I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

  • MiddledAgedGuy@beehaw.org
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    1 year ago

    Not really a game mechanic by definition, but I hate forced PvP in open world/MMO style games. Even survival games, where one could argue it fits.

    I won’t buy a game if they do this, so I guess in that sense the PvP is a choice.

    • bankimu@lemm.ee
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      1 year ago

      Destiny did this. I have no idea why people love that game, btw. The guns and the environment are well designed, and the story (if you call it that) teases of science fiction. But that’s all the positives about it.

      The secrets are so bad that you need to follow a Youtube guide and would probably never discover them in a lifetime. The raids are a huge chore of completely arbitrary series of mechanics that are never explained. You grind for weapons and they get nerfed. You keep doing the same missions again and again and again. Your trophies that you firmed for in year can just go away without notice. The damned thing does not even run on Linux. The list of ways it is unfun goes on.

  • salient_one@lemmy.villa-straylight.social
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    1 year ago

    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.

    • silentdanni@beehaw.org
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      1 year ago

      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.

      • NekoRiv@lemmynsfw.com
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        1 year ago

        Dude same with shows. I’m sorry but if I have to watch a whole season before it gets good I’m not watching. I respect my time, they should too.

      • SturgiesYrFase@lemmy.ml
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        1 year ago

        Josh Strife Hayes on YouTube brings this up all the time. If all your good content is at the end of the game, you’re doing it wrong. How can you expect new players to actually want to play your game if they have to play most of the way through to have fun?

  • HalJor@beehaw.org
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    1 year ago

    I hate the overwhelming number of currencies and crafting supplies. I shouldn’t need to have to gather so much of this thing and so much of this other thing (neither of which are labeled clearly, what they are and how to find them) to craft things. A small number of things makes sense, e.g. metal and powder to make ammunition, but when this potion requires 5 different plants and that potion needs 7, only some of which are common between them, it’s an unnecessary time suck.

    Then, when I have an abundance of various supplies, I have to go to the blacksmith to repair my armor, run over to the jeweler to craft bigger gems, then go to the chest to stash things, go over here for various upgrades, and over there to craft the next potion I need. Why can’t all these things be in one place or at least right next to each other instead of scattered all over town?

    • insomniac_lurker@lemm.ee
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      1 year ago

      And to add on to that, let crafting access your stash with everything in it. Don’t make me carry 10k iron to the blacksmith to craft the sword then 20 gems to the magician to enchant it or some nonsense, especially when there are inventory limits. I have it, it’s in my storage, let me use it.

  • fakeman_pretendname@feddit.uk
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    1 year ago

    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 :)

    • hamburglar26@wilbo.tech
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      1 year ago

      The problem with Elite Dangerous is that it is basically an online game, even in solo play and they never bothered to figure out a way for solo players to pause.

        • r1veRRR@feddit.de
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          1 year ago

          Soulslikes can’t be paused and it has nothing to do with online play. Fromsoft just hates working adults.

      • teawrecks@sopuli.xyz
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        1 year ago

        Does this include cloud streamed games? I for one am still waiting for a streaming exclusive game in the vein of Elden Ring or BotW. Bonus if it’s an MMO. Imagine how much more mysterious a world could be if no one is able to datamine the binary. The only way to discover things would be players actually discovering them.

        • MJBrune@beehaw.orgOP
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          1 year ago

          Eh. I would say that they are still mysterious and interesting if you don’t look at the information on a website saying what’s in the game or not. So yeah, I don’t really like what cloud gaming is doing. If you want to keep the mystery of a universe, have some self-control.

          • teawrecks@sopuli.xyz
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            1 year ago

            I’m not saying “for each player, they are able to experience a sense of wonder in a game when played in isolation”, that’s old hat. I’m saying “for all players, everyone experiences a shared sense of wonder and discovery in an artificial world they live in together”.

            I’ve never played Elden Ring, yet I couldn’t help but see the community make new discoveries together. The first couple of days every post was about Margit, then a few people found the fake wall that hides an entire zone, and a month later someone has reverse engineered the levels and found a wall that takes over 1000 hits to get rid of.

            When the binary is entirely hidden from the users, and the only thing the users have have access to is a window peering into the world as you want them to see it, you get to create an entire set of physical laws that is hidden from the players. Players have to work together to conduct experiments, peer review each other, compete with each other, and become experts in very narrow fields of research within your simulation. Imagine spending months as a community raising in-game funding and developing the technology to sail/fly/launch to a New World for the first time, and when you finally arrive you know you are the first set of players to ever see it, specifically as a result of your efforts.

