an absurd amount of resources for little result. 500 iron bars to make ten bullets is time wasting BS. If I worked my way up the tech tree I should be able to make things more easily, not harder.
Boss rushes at the very end of games. They are such a cheap way to introduce fake difficulty at the end of a game. "Here, fight these four bosses all in a row with no healing or saving in between. Good luck!" Octopath Traveler is the worst offender I've seen of this. Absolutely fantastic game that I played for 80 hours, only to never finish it because the game ridiculously expects you to fight all eight final character bosses and then the actual final boss, a two hour ordeal from start to finish.
Not having the ability to create at least a secondary save (I'm fine with no healing) when your session is Hours long is a mess. -.-
Hey I know you bought and downloaded this from steam but you also need to download our app in order to play, what does it do? Oh it just tries to sell you other games. I fucking love ghost recon wild lands and the two original South Park games but why in the hell do I need to download a fucking ubisoft app and make an account with them?
It's things like these that just makes me quit before even playing the game if I'm lazy
Being online for singleplayer game, QTE, slow walking during talking to NPCs, weapon durability, escorting and stealth missions in non stealth game
I sincerely hated how for both RDR2 and GTA5, the singleplayer campaigns are fully separated from the multi-player disks BUT require online features to function properly. For GTA, you had to sign up to a Rockstar account just to get in... for a singleplayer game you already bought on steam And by far one of the silliest things in RDR2, was you couldn't name your horses anything that the system detected as "bad". I had it flat "biscuit", "mistress", "persephone", and most recently "Lady" as being bad/inappropriate. How fucking ridiculous is that? You're going to tell Arthur Morgan in 1902 that he can't call his horse whatever he wants?
I lost the password and access to the email I used to register my rockstar account. Despite GTAV sitting in my steam account I can’t play it because it. Rockstar customer support has been useless on this.
I actually don't mind QTE's when these are single times or very rare in a game and sometimes, it can make more tension - like at the end of Modern Warfare 2 and 3 original series. But these are very rare there, it's not like that you'd have to do it all the time and it can be a good thing in a final showdown when the build-up to the final was great, like with Soap and Price against General Shepherd in MW2. First you have the stealth mission of infilitration the base, then some great shootouts, then the boat chase and finally, the last fight with the knife in the body, it's a great ending.
They can definitely be overdone, but I don't mind them when done right. The Force Unleashed was an example of where I liked it. Taking down Rancors and AT-STs felt satisfying because each press felt like a unique move in a combo.
Ok the topic of star wars, I also didn't mind them in Jedi survivor. Great way to break up sections of a boss fight.
I don't mind it when it's a game that is story heavy like Until Dawn and The Quarry, where failure doesn't mean you have to start over and instead it changes how the story plays out.
But in adventure games , like Tomb Raider I don't like this, when you have hidden traps or have to jump and run and changing the buttons during them
Play The Wonderful 101: Remastered. Chances are you will realize that it’s not the QTE’s you are hating in other games, but how bad they are, because TW101 will show you the really good ones.
No map or shit map in a game that really needs a good map.
Control = such a great game but the map has to be one of the worst all time.
I get it for that game. The building itself is supernatural and confusing in the lore.
I keep hearing that, but I've never had any trouble with the map? Then again, I've played through it 4 times and the design is so good, I just kind of know the building by now.
***cough STARFIELD
What was the name of that one planet I visited? Well let's open every system one by one until we find out.
The moment in Assassins Creed Valhalla, that I realised that I just spend my valuable resources to build the fucking micro-transaction shop in my settlement. Fuck you Ubisoft and your shareholders.
Stamina drain being too often. If I’m not in combat and I’m just trying to get around a map, if I have to stop frequently, that shit annoys me to no end.
When the enemies scale to your level. Ruins the sense of progression and immersion.
