this post was submitted on 10 Jan 2026
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Mine always is, completely forgetting what I was doing and where I was going after not touching a save file for a long time. This is happening to me right now with Stardew Valley.

I'm in Year 4, married Maru, have a decent farm going, I have yet to build the movie theater I just found out so that's something I can do. And I know up until that point, I called it a conclusion of a game, but yet I forgot completely about there being some minor goals or things I wanted to do. Completely out of my head. It was a year ago since I last touched that save.

This happens a lot with old saves, because sometimes I have had something in mind as to how I was going to play the game or where I was going with a character.

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[–] chunes@lemmy.world 3 points 20 minutes ago

Lack of gameplay options and cheats. I've never thought a game was worse because it had cheats. Quite the contrary.

Purposely obtuse mechanics for the sake of "difficulty."

[–] Konraddo@lemmy.world 2 points 2 hours ago

My major pet peeves with games is that features available in a game are often absent in a sequel, or revamped for no reason. Unless a game receives critical reception these days, I often buy games that have been released a year ago to increase the chance they get fixed with patches.

Example: the notorious Civilization series.

[–] Konraddo@lemmy.world 2 points 2 hours ago

Since Steam implemented the notes feature, I can remember what to do, like if I don't have time to explore a place but the game already marked visited simply because I went there, etc.

[–] jjjalljs@ttrpg.network 3 points 3 hours ago (1 children)

Broadly, where the optimal path is the boring or tedious path.

Imagine an action game where you fight monsters and get coins for defeating them. Coins can be exchanged to buy new moves, advance the plot, and so on. Basic game loop.

Now imagine that you get triple coins if you wear the red shirt when fighting red monsters. Every time you see a red monster, you could go into the menu, into equipment, into body armor, swap on the red shirt, exit all the menus, and kill the monster. Then repeat all that for blue shirt and blue monsters.

This is a made up example but some games do shit like that, where you have to do something tedious for a big payoff.

[–] dual_sport_dork@lemmy.world 1 points 1 hour ago

Your example sounds like Ikaruga if it were deliberately designed to be annoying.

...We probably shouldn't give any mobile game developers any ideas.

[–] HollowNaught@lemmy.world 2 points 3 hours ago

When games have a designated button to show interactive elements in the environment

This just screams "we don't know how to make an uncluttered game"

[–] Jeffool@lemmy.world 2 points 3 hours ago (2 children)

I've often wondered why some more advanced games like Elder Scrolls don't keep track of dramatic actions in some way and offer them up to you when you leave the game for a while. A "previously..." kind of element. Big budget action games too, like from Rockstar.

Obviously they just don't think it's worth the work, but I do wonder if it would affect completion rates.

[–] Kolanaki@pawb.social 1 points 2 hours ago* (last edited 2 hours ago)

With games like Elder Scrolls, they have the quest log that usually keeps track of things you have done.

But I have seen a couple games, not a lot, that have a thing very much like a "Last time on..." with dialogue/cutscenes telling you what the story is thus far that you either can optionally select from a menu OR, that just play as the loading screen whenever you load the game up instead of just a spinning widget and a static image/screen.

It definitely should be used more. I probably would not start an entire new game just because I stopped half-way through and didn't remember jack shit when I go to play again.

[–] Els@lemmy.zip 2 points 2 hours ago

Death Stranding 2 offers this feature. Useful, since the story is kookydooks.

[–] Auth@lemmy.world 2 points 3 hours ago* (last edited 3 hours ago)

Games that dont let you skip the tutorial and all cutscenes. Like I get that most people want to watch the story or read the dialogue but I dont.

Games that are to easy. Its so annoying when a good game spends way to long scaling up the difficulty and you have to play for like 10 hours before the fights stop being completely mindless. Its such a waste of time.

My last pet peeve is for sandbox games and myself. Its so annoying when I have built a thing that has a lot of intergrated parts and then I decide to do a massive redesign of some part. Then I remove the parts and dont finish building the replacement. So next time i log in im immediately hit with an entire system that doesnt work and I have try clean up my own mess.

[–] ZoteTheMighty@lemmy.zip 8 points 12 hours ago

When you first start playing, you should be in a room that's moderately graphically intense and you can stand there indefinitely doing nothing. I need some time to dial in my graphics settings and controls. I hate when a game immediately drops you into a combat situation and I'm joining the action 5 seconds at a time as I twiddle with settings.

