Anything requiring you repeatedly mash a single button super fast
Ask Lemmy
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I don't like durability mechanics when its clearly there just to waste your time or money or whatever. Any game that makes you do more hiking to repair benches than fighting is either getting a thumbs down or I'm going to download a mod.
It is a fine line, like in Minecraft durability obviously makes sense, so it makes sense that other games try to emulate that. But then look at Stardew Valley, one of the most popular mods is the one that stops fences from degrading because repairing them is tedious.
Game has collectables scattered in almost every room including lore text and audio logs.
Meanwhile the story NPC is nagging you to move on every 30 seconds on a loop and won't shut the fuck up. Because play testing revealed most of their players are fucking morons and get lost in one way apartment rooms I guess.
These two mechanics conflct with one another way too often and it's immersion breaking every time.
Fuck, this annoys me so much. The new-ish sony games are awful with it (Spider-man and GoW at least), providing beautiful, intricate worlds and levels to explore, but if you aren't sprinting toward the next objective at every moment, it constantly bombards you with little nagging voicelines from npcs or even the main character themselves. I hate it.
Insert real world money to continue/for advantage. Whether it's modern FTP with MTX or old school quarter eaters, it's poison to games.
Not a mechanic i guess, but motion blur
If that counts then in-game rendered intros on first launch running in 720p and you can't change video/display settings until after the game finally gives you control.
God I can't stand it. It's one of those things like "Why do I need that, my eyes can already do that"
Escort missions. Specifically when the person you are escorting is as sharp as a bag of hammers.
Microtransactions - the answer always has been and always will be microtransactions.
Unskippable intro levels that teach the control mechanics.
Bonus if you also can't access settings and it's stuck in a stupid resolution or something.
Pay to win.
Permanently loosing a treasure that you can only get once because your pocket is full.
QTE, especially when they're randomly inserted into an otherwise action/skill based game.
Or to force you to pay attention during what is essentially a cutscene
Something that hasn't been mentioned: difficulty variations that only change stat penalty. These get really annoying for people who enjoy challenging gameplay...
Case in point, unmodded Skyrim's legendary difficulty where the only difference is that you do 0.25x damage and take 300% damage. Instead of providing challenging gameplay that forces you to use gaming skills or think, it just makes the game more annoying to play & limits player build options (stealth is mandatory as any other playstyle deals no damage and results in you getting kill-animation'd...)
Very few checkpoints or save options. I don’t have time to try to beat something if there is like 20 mins of playtime from the last checkpoint.
Where one enemy sees you and now all their friends somehow knows where you are
Stat/EXP loss on death.
Unskippable cut scenes, especially before a boss. I want to play on hard difficulty, which means I WILL die to bosses. Do not force me to watch that shit 5+ times or I'm out like trout.
- Games with designated save points only.
- Skill/Tech trees that really only have one viable path.
- Games that reward stealth until the boss battle.
Probably encumberance, almost certainly the single most ignored rule in rpgs.
But honorable mention goes to old school AC/THAC0 - the mechanics were originally for modern-era battleship game where armor class referred to size. Using the smallness of boats to model the defensive power of better armor was never going to produce sensible results. THAC0 was always unweildy at the table, slowed play, and turned combat into a chorus of "uggghhhh does a 13 hit?" "Ugh.... no."
The worst game mechanic is artificial difficulty where enemies aren't challenging. Instead, they are just damage sponges.
I don't think that I can give the worst, but I can give some that I did not enjoy.
- Invisible teleporters. Some old RPGs
like the D&D Gold Box games
came without an auto-mapping feature. Part of the game was, as one played along, manually creating a map on graph paper. This in-and-of-itself was somewhat time-consuming, and if one made a mistake or got turned around, it could be hard to fix one's map. A particularly obnoxious feature to complicate this was that sometimes, there'd be unmarked teleporters to move you to another place on the map without notice, and you had to figure out that this had happened. Very annoying. I didn't like this mechanic.
