FUCK. THE. ALWAYS. ONLINE. PARADIGM.
Escort quests! Especially when the person you're escorting moves incredibly slow (except when running toward obvious danger).
I hate not being able to pause a game, particularly a single player game. I think Elite Dangerous solidified my hatred of this, by not telling you the game is still running when you're on the "pause" menu.
"B-B-BU-BUT it's a simulation and you can't pause real life so it makes it more real"
It's a game, even if it's a simulation game. It's a toy for grown-ups. A very nice and fun and relaxing toy, but a toy nonetheless. It's not more important than a phone call, call at the door, crying child, hungry cat, partner who needs a hand with something etc.
This probably extends to being able to save anywhere and rejoin later, but I think that one is covered pretty well by everyone else :)
"your choices matter"
Love the concept, but most of the time, they do not matter.
I absolutely hate that concept, as even when, or especially if, it matters, it's in the most cookie-cutter binary in-your-face kind of way, literally "(a) eat baby (b) safe baby".
I don't mind choice in games, but it should be actual choice, i.e. you do things because you want to do them, not because you think they will make the story go to the "good ending" or worse yet, be forced on you to stay on the good path, as the game is only build for good and bad path and everything in the middle is just mechanically broken.
The best choices in games are fully mechanics driven or just cosmetic, though that's pretty damn rare in narrative games. In most games choice is generally just bad and annoying, as you aren't focused on the actual game or story, but on what the writer might consider to be the "good way".
That good old fragile "suspension of disbelief" gets shattered by choice systems very very easily.
Cough cough Mass Effect cough cough Cyberpunk 2077 cough cough
I hate when games try to make you feel like you have player agency when it's really just a cutscene and you're pressing a button. Whether it's a QTE or "Press F to Pay Respects." Recently RDR2 was a huge offender of this, featuring probably half a dozen cutscenes where all you do is press W or up on the controller to walk forward or whatever you're doing. Like there's one where it's probably 5 minutes of walking forward interspersed with dialogue. I understand why the developers made you walk that far. It adds to the tension and it adds to the feeling of despair that the character is currently going through. But I think it would've been fine if it was just a regular cutscene instead of "Press W to walk" and if you let go you stop walking, meaning you can't even take a break.
edit: also I dislike stealth games with unrealistic "alert" systems. In a good example like Metal gear solid v, you get a solid 5 to 10 seconds if a guard is outside hearing / sight range of other guards, so even if you're spotted you're still fine as long as you take them out quickly and silently. And even if you dont take him out quickly, he'll still only be able to alert people nearby or he needs to take some time to alert on the radio. On the other hand, in cyberpunk 2077 if just one guard saw you for even a fraction of a second, the entire base would be alerted. I guess lore-wise it makes sense, but from a gameplay perspective it was the least fun I had in that game. Trying to stealth my way through an entire place only for the whole thing to come crashing down because somebody saw my shoulder from 15 meters away. It came to a point where I was just going in guns blazing because stealth just wasn't worth it.
Spider-man from 2018 was also like this. The enemy hideouts or whatever were based very heavily around the game's stealth mechanics, but if just 1 guard became alerted, everybody would become alerted and it would start its stupid wave system. The game heavily encouraged you to take out guards silently so it didn't send in wave after wave of them, but it was just so incredibly punishing to be silent in that game.
Hate: disproportionately excessive penalties for falls (usually found in platformers).
If you get shot in the face by an enemy, you lose your shield, lose a life, whatever. In a bad platformer, if you don’t time a difficult jump exactly right, you lose a life, lose everything in your inventory, get sent back to the very beginning of the level, get audited, and have to mow the developers lawn for an entire summer.
Platformers are “guilty until proven innocent” - I won’t play one until I know it won’t destroy my will to live.
That's why Celeste is one of my favorite platformers. If you fail, you respawn at the very "screen" you died.
Any sort of not respecting the player's time: grind, making the player do the computer's job (e.g., not having an auto-sort button for the inventory), time sinks, unskippable cutscenes, slow walking etc.
One of the things I hate the most is when people say, "You gotta be X hours in and then it is really great!" If you have to wait for a game to get good then, in my opinion, it is not a very good game. I want to have fun right from the beginning.