[–] PCurd@feddit.uk 13 points 14 hours ago (1 children)

Games that don’t act like they are games. Too many designers think they are making “high art”. Examples:

Not being able to save any time for any reason - I have a life, stuff happens. I need to be able to save and leave the game at any time - during gameplay, dungeons, cutscenes, any time. Make it a suspend state if it must - but respect reality.

Non-pausable cutscenes - you are not the most important part of my life so you need to be able to pause without losing content.

Non-skippable cutscenes - I might have seen this 10 times before, let me skip.

Dialogue history - if you let me skip dialogue then you must have a dialogue history. I might have hit the skip button by accident so let me see what I missed.

Indicate when there isn’t new dialogue - make the chat options change when there is new dialogue, making it so I have to interact with the NPC or object again just to see if there is new dialogue is infuriating.

Show when an activity will fail - don’t make me search barrels that are empty. Skyrim does this perfectly.

If you have a map let me annotate it - somehow a magicly populating map is allowed in your world but I don’t have a pencil to write “come back here with a shovel”?

[–] MrFinnbean@lemmy.world 4 points 12 hours ago (1 children)

Three first ones can also be game engine limitations. Im not saying its good desing and its always because the limitations, but there might be more happening under the hood that does not show to the end user. Things like quest stage flags or loading things behind the cut scenes.

Dialogue history i agree completelly. I love the way pillars of the eternity did this. I also loved how text refering to things like cities, characters and gods were highlighted and you could see short summary hovering your mouse over the higlighted text and clicking it opened the codex where you could read about the topic. This helped me immerse to game because my character would what the capital of the country is or what god uggapugga is. Also it helped when there was long times between game sessions.

About map markers. I like when i can add markers or text on the game map, but inherently i think game should do these things for you, either adding a symbol in the map, or adding something in to games quest log or codex. But on the other hand i lived in a era where if i wanted a map for game i needed to draw it by myself on the grid paper. The habit has stayed with me and in games like Dark souls, Remnant and blue prince i keep small notebook with me, where i write my notes and stupid theories. To me its really fun to read those scribles later and try to figure out what i have missed or how dumb i was.

Hollow knight, Project Zomboid, minecraft and Legend of Grimrock have all very different tools for you marking your map and in all of them the map system is part of the game desing and gameplay loop. While these games benefit from the map system to most of the games its just unnecessary. The ability to mark "digging spot #31" just is not necessary.

I love how in pillars of eternity and satisfactory you have in game notepads. And now days steam notepad is also great. You can even add screemshots to it, but i like my oldschool hand writing stuff more.

[–] PCurd@feddit.uk 1 points 8 hours ago (1 children)

Thank you for your thoughtful reply!

Engine limitations I can excuse to a limited degree (it just says to me it wasn’t prioritised correctly) but not for saving any time - at least from the world map, or similar out of engagement situations. If I can save from a church (looking at you, Dragon Quest) I can save from an inn or a bridge or a bush.

I played a game where the cutscenes could only be skipped once loading was done, can’t remember which though - one of the Call of Duty games maybe? That would be a fair compromise.

Drawing maps out by hand is definitely a habit I am pleased not to have to do any more! Back in the days when a game lived in its big box next to my computer it wasn’t a big problem to keep paper in it but nowadays any written notes I made would get lost immediately! If the game designers allow an in game map it should have some basic features like zooming, annotations, and auto-population. I agree that marking every little detail can make a map unusable but it should be my choice as the player what I do with the map, even if that means recording somewhere I found a random horse I want to go back to.

Mostly your comment is making me want to go back to Pillars of Eternity so thank you for that! :)

[–] MrFinnbean@lemmy.world 2 points 8 hours ago

Coming back to the map markings. It is also economics. How many players are going to use the feature versus how much work it is. It migh seem simple thing, but when you add option for player to write on the map there are lots of things you need to take in to account.

How many symbols can be used, what happens if the games resolution is changed from the settings, how the text wraps if its close to the edge of map, what if there appears new automatic map marker under text user has wroten, are there interactive symbols for fast travelling or something else, will those go under the text or on top, what if writing uses special characters etc etc. Not to mention if devs have been cute with the map and its not just a flat texture. Skyrims map for example is the game world and you can see storms on it. Spending time to make and test all those features when it really serves a tiny fraction of the playerbase is wastefull.