            What you’re describing is a neat little one-off escape room experience. What I’m describing is an actual world. We currently cannot do this.

            • TeryVeneno@lemmy.ml
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              1 year ago

              While this is a cool concept, I don’t think there is a single organization with the money needed to pull it off that wouldn’t also ruin the concept with monetization features. Maybe some kind of community made game could accomplish it, similar to what the Thrive devs are doing, but the amount of consistent resources needed would be a lot.

              • teawrecks@sopuli.xyz
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                1 year ago

                Yeah, that’s why I think we’re in an MMO slump right now. The only companies who can afford the scale “need” it to be a cash cow. So they need really predictable methods of generating income, which means not doing anything too interesting. I’m hoping one day we’ll get past that. I think we have the technology right now for indie devs to roll out a semi-affordable MMO of decent quality, but I also don’t want the market to be flooded with garbage MMOs. We already have too many of those.

  • siipale@sopuli.xyz
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    1 year ago

    I love simple controls or an elegant way to control simply. For example using one thumb to control two buttons simultaneously or the Super Mario Run control scheme where you only press on the touch screen, doesn’t matter where, and that’s it.

    I hate it when in co-op game the other player’s actions can screw up the game e.g. moving the screen too far so the other player dies.

    • Piers@beehaw.org
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      1 year ago

      Have you tried Divekick? It’s a 2d fighting game (IE, like Street Fighter) that only uses two buttons for 100% of the controls.

      • siipale@sopuli.xyz
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        1 year ago

        No, I haven’t. I looked up a video of it and the fighting reminds me of TMNT arcade games which I like. I might give it a try some day.

  • RobMyBot@lemmy.ml
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    1 year ago

    Escort quests! Especially when the person you’re escorting moves incredibly slow (except when running toward obvious danger).

    • whysofurious@beehaw.org
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      1 year ago

      I agree that is clearly broken and overused in many games but if we were able to actually control the walking speed on PC with a keyboard similar to what is possible with a controller, it would probably be more bearable tbh.

  • Chahk@beehaw.org
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    1 year ago

    Hate:

    • Un-skippable cutscenes or tutorials. This really hampers replayability of missions/quests, or even entire games in general.
    • Artificially limited customization in order to sell more via micro-transactions.
    • Time-gated features. I hate it when games require a certain amount of in-game time before some things are unlocked.
    • Pay-to-win in multiplayer games. Preventing or limiting progression with ability to bypass it with a purchase is just gross. If you want to go F2P, do it all the way. I’m fine with for-purchase cosmetics, but getting a leg up on fellow players if you can afford it is just bad.

    Love:

    • Don’t have anything specific. Anything that sucks me into the game.
  • Splyntre@unilem.org
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    1 year ago

    One of my favorites that I fell in love with was a particular class on an MMO game called Rift. It was the chloromancer. In practice it was tricky and arguable how effective it is but it was a healer class that provided raid/group heals by doing damage. Your damage attacks would provide the heals.

    Just a neat concept I immediately fell in love with.

    • Piers@beehaw.org
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      1 year ago

      Brigette in Overwatch heals by attacking enemies if you wanted to try another example of that idea.

  • slaytswiftfan@beehaw.org
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    1 year ago

    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 😭

    • PlantJam@beehaw.org
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      1 year ago

      A Plague Tale is an incredible example of what can be done with a linear design. Both Innocence and Requiem were amazing.

      Open world games like the Witcher 3 leave the player with this really weird interaction with plot urgency. I’m looking for someone but just barely missed them? Hurry to the next town so I don’t miss them again? But then zero consequences when I ignore that quest for twenty levels.

    • Feydaikin@beehaw.org
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      1 year ago

      I mostly dislike open-world games because of the lazy travel systems. Either you have to run everywhere or you free fast-travel from any point, too any point.

      There is no middelground.

      I miss games like Morrowind, where you not only had to pay for fast-travel, but it functioned more like an actual transportation system. Like, you had to go to this city and take a Strider to that town and then a boat ride to get to your destination.

      Giving the world some infrastructur and natural money drainers helps with immersion and facilitates the need to go do some side-quests every now then. You get fast-travel, but you also get to see the world that was build for you. And you don’t run around as the richest douche in the world by level 10 with the best gear available because nothing costs anything.

      Bethesda skipped this aspect entirely back in Oblivion and never looked back. Making your characters golden gods from the get-go, with no reason to interact with anyone or do anything except screwing around and collecting trinkets.