Fishing minigames. I hate them with every single fiber of my body specially when they are mandatory for progress or to get 100% completition
They are not relaxing, they are painfully boring
I love hard games, but only when the challenge is fair, if the game consist solely on trial and error, that's bad
I genuinely enjoy the "git gud" journey, I find it very rewarding
puzzles mechanics in games that are not about them.
Or puzzles that are completely esoteric or unintuitive. Just replayed some of the Myst games, and it's like "oh ok I was stuck on this for 30min because the lever was on the other side of the map and there was literally no indication that it was related". That's just artificially inflating your game's difficulty, and it's lazy puzzle making. Boooo
I love fast travel, warp gates, teleporting and anything that makes it easier and faster for me to get from Point A to Point B.
"Scenery is pretty." Don't care.
"Look at the extra content." I'll look if I want to. Don't force it.
While I enjoy casual and relaxed games, taking forever to walk to where I want to go is neither casual nor relaxed. I wanna be where I wanna be in game and don't pad on the gameplay hours with slow transport options.
Limited re-specing. Playing FFXVI right now and the free, on the fly, just open the menu and experiment respec is a tremendeous breath of fresh air.
Totally agree, I don't want to have to do research before or during playing and have to consult a build guide for every level up, just so I don't mess up my character.
Just let me fuck around, find out and do it better all over again in my own time.
Time-limited consumables as buffs can be a huge annoyance. In a ton of games I just end up stacking them, waiting for an opportunity where I need them, but usually when I need them, I don't have the time to stop and use them. I keep ending those kind of games with an inventory full of potions.
I am a collector, and inventory management is always the thing that makes or breaks an RPG for me. Unlimited inventory is just completely unrealistic, but on the other hand, making an RPG inventory completely realistic is just no fun. Of course I want to be able to lug all that sweet loot home, including battle axes, broadswords, several full armor sets, myriad other weapons, potions, etc. Having an encumbrance such as Skyrim has makes total sense to me. I love the idea of being able to sort and filter my inventory, and store items in whatever container I own. I also like to be able to compare the stats of new items with ones I own so I know if something is a trade up.
I hate storage block inventories, where items physically take up one, or a few "squares". I don't want to play a tile puzzle with my items.
Anything that involves the mechanic "defeat all the enemies in this room in order to unlock the next room" is a huge turn off for me.
Open world is severely overrated
I agree a handcrafted well put together tube level is superior to an empty generic generated world
limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.
In some sense that's correct. You'd have more options, but you wouldn't take them. Having a limited inventory forces you to make choices. Yes, you can use that scroll/potion/whatever, because you're gonna run out of room, so feel free. On the other hand, I think that many devs don't consider inventory management enough! I think that it's often an afterthought and could use more dev attention.
What game mechanics do you love and hate?
Hate: instakills. Diablo 4 and Risk of Rain 2 are my current games that have this. ROR2 is not as bad, you can prevent this by getting enough defensive items. D4 is worse about this. You can be chewing thru trash mobs just fine but get to a boss and immediately die. There's no ramp up to this.
Slow grounded movement in open world games is so dumb. Why the fuck do you think I want to spend 5minutes walking across a plain or on a path I can't that forces me to move slowly. I do appreciate how some games like this actively just take control for you so you can do a chore (Final Fantasy XIV autodrive, RDR2 lets you automatically move on a path while riding a horse) butIf your open world is that boring, can you just add a mode that brings me to my destination?
I'd much rather a more densely populated world on a smaller scale (Yakuza) some fun extreme forms of movement (Gravity Rush, Tears of the Kingdom). Heck even just have a faster option for mobility on basic terrain is better (Elden Ring). If there was a big desert and you gave me a dune buggy that goes 100mph, that feels way better then having to walk/trod around a hilly or mountainous landscape dotted with areas you have to move around or carefully move through.
Obviously if you lean into that mechanic as being intentionally frustrating, feel free.