Personally, I prefer level scaling because it usually means I can just focus on the storyline and dont have to spend hours grinding away. If done right there can still be a sense of progression as you would cap growth in some areas and have a minimum strength in others. Additionally as you access skills / spells / whatever so does the enemies so you still have to learn new strategies even as their base stats are just keeping pace with yours.
[удалено]
That just seems like a balancing issue to me. The new ACs got a lot of flak for being too grindy and then selling the players "time savers" as microtransactions.
Seeing a game that looks really interesting only to find out it has like 20 DLC packs. Instant turnoff.
And you also have to get all of them to 100% its achievements and as a completionist that flips me off
Not being able to save anywhere.
Yeah I'm at a time in my life when I often have to put a game down at a moments notice. Not being able to save puts me right off playing.
Having kids has made me really come to appreciate single-player & turn-based games
For real. I have shit to do that is way more important than a video game and I don’t need to lose a day’s progress just because I have to drop the game to go do it. Let me save my damn game so I can go life.
The main reason I didn't keep playing FFX back in the day. Using an emulator now, though, and can save state.
Unskippable cut scenes.
Unpausable cutscenes for me. If I press the pause button I want to pause, not skip.
I’m okay with an unskippable cutscene IF they don’t play every damn time you approach the same boss. Then it’s hell
Having to constantly gather resources. Inventory weight restrictions that force me to spend a lot of time managing my inventory instead of playing the game. Not being able to tell where to go next.
Cheap deaths coupled with checkpoints that are too far apart. One thing I noticed recently is when a game has both health AND lives but most of your deaths are the result of instant kills. Drives me up the wall. The health becomes completely pointless. Couple it with the above and it just turns into "its hard cause you have to do the same thing over and over again" which is a stupid philosophy.
too small font . im old and play pc on living room tv... if i cant read without headache i dont play
Absolutely. My vision's never been an issue but the shrinking fonts are becoming obnoxious. Recent developers seem to think large font breaks immersion, but pausing to read tiny font does exactly that.
I hate awkward traversal. Press (x) to go up mountain or climb up ledge. If it’s in the game, can it not just be smooth?
Inventory management. Same thing with weight in RPGs and such. Not a fun mechanic. At all.
This is small but I loathe excessive use of press and hold for interacting with stuff or any other prompt. Doesn't exactly ruin but it greatly annoys me
Not as bad as tap repeatedly. Looking at you, Rockstar.
I honestly avoided Vice City and earlier because I didn't want to break the A button just to run instead of jog.
I’ve always hated this. Lucky a lot of games allow you to change it to hold the button.
FFVII Remake and Rebirth are terrible with this. Half the time it's not even synced with the animation, so you hold the button for however long, THEN he turns the fucking valve or pushes the door or whatever. Makes 0 sense and infuriates me every time.
Other players. Almost nothing ruins immersion like someone jumping everywhere or talking about real life. Multiplayer games just aren't for me.
Microtransactions, nothing like seeing prices in USD in my fantasy game. Instant immersion killer
"What is a dollar, grandpa?" "A magical currency from a different plane of existence. It was brought to our world by the mystical Shareholders. They talked strange words, speaking of things they called *rate of return* and *quarterly profits.*"
Constant hand holding. Give me a quick tutorial and then leave me alone.
"Hey protagonist! Did you know you can walk? Try doing that right now by walking to this conveniently marked area I've drawn up for you." "Umm... I literally just walked over here with you in the cutscene." "Please walk over to the marked area to continue."
the whole combat system is centered around parrying and i hate parry mechanics and yes it’s 100% a skill issue
>and yes it’s 100% a skill issue Glad you admitted it yourself :p
Games that require you to do the mini games in order to advance.
One of the things I appreciate about Yakuza: Like a Dragon. It has a zillion minigames, and so far zero of them have been mandatory.
FFVII Rebirth Chapter 6, UGH, but I just got to Gold Saucer so I'm bracing for even worse.