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Real-time games with an intentional omission of a pause feature. Some strategy games do this. The idea here is to force you to think in real time, and not permit you to just pause and think about things. Problem is, even if one agrees with this, in the real world, sometimes you need to answer the door or use the toilet. Not a good idea.
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In general, positive-feedback loops that increase the difficulty for the player. An example would be shmups where being hit causes not just the loss of a life, but the loss of a level of one's precious weapon power, or something like that. That means that when one is doing poorly, the difficulty also ramps up. There's some degree of this in many games insofar as it might be harder to play when one is weaker, but in the shmup case, I really don't think that it's necessary
a game would be perfectly playable without that element. I don't really like situations where it's just added for the sake of being there.
Real-time games with an intentional omission of a pause feature.
Agreed. I can understand in MMOs, but if I'm the only one playing, the game should stop when I say stop.
At least make it an option in the accessibility settings if it's not "the developers' intended experience".
Both Control and the dogshit Avengers game had these upgrade systems where you were constantly bombarded with pickups that offered inane benefits like “2.5% increase to headshot damage for 3 seconds after taking damage while in midair” and you spent half the game managing your goddamn upgrades and the limited upgrade slots instead of having fun. It got to the point where I was relieved when I DIDN’T get any upgrades after a battle.
Oh yeah, I really liked Control and recommended someone else play it. He didn't make it far and I asked why not and he said the upgrade system and the crafting... and I was like what crafting?
He said the way you turn figments or whatever into upgrades or whatever. And I was like "oh yeah, that rings a bell... I just didn't do any of that".
I don't always have this power, but in this case I was apparently able to ignore entire chunks of the game and enjoy what was left. So I have a weird skewed view of the game 😛
2 sets of teeth, the first only lasting 1/9 of your life and the second being 8/9. 2/9, 7/9 would be much better or just 2/9, 4/9, 6/9.
Oh, hair falling out and all your joints hurting for 5/9 of your life kinda blows as well.
Anything that is 100% chance and just wasting time, with no meaningful way for the player to influence the odds. For example, how fishing is implemented in some MMOs like ESO: you can eat a buff food and use the correct bait for the water, but beyond that you're just waiting in agony until the random timer dings. Then you do that 12 times before moving to the next hole, etc. "Waiting" isn't an enjoyable mechanic.
Relationship mechanics. If I give someone a pumpkin twice a week, they’re just going to be confused and pissed.
The first Dragon Age added relationship gifts as a DLC at some point. It was literally meant to bribe characters you'd screwed up with back into your good graces - a single gift gave as much affection as several correct in-story dialog choices. Kind of disturbing in retrospect.
When you can't dodge because you're charging an attack/doing a combo/whatever. If I'm attacking one enemy, and I see another one about to attack me from behind, I want to be able to get out of the way, not be stuck in an attack animation until I get hit
QTE, including those i have to align those bar that goes left and right, or those tap a button quickly, in any game that isn't point and click adventure game. It's not fun in God of War, and it's not fun in Dying Light.
Also extreme hand-holding tutorial that force you to click button or do certain action else your progression is refused. This happened a lot in mobile game, which i basically refuse to play.
Not really a game mechanic, but as an achievement hunter I freakin' HATE speedrun-achievements. The longer the game, the worse it is
Grinding.
When the game progresses naturally, and as you move through the game, you always find yourself in the right spot to overcome the next obstacle, that's great. But the second I have to stop progressing through the game and go spend 6 hours killing goblins, I'm done.
All the ones gacha games employ: daily stamina, grind to get some currency, power creep the characters, create content that can only be cleared with premium characters etc.
Upgrades that cannot be changed. Don't force me to replay the entire game just to see what a different upgrade does. I'm my opinion, all games should let you rebuild your character pretty much whenever. I think BG3 did a good job of it with Withers. The price is low enough to not feel like a burden but high enough to not encourage you to cheese it. The only small downside of it is that Withers is technically an optional character you could miss. I think mechanics like this should just be baked in.
Escort missions
The only good escort missions are the ones where you aren't limited at all by the NPC you need to escort, which no longer makes it an escort mission.