I hate when games are open world just cause. I only ever enjoy an open world when there's an insane amount of lore like in Skyrim or Fallout, but in most games I prefer a linear gameplay or semi-open (Mass effect, Dragon Age)
At some point something happened and literally every game has to be open world now 😭
Like: advanced phisics engines - some of my favourite games are phisics sandboxes
Dislike: equipment durability - it rarely adds any difficultyand is most times an anoyence
The fear mechanic in games like Diablo is really obnoxious to me. Having my character run halfway across the screen uncontrollably over and over during a fight is super fun!
Hate:
Lazy UI porting between PC and console. It goes both ways - radial menus showing up in a PC game or a joystick-controlled-cursor in a console game. M+KB vs controller are not comparable input methods, so trying to manage the UI with one that was built for the other is always a massive pain in the ass.
Inventory restrictions in games that throw a LOT of shit your way. Looking at you, Bethesda. Fortunately there's usually a mod of some kind to make items weigh like 0.01 lbs, or kick your slots up to 9999 or something. Sometimes realism adds to the experience... inventory management isn't one of those times.
Sluggish controls. I want to actually enjoy the Dark Souls games SO BAD - they look beautiful, I fuckin love that dark fantasy setting... but moving and combat feel like I'm driving a school bus with boxing gloves on my hands and diving flippers on my feet. I get that the cumbersome controls are a huge part of what makes it difficult, and that the difficulty is what a lot of players are after, but personally that's not a flavor of difficulty I'll ever be able to enjoy.
Love:
Good QOL features, especially involving the topics above. Like 'Hot Deposit' certain items to all designated storages in range, or AoE loot when a bunch of foes die in a pile. The quick loot style menu from Fallout 4 is another great example. Love that stuff!
Lore. Good story writing, believable/relatable characters, ESPECIALLY the antagonists. Hitting the sweet spot there is a quick ticket to my all time favorites.
Environmental challenges, with fun ways to overcome them. When I was new to Ark, one of the biggest challenges in my first play through was getting into the super cold zones and not freezing to death. My cold weather gear didn't cut it... the solution I came up with was to tame a paracer (kind of an elephant looking dino) and build a platform on its back: and made like 6 camp fires on the platform. So the I was, trudging through an insanely cold environment on a flaming elephant, cozy as can be. As a veteran player now, there are SO much more efficient methods to solving that problem, but the experience gave a unique sense of accomplishment, which is the kind of thing that got me hooked on that game.
Escorts matching the move speed of the player. 'nuff said.
Hot take, but I actually love well implemented radial menus on PC. When games bother to reset your cursor to the centre of the circle you can just quickly flick the mouse in a certain direction to make your selection, which is faster than most other mouse menus and a lot more comfortable than trying to reach for the 9 key.
I think Achievements are useful if they're tracked separately by each save game. Minecraft does this, and I find it helpful when I return to a world save after a long time because I can use the achievements I unlocked to help remind me what I was doing and resume from there instead of looking at what clues may have been left behind.
I love New Game + mechanics. I think it's a travesty more games don't have them.
I hate excessive collectathons or overly repetitious cutscenes or dialogue. I love TotK, but the end-of-shrine bit got old real fast; I found myself missing pre-BotW heart container hunts where they could just be in a chest somewhere. I also feel exhausted just thinking about all the Koroks; I like trying to 100% save games, and the Koroks start to feel like work after a couple hundred in total.
I like when fps weapon recoil moves the player view with the recoil, particularly if the view resets back to where the player was aiming as the recoil cooldown ends. It's satisfying and also gives the player an odd feeling of agency because the recoil mechanic lets them play "can I control the hose?"
(hard coded behaviors) Like when you think that you are supposed to died but you can't, or some character seems like it could die but it can't. It feels like the devs are playing with you
I love game mechanics that reward thinking or tactical decisions rather than rewarding how much time you spend grinding this or that. I do like having some kind of character progression - and that usually comes with grinding. But I hate it when the only challenge of a game is just how many hours you can sink into it. I much prefer when there are hard skill walls that you can't pass until you really got genuinely better at the game.
I hate generic boring quests that feel like they came straight out of a story generator. It's ok to have a few of them. But a hundred of them.. You play one, you played them all.. No incentive to do them. I much prefer a game that has only 10 hours of content but very solid content with well- designed narrative and places ; rather than 2 hours of human-made content and 48 hours of generated maps and quests.