      There’s more to it, ofcause, but this is the biggest pet-peeve I have.

    • Pfnic@feddit.ch
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      1 year ago

      Agreed. Like the original linear Mirror’s Edge is way better than it’s open world prequel. It’s my go-to example for exactly this problem.

      • Echo Dot@feddit.uk
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        1 year ago

        And that Halo game I can’t remember what it’s called, but there’s an open world Halo game and it’s awful.

        The biggest problem in that game, and in general, is the fact that, yeah it’s an open world game, but there isn’t really a lot to do, so you have to run around through the level, which is usually boring, to get to the actual next bit of the game.

        It wouldn’t be so bad if they just teleported you to the next bit. Then the open world aspect could be played around with on your terms, but you could also just ignore it if you wanted. But they never do that because they’ve made an open world, and they want you to look at it.

  • off_brand_@beehaw.org
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    1 year ago

    I hate anything that stops me from playing the game. Stun mechanics, usually, but I also include quick time events.

    The one that sticks in my mind was those dumb water mages in genshin impact. They trap you in a bubble and hold you there for a few seconds. If it’s an intense enough fight, a few seconds is an incredibly long time, and you’re just sitting there watching the game happen and you’ve lost your agency. It’s worse for me because I had built shields and healing into my team to shore up my shortcomings with dodging. It felt clever, but them the game sends in this mechanic which invalidates my solution.

    With quick time events, I just get annoyed at the genre switch. Don’t get me wrong, there are cool enough cinematics out there… It’s just… Like usually I’m watching these and thinking, “wow, that would’ve been fun to do, you know, myself.”

    Nevermind that I’m too ADHD. Like I have cats and a partner and a phone. If I get a buzz or whatever else, I might miss the prompt. Or if I ignore the buzz, whatever that might have been can sometimes get discarded in my brain.

    • off_brand_@beehaw.org
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      1 year ago

      For positivity:

      I love team building. The interplay of abilities, the hard choices with limited slots and opportunity cost. Finding unintentional synergies, or even stumbling on them. Its all a dream, and it’s part of why I love ttrpgs so much.

      I can sometimes get so bogged down (positive) with team building I never make it amywhere in the game itself.

      Also love me a good physics engine. God knows how many hours I spent building stupid shit in Garry’s Mod. I learned to code before I played that game, so it was delightful to put those skills to use with wiremod as a little kid. LoZ: ToTK I have like 1000 hrs logged just fucking around in the builder spot at the base of Tarry Town.

  • Turmbaumeister@discuss.tchncs.de
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    1 year ago

    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

    • kamiheku@sopuli.xyz
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      1 year ago

      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

      DS1 I feel is decent with this (could be Stockholm syndrome) and Elden Ring removes the issue almost completely. But Jesus Christ DS2 was awful in this regard. At least they added the mechanic where mobs stop respawning after you’ve killed them N times; I removed every single enemy from along the Smelter Demon corpse run lmao

      • Kerb@discuss.tchncs.de
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        1 year ago

        im usually not to bothered by a few fights before the bossroom (probably because i started out with ds2)

        but smelter demon was awfull until i learned the balcony jump.

  • ConsciousCode@beehaw.org
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    1 year ago

    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.

    • Echo Dot@feddit.uk
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      1 year ago

      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.

    • Mot@beehaw.org
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      1 year ago

      I think it’s fun to work down a questline for an NPC, but I agree that attempts to make it more that a simple branching dialogue tend to fall a bit flat. I also tend not to like the gift giving grind a lot of games do. I much prefer to go do things with an NPC and often that forms a better bond than an NPC with more dynamic dialogue.

    • bermuda@beehaw.org
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      1 year ago

      especially when so many games like to cram anything and everything into the open world. Yahtzee Croshaw of zero punctuation called it “jiminy cockthroat.” You have stealth, a crafting system, a skills system, collectibles, etc. Like, not every open world game needs stealth. Just because Far Cry 3 did it back in 2012 doesn’t necessitate your character to be hiding in bushes while guards walk past every other mission

    • Jomn@jlai.lu
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      1 year ago

      Yes, I feel like at least 75% of games that are Open Word would be better if they weren’t.

    • Zoidsberg@lemmy.ca
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      1 year ago

      Especially when they are just a series of on-rails missions with “ride a horse through this forest for five minutes” breaks in between.

    • Akip@feddit.de
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      1 year ago

      I agree a handcrafted well put together tube level is superior to an empty generic generated world

  • pixelscience@lemm.ee
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    1 year ago

    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!