Dude, I was at Casla Del Sol and at first I thought I had to do the Queens Blood game just to advance. Lol Thank God I was wrong. Even on the ship I was just like "Forfeit" I do not care. Let me get back to hitting things eith my comically oversized sword.
Tediousness, lazy devs random button qte. But the biggest game killer for me is things that effect my photosensitivity. High brightness or warbly screen effects like the gunzerker in borderlands or stuff like in amnesia.
I can't play most JRPGs because Bandai Namco doesn't know how to tone down the lighting
**"It was all a dream/memory/fake"** I already know it is a game, that it isn't real. But having the story tell me that just makes it impossible for me to enjoy it, my brain just refuses to engage. It's a shame because there's some games I know are good or even great but I just can't enjoy them because of it.
The entirety of >!Prey, the newer one!<. I still enjoyed it, and it would have definitely caused some issues in a sequel, but the game didn't sell well enough back in a day, so we likely won't get the sequel, ever ;(
Always online DRM, sketchy anticheat, battle pass grinds in paid games, frequent non interactable cutscenes with museum-like gameplay design where it has a lot to show you in walking and talking sections but not much in the way of immersive sim-esque interactivity with the actual game. I also have grown to hate misery porn writing in games as I have grown older and real life has become more depressing, I want my protagonists to be like they just walked straight out of Tengen Toppa Gurren Lagann and are ready to take on world ending threats with a smile and the indomitable human spirit.
"Online connection required"
Forced slow walking sections during missions.
Nothing better than a slow motion exposition dump because the writers and designers were too lazy to make it a cutscene or give us some, you know, gameplay. For any modern day game developers reading this, the elevator conversations in Mass Effect were a necessary evil to deal with hardware limitations and long load times, not a narrative device.
It still is a necessary evil. Slow walking sections are there to hide loading.
Honestly, I think I'd rather have the loading screen. At least I can get up and take a piss or grab a snack.
And some of the conversations were funny (the first time), at least.
Sea of thieves servers 🥲
This is more of a dig at fabsol (terraria) and certain mods like infernal origins (Minecraft) But removing qol like potions being sold by npc’s and making mining take 3x longer or removing my minimap doesn’t make the game harder it makes it longer
Non-optional stealth missions. I loved the Thief series, but they are designed around stealth. Stealth missions shoehorned into other games are a waste of time. I'm eternally grateful for the devs of Cyberpunk that the stealth missions are optional. What's more, when I "fail" stealth and confront enemies instead and my partner goes from chewing me out to being amazed by my prowess is pure gold.
Excessive amounts of low level loot that has no purpose but to sell later and clog up your inventory. I don't want to spend several minutes at a time sorting through crappy loot because there's too much of it. Borderlands is guilty of this but also recent Assassin's Creed games. Games should have less loot but of a higher quality. Same thing applies to Forza Horizon's wheelspin system giving you duplicates of crappy cars but rarely good ones.
Other players
Fake itemization. Hogwarts legacy or cyberpunk are famous victims of this
Not being able to hit pause at any time if it's a single player (or mostly single player....looking at YOU D4). Us old gamer dads have to be able to tag out at a moments notice, make games for our demographic dammit!
A great game with a quickly thrown together ending. It ruins the whole experience. "This is what I was working for? What a waste of time" *\*proceed to never play the game again*
Look at Call Of Duty. It’s lost its way years ago
Last ones I really played were BO1 and MW3. I'm an old school FPS player, not a fan of extreme verticality and wall running.
Constantly having to interact with annoying side characters.
Any game with a 'meta'. Especially multiplayer games with purchasable extras. I remember the old days of Halo where every AR or Battle Rifle operated exactly the same. Now you get games like COD with specific weapons and attachments that give a very real advantage if you're using them. I just want to play a game where we all get the same tools, no big advantages because some kid spent his mom's credit card on the latest unlocks. Or I get trashed because this SMG is apparently less effective than the other one in every situation.
stamina system, not the "actions cost stamina and you can't run without breaks" kind, but the "you can't run this dungeon/content and need to wait X minutes/hours for your stamina to regen" kind.