One of the best games I have ever played is Dark Messiah of Might & Magic. That game has such an insane combat and a great narrative - I just couldn't put it down, I finished it in just one or two weeks because it was so good! And at the end I felt an emptiness, like when you've just finished watching an excellent serie and wonder what to do next.
Here's one I genuinely love and hate at the same time. In Dark Souls and Elden Ring, you drop your souls/runes (currency) on the spot where you last died, and if you die again before recovering them, they're lost forever. You get souls and runes by killing enemies and generally progressing, so this leads to some interesting scenarios.
One one hand, it incentivizes you to spend your currency (to minimize risk of losing it) instead of just sitting on it, forcing you to make decisions on how you spend it, and whether to take the risk to save up to get more expensive items or level ups. It also forces you to play very deliberately, since there's a penalty, but only if you die twice.
But.. it makes me scared to progress, because I don't know what to expect, and I don't want to risk losing my souls/runes. Unless I have just recently lost everything and I have nothing to lose, I feel pressured to play overly carefully and never take risks and play the game in the most fun way possible, out of fear of loss. And even when I DO die and lose my currency, the freedom to play in risky ways only lasts for a short time, because as I kill enemies I start to build up my souls or runes again, and then I'm back in the same situation of not wanting to lose them.
I think that's the main reason why I haven't finished Elden Ring despite getting so close to the end. That overly careful playstyle is not very fun, but I can't get over that fear of losing my runes in order to enjoy the game more.
Gathering mechanics in rpgs. It's a waste of time neuron activator. I want to get immersed in the world and not walk from bush to bush going grabbing flowers, rocks and sticks.
Social and conversational engines (think Stardew Valley or Animal Crossing) tend to make me feel a lot lonelier than straight NPC dialogue. I think it's because NPCs are shallow enough that I don't see them as people, just people-shaped quest dispensers, but when you add social systems on top they're inevitably going to fall short and that friend-shape turns into an NPC and my brain realizes I was playing alone the whole time. I'm really looking forward to the integration of language models into games so I can actually socialize with these characters, even when they're more shallow than real people.
What I always hate is when the dialogue option description doesn't really match the dialogue your character then says.
The Mass Effect games are absolutely notorious for this.
You press the option that says "I am not so sure about that" and you character goes "You are a lying piece of shit!" *Clementine will remember this.
Hate:
-Real Time Timers: Think FF13 Lightning Returns. It doesn't matter how many mechanics there are to alleviate the pressure, they make me so stressed out that I don't enjoy playing the actual game.
-Unrepairable Durability Mechanics: I mean things like Breath of the Wild where you can use a weapon X times before it breaks with no way to repair it. I end up never wanting to use "my good weapon" and tryto beat entire games with a 2x4. If I can go to a vendor and repair my gear, I don't mind as much.
-Superhard Games without difficulty options. Looking at you Soulsborne games; I appreciate that some people like a challenge, but I really think that whole genre would only benefit from giving the player options. I have noticed that seems to be getting more common though.
Love:
-Meaningful Choices: Not two dialogue options with the same end result, but things that shape either story or gameplay. This could be a major branching story choice OR something like a talent tree.
-Base Building: I like build base. It doesn't have to be a city builder or strategy game (Though I absolutely love those), but I am a sucker for games including any degree of base building. It's my favourite part of the XCom games as an example. Bonus if I have to make choices about my base, see previous point.
Superhard Games without difficulty options. Looking at you Soulsborne games; I appreciate that some people like a challenge, but I really think that whole genre would only benefit from giving the player options. I have noticed that seems to be getting more common though.
careful, you might alert the horde with a take like that. (i do agree tho)
I really dislike being set back far when I die or mess up. I can handle a fair bit of repetition, but replaying the exact same thing over and over because I died is frustrating and boring.
Which means that I particularly dislike when games have lousy checkpointing or save systems. I also dislike when games are too difficult and I can't turn the difficulty down to at least get past whatever is giving me a hard time. And of course, unskippable cut scenes right after a checkpoint are a classic pain in the ass.
Examples:
- I just finished Outer Wilds and found that game's checkpointing to be pretty frustrating. So many boring trips to Brittle Hollow because I lost my footing. I almost gave up because it was so bad.
