this post was submitted on 10 Jun 2023
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Gaming

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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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[–] Kory@lemmy.ml 7 points 2 years ago (7 children)

I cannot jump. Not for the life of me. I mean I do press space at the right moment, but somehow I miss, or it's just not working, I keep falling down or to my death. That's why platformers aren't for me sadly, even though I'd like to play them. I cannot do jumping puzzles in Guild Wars 2, I even struggle in Doom! Please, I'll do everything, but don't make me jump!

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[–] TheYang@lemmy.ml 7 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@lemmy.ca 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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[–] Gigg44@feddit.de 6 points 2 years ago

Crafting with survival elements, one button stealth attacks, random loot with stats in story games.

Not a gameplay mechanic but constant fucking talking mains and npcs

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

[–] chalkman@sh.itjust.works 6 points 2 years ago (2 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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[–] gingerrich@beehaw.org 6 points 2 years ago (2 children)

I honestly do not like the RPG mechanic of levelling up/buying skills, especially in FPS games. I'd rather have a Half Life experience over levelling.

I'm also not a fan of side quests. I find it breaks the immersion when you're character is on some crazy, world saving overall quest but sure, I can spend time to find that random thing for you.

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[–] pumpkin@sh.itjust.works 6 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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[–] _ed@sopuli.xyz 6 points 2 years ago

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

[–] Phrax@reddthat.com 6 points 2 years ago

I hate RNG-heavy progression that discourages playing the actual game.

Path of Exile had terrible loot droprates and gamble crafting when I last played in Ritual League. Starting a league = poring YouTube for safe league starter builds to follow step by step. Gearing up = only picking up currency and buying items from other players on a website. Making $$$ = flipping items (buy low sell high) in hideout (personal town).

Path of Champions (PvE gamemode in Legends of Runeterra) drops shards and fragments to unlock new champions and relics that add a passive effect. Drops are random and not duplicate protected. Champions need 2 star upgrades totalling their unlock cost to feel playable. Optimal progression = speedrunning dailies/weeklies, 2-starring meta champs, and logging out.

[–] FartsWithAnAccent@lemmy.world 5 points 2 years ago (1 children)

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

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[–] s12@sopuli.xyz 5 points 2 years ago

Perhaps forced online with no way to self host.

[–] HalJor@beehaw.org 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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[–] AceLucario@lemmy.ml 5 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.

[–] neosheo@beehaw.org 5 points 2 years ago (1 children)

Crafting. I don't want to have to remember the recipe to stuff, then find out where it is, then keep going back to make it again

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[–] Soccera@aussie.zone 5 points 2 years ago (1 children)

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

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[–] Jurisprudentia@sh.itjust.works 5 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.

Edit: sp

[–] simple@kbin.social 5 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.

[–] Katana314@lemmy.world 5 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.

[–] mtizim@beehaw.org 4 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.

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[–] alpaca128@programming.dev 4 points 2 years ago

Swimming/diving, it usually has terrible controls. My prime example is Witcher 3, swimming with Geralt feels like steering a freighter while underwater enemies can quickly move in all directions.

Also I generally don't like platforming, but that's just me.

[–] nLuLukna@sh.itjust.works 4 points 2 years ago (2 children)

Do this to get that to get this to get that One example is the Minecraft tech tree. Abosultely no choice whatsoever. I don't ever need to make a choice. Obviously Minecraft is now begining to take steps to sort this out. But it's been over 10 years and the system is ingrained into people's minds

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[–] phuntis@lemmy.world 4 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...

[–] Monkeyhog@lemmy.world 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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[–] CynAq@kbin.social 4 points 2 years ago (1 children)

The bane of my existence in any pvp game is crowd control mechanics.

In general, I hate every player skill in pvp games which take away the opponent's ability to play.

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