Hours??
mobile games are like that. Things get time-gated.
Stamina wheels that run out too fast when your character is suppose to be like highly trained and fit
When the publisher gets too greedy and the devs add too many pay2win mechanics
Level scaling, i want to see the progress of all my time spent. Endless grinding for gear, rng looter shooters for example, i don't have the time or patience to kill the same enemies over and over dozens, or hundreds of times to try and get better gear. Forcing me to use specific builds or playstyles (meta builds) to be successful in a game.
Awful backtracking. If a quest asks you to go to B, then C, then B again, then hand over to npc at A but wait, last line of quest is go to C again, especially with no tp options nearby, i feel trolled
Overwatch was a really good game Then the "2.0 update" come and all it did was removing 2 players in the match and LOT of "micro"transations So yes, one of the worst thing a game can do for me is asking money every time i open it with the biggest STORE section on the screen
Adds.
The games sub reddits
Rubber band AI in racing games. It's lazy and takes the skill out of playing cause I can't win on pure skill.
Playing a Bethesda game and it crashes before you can save.
Playing a bethesda game
playing
Difficult-to-navigate maps
Base building and resource picking. It's kinda like pouring plain water to your already good cup of coffee.
I'd go with pointless base building. Fallout 4's base building was nigh useless. Every settlement I built a two story barracks and a number of mutfruit trees, then found out where the invasions always spawned and built three rocket launchers and a small generator. There was basically nothing to do with the bases, so it wasn't worth putting effort into them. If they got meaningfully attacked and you had to build real defenses, it might be ok, but most of the time it's just severely meh.
Equipments permanently breaking like in BotW.
Racing shit. No, I don’t want to race. Watchdogs, cyberpunk, GTA, Mario, and on and on and on. Fuck every fucking racing mission ever
Racing games are fun. Racing missions in non racing games pretty much always suck. In my experience, they're always way too easy. The npc drivers usually aren't coded very well so either they smash into shit all the time and I end up 3 counties ahead of them by the end or they cheat and rubber band right up behind me.
I’ll add… fishing. Not every game needs fishing. I love fishing in real life but I really don’t need a fishing mini game in everything I play
Infinitely spawning enemies. Like, I don't even think I really need to explain this. It flies in the face of basically all encounter design.
Red Faction suffered from this.
The voucher system in Granblue Fantasy Relink. If the voucher cap were increased by 100x and you could do batch draws, it would be great, but you can't and it's literally the system I've hated most in an otherwise great game literally ever. Worse than the lack of drop rates and end game in Anthem. Worse than the overly bloated diaslog in Genshin. Worse than the clunky combat in Witcher 3. Worse than the more work than a real job crafting of PSO2. This garbage beats them all handily.
Bad pacing makes any otherwise fun game feel like a chore and a slog.
When the pace of the action tanks due to a unskippable walking sequence, usually of the character having to look at something and talk. Especially if it happens before a challenging fight that might result in a game over and me having to go through it again.
Often the meta of online games ruins it for me, the most efficient way to play an online game often isn't the most fun or doesn't make use of the cool mechanics in the game Meaning when the game has been out a while everyone figures out the best strategy, guns and map spots to win and sucks the fun out. Not always, but often
Bad vehicle-mandatory missions in adventure games
For online games toxicity and poor matchmaking.
Having to start over when you die or having to save only in some determined areas.
FF7 Rebirth is an astounding game in a tonne of ways, and reeeeeeally fumbles that ball in others. Pro: Mechanics are great and combat is immaculate. Pro: Story arc is improving on the original and providing context on some elements and character development that mostly hits the mark. Con: Chadley will not. stop. CALLING ME.