- I never finished GTA 4. I got stuck in some mission where there was like a 5 minute drive and then some difficult combat. I kept dying and having to redo the very boring drive over and over killed my motivation. I don't even know why it was so hard. I played GTA 5 twice with no issues.
- I tried Dark Souls once. Lol, lasted maybe an hour before giving up. Now I'm very wary of any game that doesn't have configurable difficulty levels. Thankfully, most games these days are actually progressing to more granular or meaningful difficulty levels.
Hate soulslike stuff other than combat, bonus points when there's no checkpoint before a boss fight so you have to redo 50 fights just to die again and repeat the process until you've learned the boss moved... or shot yourself. Oh and you can't pause so tough luck if you ordered food or kids want something. Fromsoft are masters or marketing to sell this bullshit as something great
Also hate unskippable cutscenes, good story like witcher, ffvii remake or kotor defends itself. If you feel the need to do it chances are your story is bad and so you shouldn't. Just look at ghost of tsushima, good combat, great world and visuals. Easily an 8/10 or better potential but mostly bad story without skips makes it tedious and just not fun. A samurai fetching herbs for peasants 😂 Bonus points if you can't even pause the mighty cutscene
Something I really don't like is stamina that runs out after running for like five seconds
Obligatory grinding. Like all those "retrieve my friends bracelet from the Torture Chamber of the Bloodseeking Ghouls". You're just running around doing the same things over and over again. Finding the place, killing everything, going back, talk to person A, get referred to person B, etc etc.
I hate
- quick time events,
- minimaps,
- questmarker,
- RPGs without story changing decisions,
- random generated loot (drop chance is fine),
- lack of class or profession decision (one character can do all sucks),
- random generated weapon/gear stats
- coop where process isn't shared to every player. Requires a multiple saves system to allow single player, as well as coop play, saves.
- enemy level scaling with player level,
- fully breaking weapon without being able to repair them
- bound items. Seriously, this needs to stop. I'd like to share my gear with guild mates or my other characters. I want to be able to sell a good item again if I don't need it. But so far only Ragnarok Online managed to do this well, that I know of.
- MMORPG with fixed marketplace, like fixed prices, build in price statistics etc. ruining a possible economy focused gameplay in favor of the lazy and dumb players, who complain... because they are not skilled enough.
- non MMORPGS with NPC that don't move or have daily activities. Gothic did this so we'll decades ago, I thought this would be standard by now
- any pay2win element
- any pay2skip grind purchases
- any quality of life wallet gated
- Battle-pass, season-pass, fomo bullshit
What I love
- weather and seasons
- music instruments, music class or weapons
- hidden treasures you need to dig for or find treasure maps
- NPC that have activities and are not glued to their vending table
- animal follower
- jumpsuit/glider
- destroyable environment/footsteps
- weapon degradation and maintenance
- professions and weapon/gear crafting
- alchemy like in Kingdom Come Deliverance
- NPC that tell you where to go, instead of a questmarker and path showing you where to go,
- able to respec my stat points only
- verticality in Level Design, like Dark Souls 1
- fishing with a bit of a challenge other than just pushing a button in time
- character customization, hair, skin, body size, height, voice
- fashion slots, like Terraria and now also Cyberpunk2077
- changing cities through actions I did in the game. NPC got killed, house destroyed/build etc.
Do huge fucking cliffs and invisible walls count as mechanics?
I know equipment durability does and that can fuck right off.
One thing I love is when the game mechanics are well grounded in the world. A recent good example of this was in Tears of the Kingdom; in one cutscene you actually see Zelda use the Purah Pad to fast-travel out of trouble just like you also can. It elevates it from a gaming conceit to something actually part of the world.
Like: open world combat where you can plan and use geography to your advantage.
Hate: Inventory management
I love mystery games, so--
Love: When mystery games actively draw attention to the idea that you need to draw your own conclusions about what you find in the game, and make your own truth, instead of just following a track
Hate: when the above is expressed as a formalized "Mind Palace" mechanic à la the more recent Sherlock Holmes games. That's just covering the track with a tarp instead of letting you build your own theories. Either let people accuse who they want with the evidence they have (once again I plug Paradise Killer) or acknowledge that there's only one acceptable answer
Gaming
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