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] 7 points 1 year ago* (last edited 1 year ago) (1 children)

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

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[–] [email protected] 6 points 1 year ago (3 children)

crafting dear god I hate crafting if I ever find the person that introduced crafting into the triple a formula...

[–] [email protected] 5 points 1 year 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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[–] [email protected] 6 points 1 year 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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[–] [email protected] 6 points 1 year 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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[–] [email protected] 6 points 1 year 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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[–] [email protected] 5 points 1 year ago (4 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
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[–] [email protected] 5 points 1 year 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.

[–] [email protected] 5 points 1 year ago

Slow movement systems are often hiding loading screens. Hard to say if we’ll see those transition out as SSDs become more popular.

[–] [email protected] 5 points 1 year ago

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

[–] [email protected] 5 points 1 year ago

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

[–] [email protected] 5 points 1 year 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

[–] [email protected] 5 points 1 year ago

Perhaps forced online with no way to self host.

[–] [email protected] 5 points 1 year 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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[–] [email protected] 5 points 1 year ago (1 children)

Disclaimer: not always

Character stats, commonly called "RPG elements".

In games with low enough detail that I have to use my imagination, it makes sense to have a character constitution 10 increase to 15 and take 50% less damage from blunt weapons. It works perfectly in Rimworld, ADOM, Terraria and the like because you can't completely see what's happening, so when your character does low damage your imagination has room for him to hit badly or be partially blocked.

But in games with modern graphics and animations, it feels... off. An attack animation that shows someone swinging a sharp steel battleaxe perfectly and connecting with bare flesh at momentum, deals... no damage because the wielder has low strength and axe skill, while the target has a high armor value.

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[–] [email protected] 5 points 1 year 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.

[–] [email protected] 5 points 1 year 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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[–] [email protected] 5 points 1 year 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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[–] alpaca128 4 points 1 year 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.

[–] [email protected] 4 points 1 year 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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[–] [email protected] 4 points 1 year ago (1 children)

The bit in the RPG when your character gets captured and you lose all your gear, and have to do the shitty stealth thing.

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[–] [email protected] 4 points 1 year 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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