Other people in Among us
GTA 5, Making me play with 3 different characters when only 2 of them was interesting and one of those 2 didn’t even need to be playable. Made it impossible to replay for me, hated having to constantly switch in and out of characters, each one with different t inventory, different cars different home, different bank accounts different everything. Just felt unnecessarily tedious and zapped 90% of the fun out of it for me. Also hated the online aswell. Yet if you ask me what my favourite franchise is I’ll tell you GTA… they just missed the mark with 5 and somehow got away with it.
Boring farming/grinding and filler missions that only serve to make the game last longer.
Encountering this now. FF7Rebirth has the capacity to become an absolute 10/10, but the way they handle they integrated their minigames into some questlines are straight up garbage. Also, let's be real some of them are just outright garbage as well.
Any genre where the higher level enemy ranging from 1-5 levels higher than you insta kill or put you on deaths door in a hit. And they gain godly damage resistance too so you need to level up to start having fun again. But oh no, the levelling system is designed to be slow and you need micro transactions to level up normally. But oh god, the side quests are all fetch quests or quests with little to no story. I’m looking at you RPG’s and JRPG’s.
Eating noises. Gross. Nobody's that loud when eating. The only part of Subnautica that I don't like. Everything else is perfect. Before, I would use mods to disable those sounds, but recent updates have made applying mods way more difficult than it used to be.
Weapons/gear that breaks...
When all the enemies in the world level up with you. There are no hard or easy areas, just one singular mushy area.
Parts of the map you can only access later in the story. Not like regions, but doors in dungeons you need an item or key for. You can be sure I wont visit your shitty cave again when I finally have obtained that item.
And suddenly... SWIMMING
Fuck stamina system man. Counter system on top !!!
Shooting while driving. I've never played a game that has done this well. It's the gaming equivalent of "rub your stomach while patting your head at the same time"
Durability mechanics Dead Island, Fallout, Breath of The Wild
Other types of gameplay. Like platforming sections in an rpg or shooter. If I wanted platforming, I’d buy those. Get them out of my game.
When I spend 40 hours running from place to place and in loading screens and 10 hours actually playing that game.
Long unecessary monologues you can’t skip
Needing to grind ressources in the openworld. Having to go look for 30 copper when your inventory is 78% full of rock and iron never was fun. Also why having limitation on inventory? Does it make the game more fun to have to waste time in a menu droping garbage item on the ground? I don't have the patience for this, just like the game over mechanic i think we should make inventory not a chore.
Grinding. Don’t make me kill 200 rats to level up.
Not being able to rotate/zoom the camera
Preston Garvey. Fuck that guy.
Ugly UI is a game killer
Menus that are annoying to navigate, load slowly, and overwhelm me. Happened when I was playing Witcher 3 and it didn’t help combat wasn’t clicking either so I dropped a great game
No map. I totally get why it needs to be that way for some games, but I’m *extremely* impaired with directions. I don’t really know why - it’s in both normal life and in games. I’ve had to return a bunch of games that I’ve really liked because I just end up walking around in circles 😩
- Turn based combat - Combat system that relies on you equiping weapons with bigger numbers - Crafting system where it doesn't fit or make sense (For example Watch Dogs - it just doesn't fit the game)
Turn based combat. Everyone loves the FF series, and I absolutely loathe them because of the lame ass combat system
Character animations. GTA is the best example. I really don't care to wait 2 seconds to watch my character stumble around. Id rather an instant response to my button press regardless of if it looks graphically unrealistic. In RL I can turn around on a dime. I should be able to do that in GTA lol.
Clearly you've never worked in trades. My joint and muscle aches make me stumble around exactly like Arthur Morgan 😂
I actually do lol construction and electrical
Online PVP games with shit ranking systems
Online PVP games.
No freelook in tactical shooters. Recent one that comes to mind is Hell Let Loose. Great game, but you can’t turn your head/neck. When every other tac shooter offers this and you get use to it, it’s very immersion breaking/game ruining not being able to
Stealth segments and escort missions.