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] 1 points 2 years ago (1 children)

Card games that get bolted on to other genres. cough genshin cough

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

What about open-world rpgs that get tucked onto card games? cough The Witcher 3 cough

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[–] [email protected] 1 points 2 years ago

Perhaps forced online with no way to self host.

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

Quick save/quick load. Not as relevant any more, but so many games used to have it. The meta game just became saving at the opportune moment and trying every possible action from there to progress forward.

Blew my mind in the first Bioshock where you could qs/ql, but the vita chambers were forgiving enough to wean you off it.

[–] [email protected] 1 points 2 years ago

I love quick save / quick load features. I quick load ALOT but doesn't bother me at all, they are games and I like to try out different things and for example in Max Payne I quick loaded back to awesome fights just to try them again.

[–] [email protected] 1 points 2 years ago

Either crafting or being Sonic the Hedgehog

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

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.

[–] [email protected] 1 points 2 years ago (3 children)

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.

[–] [email protected] 1 points 2 years ago

Hitman is one of my favorite stealth games in this way.

[–] [email protected] 1 points 2 years ago

This was why MGS was so good.

[–] [email protected] 1 points 2 years ago

I love the shit out of stealth. The last of us, metal gear solid, and sniper elite are some of my favorite games because of the stealth.

If your game isn't built for stealth it's basically universally a disaster, though. If you don't have tools to manipulate enemies, and AI where stealth is a functional element of the rest of the game, you shouldn't have stealth sections. They're a lock to be a trainwreck.

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

Offline games which require an internet for no apparent reason has to be my pet peeve

[–] [email protected] 1 points 2 years ago

Yeah it guarantees that the game will be unplayable through legal means in a few years when it is no longer profitable to keep the servers running.

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

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.

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

I like them sometimes, but there should ALWAYS be a way to turn them off, for people who don't have fast reflexes or have problems with their hands, etc.

[–] [email protected] 1 points 2 years ago

Shout out to Spider-Man on PS4 for this! Love when a game has accessibility options around quick time events, or anything where you need to mash a button really fast.

[–] [email protected] 1 points 2 years ago

Grinding to advance and make the game easier.

Looking at you fdev with Elite Dangerous, or Rockstar and GTA.

Having balance and not level locking stuff is hard I get that. And you have people that will burn though content like it’s a free crackpipe. But it basically makes a lot of adults or people that just play games casually or in moderation just not fun

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

I'm not a big fan of fishing mechanics, they're usually shallow "press button at random signal, get a random prize" mechanics.

Also escort missions where the NPC being escorted does not understand that it should protect its own life. I don't mind repeating a mission due to my own mistakes, but I don't want to do it because some AI went potato.

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

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.

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

To yes-and this: procedural content in general. No Man's Sky is a snore-fest for me, big, empty, meaningless. Missions in Elite Dangerous and X4 are similarly pretty boring, though the former is more fun the first time around. There has to feel like there's some world-affecting point to what you're doing. IMO

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[–] [email protected] 0 points 2 years ago (1 children)

Gacha. I can tolerate lootboxes but when lootboxes are the central feature, I'm out.

[–] [email protected] 0 points 2 years ago (1 children)

The only good implement is the Zelda ToTK gacha machines. All the fun of gacha with none of the monetary expense!

[–] [email protected] 1 points 2 years ago

Nintendo is the only company i know that gets it right. Most of their gachas are for optional collectibles and you can rig the odds in your favor by filling the machines with tokens you collect in-game

[–] [email protected] 0 points 2 years ago (1 children)
  • Excessive grinding or padding in a game just for the sake of it or for microtransaction reasons.
  • Microtransaction and pay-to-win models in full price $70 games...
  • Overuse of Quick time events Press E to dodge etc etc
  • Escort missions when developers want to pad their game out
  • Terrible stealth mechanics when an enemey spots me when im standing still in a bush from the other side of the map
[–] [email protected] 0 points 2 years ago (1 children)

Yeah, the older I get, the more "I don't have time for 10h grinding a day" I get. Just let me play a complete game in peace please.

[–] [email protected] 0 points 2 years ago (1 children)

I decided a few years ago that I play games to have fun and if a game isn't fun, I don't play it. I don't have much time these days to dedicate gaming, so I want to enjoy the time I do.

I've had a few I've really enjoyed until I hit some really terrible game mechanic or even a boss encounter I can't get past. I'll usually give it a few days/tries, but I'll flat out just bail and uninstall a game if it is causing me too much stress.

[–] [email protected] 1 points 2 years ago

Same here, life is too short to struggle ingame :)

[–] [email protected] 0 points 2 years ago (1 children)

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).

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

I wish more games allowed for choices that are meaningful in the moment but don't have to affect the ending or even the main plot at all. It doesn't need to effect that part of the game for the choice to be meaningful to me.

The main example that comes to mind is Soma. I know some people hated that the choices don't affect the story, but I loved that about it. I thought a lot about all of those choices, and all of them felt more meaningful than most video game choices, and it straight up wouldn't have made any sense for most of them to have any impact on the player character's life after he moves passed them.

Edit: I think I prefer the structure of a mostly linear main quest, with a whole bunch of side quests that don't effect it but are adventures in their own right, over the structure of a super-branchy main story. Especially since I'm always aware that every choice will mean I might miss out on entire areas or characters - that kinda stresses me out, sometimes.

[–] [email protected] 0 points 2 years ago* (last edited 2 years ago) (1 children)

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

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[–] [email protected] 0 points 2 years ago (1 children)

Unrepairable weapons are the worst thing. There's nothing worse than finding a super cool, rare weapon and being paranoid about it breaking.

[–] [email protected] 1 points 2 years ago

That's one of the big things that bothered my in Breath of the Wild. I wanted to go to this cool looking location and find something neat, but I knew that I'll either get a weapon that breaks in 5 hits, a seed, or an orb. Really deflated my sense of exploration when I realized this was the gameplay loop.

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