About saving the game. For better or worse its also a game mechanic and now days its not necessary about the limitation. For example if you could save in a middle of an battle in pokemon you could just save the moment you start a fight with shiny pokemon and you could infinetly try to catch it without any stakes. Or if you could save in middle of epic multiphase jrpg boss it would take away from the feeling of succes after long battle.

But i absolutelly agree games should atleast have exit save, so if real live happens and you need to close the game, it should not punish the player and loose their progression.

[–] myfunnyaccountname@lemmy.zip 5 points 13 hours ago

My job. No seriously, that’s my pet peeve. I could play so many more great games if I didn’t have to work.

[–] Cocodapuf@lemmy.world 11 points 19 hours ago

When you're watching a dramatic cutscene, but then someone needs your attention, so you hit esc... which skips the cutscenes instead of pausing?! What the actual fuck? The button that pauses the game in every other context now (surprise!) skips the cutscene? Why would you do that?!

[–] JackbyDev@programming.dev 14 points 20 hours ago
  • Games should have some way to take notes in game.
  • External wikis are great and I love them, but they aren't an excuse for not explaining how your game works within your game. There needs to be good in game guides.
  • All games need some way to save and quit. Looking at you, rogue likes. People have lives. That's more important than protecting some weird form of honor by making the excuse that it's to prevent save scumming.
[–] guyoverthere123@lemmy.dbzer0.com 17 points 22 hours ago

Internet for single player.

I love Hitman, but the need to be connected to a server just to play rubs me the wrong way.

[–] weebkent@ani.social 5 points 17 hours ago* (last edited 17 hours ago)

This is specifically for rhythm games, but I hate it when they don't give you a judgement error during the play (early/late indicators) or a total of early/late hits in the results screen.

Even when they do show that information, sometimes they don't even tell you by how much on average in ms, only the amount of hits that are early and late. You could be consistently late by as small as 5ms, or something stupid like 50ms but you wouldn't know. And now you just have to eyeball the offset adjustment, going back and forth, in and out between the settings menu and a song to check if you did it right.

Oh, and I hope the game uses millisecond offset instead of some esoteric arbitrary scale with no label — bonus points if it's not granular enough to set right so you end up with an offset that is either uncomfortably early or uncomfortably late no matter what you do.

And also, the offset calibration tool is useless in every rhythm game. It does not help whatsoever, and if anything it makes it more confusing to set things up :)

[–] 58008@lemmy.world 12 points 22 hours ago
  • I don't give the slightest fuck who provided the middleware for the cloth physics, stop impeding me from playing the game to show me this shit every fucking time I launch it.
  • Continue and New Game are often the wrong way around in the main menu. Why would you have New Game at the top/default selection position? How often would someone be clicking that as opposed to Continue?
  • Unskippable dialogue and cut-scenes. I've read devs describe cut-scenes as a reward for the player achieving a certain milestone. I see them as punishment. Especially so if I want to replay the game. It's a game, not a movie. Leave me the fuck alone already.
  • It should be forbidden to sell a game on Steam that requires an account and launcher from Ubisoft or whoever. If you sell it on Steam, you use Steam, and if you wanna use your own shit then you don't get to use the Steam storefront and must forgo all the advertising and exposure you enjoy there.
  • Walk-and-talks, especially when my normal walk speed is like a sprint compared to that of the NPC in question.
  • Narratively, my character is a saviour to a group of people who provide me with weapons and ammo to help me save them, but the cunts charge me for it?? "Hey thanks for single-handedly saving us and fighting the tyrannical evil empire, while you're out there risking life and limb for us please use our cool weapons and bullets! That'll be 500 credits, cheers!" Motherfucker? What are you even spending it on? WHERE are you even spending it?
  • Fake endings. I was playing RDR2, and thought I was coming to the end of the game, all signs pointed to an imminent ending. So I was mentally in a place where I was ready to pack up and uninstall it, just had to finish the last few quests, already wondering what I'd play next. Then there's an entire 500-hour chapter that comes after. So I keep going, and am constantly thinking "surely it's just another quest or two..." but it just never fucking ends. Had I known or expected all this extra shit, it would be different. But I was already halfway out they door before you called me back in for another week's worth of the same malarkey.
  • Time-wasting as a core mechanic. I love No Man's Sky, but so many of the quests in that game involve literally waiting 24 real-world hours for the next phase of the quest. Which, when completed, leads to another 24-hour wait. Who exactly does this serve?
[–] sleepmode@lemmy.world 6 points 20 hours ago (1 children)

When you know a choice you made should have immediate or impending consequences, but the world carries on as if it's business as usual. I was actually surprised when the opposite happened in Outer Worlds 2 recently. If you trigger a certain event and don't go deal with it ASAP, it will happen without you and there are consequences.

[–] Jakeroxs@sh.itjust.works 5 points 18 hours ago

In theory this is really cool, but unless you really get into a game and are willing to replay, it just feels bad as a player missing content because of a timer you didn't know about.

[–] pogodem0n@lemmy.world 51 points 1 day ago (3 children)

Unpausable and unskippable cutscenes

[–] edible_funk@sh.itjust.works 2 points 12 hours ago

Unpausable is unforgivable in the modern age but I generally don't mind unskippable if and only if it's the first time the scene plays on a profile.

[–] CheeseNoodle@lemmy.world 5 points 17 hours ago* (last edited 17 hours ago)

Been playing Monster hunter World recently and holy crap is that game obnoxious with the cutscenes, even mid-fight if a monster you've never seen before happens to wander past.

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[–] popcar2@piefed.ca 55 points 1 day ago (4 children)

So many games have like ~10-15 seconds of unskippable logos whenever you open the game and it pisses me off every single time. I don't understand why they still do this.

[–] Brokkr@lemmy.world 44 points 1 day ago (2 children)

On PC, often those are short videos. If you can find those files, you can remove the file and they won't play. Pcgamerwiki is helpful

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[–] yaroto98@lemmy.world 34 points 1 day ago* (last edited 1 day ago) (3 children)

Menu -> Exit Game -> Yes

Scroll Down - > Exit Game -> Yes

Scroll Down -> Exit to Desktop -> Yes

Exit Launcher -> Yes

Jackbox is one of the worst offenders of this. Have to exit 4 times to actually exit the game.

[–] RightHandOfIkaros@lemmy.world 13 points 1 day ago* (last edited 1 day ago)

Yeah, but accidentally clicking the quit button when you meant to click options or whatever and the game just instantly dropping you at the desktop is equally as annoying. Two click exit is a good compromise. Four is way too many though.

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[–] ech@lemmy.ca 21 points 1 day ago* (last edited 1 day ago) (3 children)

Biggest pet peeve of modern games is when the game repeatedly nags the player to go to the next mission or solve a puzzle. I like to explore games, to take the time to appreciate well made environments and lore, but when npcs or even the pc keep chiming in every minute with "[x] is waiting for me at the lab" or "I think I should [y]", it starts to piss me off.

It's like they don't trust the player to play the game "right". Games are more than just sprinting from one objective to another. Can't even take the time to fully look over a puzzle before the game starts telling you what to do next.

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[–] ryathal@sh.itjust.works 45 points 1 day ago (13 children)
  • Games that offer stealth as an option over combat, but have mandatory combat bosses.
  • games that have excessive grinding as part of the main gameplay.
  • Games where randomness is the primary factor in winning and losing.
[–] edible_funk@sh.itjust.works 1 points 12 hours ago

You've described like 90% of modern gaming.

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[–] B0NK3RS@lemmy.world 39 points 1 day ago* (last edited 1 day ago) (5 children)
  • Games that jump straight into things without letting me see the options menu first.

  • Not having the Playstation icons as a preset when I want to use my PS4 controller on PC.

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[–] Snowcano@startrek.website 6 points 1 day ago

I started keeping a Note on my phone titled Game Diary with different sections for games I’m playing, and write down what I was doing, my train of thought and what I wanted to do next, things I had to check on our fix etc, at the time I put it down. It’s helped immensely when I come back to something after a while and encounter exactly what you’re talking about.

[–] yesman@lemmy.world 31 points 1 day ago (1 children)

Any game ported to the PC needs to recognize controllers that are plugged in after launch and need to have a "quit to desktop" option.

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[–] W3dd1e@lemmy.zip 4 points 23 hours ago

Yeah I have a bad habit of never finishing games despite playing the first 1/4 of the game several times.

I need a refresher like TV shows do when they come back for a new season.

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